diff options
Diffstat (limited to 'indra/llcharacter/llheadrotmotion.cpp')
-rw-r--r-- | indra/llcharacter/llheadrotmotion.cpp | 1150 |
1 files changed, 575 insertions, 575 deletions
diff --git a/indra/llcharacter/llheadrotmotion.cpp b/indra/llcharacter/llheadrotmotion.cpp index b327deca64..989c47b847 100644 --- a/indra/llcharacter/llheadrotmotion.cpp +++ b/indra/llcharacter/llheadrotmotion.cpp @@ -1,575 +1,575 @@ -/** - * @file llheadrotmotion.cpp - * @brief Implementation of LLHeadRotMotion class. - * - * $LicenseInfo:firstyear=2001&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -//----------------------------------------------------------------------------- -// Header Files -//----------------------------------------------------------------------------- -#include "linden_common.h" - -#include "llheadrotmotion.h" -#include "llcharacter.h" -#include "llrand.h" -#include "m3math.h" -#include "v3dmath.h" -#include "llcriticaldamp.h" - -//----------------------------------------------------------------------------- -// Constants -//----------------------------------------------------------------------------- -const F32 TORSO_LAG = 0.35f; // torso rotation factor -const F32 NECK_LAG = 0.5f; // neck rotation factor -const F32 HEAD_LOOKAT_LAG_HALF_LIFE = 0.15f; // half-life of lookat targeting for head -const F32 TORSO_LOOKAT_LAG_HALF_LIFE = 0.27f; // half-life of lookat targeting for torso -const F32 HEAD_ROTATION_CONSTRAINT = F_PI_BY_TWO * 0.8f; // limit angle for head rotation -const F32 MIN_HEAD_LOOKAT_DISTANCE = 0.3f; // minimum distance from head before we turn to look at it -const F32 EYE_JITTER_MIN_TIME = 0.3f; // min amount of time between eye "jitter" motions -const F32 EYE_JITTER_MAX_TIME = 2.5f; // max amount of time between eye "jitter" motions -const F32 EYE_JITTER_MAX_YAW = 0.08f; // max yaw of eye jitter motion -const F32 EYE_JITTER_MAX_PITCH = 0.015f; // max pitch of eye jitter motion -const F32 EYE_LOOK_AWAY_MIN_TIME = 5.f; // min amount of time between eye "look away" motions -const F32 EYE_LOOK_AWAY_MAX_TIME = 15.f; // max amount of time between eye "look away" motions -const F32 EYE_LOOK_BACK_MIN_TIME = 1.f; // min amount of time before looking back after looking away -const F32 EYE_LOOK_BACK_MAX_TIME = 5.f; // max amount of time before looking back after looking away -const F32 EYE_LOOK_AWAY_MAX_YAW = 0.15f; // max yaw of eye look away motion -const F32 EYE_LOOK_AWAY_MAX_PITCH = 0.12f; // max pitch of look away motion -const F32 EYE_ROT_LIMIT_ANGLE = F_PI_BY_TWO * 0.3f; //max angle in radians for eye rotation - -const F32 EYE_BLINK_MIN_TIME = 0.5f; // minimum amount of time between blinks -const F32 EYE_BLINK_MAX_TIME = 8.f; // maximum amount of time between blinks -const F32 EYE_BLINK_CLOSE_TIME = 0.03f; // how long the eye stays closed in a blink -const F32 EYE_BLINK_SPEED = 0.015f; // seconds it takes for a eye open/close movement -const F32 EYE_BLINK_TIME_DELTA = 0.005f; // time between one eye starting a blink and the other following - -//----------------------------------------------------------------------------- -// LLHeadRotMotion() -// Class Constructor -//----------------------------------------------------------------------------- -LLHeadRotMotion::LLHeadRotMotion(const LLUUID &id) : - LLMotion(id), - mCharacter(NULL), - mTorsoJoint(NULL), - mHeadJoint(NULL) -{ - mName = "head_rot"; - - mTorsoState = new LLJointState; - mNeckState = new LLJointState; - mHeadState = new LLJointState; -} - - -//----------------------------------------------------------------------------- -// ~LLHeadRotMotion() -// Class Destructor -//----------------------------------------------------------------------------- -LLHeadRotMotion::~LLHeadRotMotion() -{ -} - -//----------------------------------------------------------------------------- -// LLHeadRotMotion::onInitialize(LLCharacter *character) -//----------------------------------------------------------------------------- -LLMotion::LLMotionInitStatus LLHeadRotMotion::onInitialize(LLCharacter *character) -{ - if (!character) - return STATUS_FAILURE; - mCharacter = character; - - mPelvisJoint = character->getJoint("mPelvis"); - if ( ! mPelvisJoint ) - { - LL_INFOS() << getName() << ": Can't get pelvis joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mRootJoint = character->getJoint("mRoot"); - if ( ! mRootJoint ) - { - LL_INFOS() << getName() << ": Can't get root joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mTorsoJoint = character->getJoint("mTorso"); - if ( ! mTorsoJoint ) - { - LL_INFOS() << getName() << ": Can't get torso joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mHeadJoint = character->getJoint("mHead"); - if ( ! mHeadJoint ) - { - LL_INFOS() << getName() << ": Can't get head joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mTorsoState->setJoint( character->getJoint("mTorso") ); - if ( ! mTorsoState->getJoint() ) - { - LL_INFOS() << getName() << ": Can't get torso joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mNeckState->setJoint( character->getJoint("mNeck") ); - if ( ! mNeckState->getJoint() ) - { - LL_INFOS() << getName() << ": Can't get neck joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mHeadState->setJoint( character->getJoint("mHead") ); - if ( ! mHeadState->getJoint() ) - { - LL_INFOS() << getName() << ": Can't get head joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mTorsoState->setUsage(LLJointState::ROT); - mNeckState->setUsage(LLJointState::ROT); - mHeadState->setUsage(LLJointState::ROT); - - addJointState( mTorsoState ); - addJointState( mNeckState ); - addJointState( mHeadState ); - - mLastHeadRot.loadIdentity(); - - return STATUS_SUCCESS; -} - - -//----------------------------------------------------------------------------- -// LLHeadRotMotion::onActivate() -//----------------------------------------------------------------------------- -bool LLHeadRotMotion::onActivate() -{ - return true; -} - - -//----------------------------------------------------------------------------- -// LLHeadRotMotion::onUpdate() -//----------------------------------------------------------------------------- -bool LLHeadRotMotion::onUpdate(F32 time, U8* joint_mask) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; - LLQuaternion targetHeadRotWorld; - LLQuaternion currentRootRotWorld = mRootJoint->getWorldRotation(); - LLQuaternion currentInvRootRotWorld = ~currentRootRotWorld; - - F32 head_slerp_amt = LLSmoothInterpolation::getInterpolant(HEAD_LOOKAT_LAG_HALF_LIFE); - F32 torso_slerp_amt = LLSmoothInterpolation::getInterpolant(TORSO_LOOKAT_LAG_HALF_LIFE); - - LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); - - if (targetPos) - { - LLVector3 headLookAt = *targetPos; - -// LL_INFOS() << "Look At: " << headLookAt + mHeadJoint->getWorldPosition() << LL_ENDL; - - F32 lookatDistance = headLookAt.normVec(); - - if (lookatDistance < MIN_HEAD_LOOKAT_DISTANCE) - { - targetHeadRotWorld = mPelvisJoint->getWorldRotation(); - } - else - { - LLVector3 root_up = LLVector3(0.f, 0.f, 1.f) * currentRootRotWorld; - LLVector3 left(root_up % headLookAt); - // if look_at has zero length, fail - // if look_at and skyward are parallel, fail - // - // Test both of these conditions with a cross product. - - if (left.magVecSquared() < 0.15f) - { - LLVector3 root_at = LLVector3(1.f, 0.f, 0.f) * currentRootRotWorld; - root_at.mV[VZ] = 0.f; - root_at.normVec(); - - headLookAt = lerp(headLookAt, root_at, 0.4f); - headLookAt.normVec(); - - left = root_up % headLookAt; - } - - // Make sure look_at and skyward and not parallel - // and neither are zero length - LLVector3 up(headLookAt % left); - - targetHeadRotWorld = LLQuaternion(headLookAt, left, up); - } - } - else - { - targetHeadRotWorld = currentRootRotWorld; - } - - LLQuaternion head_rot_local = targetHeadRotWorld * currentInvRootRotWorld; - head_rot_local.constrain(HEAD_ROTATION_CONSTRAINT); - - // set final torso rotation - // Set torso target rotation such that it lags behind the head rotation - // by a fixed amount. - LLQuaternion torso_rot_local = nlerp(TORSO_LAG, LLQuaternion::DEFAULT, head_rot_local ); - mTorsoState->setRotation( nlerp(torso_slerp_amt, mTorsoState->getRotation(), torso_rot_local) ); - - head_rot_local = nlerp(head_slerp_amt, mLastHeadRot, head_rot_local); - mLastHeadRot = head_rot_local; - - // Set the head rotation. - if(mNeckState->getJoint() && mNeckState->getJoint()->getParent()) - { - LLQuaternion torsoRotLocal = mNeckState->getJoint()->getParent()->getWorldRotation() * currentInvRootRotWorld; - head_rot_local = head_rot_local * ~torsoRotLocal; - mNeckState->setRotation( nlerp(NECK_LAG, LLQuaternion::DEFAULT, head_rot_local) ); - mHeadState->setRotation( nlerp(1.f - NECK_LAG, LLQuaternion::DEFAULT, head_rot_local)); - } - - return true; -} - - -//----------------------------------------------------------------------------- -// LLHeadRotMotion::onDeactivate() -//----------------------------------------------------------------------------- -void LLHeadRotMotion::onDeactivate() -{ -} - - -//----------------------------------------------------------------------------- -// LLEyeMotion() -// Class Constructor -//----------------------------------------------------------------------------- -LLEyeMotion::LLEyeMotion(const LLUUID &id) : LLMotion(id) -{ - mCharacter = NULL; - mEyeJitterTime = 0.f; - mEyeJitterYaw = 0.f; - mEyeJitterPitch = 0.f; - - mEyeLookAwayTime = 0.f; - mEyeLookAwayYaw = 0.f; - mEyeLookAwayPitch = 0.f; - - mEyeBlinkTime = 0.f; - mEyesClosed = false; - - mHeadJoint = NULL; - - mName = "eye_rot"; - - mLeftEyeState = new LLJointState; - mAltLeftEyeState = new LLJointState; - - mRightEyeState = new LLJointState; - mAltRightEyeState = new LLJointState; -} - - -//----------------------------------------------------------------------------- -// ~LLEyeMotion() -// Class Destructor -//----------------------------------------------------------------------------- -LLEyeMotion::~LLEyeMotion() -{ -} - -//----------------------------------------------------------------------------- -// LLEyeMotion::onInitialize(LLCharacter *character) -//----------------------------------------------------------------------------- -LLMotion::LLMotionInitStatus LLEyeMotion::onInitialize(LLCharacter *character) -{ - mCharacter = character; - - mHeadJoint = character->getJoint("mHead"); - if ( ! mHeadJoint ) - { - LL_INFOS() << getName() << ": Can't get head joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mLeftEyeState->setJoint( character->getJoint("mEyeLeft") ); - if ( ! mLeftEyeState->getJoint() ) - { - LL_INFOS() << getName() << ": Can't get left eyeball joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mAltLeftEyeState->setJoint( character->getJoint("mFaceEyeAltLeft") ); - if ( ! mAltLeftEyeState->getJoint() ) - { - LL_INFOS() << getName() << ": Can't get alt left eyeball joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mRightEyeState->setJoint( character->getJoint("mEyeRight") ); - if ( ! mRightEyeState->getJoint() ) - { - LL_INFOS() << getName() << ": Can't get right eyeball joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mAltRightEyeState->setJoint( character->getJoint("mFaceEyeAltRight") ); - if ( ! mAltRightEyeState->getJoint() ) - { - LL_INFOS() << getName() << ": Can't get alt right eyeball joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mLeftEyeState->setUsage(LLJointState::ROT); - mAltLeftEyeState->setUsage(LLJointState::ROT); - - mRightEyeState->setUsage(LLJointState::ROT); - mAltRightEyeState->setUsage(LLJointState::ROT); - - addJointState( mLeftEyeState ); - addJointState( mAltLeftEyeState ); - - addJointState( mRightEyeState ); - addJointState( mAltRightEyeState ); - - return STATUS_SUCCESS; -} - - -//----------------------------------------------------------------------------- -// LLEyeMotion::onActivate() -//----------------------------------------------------------------------------- -bool LLEyeMotion::onActivate() -{ - return true; -} - -//----------------------------------------------------------------------------- -// LLEyeMotion::adjustEyeTarget() -//----------------------------------------------------------------------------- -void LLEyeMotion::adjustEyeTarget(LLVector3* targetPos, LLJointState& left_eye_state, LLJointState& right_eye_state) -{ - // Compute eye rotation. - bool has_eye_target = false; - LLQuaternion target_eye_rot; - LLVector3 eye_look_at; - F32 vergence; - - if (targetPos) - { - LLVector3 skyward(0.f, 0.f, 1.f); - LLVector3 left; - LLVector3 up; - - eye_look_at = *targetPos; - has_eye_target = true; - F32 lookAtDistance = eye_look_at.normVec(); - - left.setVec(skyward % eye_look_at); - up.setVec(eye_look_at % left); - - target_eye_rot = LLQuaternion(eye_look_at, left, up); - // convert target rotation to head-local coordinates - target_eye_rot *= ~mHeadJoint->getWorldRotation(); - // eliminate any Euler roll - we're lucky that roll is applied last. - F32 roll, pitch, yaw; - target_eye_rot.getEulerAngles(&roll, &pitch, &yaw); - target_eye_rot.setQuat(0.0f, pitch, yaw); - // constrain target orientation to be in front of avatar's face - target_eye_rot.constrain(EYE_ROT_LIMIT_ANGLE); - - // calculate vergence - F32 interocular_dist = (left_eye_state.getJoint()->getWorldPosition() - right_eye_state.getJoint()->getWorldPosition()).magVec(); - vergence = -atan2((interocular_dist / 2.f), lookAtDistance); - llclamp(vergence, -F_PI_BY_TWO, 0.f); - } - else - { - target_eye_rot = LLQuaternion::DEFAULT; - vergence = 0.f; - } - - //RN: subtract 4 degrees to account for foveal angular offset relative to pupil - vergence += 4.f * DEG_TO_RAD; - - // calculate eye jitter - LLQuaternion eye_jitter_rot; - - // vergence not too high... - if (vergence > -0.05f) - { - //...go ahead and jitter - eye_jitter_rot.setQuat(0.f, mEyeJitterPitch + mEyeLookAwayPitch, mEyeJitterYaw + mEyeLookAwayYaw); - } - else - { - //...or don't - eye_jitter_rot.loadIdentity(); - } - - // calculate vergence of eyes as an object gets closer to the avatar's head - LLQuaternion vergence_quat; - - if (has_eye_target) - { - vergence_quat.setQuat(vergence, LLVector3(0.f, 0.f, 1.f)); - } - else - { - vergence_quat.loadIdentity(); - } - - // calculate eye rotations - LLQuaternion left_eye_rot = target_eye_rot; - left_eye_rot = vergence_quat * eye_jitter_rot * left_eye_rot; - - LLQuaternion right_eye_rot = target_eye_rot; - vergence_quat.transQuat(); - right_eye_rot = vergence_quat * eye_jitter_rot * right_eye_rot; - - left_eye_state.setRotation( left_eye_rot ); - right_eye_state.setRotation( right_eye_rot ); -} - -//----------------------------------------------------------------------------- -// LLEyeMotion::onUpdate() -//----------------------------------------------------------------------------- -bool LLEyeMotion::onUpdate(F32 time, U8* joint_mask) -{ - LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; - //calculate jitter - if (mEyeJitterTimer.getElapsedTimeF32() > mEyeJitterTime) - { - mEyeJitterTime = EYE_JITTER_MIN_TIME + ll_frand(EYE_JITTER_MAX_TIME - EYE_JITTER_MIN_TIME); - mEyeJitterYaw = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_YAW; - mEyeJitterPitch = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_PITCH; - // make sure lookaway time count gets updated, because we're resetting the timer - mEyeLookAwayTime -= llmax(0.f, mEyeJitterTimer.getElapsedTimeF32()); - mEyeJitterTimer.reset(); - } - else if (mEyeJitterTimer.getElapsedTimeF32() > mEyeLookAwayTime) - { - if (ll_frand() > 0.1f) - { - // blink while moving eyes some percentage of the time - mEyeBlinkTime = mEyeBlinkTimer.getElapsedTimeF32(); - } - if (mEyeLookAwayYaw == 0.f && mEyeLookAwayPitch == 0.f) - { - mEyeLookAwayYaw = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_YAW; - mEyeLookAwayPitch = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_PITCH; - mEyeLookAwayTime = EYE_LOOK_BACK_MIN_TIME + ll_frand(EYE_LOOK_BACK_MAX_TIME - EYE_LOOK_BACK_MIN_TIME); - } - else - { - mEyeLookAwayYaw = 0.f; - mEyeLookAwayPitch = 0.f; - mEyeLookAwayTime = EYE_LOOK_AWAY_MIN_TIME + ll_frand(EYE_LOOK_AWAY_MAX_TIME - EYE_LOOK_AWAY_MIN_TIME); - } - } - - // do blinking - if (!mEyesClosed && mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime) - { - F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime; - F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA; - - leftEyeBlinkMorph = llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); - rightEyeBlinkMorph = llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); - mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph); - mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph); - mCharacter->updateVisualParams(); - - if (rightEyeBlinkMorph == 1.f) - { - mEyesClosed = true; - mEyeBlinkTime = EYE_BLINK_CLOSE_TIME; - mEyeBlinkTimer.reset(); - } - } - else if (mEyesClosed) - { - if (mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime) - { - F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime; - F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA; - - leftEyeBlinkMorph = 1.f - llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); - rightEyeBlinkMorph = 1.f - llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); - mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph); - mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph); - mCharacter->updateVisualParams(); - - if (rightEyeBlinkMorph == 0.f) - { - mEyesClosed = false; - mEyeBlinkTime = EYE_BLINK_MIN_TIME + ll_frand(EYE_BLINK_MAX_TIME - EYE_BLINK_MIN_TIME); - mEyeBlinkTimer.reset(); - } - } - } - - LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); - - adjustEyeTarget(targetPos, *mLeftEyeState, *mRightEyeState); - adjustEyeTarget(targetPos, *mAltLeftEyeState, *mAltRightEyeState); - - return true; -} - - -//----------------------------------------------------------------------------- -// LLEyeMotion::onDeactivate() -//----------------------------------------------------------------------------- -void LLEyeMotion::onDeactivate() -{ - LLJoint* joint = mLeftEyeState->getJoint(); - if (joint) - { - joint->setRotation(LLQuaternion::DEFAULT); - } - - joint = mAltLeftEyeState->getJoint(); - if (joint) - { - joint->setRotation(LLQuaternion::DEFAULT); - } - - joint = mRightEyeState->getJoint(); - if (joint) - { - joint->setRotation(LLQuaternion::DEFAULT); - } - - joint = mAltRightEyeState->getJoint(); - if (joint) - { - joint->setRotation(LLQuaternion::DEFAULT); - } -} - -// End - +/**
+ * @file llheadrotmotion.cpp
+ * @brief Implementation of LLHeadRotMotion class.
+ *
+ * $LicenseInfo:firstyear=2001&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+//-----------------------------------------------------------------------------
+// Header Files
+//-----------------------------------------------------------------------------
+#include "linden_common.h"
+
+#include "llheadrotmotion.h"
+#include "llcharacter.h"
+#include "llrand.h"
+#include "m3math.h"
+#include "v3dmath.h"
+#include "llcriticaldamp.h"
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+const F32 TORSO_LAG = 0.35f; // torso rotation factor
+const F32 NECK_LAG = 0.5f; // neck rotation factor
+const F32 HEAD_LOOKAT_LAG_HALF_LIFE = 0.15f; // half-life of lookat targeting for head
+const F32 TORSO_LOOKAT_LAG_HALF_LIFE = 0.27f; // half-life of lookat targeting for torso
+const F32 HEAD_ROTATION_CONSTRAINT = F_PI_BY_TWO * 0.8f; // limit angle for head rotation
+const F32 MIN_HEAD_LOOKAT_DISTANCE = 0.3f; // minimum distance from head before we turn to look at it
+const F32 EYE_JITTER_MIN_TIME = 0.3f; // min amount of time between eye "jitter" motions
+const F32 EYE_JITTER_MAX_TIME = 2.5f; // max amount of time between eye "jitter" motions
+const F32 EYE_JITTER_MAX_YAW = 0.08f; // max yaw of eye jitter motion
+const F32 EYE_JITTER_MAX_PITCH = 0.015f; // max pitch of eye jitter motion
+const F32 EYE_LOOK_AWAY_MIN_TIME = 5.f; // min amount of time between eye "look away" motions
+const F32 EYE_LOOK_AWAY_MAX_TIME = 15.f; // max amount of time between eye "look away" motions
+const F32 EYE_LOOK_BACK_MIN_TIME = 1.f; // min amount of time before looking back after looking away
+const F32 EYE_LOOK_BACK_MAX_TIME = 5.f; // max amount of time before looking back after looking away
+const F32 EYE_LOOK_AWAY_MAX_YAW = 0.15f; // max yaw of eye look away motion
+const F32 EYE_LOOK_AWAY_MAX_PITCH = 0.12f; // max pitch of look away motion
+const F32 EYE_ROT_LIMIT_ANGLE = F_PI_BY_TWO * 0.3f; //max angle in radians for eye rotation
+
+const F32 EYE_BLINK_MIN_TIME = 0.5f; // minimum amount of time between blinks
+const F32 EYE_BLINK_MAX_TIME = 8.f; // maximum amount of time between blinks
+const F32 EYE_BLINK_CLOSE_TIME = 0.03f; // how long the eye stays closed in a blink
+const F32 EYE_BLINK_SPEED = 0.015f; // seconds it takes for a eye open/close movement
+const F32 EYE_BLINK_TIME_DELTA = 0.005f; // time between one eye starting a blink and the other following
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLHeadRotMotion::LLHeadRotMotion(const LLUUID &id) :
+ LLMotion(id),
+ mCharacter(NULL),
+ mTorsoJoint(NULL),
+ mHeadJoint(NULL)
+{
+ mName = "head_rot";
+
+ mTorsoState = new LLJointState;
+ mNeckState = new LLJointState;
+ mHeadState = new LLJointState;
+}
+
+
+//-----------------------------------------------------------------------------
+// ~LLHeadRotMotion()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLHeadRotMotion::~LLHeadRotMotion()
+{
+}
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion::onInitialize(LLCharacter *character)
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLHeadRotMotion::onInitialize(LLCharacter *character)
+{
+ if (!character)
+ return STATUS_FAILURE;
+ mCharacter = character;
+
+ mPelvisJoint = character->getJoint("mPelvis");
+ if ( ! mPelvisJoint )
+ {
+ LL_INFOS() << getName() << ": Can't get pelvis joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mRootJoint = character->getJoint("mRoot");
+ if ( ! mRootJoint )
+ {
+ LL_INFOS() << getName() << ": Can't get root joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mTorsoJoint = character->getJoint("mTorso");
+ if ( ! mTorsoJoint )
+ {
+ LL_INFOS() << getName() << ": Can't get torso joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mHeadJoint = character->getJoint("mHead");
+ if ( ! mHeadJoint )
+ {
+ LL_INFOS() << getName() << ": Can't get head joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mTorsoState->setJoint( character->getJoint("mTorso") );
+ if ( ! mTorsoState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get torso joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mNeckState->setJoint( character->getJoint("mNeck") );
+ if ( ! mNeckState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get neck joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mHeadState->setJoint( character->getJoint("mHead") );
+ if ( ! mHeadState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get head joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mTorsoState->setUsage(LLJointState::ROT);
+ mNeckState->setUsage(LLJointState::ROT);
+ mHeadState->setUsage(LLJointState::ROT);
+
+ addJointState( mTorsoState );
+ addJointState( mNeckState );
+ addJointState( mHeadState );
+
+ mLastHeadRot.loadIdentity();
+
+ return STATUS_SUCCESS;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion::onActivate()
+//-----------------------------------------------------------------------------
+bool LLHeadRotMotion::onActivate()
+{
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion::onUpdate()
+//-----------------------------------------------------------------------------
+bool LLHeadRotMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
+ LLQuaternion targetHeadRotWorld;
+ LLQuaternion currentRootRotWorld = mRootJoint->getWorldRotation();
+ LLQuaternion currentInvRootRotWorld = ~currentRootRotWorld;
+
+ F32 head_slerp_amt = LLSmoothInterpolation::getInterpolant(HEAD_LOOKAT_LAG_HALF_LIFE);
+ F32 torso_slerp_amt = LLSmoothInterpolation::getInterpolant(TORSO_LOOKAT_LAG_HALF_LIFE);
+
+ LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint");
+
+ if (targetPos)
+ {
+ LLVector3 headLookAt = *targetPos;
+
+// LL_INFOS() << "Look At: " << headLookAt + mHeadJoint->getWorldPosition() << LL_ENDL;
+
+ F32 lookatDistance = headLookAt.normVec();
+
+ if (lookatDistance < MIN_HEAD_LOOKAT_DISTANCE)
+ {
+ targetHeadRotWorld = mPelvisJoint->getWorldRotation();
+ }
+ else
+ {
+ LLVector3 root_up = LLVector3(0.f, 0.f, 1.f) * currentRootRotWorld;
+ LLVector3 left(root_up % headLookAt);
+ // if look_at has zero length, fail
+ // if look_at and skyward are parallel, fail
+ //
+ // Test both of these conditions with a cross product.
+
+ if (left.magVecSquared() < 0.15f)
+ {
+ LLVector3 root_at = LLVector3(1.f, 0.f, 0.f) * currentRootRotWorld;
+ root_at.mV[VZ] = 0.f;
+ root_at.normVec();
+
+ headLookAt = lerp(headLookAt, root_at, 0.4f);
+ headLookAt.normVec();
+
+ left = root_up % headLookAt;
+ }
+
+ // Make sure look_at and skyward and not parallel
+ // and neither are zero length
+ LLVector3 up(headLookAt % left);
+
+ targetHeadRotWorld = LLQuaternion(headLookAt, left, up);
+ }
+ }
+ else
+ {
+ targetHeadRotWorld = currentRootRotWorld;
+ }
+
+ LLQuaternion head_rot_local = targetHeadRotWorld * currentInvRootRotWorld;
+ head_rot_local.constrain(HEAD_ROTATION_CONSTRAINT);
+
+ // set final torso rotation
+ // Set torso target rotation such that it lags behind the head rotation
+ // by a fixed amount.
+ LLQuaternion torso_rot_local = nlerp(TORSO_LAG, LLQuaternion::DEFAULT, head_rot_local );
+ mTorsoState->setRotation( nlerp(torso_slerp_amt, mTorsoState->getRotation(), torso_rot_local) );
+
+ head_rot_local = nlerp(head_slerp_amt, mLastHeadRot, head_rot_local);
+ mLastHeadRot = head_rot_local;
+
+ // Set the head rotation.
+ if(mNeckState->getJoint() && mNeckState->getJoint()->getParent())
+ {
+ LLQuaternion torsoRotLocal = mNeckState->getJoint()->getParent()->getWorldRotation() * currentInvRootRotWorld;
+ head_rot_local = head_rot_local * ~torsoRotLocal;
+ mNeckState->setRotation( nlerp(NECK_LAG, LLQuaternion::DEFAULT, head_rot_local) );
+ mHeadState->setRotation( nlerp(1.f - NECK_LAG, LLQuaternion::DEFAULT, head_rot_local));
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLHeadRotMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLHeadRotMotion::onDeactivate()
+{
+}
+
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLEyeMotion::LLEyeMotion(const LLUUID &id) : LLMotion(id)
+{
+ mCharacter = NULL;
+ mEyeJitterTime = 0.f;
+ mEyeJitterYaw = 0.f;
+ mEyeJitterPitch = 0.f;
+
+ mEyeLookAwayTime = 0.f;
+ mEyeLookAwayYaw = 0.f;
+ mEyeLookAwayPitch = 0.f;
+
+ mEyeBlinkTime = 0.f;
+ mEyesClosed = false;
+
+ mHeadJoint = NULL;
+
+ mName = "eye_rot";
+
+ mLeftEyeState = new LLJointState;
+ mAltLeftEyeState = new LLJointState;
+
+ mRightEyeState = new LLJointState;
+ mAltRightEyeState = new LLJointState;
+}
+
+
+//-----------------------------------------------------------------------------
+// ~LLEyeMotion()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLEyeMotion::~LLEyeMotion()
+{
+}
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::onInitialize(LLCharacter *character)
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLEyeMotion::onInitialize(LLCharacter *character)
+{
+ mCharacter = character;
+
+ mHeadJoint = character->getJoint("mHead");
+ if ( ! mHeadJoint )
+ {
+ LL_INFOS() << getName() << ": Can't get head joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mLeftEyeState->setJoint( character->getJoint("mEyeLeft") );
+ if ( ! mLeftEyeState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get left eyeball joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mAltLeftEyeState->setJoint( character->getJoint("mFaceEyeAltLeft") );
+ if ( ! mAltLeftEyeState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get alt left eyeball joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mRightEyeState->setJoint( character->getJoint("mEyeRight") );
+ if ( ! mRightEyeState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get right eyeball joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mAltRightEyeState->setJoint( character->getJoint("mFaceEyeAltRight") );
+ if ( ! mAltRightEyeState->getJoint() )
+ {
+ LL_INFOS() << getName() << ": Can't get alt right eyeball joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mLeftEyeState->setUsage(LLJointState::ROT);
+ mAltLeftEyeState->setUsage(LLJointState::ROT);
+
+ mRightEyeState->setUsage(LLJointState::ROT);
+ mAltRightEyeState->setUsage(LLJointState::ROT);
+
+ addJointState( mLeftEyeState );
+ addJointState( mAltLeftEyeState );
+
+ addJointState( mRightEyeState );
+ addJointState( mAltRightEyeState );
+
+ return STATUS_SUCCESS;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::onActivate()
+//-----------------------------------------------------------------------------
+bool LLEyeMotion::onActivate()
+{
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::adjustEyeTarget()
+//-----------------------------------------------------------------------------
+void LLEyeMotion::adjustEyeTarget(LLVector3* targetPos, LLJointState& left_eye_state, LLJointState& right_eye_state)
+{
+ // Compute eye rotation.
+ bool has_eye_target = false;
+ LLQuaternion target_eye_rot;
+ LLVector3 eye_look_at;
+ F32 vergence;
+
+ if (targetPos)
+ {
+ LLVector3 skyward(0.f, 0.f, 1.f);
+ LLVector3 left;
+ LLVector3 up;
+
+ eye_look_at = *targetPos;
+ has_eye_target = true;
+ F32 lookAtDistance = eye_look_at.normVec();
+
+ left.setVec(skyward % eye_look_at);
+ up.setVec(eye_look_at % left);
+
+ target_eye_rot = LLQuaternion(eye_look_at, left, up);
+ // convert target rotation to head-local coordinates
+ target_eye_rot *= ~mHeadJoint->getWorldRotation();
+ // eliminate any Euler roll - we're lucky that roll is applied last.
+ F32 roll, pitch, yaw;
+ target_eye_rot.getEulerAngles(&roll, &pitch, &yaw);
+ target_eye_rot.setQuat(0.0f, pitch, yaw);
+ // constrain target orientation to be in front of avatar's face
+ target_eye_rot.constrain(EYE_ROT_LIMIT_ANGLE);
+
+ // calculate vergence
+ F32 interocular_dist = (left_eye_state.getJoint()->getWorldPosition() - right_eye_state.getJoint()->getWorldPosition()).magVec();
+ vergence = -atan2((interocular_dist / 2.f), lookAtDistance);
+ llclamp(vergence, -F_PI_BY_TWO, 0.f);
+ }
+ else
+ {
+ target_eye_rot = LLQuaternion::DEFAULT;
+ vergence = 0.f;
+ }
+
+ //RN: subtract 4 degrees to account for foveal angular offset relative to pupil
+ vergence += 4.f * DEG_TO_RAD;
+
+ // calculate eye jitter
+ LLQuaternion eye_jitter_rot;
+
+ // vergence not too high...
+ if (vergence > -0.05f)
+ {
+ //...go ahead and jitter
+ eye_jitter_rot.setQuat(0.f, mEyeJitterPitch + mEyeLookAwayPitch, mEyeJitterYaw + mEyeLookAwayYaw);
+ }
+ else
+ {
+ //...or don't
+ eye_jitter_rot.loadIdentity();
+ }
+
+ // calculate vergence of eyes as an object gets closer to the avatar's head
+ LLQuaternion vergence_quat;
+
+ if (has_eye_target)
+ {
+ vergence_quat.setQuat(vergence, LLVector3(0.f, 0.f, 1.f));
+ }
+ else
+ {
+ vergence_quat.loadIdentity();
+ }
+
+ // calculate eye rotations
+ LLQuaternion left_eye_rot = target_eye_rot;
+ left_eye_rot = vergence_quat * eye_jitter_rot * left_eye_rot;
+
+ LLQuaternion right_eye_rot = target_eye_rot;
+ vergence_quat.transQuat();
+ right_eye_rot = vergence_quat * eye_jitter_rot * right_eye_rot;
+
+ left_eye_state.setRotation( left_eye_rot );
+ right_eye_state.setRotation( right_eye_rot );
+}
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::onUpdate()
+//-----------------------------------------------------------------------------
+bool LLEyeMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
+ //calculate jitter
+ if (mEyeJitterTimer.getElapsedTimeF32() > mEyeJitterTime)
+ {
+ mEyeJitterTime = EYE_JITTER_MIN_TIME + ll_frand(EYE_JITTER_MAX_TIME - EYE_JITTER_MIN_TIME);
+ mEyeJitterYaw = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_YAW;
+ mEyeJitterPitch = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_PITCH;
+ // make sure lookaway time count gets updated, because we're resetting the timer
+ mEyeLookAwayTime -= llmax(0.f, mEyeJitterTimer.getElapsedTimeF32());
+ mEyeJitterTimer.reset();
+ }
+ else if (mEyeJitterTimer.getElapsedTimeF32() > mEyeLookAwayTime)
+ {
+ if (ll_frand() > 0.1f)
+ {
+ // blink while moving eyes some percentage of the time
+ mEyeBlinkTime = mEyeBlinkTimer.getElapsedTimeF32();
+ }
+ if (mEyeLookAwayYaw == 0.f && mEyeLookAwayPitch == 0.f)
+ {
+ mEyeLookAwayYaw = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_YAW;
+ mEyeLookAwayPitch = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_PITCH;
+ mEyeLookAwayTime = EYE_LOOK_BACK_MIN_TIME + ll_frand(EYE_LOOK_BACK_MAX_TIME - EYE_LOOK_BACK_MIN_TIME);
+ }
+ else
+ {
+ mEyeLookAwayYaw = 0.f;
+ mEyeLookAwayPitch = 0.f;
+ mEyeLookAwayTime = EYE_LOOK_AWAY_MIN_TIME + ll_frand(EYE_LOOK_AWAY_MAX_TIME - EYE_LOOK_AWAY_MIN_TIME);
+ }
+ }
+
+ // do blinking
+ if (!mEyesClosed && mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime)
+ {
+ F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime;
+ F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA;
+
+ leftEyeBlinkMorph = llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
+ rightEyeBlinkMorph = llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
+ mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph);
+ mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph);
+ mCharacter->updateVisualParams();
+
+ if (rightEyeBlinkMorph == 1.f)
+ {
+ mEyesClosed = true;
+ mEyeBlinkTime = EYE_BLINK_CLOSE_TIME;
+ mEyeBlinkTimer.reset();
+ }
+ }
+ else if (mEyesClosed)
+ {
+ if (mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime)
+ {
+ F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime;
+ F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA;
+
+ leftEyeBlinkMorph = 1.f - llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
+ rightEyeBlinkMorph = 1.f - llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
+ mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph);
+ mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph);
+ mCharacter->updateVisualParams();
+
+ if (rightEyeBlinkMorph == 0.f)
+ {
+ mEyesClosed = false;
+ mEyeBlinkTime = EYE_BLINK_MIN_TIME + ll_frand(EYE_BLINK_MAX_TIME - EYE_BLINK_MIN_TIME);
+ mEyeBlinkTimer.reset();
+ }
+ }
+ }
+
+ LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint");
+
+ adjustEyeTarget(targetPos, *mLeftEyeState, *mRightEyeState);
+ adjustEyeTarget(targetPos, *mAltLeftEyeState, *mAltRightEyeState);
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLEyeMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLEyeMotion::onDeactivate()
+{
+ LLJoint* joint = mLeftEyeState->getJoint();
+ if (joint)
+ {
+ joint->setRotation(LLQuaternion::DEFAULT);
+ }
+
+ joint = mAltLeftEyeState->getJoint();
+ if (joint)
+ {
+ joint->setRotation(LLQuaternion::DEFAULT);
+ }
+
+ joint = mRightEyeState->getJoint();
+ if (joint)
+ {
+ joint->setRotation(LLQuaternion::DEFAULT);
+ }
+
+ joint = mAltRightEyeState->getJoint();
+ if (joint)
+ {
+ joint->setRotation(LLQuaternion::DEFAULT);
+ }
+}
+
+// End
+
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