diff options
Diffstat (limited to 'indra/llcharacter/llheadrotmotion.h')
-rw-r--r-- | indra/llcharacter/llheadrotmotion.h | 244 |
1 files changed, 122 insertions, 122 deletions
diff --git a/indra/llcharacter/llheadrotmotion.h b/indra/llcharacter/llheadrotmotion.h index 53ae1813bc..3239008b92 100644 --- a/indra/llcharacter/llheadrotmotion.h +++ b/indra/llcharacter/llheadrotmotion.h @@ -1,25 +1,25 @@ -/** +/** * @file llheadrotmotion.h * @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 * $/LicenseInfo$ */ @@ -40,176 +40,176 @@ // class LLHeadRotMotion //----------------------------------------------------------------------------- class LLHeadRotMotion : - public LLMotion + public LLMotion { public: - // Constructor - LLHeadRotMotion(const LLUUID &id); + // Constructor + LLHeadRotMotion(const LLUUID &id); - // Destructor - virtual ~LLHeadRotMotion(); + // Destructor + virtual ~LLHeadRotMotion(); public: - //------------------------------------------------------------------------- - // functions to support MotionController and MotionRegistry - //------------------------------------------------------------------------- + //------------------------------------------------------------------------- + // functions to support MotionController and MotionRegistry + //------------------------------------------------------------------------- - // static constructor - // all subclasses must implement such a function and register it - static LLMotion *create(const LLUUID &id) { return new LLHeadRotMotion(id); } + // static constructor + // all subclasses must implement such a function and register it + static LLMotion *create(const LLUUID &id) { return new LLHeadRotMotion(id); } public: - //------------------------------------------------------------------------- - // animation callbacks to be implemented by subclasses - //------------------------------------------------------------------------- + //------------------------------------------------------------------------- + // animation callbacks to be implemented by subclasses + //------------------------------------------------------------------------- - // motions must specify whether or not they loop - virtual BOOL getLoop() { return TRUE; } + // motions must specify whether or not they loop + virtual BOOL getLoop() { return TRUE; } - // motions must report their total duration - virtual F32 getDuration() { return 0.0; } + // motions must report their total duration + virtual F32 getDuration() { return 0.0; } - // motions must report their "ease in" duration - virtual F32 getEaseInDuration() { return 1.f; } + // motions must report their "ease in" duration + virtual F32 getEaseInDuration() { return 1.f; } - // motions must report their "ease out" duration. - virtual F32 getEaseOutDuration() { return 1.f; } + // motions must report their "ease out" duration. + virtual F32 getEaseOutDuration() { return 1.f; } - // called to determine when a motion should be activated/deactivated based on avatar pixel coverage - virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HEAD_ROT; } + // called to determine when a motion should be activated/deactivated based on avatar pixel coverage + virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HEAD_ROT; } - // motions must report their priority - virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; } + // motions must report their priority + virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; } - virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; } + virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; } - // run-time (post constructor) initialization, - // called after parameters have been set - // must return true to indicate success and be available for activation - virtual LLMotionInitStatus onInitialize(LLCharacter *character); + // run-time (post constructor) initialization, + // called after parameters have been set + // must return true to indicate success and be available for activation + virtual LLMotionInitStatus onInitialize(LLCharacter *character); - // called when a motion is activated - // must return TRUE to indicate success, or else - // it will be deactivated - virtual BOOL onActivate(); + // called when a motion is activated + // must return TRUE to indicate success, or else + // it will be deactivated + virtual BOOL onActivate(); - // called per time step - // must return TRUE while it is active, and - // must return FALSE when the motion is completed. - virtual BOOL onUpdate(F32 time, U8* joint_mask); + // called per time step + // must return TRUE while it is active, and + // must return FALSE when the motion is completed. + virtual BOOL onUpdate(F32 time, U8* joint_mask); - // called when a motion is deactivated - virtual void onDeactivate(); + // called when a motion is deactivated + virtual void onDeactivate(); public: - //------------------------------------------------------------------------- - // joint states to be animated - //------------------------------------------------------------------------- - LLCharacter *mCharacter; + //------------------------------------------------------------------------- + // joint states to be animated + //------------------------------------------------------------------------- + LLCharacter *mCharacter; - LLJoint *mTorsoJoint; - LLJoint *mHeadJoint; - LLJoint *mRootJoint; - LLJoint *mPelvisJoint; + LLJoint *mTorsoJoint; + LLJoint *mHeadJoint; + LLJoint *mRootJoint; + LLJoint *mPelvisJoint; - LLPointer<LLJointState> mTorsoState; - LLPointer<LLJointState> mNeckState; - LLPointer<LLJointState> mHeadState; + LLPointer<LLJointState> mTorsoState; + LLPointer<LLJointState> mNeckState; + LLPointer<LLJointState> mHeadState; - LLQuaternion mLastHeadRot; + LLQuaternion mLastHeadRot; }; //----------------------------------------------------------------------------- // class LLEyeMotion //----------------------------------------------------------------------------- class LLEyeMotion : - public LLMotion + public LLMotion { public: - // Constructor - LLEyeMotion(const LLUUID &id); + // Constructor + LLEyeMotion(const LLUUID &id); - // Destructor - virtual ~LLEyeMotion(); + // Destructor + virtual ~LLEyeMotion(); public: - //------------------------------------------------------------------------- - // functions to support MotionController and MotionRegistry - //------------------------------------------------------------------------- + //------------------------------------------------------------------------- + // functions to support MotionController and MotionRegistry + //------------------------------------------------------------------------- - // static constructor - // all subclasses must implement such a function and register it - static LLMotion *create( const LLUUID &id) { return new LLEyeMotion(id); } + // static constructor + // all subclasses must implement such a function and register it + static LLMotion *create( const LLUUID &id) { return new LLEyeMotion(id); } public: - //------------------------------------------------------------------------- - // animation callbacks to be implemented by subclasses - //------------------------------------------------------------------------- + //------------------------------------------------------------------------- + // animation callbacks to be implemented by subclasses + //------------------------------------------------------------------------- - // motions must specify whether or not they loop - virtual BOOL getLoop() { return TRUE; } + // motions must specify whether or not they loop + virtual BOOL getLoop() { return TRUE; } - // motions must report their total duration - virtual F32 getDuration() { return 0.0; } + // motions must report their total duration + virtual F32 getDuration() { return 0.0; } - // motions must report their "ease in" duration - virtual F32 getEaseInDuration() { return 0.5f; } + // motions must report their "ease in" duration + virtual F32 getEaseInDuration() { return 0.5f; } - // motions must report their "ease out" duration. - virtual F32 getEaseOutDuration() { return 0.5f; } + // motions must report their "ease out" duration. + virtual F32 getEaseOutDuration() { return 0.5f; } - // called to determine when a motion should be activated/deactivated based on avatar pixel coverage - virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EYE; } + // called to determine when a motion should be activated/deactivated based on avatar pixel coverage + virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EYE; } - // motions must report their priority - virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; } + // motions must report their priority + virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; } - virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; } + virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; } - // run-time (post constructor) initialization, - // called after parameters have been set - // must return true to indicate success and be available for activation - virtual LLMotionInitStatus onInitialize(LLCharacter *character); + // run-time (post constructor) initialization, + // called after parameters have been set + // must return true to indicate success and be available for activation + virtual LLMotionInitStatus onInitialize(LLCharacter *character); - // called when a motion is activated - // must return TRUE to indicate success, or else - // it will be deactivated - virtual BOOL onActivate(); + // called when a motion is activated + // must return TRUE to indicate success, or else + // it will be deactivated + virtual BOOL onActivate(); void adjustEyeTarget(LLVector3* targetPos, LLJointState& left_eye_state, LLJointState& right_eye_state); - // called per time step - // must return TRUE while it is active, and - // must return FALSE when the motion is completed. - virtual BOOL onUpdate(F32 time, U8* joint_mask); + // called per time step + // must return TRUE while it is active, and + // must return FALSE when the motion is completed. + virtual BOOL onUpdate(F32 time, U8* joint_mask); - // called when a motion is deactivated - virtual void onDeactivate(); + // called when a motion is deactivated + virtual void onDeactivate(); public: - //------------------------------------------------------------------------- - // joint states to be animated - //------------------------------------------------------------------------- - LLCharacter *mCharacter; - - LLJoint *mHeadJoint; - LLPointer<LLJointState> mLeftEyeState; - LLPointer<LLJointState> mRightEyeState; - LLPointer<LLJointState> mAltLeftEyeState; - LLPointer<LLJointState> mAltRightEyeState; - - LLFrameTimer mEyeJitterTimer; - F32 mEyeJitterTime; - F32 mEyeJitterYaw; - F32 mEyeJitterPitch; - F32 mEyeLookAwayTime; - F32 mEyeLookAwayYaw; - F32 mEyeLookAwayPitch; - - // eye blinking - LLFrameTimer mEyeBlinkTimer; - F32 mEyeBlinkTime; - BOOL mEyesClosed; + //------------------------------------------------------------------------- + // joint states to be animated + //------------------------------------------------------------------------- + LLCharacter *mCharacter; + + LLJoint *mHeadJoint; + LLPointer<LLJointState> mLeftEyeState; + LLPointer<LLJointState> mRightEyeState; + LLPointer<LLJointState> mAltLeftEyeState; + LLPointer<LLJointState> mAltRightEyeState; + + LLFrameTimer mEyeJitterTimer; + F32 mEyeJitterTime; + F32 mEyeJitterYaw; + F32 mEyeJitterPitch; + F32 mEyeLookAwayTime; + F32 mEyeLookAwayYaw; + F32 mEyeLookAwayPitch; + + // eye blinking + LLFrameTimer mEyeBlinkTimer; + F32 mEyeBlinkTime; + BOOL mEyesClosed; }; #endif // LL_LLHEADROTMOTION_H |