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 0dce80f0da..605e15f442 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; +} + |