diff options
Diffstat (limited to 'indra/llcharacter/llkeyframewalkmotion.cpp')
-rw-r--r-- | indra/llcharacter/llkeyframewalkmotion.cpp | 786 |
1 files changed, 393 insertions, 393 deletions
diff --git a/indra/llcharacter/llkeyframewalkmotion.cpp b/indra/llcharacter/llkeyframewalkmotion.cpp index 132fb85785..0dce80f0da 100644 --- a/indra/llcharacter/llkeyframewalkmotion.cpp +++ b/indra/llcharacter/llkeyframewalkmotion.cpp @@ -1,393 +1,393 @@ -/** - * @file llkeyframewalkmotion.cpp - * @brief Implementation of LLKeyframeWalkMotion 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 "llkeyframewalkmotion.h" -#include "llcharacter.h" -#include "llmath.h" -#include "m3math.h" -#include "llcriticaldamp.h" - -//----------------------------------------------------------------------------- -// Macros -//----------------------------------------------------------------------------- -const F32 MAX_WALK_PLAYBACK_SPEED = 8.f; // max m/s for which we adjust walk cycle speed - -const F32 MIN_WALK_SPEED = 0.1f; // minimum speed at which we use velocity for down foot detection -const F32 TIME_EPSILON = 0.001f; // minumum frame time -const F32 MAX_TIME_DELTA = 2.f; // max two seconds a frame for calculating interpolation -F32 SPEED_ADJUST_MAX_SEC = 2.f; // maximum adjustment to walk animation playback speed for a second -F32 ANIM_SPEED_MAX = 1.5f; // absolute upper limit on animation speed -const F32 MAX_ROLL = 0.6f; -const F32 SPEED_ADJUST_TIME_CONSTANT = 0.1f; // time constant for speed adjustment interpolation - -//----------------------------------------------------------------------------- -// LLKeyframeWalkMotion() -// Class Constructor -//----------------------------------------------------------------------------- -LLKeyframeWalkMotion::LLKeyframeWalkMotion(const LLUUID &id) -: LLKeyframeMotion(id), - mCharacter(NULL), - mCyclePhase(0.0f), - mRealTimeLast(0.0f), - mAdjTimeLast(0.0f), - mDownFoot(0) -{} - - -//----------------------------------------------------------------------------- -// ~LLKeyframeWalkMotion() -// Class Destructor -//----------------------------------------------------------------------------- -LLKeyframeWalkMotion::~LLKeyframeWalkMotion() -{} - - -//----------------------------------------------------------------------------- -// LLKeyframeWalkMotion::onInitialize() -//----------------------------------------------------------------------------- -LLMotion::LLMotionInitStatus LLKeyframeWalkMotion::onInitialize(LLCharacter *character) -{ - mCharacter = character; - - return LLKeyframeMotion::onInitialize(character); -} - -//----------------------------------------------------------------------------- -// LLKeyframeWalkMotion::onActivate() -//----------------------------------------------------------------------------- -BOOL LLKeyframeWalkMotion::onActivate() -{ - mRealTimeLast = 0.0f; - mAdjTimeLast = 0.0f; - - return LLKeyframeMotion::onActivate(); -} - -//----------------------------------------------------------------------------- -// LLKeyframeWalkMotion::onDeactivate() -//----------------------------------------------------------------------------- -void LLKeyframeWalkMotion::onDeactivate() -{ - mCharacter->removeAnimationData("Down Foot"); - LLKeyframeMotion::onDeactivate(); -} - -//----------------------------------------------------------------------------- -// LLKeyframeWalkMotion::onUpdate() -//----------------------------------------------------------------------------- -BOOL LLKeyframeWalkMotion::onUpdate(F32 time, U8* joint_mask) -{ - LL_PROFILE_ZONE_SCOPED; - // compute time since last update - F32 deltaTime = time - mRealTimeLast; - - void* speed_ptr = mCharacter->getAnimationData("Walk Speed"); - F32 speed = (speed_ptr) ? *((F32 *)speed_ptr) : 1.f; - - // adjust the passage of time accordingly - F32 adjusted_time = mAdjTimeLast + (deltaTime * speed); - - // save time for next update - mRealTimeLast = time; - mAdjTimeLast = adjusted_time; - - // handle wrap around - if (adjusted_time < 0.0f) - { - adjusted_time = getDuration() + fmod(adjusted_time, getDuration()); - } - - // let the base class update the cycle - return LLKeyframeMotion::onUpdate( adjusted_time, joint_mask ); -} - -// End - - -//----------------------------------------------------------------------------- -// LLWalkAdjustMotion() -// Class Constructor -//----------------------------------------------------------------------------- -LLWalkAdjustMotion::LLWalkAdjustMotion(const LLUUID &id) : - LLMotion(id), - mLastTime(0.f), - mAnimSpeed(0.f), - mAdjustedSpeed(0.f), - mRelativeDir(0.f), - mAnkleOffset(0.f) -{ - mName = "walk_adjust"; - mPelvisState = new LLJointState; -} - -//----------------------------------------------------------------------------- -// LLWalkAdjustMotion::onInitialize() -//----------------------------------------------------------------------------- -LLMotion::LLMotionInitStatus LLWalkAdjustMotion::onInitialize(LLCharacter *character) -{ - mCharacter = character; - mLeftAnkleJoint = mCharacter->getJoint("mAnkleLeft"); - mRightAnkleJoint = mCharacter->getJoint("mAnkleRight"); - - mPelvisJoint = mCharacter->getJoint("mPelvis"); - mPelvisState->setJoint( mPelvisJoint ); - if ( !mPelvisJoint ) - { - LL_WARNS() << getName() << ": Can't get pelvis joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mPelvisState->setUsage(LLJointState::POS); - addJointState( mPelvisState ); - - return STATUS_SUCCESS; -} - -//----------------------------------------------------------------------------- -// LLWalkAdjustMotion::onActivate() -//----------------------------------------------------------------------------- -BOOL LLWalkAdjustMotion::onActivate() -{ - mAnimSpeed = 0.f; - mAdjustedSpeed = 0.f; - mRelativeDir = 1.f; - mPelvisState->setPosition(LLVector3::zero); - // store ankle positions for next frame - mLastLeftFootGlobalPos = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition()); - mLastLeftFootGlobalPos.mdV[VZ] = 0.0; - - mLastRightFootGlobalPos = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition()); - mLastRightFootGlobalPos.mdV[VZ] = 0.0; - - F32 leftAnkleOffset = (mLeftAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec(); - F32 rightAnkleOffset = (mRightAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec(); - mAnkleOffset = llmax(leftAnkleOffset, rightAnkleOffset); - - return TRUE; -} - -//----------------------------------------------------------------------------- -// LLWalkAdjustMotion::onUpdate() -//----------------------------------------------------------------------------- -BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask) -{ - LL_PROFILE_ZONE_SCOPED; - // delta_time is guaranteed to be non zero - F32 delta_time = llclamp(time - mLastTime, TIME_EPSILON, MAX_TIME_DELTA); - mLastTime = time; - - // find the avatar motion vector in the XY plane - LLVector3 avatar_velocity = mCharacter->getCharacterVelocity() * mCharacter->getTimeDilation(); - avatar_velocity.mV[VZ] = 0.f; - - F32 speed = llclamp(avatar_velocity.magVec(), 0.f, MAX_WALK_PLAYBACK_SPEED); - - // grab avatar->world transforms - LLQuaternion avatar_to_world_rot = mCharacter->getRootJoint()->getWorldRotation(); - - LLQuaternion world_to_avatar_rot(avatar_to_world_rot); - world_to_avatar_rot.conjugate(); - - LLVector3 foot_slip_vector; - - // find foot drift along velocity vector - if (speed > MIN_WALK_SPEED) - { // walking/running - - // calculate world-space foot drift - // use global coordinates to seamlessly handle region crossings - LLVector3d leftFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition()); - leftFootGlobalPosition.mdV[VZ] = 0.0; - LLVector3 leftFootDelta(leftFootGlobalPosition - mLastLeftFootGlobalPos); - mLastLeftFootGlobalPos = leftFootGlobalPosition; - - LLVector3d rightFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition()); - rightFootGlobalPosition.mdV[VZ] = 0.0; - LLVector3 rightFootDelta(rightFootGlobalPosition - mLastRightFootGlobalPos); - mLastRightFootGlobalPos = rightFootGlobalPosition; - - // get foot drift along avatar direction of motion - F32 left_foot_slip_amt = leftFootDelta * avatar_velocity; - F32 right_foot_slip_amt = rightFootDelta * avatar_velocity; - - // if right foot is pushing back faster than left foot... - if (right_foot_slip_amt < left_foot_slip_amt) - { //...use it to calculate optimal animation speed - foot_slip_vector = rightFootDelta; - } - else - { // otherwise use the left foot - foot_slip_vector = leftFootDelta; - } - - // calculate ideal pelvis offset so that foot is glued to ground and damp towards it - // this will soak up transient slippage - // - // FIXME: this interacts poorly with speed adjustment - // mPelvisOffset compensates for foot drift by moving the avatar pelvis in the opposite - // direction of the drift, up to a certain limited distance - // but this will cause the animation playback rate calculation below to - // kick in too slowly and sometimes start playing the animation in reverse. - - //mPelvisOffset -= PELVIS_COMPENSATION_WIEGHT * (foot_slip_vector * world_to_avatar_rot);//lerp(LLVector3::zero, -1.f * (foot_slip_vector * world_to_avatar_rot), LLSmoothInterpolation::getInterpolant(0.1f)); - - ////F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL * (llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED); - //F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL; - - //// clamp pelvis offset to a 90 degree arc behind the nominal position - //// NB: this is an ADDITIVE amount that is accumulated every frame, so clamping it alone won't do the trick - //// must clamp with absolute position of pelvis in mind - //LLVector3 currentPelvisPos = mPelvisState->getJoint()->getPosition(); - //mPelvisOffset.mV[VX] = llclamp( mPelvisOffset.mV[VX], -drift_comp_max, drift_comp_max ); - //mPelvisOffset.mV[VY] = llclamp( mPelvisOffset.mV[VY], -drift_comp_max, drift_comp_max ); - //mPelvisOffset.mV[VZ] = 0.f; - // - //mLastRightFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot); - //mLastLeftFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot); - - //foot_slip_vector -= mPelvisOffset; - - LLVector3 avatar_movement_dir = avatar_velocity; - avatar_movement_dir.normalize(); - - // planted foot speed is avatar velocity - foot slip amount along avatar movement direction - F32 foot_speed = speed - ((foot_slip_vector * avatar_movement_dir) / delta_time); - - // multiply animation playback rate so that foot speed matches avatar speed - F32 min_speed_multiplier = clamp_rescale(speed, 0.f, 1.f, 0.f, 0.1f); - F32 desired_speed_multiplier = llclamp(speed / foot_speed, min_speed_multiplier, ANIM_SPEED_MAX); - - // blend towards new speed adjustment value - F32 new_speed_adjust = LLSmoothInterpolation::lerp(mAdjustedSpeed, desired_speed_multiplier, SPEED_ADJUST_TIME_CONSTANT); - - // limit that rate at which the speed adjustment changes - F32 speedDelta = llclamp(new_speed_adjust - mAdjustedSpeed, -SPEED_ADJUST_MAX_SEC * delta_time, SPEED_ADJUST_MAX_SEC * delta_time); - mAdjustedSpeed += speedDelta; - - // modulate speed by dot products of facing and velocity - // so that if we are moving sideways, we slow down the animation - // and if we're moving backward, we walk backward - // do this at the end to be more responsive to direction changes instead of in the above speed calculations - F32 directional_factor = (avatar_movement_dir * world_to_avatar_rot).mV[VX]; - - mAnimSpeed = mAdjustedSpeed * directional_factor; - } - else - { // standing/turning - - // damp out speed adjustment to 0 - mAnimSpeed = LLSmoothInterpolation::lerp(mAnimSpeed, 1.f, 0.2f); - //mPelvisOffset = lerp(mPelvisOffset, LLVector3::zero, LLSmoothInterpolation::getInterpolant(0.2f)); - } - - // broadcast walk speed change - mCharacter->setAnimationData("Walk Speed", &mAnimSpeed); - - // set position - // need to update *some* joint to keep this animation active - mPelvisState->setPosition(mPelvisOffset); - - return TRUE; -} - -//----------------------------------------------------------------------------- -// LLWalkAdjustMotion::onDeactivate() -//----------------------------------------------------------------------------- -void LLWalkAdjustMotion::onDeactivate() -{ - mCharacter->removeAnimationData("Walk Speed"); -} - -//----------------------------------------------------------------------------- -// LLFlyAdjustMotion::LLFlyAdjustMotion() -//----------------------------------------------------------------------------- -LLFlyAdjustMotion::LLFlyAdjustMotion(const LLUUID &id) - : LLMotion(id), - mRoll(0.f) -{ - mName = "fly_adjust"; - - mPelvisState = new LLJointState; -} - -//----------------------------------------------------------------------------- -// LLFlyAdjustMotion::onInitialize() -//----------------------------------------------------------------------------- -LLMotion::LLMotionInitStatus LLFlyAdjustMotion::onInitialize(LLCharacter *character) -{ - mCharacter = character; - - LLJoint* pelvisJoint = mCharacter->getJoint("mPelvis"); - mPelvisState->setJoint( pelvisJoint ); - if ( !pelvisJoint ) - { - LL_WARNS() << getName() << ": Can't get pelvis joint." << LL_ENDL; - return STATUS_FAILURE; - } - - mPelvisState->setUsage(LLJointState::POS | LLJointState::ROT); - addJointState( mPelvisState ); - - return STATUS_SUCCESS; -} - -//----------------------------------------------------------------------------- -// LLFlyAdjustMotion::onActivate() -//----------------------------------------------------------------------------- -BOOL LLFlyAdjustMotion::onActivate() -{ - mPelvisState->setPosition(LLVector3::zero); - mPelvisState->setRotation(LLQuaternion::DEFAULT); - mRoll = 0.f; - return TRUE; -} - -//----------------------------------------------------------------------------- -// LLFlyAdjustMotion::onUpdate() -//----------------------------------------------------------------------------- -BOOL LLFlyAdjustMotion::onUpdate(F32 time, U8* joint_mask) -{ - LL_PROFILE_ZONE_SCOPED; - LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation(); - F32 speed = mCharacter->getCharacterVelocity().magVec(); - - F32 roll_factor = clamp_rescale(speed, 7.f, 15.f, 0.f, -MAX_ROLL); - F32 target_roll = llclamp(ang_vel.mV[VZ], -4.f, 4.f) * roll_factor; - - // roll is critically damped interpolation between current roll and angular velocity-derived target roll - mRoll = LLSmoothInterpolation::lerp(mRoll, target_roll, U32Milliseconds(100)); - - LLQuaternion roll(mRoll, LLVector3(0.f, 0.f, 1.f)); - mPelvisState->setRotation(roll); - - return TRUE; -} - +/**
+ * @file llkeyframewalkmotion.cpp
+ * @brief Implementation of LLKeyframeWalkMotion 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 "llkeyframewalkmotion.h"
+#include "llcharacter.h"
+#include "llmath.h"
+#include "m3math.h"
+#include "llcriticaldamp.h"
+
+//-----------------------------------------------------------------------------
+// Macros
+//-----------------------------------------------------------------------------
+const F32 MAX_WALK_PLAYBACK_SPEED = 8.f; // max m/s for which we adjust walk cycle speed
+
+const F32 MIN_WALK_SPEED = 0.1f; // minimum speed at which we use velocity for down foot detection
+const F32 TIME_EPSILON = 0.001f; // minumum frame time
+const F32 MAX_TIME_DELTA = 2.f; // max two seconds a frame for calculating interpolation
+F32 SPEED_ADJUST_MAX_SEC = 2.f; // maximum adjustment to walk animation playback speed for a second
+F32 ANIM_SPEED_MAX = 1.5f; // absolute upper limit on animation speed
+const F32 MAX_ROLL = 0.6f;
+const F32 SPEED_ADJUST_TIME_CONSTANT = 0.1f; // time constant for speed adjustment interpolation
+
+//-----------------------------------------------------------------------------
+// LLKeyframeWalkMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLKeyframeWalkMotion::LLKeyframeWalkMotion(const LLUUID &id)
+: LLKeyframeMotion(id),
+ mCharacter(NULL),
+ mCyclePhase(0.0f),
+ mRealTimeLast(0.0f),
+ mAdjTimeLast(0.0f),
+ mDownFoot(0)
+{}
+
+
+//-----------------------------------------------------------------------------
+// ~LLKeyframeWalkMotion()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLKeyframeWalkMotion::~LLKeyframeWalkMotion()
+{}
+
+
+//-----------------------------------------------------------------------------
+// LLKeyframeWalkMotion::onInitialize()
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLKeyframeWalkMotion::onInitialize(LLCharacter *character)
+{
+ mCharacter = character;
+
+ return LLKeyframeMotion::onInitialize(character);
+}
+
+//-----------------------------------------------------------------------------
+// LLKeyframeWalkMotion::onActivate()
+//-----------------------------------------------------------------------------
+bool LLKeyframeWalkMotion::onActivate()
+{
+ mRealTimeLast = 0.0f;
+ mAdjTimeLast = 0.0f;
+
+ return LLKeyframeMotion::onActivate();
+}
+
+//-----------------------------------------------------------------------------
+// LLKeyframeWalkMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLKeyframeWalkMotion::onDeactivate()
+{
+ mCharacter->removeAnimationData("Down Foot");
+ LLKeyframeMotion::onDeactivate();
+}
+
+//-----------------------------------------------------------------------------
+// LLKeyframeWalkMotion::onUpdate()
+//-----------------------------------------------------------------------------
+bool LLKeyframeWalkMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LL_PROFILE_ZONE_SCOPED;
+ // compute time since last update
+ F32 deltaTime = time - mRealTimeLast;
+
+ void* speed_ptr = mCharacter->getAnimationData("Walk Speed");
+ F32 speed = (speed_ptr) ? *((F32 *)speed_ptr) : 1.f;
+
+ // adjust the passage of time accordingly
+ F32 adjusted_time = mAdjTimeLast + (deltaTime * speed);
+
+ // save time for next update
+ mRealTimeLast = time;
+ mAdjTimeLast = adjusted_time;
+
+ // handle wrap around
+ if (adjusted_time < 0.0f)
+ {
+ adjusted_time = getDuration() + fmod(adjusted_time, getDuration());
+ }
+
+ // let the base class update the cycle
+ return LLKeyframeMotion::onUpdate( adjusted_time, joint_mask );
+}
+
+// End
+
+
+//-----------------------------------------------------------------------------
+// LLWalkAdjustMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLWalkAdjustMotion::LLWalkAdjustMotion(const LLUUID &id) :
+ LLMotion(id),
+ mLastTime(0.f),
+ mAnimSpeed(0.f),
+ mAdjustedSpeed(0.f),
+ mRelativeDir(0.f),
+ mAnkleOffset(0.f)
+{
+ mName = "walk_adjust";
+ mPelvisState = new LLJointState;
+}
+
+//-----------------------------------------------------------------------------
+// LLWalkAdjustMotion::onInitialize()
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLWalkAdjustMotion::onInitialize(LLCharacter *character)
+{
+ mCharacter = character;
+ mLeftAnkleJoint = mCharacter->getJoint("mAnkleLeft");
+ mRightAnkleJoint = mCharacter->getJoint("mAnkleRight");
+
+ mPelvisJoint = mCharacter->getJoint("mPelvis");
+ mPelvisState->setJoint( mPelvisJoint );
+ if ( !mPelvisJoint )
+ {
+ LL_WARNS() << getName() << ": Can't get pelvis joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mPelvisState->setUsage(LLJointState::POS);
+ addJointState( mPelvisState );
+
+ return STATUS_SUCCESS;
+}
+
+//-----------------------------------------------------------------------------
+// LLWalkAdjustMotion::onActivate()
+//-----------------------------------------------------------------------------
+bool LLWalkAdjustMotion::onActivate()
+{
+ mAnimSpeed = 0.f;
+ mAdjustedSpeed = 0.f;
+ mRelativeDir = 1.f;
+ mPelvisState->setPosition(LLVector3::zero);
+ // store ankle positions for next frame
+ mLastLeftFootGlobalPos = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition());
+ mLastLeftFootGlobalPos.mdV[VZ] = 0.0;
+
+ mLastRightFootGlobalPos = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition());
+ mLastRightFootGlobalPos.mdV[VZ] = 0.0;
+
+ F32 leftAnkleOffset = (mLeftAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec();
+ F32 rightAnkleOffset = (mRightAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec();
+ mAnkleOffset = llmax(leftAnkleOffset, rightAnkleOffset);
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// LLWalkAdjustMotion::onUpdate()
+//-----------------------------------------------------------------------------
+bool LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LL_PROFILE_ZONE_SCOPED;
+ // delta_time is guaranteed to be non zero
+ F32 delta_time = llclamp(time - mLastTime, TIME_EPSILON, MAX_TIME_DELTA);
+ mLastTime = time;
+
+ // find the avatar motion vector in the XY plane
+ LLVector3 avatar_velocity = mCharacter->getCharacterVelocity() * mCharacter->getTimeDilation();
+ avatar_velocity.mV[VZ] = 0.f;
+
+ F32 speed = llclamp(avatar_velocity.magVec(), 0.f, MAX_WALK_PLAYBACK_SPEED);
+
+ // grab avatar->world transforms
+ LLQuaternion avatar_to_world_rot = mCharacter->getRootJoint()->getWorldRotation();
+
+ LLQuaternion world_to_avatar_rot(avatar_to_world_rot);
+ world_to_avatar_rot.conjugate();
+
+ LLVector3 foot_slip_vector;
+
+ // find foot drift along velocity vector
+ if (speed > MIN_WALK_SPEED)
+ { // walking/running
+
+ // calculate world-space foot drift
+ // use global coordinates to seamlessly handle region crossings
+ LLVector3d leftFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition());
+ leftFootGlobalPosition.mdV[VZ] = 0.0;
+ LLVector3 leftFootDelta(leftFootGlobalPosition - mLastLeftFootGlobalPos);
+ mLastLeftFootGlobalPos = leftFootGlobalPosition;
+
+ LLVector3d rightFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition());
+ rightFootGlobalPosition.mdV[VZ] = 0.0;
+ LLVector3 rightFootDelta(rightFootGlobalPosition - mLastRightFootGlobalPos);
+ mLastRightFootGlobalPos = rightFootGlobalPosition;
+
+ // get foot drift along avatar direction of motion
+ F32 left_foot_slip_amt = leftFootDelta * avatar_velocity;
+ F32 right_foot_slip_amt = rightFootDelta * avatar_velocity;
+
+ // if right foot is pushing back faster than left foot...
+ if (right_foot_slip_amt < left_foot_slip_amt)
+ { //...use it to calculate optimal animation speed
+ foot_slip_vector = rightFootDelta;
+ }
+ else
+ { // otherwise use the left foot
+ foot_slip_vector = leftFootDelta;
+ }
+
+ // calculate ideal pelvis offset so that foot is glued to ground and damp towards it
+ // this will soak up transient slippage
+ //
+ // FIXME: this interacts poorly with speed adjustment
+ // mPelvisOffset compensates for foot drift by moving the avatar pelvis in the opposite
+ // direction of the drift, up to a certain limited distance
+ // but this will cause the animation playback rate calculation below to
+ // kick in too slowly and sometimes start playing the animation in reverse.
+
+ //mPelvisOffset -= PELVIS_COMPENSATION_WIEGHT * (foot_slip_vector * world_to_avatar_rot);//lerp(LLVector3::zero, -1.f * (foot_slip_vector * world_to_avatar_rot), LLSmoothInterpolation::getInterpolant(0.1f));
+
+ ////F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL * (llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED);
+ //F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL;
+
+ //// clamp pelvis offset to a 90 degree arc behind the nominal position
+ //// NB: this is an ADDITIVE amount that is accumulated every frame, so clamping it alone won't do the trick
+ //// must clamp with absolute position of pelvis in mind
+ //LLVector3 currentPelvisPos = mPelvisState->getJoint()->getPosition();
+ //mPelvisOffset.mV[VX] = llclamp( mPelvisOffset.mV[VX], -drift_comp_max, drift_comp_max );
+ //mPelvisOffset.mV[VY] = llclamp( mPelvisOffset.mV[VY], -drift_comp_max, drift_comp_max );
+ //mPelvisOffset.mV[VZ] = 0.f;
+ //
+ //mLastRightFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot);
+ //mLastLeftFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot);
+
+ //foot_slip_vector -= mPelvisOffset;
+
+ LLVector3 avatar_movement_dir = avatar_velocity;
+ avatar_movement_dir.normalize();
+
+ // planted foot speed is avatar velocity - foot slip amount along avatar movement direction
+ F32 foot_speed = speed - ((foot_slip_vector * avatar_movement_dir) / delta_time);
+
+ // multiply animation playback rate so that foot speed matches avatar speed
+ F32 min_speed_multiplier = clamp_rescale(speed, 0.f, 1.f, 0.f, 0.1f);
+ F32 desired_speed_multiplier = llclamp(speed / foot_speed, min_speed_multiplier, ANIM_SPEED_MAX);
+
+ // blend towards new speed adjustment value
+ F32 new_speed_adjust = LLSmoothInterpolation::lerp(mAdjustedSpeed, desired_speed_multiplier, SPEED_ADJUST_TIME_CONSTANT);
+
+ // limit that rate at which the speed adjustment changes
+ F32 speedDelta = llclamp(new_speed_adjust - mAdjustedSpeed, -SPEED_ADJUST_MAX_SEC * delta_time, SPEED_ADJUST_MAX_SEC * delta_time);
+ mAdjustedSpeed += speedDelta;
+
+ // modulate speed by dot products of facing and velocity
+ // so that if we are moving sideways, we slow down the animation
+ // and if we're moving backward, we walk backward
+ // do this at the end to be more responsive to direction changes instead of in the above speed calculations
+ F32 directional_factor = (avatar_movement_dir * world_to_avatar_rot).mV[VX];
+
+ mAnimSpeed = mAdjustedSpeed * directional_factor;
+ }
+ else
+ { // standing/turning
+
+ // damp out speed adjustment to 0
+ mAnimSpeed = LLSmoothInterpolation::lerp(mAnimSpeed, 1.f, 0.2f);
+ //mPelvisOffset = lerp(mPelvisOffset, LLVector3::zero, LLSmoothInterpolation::getInterpolant(0.2f));
+ }
+
+ // broadcast walk speed change
+ mCharacter->setAnimationData("Walk Speed", &mAnimSpeed);
+
+ // set position
+ // need to update *some* joint to keep this animation active
+ mPelvisState->setPosition(mPelvisOffset);
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// LLWalkAdjustMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLWalkAdjustMotion::onDeactivate()
+{
+ mCharacter->removeAnimationData("Walk Speed");
+}
+
+//-----------------------------------------------------------------------------
+// LLFlyAdjustMotion::LLFlyAdjustMotion()
+//-----------------------------------------------------------------------------
+LLFlyAdjustMotion::LLFlyAdjustMotion(const LLUUID &id)
+ : LLMotion(id),
+ mRoll(0.f)
+{
+ mName = "fly_adjust";
+
+ mPelvisState = new LLJointState;
+}
+
+//-----------------------------------------------------------------------------
+// LLFlyAdjustMotion::onInitialize()
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLFlyAdjustMotion::onInitialize(LLCharacter *character)
+{
+ mCharacter = character;
+
+ LLJoint* pelvisJoint = mCharacter->getJoint("mPelvis");
+ mPelvisState->setJoint( pelvisJoint );
+ if ( !pelvisJoint )
+ {
+ LL_WARNS() << getName() << ": Can't get pelvis joint." << LL_ENDL;
+ return STATUS_FAILURE;
+ }
+
+ mPelvisState->setUsage(LLJointState::POS | LLJointState::ROT);
+ addJointState( mPelvisState );
+
+ return STATUS_SUCCESS;
+}
+
+//-----------------------------------------------------------------------------
+// LLFlyAdjustMotion::onActivate()
+//-----------------------------------------------------------------------------
+bool LLFlyAdjustMotion::onActivate()
+{
+ mPelvisState->setPosition(LLVector3::zero);
+ mPelvisState->setRotation(LLQuaternion::DEFAULT);
+ mRoll = 0.f;
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// LLFlyAdjustMotion::onUpdate()
+//-----------------------------------------------------------------------------
+bool LLFlyAdjustMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LL_PROFILE_ZONE_SCOPED;
+ LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation();
+ F32 speed = mCharacter->getCharacterVelocity().magVec();
+
+ F32 roll_factor = clamp_rescale(speed, 7.f, 15.f, 0.f, -MAX_ROLL);
+ F32 target_roll = llclamp(ang_vel.mV[VZ], -4.f, 4.f) * roll_factor;
+
+ // roll is critically damped interpolation between current roll and angular velocity-derived target roll
+ mRoll = LLSmoothInterpolation::lerp(mRoll, target_roll, U32Milliseconds(100));
+
+ LLQuaternion roll(mRoll, LLVector3(0.f, 0.f, 1.f));
+ mPelvisState->setRotation(roll);
+
+ return true;
+}
+
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