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 989c47b847..6169647423 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 + |