diff options
Diffstat (limited to 'indra/llcharacter/llkeyframewalkmotion.cpp')
-rw-r--r-- | indra/llcharacter/llkeyframewalkmotion.cpp | 442 |
1 files changed, 221 insertions, 221 deletions
diff --git a/indra/llcharacter/llkeyframewalkmotion.cpp b/indra/llcharacter/llkeyframewalkmotion.cpp index 298b37e60c..132fb85785 100644 --- a/indra/llcharacter/llkeyframewalkmotion.cpp +++ b/indra/llcharacter/llkeyframewalkmotion.cpp @@ -1,25 +1,25 @@ -/** +/** * @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 * $/LicenseInfo$ */ @@ -38,22 +38,22 @@ //----------------------------------------------------------------------------- // Macros //----------------------------------------------------------------------------- -const F32 MAX_WALK_PLAYBACK_SPEED = 8.f; // max m/s for which we adjust walk cycle speed +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 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 +const F32 SPEED_ADJUST_TIME_CONSTANT = 0.1f; // time constant for speed adjustment interpolation //----------------------------------------------------------------------------- // LLKeyframeWalkMotion() // Class Constructor //----------------------------------------------------------------------------- LLKeyframeWalkMotion::LLKeyframeWalkMotion(const LLUUID &id) -: LLKeyframeMotion(id), +: LLKeyframeMotion(id), mCharacter(NULL), mCyclePhase(0.0f), mRealTimeLast(0.0f), @@ -75,9 +75,9 @@ LLKeyframeWalkMotion::~LLKeyframeWalkMotion() //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLKeyframeWalkMotion::onInitialize(LLCharacter *character) { - mCharacter = character; + mCharacter = character; - return LLKeyframeMotion::onInitialize(character); + return LLKeyframeMotion::onInitialize(character); } //----------------------------------------------------------------------------- @@ -85,10 +85,10 @@ LLMotion::LLMotionInitStatus LLKeyframeWalkMotion::onInitialize(LLCharacter *cha //----------------------------------------------------------------------------- BOOL LLKeyframeWalkMotion::onActivate() { - mRealTimeLast = 0.0f; - mAdjTimeLast = 0.0f; + mRealTimeLast = 0.0f; + mAdjTimeLast = 0.0f; - return LLKeyframeMotion::onActivate(); + return LLKeyframeMotion::onActivate(); } //----------------------------------------------------------------------------- @@ -96,8 +96,8 @@ BOOL LLKeyframeWalkMotion::onActivate() //----------------------------------------------------------------------------- void LLKeyframeWalkMotion::onDeactivate() { - mCharacter->removeAnimationData("Down Foot"); - LLKeyframeMotion::onDeactivate(); + mCharacter->removeAnimationData("Down Foot"); + LLKeyframeMotion::onDeactivate(); } //----------------------------------------------------------------------------- @@ -106,27 +106,27 @@ void LLKeyframeWalkMotion::onDeactivate() BOOL LLKeyframeWalkMotion::onUpdate(F32 time, U8* joint_mask) { LL_PROFILE_ZONE_SCOPED; - // compute time since last update - F32 deltaTime = time - mRealTimeLast; + // 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; + 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); + // adjust the passage of time accordingly + F32 adjusted_time = mAdjTimeLast + (deltaTime * speed); - // save time for next update - mRealTimeLast = time; - mAdjTimeLast = adjusted_time; + // 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()); - } + // 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 ); + // let the base class update the cycle + return LLKeyframeMotion::onUpdate( adjusted_time, joint_mask ); } // End @@ -137,15 +137,15 @@ BOOL LLKeyframeWalkMotion::onUpdate(F32 time, U8* joint_mask) // Class Constructor //----------------------------------------------------------------------------- LLWalkAdjustMotion::LLWalkAdjustMotion(const LLUUID &id) : - LLMotion(id), - mLastTime(0.f), - mAnimSpeed(0.f), - mAdjustedSpeed(0.f), - mRelativeDir(0.f), - mAnkleOffset(0.f) + LLMotion(id), + mLastTime(0.f), + mAnimSpeed(0.f), + mAdjustedSpeed(0.f), + mRelativeDir(0.f), + mAnkleOffset(0.f) { - mName = "walk_adjust"; - mPelvisState = new LLJointState; + mName = "walk_adjust"; + mPelvisState = new LLJointState; } //----------------------------------------------------------------------------- @@ -153,22 +153,22 @@ LLWalkAdjustMotion::LLWalkAdjustMotion(const LLUUID &id) : //----------------------------------------------------------------------------- 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; + 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; } //----------------------------------------------------------------------------- @@ -176,22 +176,22 @@ LLMotion::LLMotionInitStatus LLWalkAdjustMotion::onInitialize(LLCharacter *chara //----------------------------------------------------------------------------- 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; + 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; } //----------------------------------------------------------------------------- @@ -200,122 +200,122 @@ BOOL LLWalkAdjustMotion::onActivate() 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; + // 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; } //----------------------------------------------------------------------------- @@ -323,19 +323,19 @@ BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask) //----------------------------------------------------------------------------- void LLWalkAdjustMotion::onDeactivate() { - mCharacter->removeAnimationData("Walk Speed"); + mCharacter->removeAnimationData("Walk Speed"); } //----------------------------------------------------------------------------- // LLFlyAdjustMotion::LLFlyAdjustMotion() //----------------------------------------------------------------------------- LLFlyAdjustMotion::LLFlyAdjustMotion(const LLUUID &id) - : LLMotion(id), - mRoll(0.f) + : LLMotion(id), + mRoll(0.f) { - mName = "fly_adjust"; + mName = "fly_adjust"; - mPelvisState = new LLJointState; + mPelvisState = new LLJointState; } //----------------------------------------------------------------------------- @@ -343,20 +343,20 @@ LLFlyAdjustMotion::LLFlyAdjustMotion(const LLUUID &id) //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLFlyAdjustMotion::onInitialize(LLCharacter *character) { - mCharacter = 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; - } + 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 ); + mPelvisState->setUsage(LLJointState::POS | LLJointState::ROT); + addJointState( mPelvisState ); - return STATUS_SUCCESS; + return STATUS_SUCCESS; } //----------------------------------------------------------------------------- @@ -364,10 +364,10 @@ LLMotion::LLMotionInitStatus LLFlyAdjustMotion::onInitialize(LLCharacter *charac //----------------------------------------------------------------------------- BOOL LLFlyAdjustMotion::onActivate() { - mPelvisState->setPosition(LLVector3::zero); - mPelvisState->setRotation(LLQuaternion::DEFAULT); - mRoll = 0.f; - return TRUE; + mPelvisState->setPosition(LLVector3::zero); + mPelvisState->setRotation(LLQuaternion::DEFAULT); + mRoll = 0.f; + return TRUE; } //----------------------------------------------------------------------------- @@ -376,18 +376,18 @@ BOOL LLFlyAdjustMotion::onActivate() BOOL LLFlyAdjustMotion::onUpdate(F32 time, U8* joint_mask) { LL_PROFILE_ZONE_SCOPED; - LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation(); - F32 speed = mCharacter->getCharacterVelocity().magVec(); + 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; + 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)); + // 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); + LLQuaternion roll(mRoll, LLVector3(0.f, 0.f, 1.f)); + mPelvisState->setRotation(roll); - return TRUE; + return TRUE; } |