diff options
Diffstat (limited to 'indra/llcharacter/llmotion.h')
-rw-r--r-- | indra/llcharacter/llmotion.h | 534 |
1 files changed, 267 insertions, 267 deletions
diff --git a/indra/llcharacter/llmotion.h b/indra/llcharacter/llmotion.h index d6d7267115..ba719eaac6 100644 --- a/indra/llcharacter/llmotion.h +++ b/indra/llcharacter/llmotion.h @@ -1,267 +1,267 @@ -/** - * @file llmotion.h - * @brief Implementation of LLMotion 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_LLMOTION_H -#define LL_LLMOTION_H - -//----------------------------------------------------------------------------- -// Header files -//----------------------------------------------------------------------------- -#include <string> - -#include "llerror.h" -#include "llpose.h" -#include "lluuid.h" - -class LLCharacter; - -//----------------------------------------------------------------------------- -// class LLMotion -//----------------------------------------------------------------------------- -class LLMotion -{ - friend class LLMotionController; - -public: - enum LLMotionBlendType - { - NORMAL_BLEND, - ADDITIVE_BLEND - }; - - enum LLMotionInitStatus - { - STATUS_FAILURE, - STATUS_SUCCESS, - STATUS_HOLD - }; - - // Constructor - LLMotion(const LLUUID &id); - - // Destructor - virtual ~LLMotion(); - -public: - //------------------------------------------------------------------------- - // functions to support MotionController and MotionRegistry - //------------------------------------------------------------------------- - - // get the name of this instance - const std::string &getName() const { return mName; } - - // set the name of this instance - void setName(const std::string &name) { mName = name; } - - const LLUUID& getID() const { return mID; } - - // returns the pose associated with the current state of this motion - virtual LLPose* getPose() { return &mPose;} - - void fadeOut(); - - void fadeIn(); - - F32 getFadeWeight() const { return mFadeWeight; } - - F32 getStopTime() const { return mStopTimestamp; } - - virtual void setStopTime(F32 time); - - bool isStopped() const { return mStopped; } - - void setStopped(bool stopped) { mStopped = stopped; } - - bool isBlending(); - - // Activation functions. - // It is OK for other classes to activate a motion, - // but only the controller can deactivate it. - // Thus, if mActive == true, the motion *may* be on the controllers active list, - // but if mActive == false, the motion is gauranteed not to be on the active list. -protected: - // Used by LLMotionController only - void deactivate(); - bool isActive() { return mActive; } -public: - void activate(F32 time); - -public: - //------------------------------------------------------------------------- - // animation callbacks to be implemented by subclasses - //------------------------------------------------------------------------- - - // motions must specify whether or not they loop - virtual bool getLoop() = 0; - - // motions must report their total duration - virtual F32 getDuration() = 0; - - // motions must report their "ease in" duration - virtual F32 getEaseInDuration() = 0; - - // motions must report their "ease out" duration. - virtual F32 getEaseOutDuration() = 0; - - // motions must report their priority level - virtual LLJoint::JointPriority getPriority() = 0; - - // amount of affected joints - virtual S32 getNumJointMotions() { return 0; }; - - // motions must report their blend type - virtual LLMotionBlendType getBlendType() = 0; - - // called to determine when a motion should be activated/deactivated based on avatar pixel coverage - virtual F32 getMinPixelArea() = 0; - - // 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) = 0; - - // called per time step - // must return true while it is active, and - // must return false when the motion is completed. - virtual bool onUpdate(F32 activeTime, U8* joint_mask) = 0; - - // called when a motion is deactivated - virtual void onDeactivate() = 0; - - // can we crossfade this motion with a new instance when restarted? - // should ultimately always be true, but lack of emote blending, etc - // requires this - virtual bool canDeprecate(); - - // optional callback routine called when animation deactivated. - void setDeactivateCallback( void (*cb)(void *), void* userdata ); - -protected: - // called when a motion is activated - // must return true to indicate success, or else - // it will be deactivated - virtual bool onActivate() = 0; - - void addJointState(const LLPointer<LLJointState>& jointState); - -protected: - LLPose mPose; - bool mStopped; // motion has been stopped; - bool mActive; // motion is on active list (can be stopped or not stopped) - - //------------------------------------------------------------------------- - // these are set implicitly by the motion controller and - // may be referenced (read only) in the above handlers. - //------------------------------------------------------------------------- - std::string mName; // instance name assigned by motion controller - LLUUID mID; - - F32 mActivationTimestamp; // time when motion was activated - F32 mStopTimestamp; // time when motion was told to stop - F32 mSendStopTimestamp; // time when simulator should be told to stop this motion - F32 mResidualWeight; // blend weight at beginning of stop motion phase - F32 mFadeWeight; // for fading in and out based on LOD - U8 mJointSignature[3][LL_CHARACTER_MAX_ANIMATED_JOINTS]; // signature of which joints are animated at what priority - void (*mDeactivateCallback)(void* data); - void* mDeactivateCallbackUserData; -}; - - -//----------------------------------------------------------------------------- -// LLTestMotion -//----------------------------------------------------------------------------- -class LLTestMotion : public LLMotion -{ -public: - LLTestMotion(const LLUUID &id) : LLMotion(id){} - ~LLTestMotion() {} - static LLMotion *create(const LLUUID& id) { return new LLTestMotion(id); } - bool getLoop() { return false; } - F32 getDuration() { return 0.0f; } - F32 getEaseInDuration() { return 0.0f; } - F32 getEaseOutDuration() { return 0.0f; } - LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; } - LLMotionBlendType getBlendType() { return NORMAL_BLEND; } - F32 getMinPixelArea() { return 0.f; } - - LLMotionInitStatus onInitialize(LLCharacter*) { LL_INFOS() << "LLTestMotion::onInitialize()" << LL_ENDL; return STATUS_SUCCESS; } - bool onActivate() { LL_INFOS() << "LLTestMotion::onActivate()" << LL_ENDL; return true; } - bool onUpdate(F32 time, U8* joint_mask) { LL_INFOS() << "LLTestMotion::onUpdate(" << time << ")" << LL_ENDL; return true; } - void onDeactivate() { LL_INFOS() << "LLTestMotion::onDeactivate()" << LL_ENDL; } -}; - - -//----------------------------------------------------------------------------- -// LLNullMotion -//----------------------------------------------------------------------------- -class LLNullMotion : public LLMotion -{ -public: - LLNullMotion(const LLUUID &id) : LLMotion(id) {} - ~LLNullMotion() {} - static LLMotion *create(const LLUUID &id) { return new LLNullMotion(id); } - - // motions must specify whether or not they loop - /*virtual*/ bool getLoop() { return true; } - - // motions must report their total duration - /*virtual*/ F32 getDuration() { return 1.f; } - - // motions must report their "ease in" duration - /*virtual*/ F32 getEaseInDuration() { return 0.f; } - - // motions must report their "ease out" duration. - /*virtual*/ F32 getEaseOutDuration() { return 0.f; } - - // motions must report their priority level - /*virtual*/ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; } - - // motions must report their blend type - /*virtual*/ LLMotionBlendType getBlendType() { return NORMAL_BLEND; } - - // called to determine when a motion should be activated/deactivated based on avatar pixel coverage - /*virtual*/ F32 getMinPixelArea() { return 0.f; } - - // 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) { return STATUS_SUCCESS; } - - // called when a motion is activated - // must return true to indicate success, or else - // it will be deactivated - /*virtual*/ bool onActivate() { return true; } - - // called per time step - // must return true while it is active, and - // must return false when the motion is completed. - /*virtual*/ bool onUpdate(F32 activeTime, U8* joint_mask) { return true; } - - // called when a motion is deactivated - /*virtual*/ void onDeactivate() {} -}; -#endif // LL_LLMOTION_H - +/**
+ * @file llmotion.h
+ * @brief Implementation of LLMotion 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_LLMOTION_H
+#define LL_LLMOTION_H
+
+//-----------------------------------------------------------------------------
+// Header files
+//-----------------------------------------------------------------------------
+#include <string>
+
+#include "llerror.h"
+#include "llpose.h"
+#include "lluuid.h"
+
+class LLCharacter;
+
+//-----------------------------------------------------------------------------
+// class LLMotion
+//-----------------------------------------------------------------------------
+class LLMotion
+{
+ friend class LLMotionController;
+
+public:
+ enum LLMotionBlendType
+ {
+ NORMAL_BLEND,
+ ADDITIVE_BLEND
+ };
+
+ enum LLMotionInitStatus
+ {
+ STATUS_FAILURE,
+ STATUS_SUCCESS,
+ STATUS_HOLD
+ };
+
+ // Constructor
+ LLMotion(const LLUUID &id);
+
+ // Destructor
+ virtual ~LLMotion();
+
+public:
+ //-------------------------------------------------------------------------
+ // functions to support MotionController and MotionRegistry
+ //-------------------------------------------------------------------------
+
+ // get the name of this instance
+ const std::string &getName() const { return mName; }
+
+ // set the name of this instance
+ void setName(const std::string &name) { mName = name; }
+
+ const LLUUID& getID() const { return mID; }
+
+ // returns the pose associated with the current state of this motion
+ virtual LLPose* getPose() { return &mPose;}
+
+ void fadeOut();
+
+ void fadeIn();
+
+ F32 getFadeWeight() const { return mFadeWeight; }
+
+ F32 getStopTime() const { return mStopTimestamp; }
+
+ virtual void setStopTime(F32 time);
+
+ bool isStopped() const { return mStopped; }
+
+ void setStopped(bool stopped) { mStopped = stopped; }
+
+ bool isBlending();
+
+ // Activation functions.
+ // It is OK for other classes to activate a motion,
+ // but only the controller can deactivate it.
+ // Thus, if mActive == true, the motion *may* be on the controllers active list,
+ // but if mActive == false, the motion is gauranteed not to be on the active list.
+protected:
+ // Used by LLMotionController only
+ void deactivate();
+ bool isActive() { return mActive; }
+public:
+ void activate(F32 time);
+
+public:
+ //-------------------------------------------------------------------------
+ // animation callbacks to be implemented by subclasses
+ //-------------------------------------------------------------------------
+
+ // motions must specify whether or not they loop
+ virtual bool getLoop() = 0;
+
+ // motions must report their total duration
+ virtual F32 getDuration() = 0;
+
+ // motions must report their "ease in" duration
+ virtual F32 getEaseInDuration() = 0;
+
+ // motions must report their "ease out" duration.
+ virtual F32 getEaseOutDuration() = 0;
+
+ // motions must report their priority level
+ virtual LLJoint::JointPriority getPriority() = 0;
+
+ // amount of affected joints
+ virtual S32 getNumJointMotions() { return 0; };
+
+ // motions must report their blend type
+ virtual LLMotionBlendType getBlendType() = 0;
+
+ // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
+ virtual F32 getMinPixelArea() = 0;
+
+ // 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) = 0;
+
+ // called per time step
+ // must return true while it is active, and
+ // must return false when the motion is completed.
+ virtual bool onUpdate(F32 activeTime, U8* joint_mask) = 0;
+
+ // called when a motion is deactivated
+ virtual void onDeactivate() = 0;
+
+ // can we crossfade this motion with a new instance when restarted?
+ // should ultimately always be true, but lack of emote blending, etc
+ // requires this
+ virtual bool canDeprecate();
+
+ // optional callback routine called when animation deactivated.
+ void setDeactivateCallback( void (*cb)(void *), void* userdata );
+
+protected:
+ // called when a motion is activated
+ // must return true to indicate success, or else
+ // it will be deactivated
+ virtual bool onActivate() = 0;
+
+ void addJointState(const LLPointer<LLJointState>& jointState);
+
+protected:
+ LLPose mPose;
+ bool mStopped; // motion has been stopped;
+ bool mActive; // motion is on active list (can be stopped or not stopped)
+
+ //-------------------------------------------------------------------------
+ // these are set implicitly by the motion controller and
+ // may be referenced (read only) in the above handlers.
+ //-------------------------------------------------------------------------
+ std::string mName; // instance name assigned by motion controller
+ LLUUID mID;
+
+ F32 mActivationTimestamp; // time when motion was activated
+ F32 mStopTimestamp; // time when motion was told to stop
+ F32 mSendStopTimestamp; // time when simulator should be told to stop this motion
+ F32 mResidualWeight; // blend weight at beginning of stop motion phase
+ F32 mFadeWeight; // for fading in and out based on LOD
+ U8 mJointSignature[3][LL_CHARACTER_MAX_ANIMATED_JOINTS]; // signature of which joints are animated at what priority
+ void (*mDeactivateCallback)(void* data);
+ void* mDeactivateCallbackUserData;
+};
+
+
+//-----------------------------------------------------------------------------
+// LLTestMotion
+//-----------------------------------------------------------------------------
+class LLTestMotion : public LLMotion
+{
+public:
+ LLTestMotion(const LLUUID &id) : LLMotion(id){}
+ ~LLTestMotion() {}
+ static LLMotion *create(const LLUUID& id) { return new LLTestMotion(id); }
+ bool getLoop() { return false; }
+ F32 getDuration() { return 0.0f; }
+ F32 getEaseInDuration() { return 0.0f; }
+ F32 getEaseOutDuration() { return 0.0f; }
+ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
+ LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
+ F32 getMinPixelArea() { return 0.f; }
+
+ LLMotionInitStatus onInitialize(LLCharacter*) { LL_INFOS() << "LLTestMotion::onInitialize()" << LL_ENDL; return STATUS_SUCCESS; }
+ bool onActivate() { LL_INFOS() << "LLTestMotion::onActivate()" << LL_ENDL; return true; }
+ bool onUpdate(F32 time, U8* joint_mask) { LL_INFOS() << "LLTestMotion::onUpdate(" << time << ")" << LL_ENDL; return true; }
+ void onDeactivate() { LL_INFOS() << "LLTestMotion::onDeactivate()" << LL_ENDL; }
+};
+
+
+//-----------------------------------------------------------------------------
+// LLNullMotion
+//-----------------------------------------------------------------------------
+class LLNullMotion : public LLMotion
+{
+public:
+ LLNullMotion(const LLUUID &id) : LLMotion(id) {}
+ ~LLNullMotion() {}
+ static LLMotion *create(const LLUUID &id) { return new LLNullMotion(id); }
+
+ // motions must specify whether or not they loop
+ /*virtual*/ bool getLoop() { return true; }
+
+ // motions must report their total duration
+ /*virtual*/ F32 getDuration() { return 1.f; }
+
+ // motions must report their "ease in" duration
+ /*virtual*/ F32 getEaseInDuration() { return 0.f; }
+
+ // motions must report their "ease out" duration.
+ /*virtual*/ F32 getEaseOutDuration() { return 0.f; }
+
+ // motions must report their priority level
+ /*virtual*/ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
+
+ // motions must report their blend type
+ /*virtual*/ LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
+
+ // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
+ /*virtual*/ F32 getMinPixelArea() { return 0.f; }
+
+ // 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) { return STATUS_SUCCESS; }
+
+ // called when a motion is activated
+ // must return true to indicate success, or else
+ // it will be deactivated
+ /*virtual*/ bool onActivate() { return true; }
+
+ // called per time step
+ // must return true while it is active, and
+ // must return false when the motion is completed.
+ /*virtual*/ bool onUpdate(F32 activeTime, U8* joint_mask) { return true; }
+
+ // called when a motion is deactivated
+ /*virtual*/ void onDeactivate() {}
+};
+#endif // LL_LLMOTION_H
+
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