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-rw-r--r--indra/llcharacter/llheadrotmotion.h244
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