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-rw-r--r--indra/llcharacter/llheadrotmotion.h432
1 files changed, 216 insertions, 216 deletions
diff --git a/indra/llcharacter/llheadrotmotion.h b/indra/llcharacter/llheadrotmotion.h
index 6bab1e8795..602bcb96ad 100644
--- a/indra/llcharacter/llheadrotmotion.h
+++ b/indra/llcharacter/llheadrotmotion.h
@@ -1,216 +1,216 @@
-/**
- * @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
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLHEADROTMOTION_H
-#define LL_LLHEADROTMOTION_H
-
-//-----------------------------------------------------------------------------
-// Header files
-//-----------------------------------------------------------------------------
-#include "llmotion.h"
-#include "llframetimer.h"
-
-#define MIN_REQUIRED_PIXEL_AREA_HEAD_ROT 500.f;
-#define MIN_REQUIRED_PIXEL_AREA_EYE 25000.f;
-
-//-----------------------------------------------------------------------------
-// class LLHeadRotMotion
-//-----------------------------------------------------------------------------
-class LLHeadRotMotion :
- public LLMotion
-{
-public:
- // Constructor
- LLHeadRotMotion(const LLUUID &id);
-
- // Destructor
- virtual ~LLHeadRotMotion();
-
-public:
- //-------------------------------------------------------------------------
- // 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); }
-
-public:
- //-------------------------------------------------------------------------
- // animation callbacks to be implemented by subclasses
- //-------------------------------------------------------------------------
-
- // 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 "ease in" duration
- virtual F32 getEaseInDuration() { 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; }
-
- // motions must report their priority
- virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
-
- 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);
-
- // 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 when a motion is deactivated
- virtual void onDeactivate();
-
-public:
- //-------------------------------------------------------------------------
- // joint states to be animated
- //-------------------------------------------------------------------------
- LLCharacter *mCharacter;
-
- LLJoint *mTorsoJoint;
- LLJoint *mHeadJoint;
- LLJoint *mRootJoint;
- LLJoint *mPelvisJoint;
-
- LLPointer<LLJointState> mTorsoState;
- LLPointer<LLJointState> mNeckState;
- LLPointer<LLJointState> mHeadState;
-
- LLQuaternion mLastHeadRot;
-};
-
-//-----------------------------------------------------------------------------
-// class LLEyeMotion
-//-----------------------------------------------------------------------------
-class LLEyeMotion :
- public LLMotion
-{
-public:
- // Constructor
- LLEyeMotion(const LLUUID &id);
-
- // Destructor
- virtual ~LLEyeMotion();
-
-public:
- //-------------------------------------------------------------------------
- // 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); }
-
-public:
- //-------------------------------------------------------------------------
- // animation callbacks to be implemented by subclasses
- //-------------------------------------------------------------------------
-
- // 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 "ease in" duration
- virtual F32 getEaseInDuration() { 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; }
-
- // motions must report their priority
- virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
-
- 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);
-
- // 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 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;
-};
-
-#endif // LL_LLHEADROTMOTION_H
-
+/**
+ * @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
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_LLHEADROTMOTION_H
+#define LL_LLHEADROTMOTION_H
+
+//-----------------------------------------------------------------------------
+// Header files
+//-----------------------------------------------------------------------------
+#include "llmotion.h"
+#include "llframetimer.h"
+
+#define MIN_REQUIRED_PIXEL_AREA_HEAD_ROT 500.f;
+#define MIN_REQUIRED_PIXEL_AREA_EYE 25000.f;
+
+//-----------------------------------------------------------------------------
+// class LLHeadRotMotion
+//-----------------------------------------------------------------------------
+class LLHeadRotMotion :
+ public LLMotion
+{
+public:
+ // Constructor
+ LLHeadRotMotion(const LLUUID &id);
+
+ // Destructor
+ virtual ~LLHeadRotMotion();
+
+public:
+ //-------------------------------------------------------------------------
+ // 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); }
+
+public:
+ //-------------------------------------------------------------------------
+ // animation callbacks to be implemented by subclasses
+ //-------------------------------------------------------------------------
+
+ // 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 "ease in" duration
+ virtual F32 getEaseInDuration() { 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; }
+
+ // motions must report their priority
+ virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
+
+ 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);
+
+ // 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 when a motion is deactivated
+ virtual void onDeactivate();
+
+public:
+ //-------------------------------------------------------------------------
+ // joint states to be animated
+ //-------------------------------------------------------------------------
+ LLCharacter *mCharacter;
+
+ LLJoint *mTorsoJoint;
+ LLJoint *mHeadJoint;
+ LLJoint *mRootJoint;
+ LLJoint *mPelvisJoint;
+
+ LLPointer<LLJointState> mTorsoState;
+ LLPointer<LLJointState> mNeckState;
+ LLPointer<LLJointState> mHeadState;
+
+ LLQuaternion mLastHeadRot;
+};
+
+//-----------------------------------------------------------------------------
+// class LLEyeMotion
+//-----------------------------------------------------------------------------
+class LLEyeMotion :
+ public LLMotion
+{
+public:
+ // Constructor
+ LLEyeMotion(const LLUUID &id);
+
+ // Destructor
+ virtual ~LLEyeMotion();
+
+public:
+ //-------------------------------------------------------------------------
+ // 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); }
+
+public:
+ //-------------------------------------------------------------------------
+ // animation callbacks to be implemented by subclasses
+ //-------------------------------------------------------------------------
+
+ // 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 "ease in" duration
+ virtual F32 getEaseInDuration() { 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; }
+
+ // motions must report their priority
+ virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
+
+ 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);
+
+ // 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 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;
+};
+
+#endif // LL_LLHEADROTMOTION_H
+