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-rw-r--r--indra/llcharacter/llmotion.h310
1 files changed, 155 insertions, 155 deletions
diff --git a/indra/llcharacter/llmotion.h b/indra/llcharacter/llmotion.h
index aaa9a146d7..d45b8bceb6 100644
--- a/indra/llcharacter/llmotion.h
+++ b/indra/llcharacter/llmotion.h
@@ -1,25 +1,25 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -43,150 +43,150 @@ class LLCharacter;
//-----------------------------------------------------------------------------
class LLMotion
{
- friend class LLMotionController;
-
+ friend class LLMotionController;
+
public:
- enum LLMotionBlendType
- {
- NORMAL_BLEND,
- ADDITIVE_BLEND
- };
+ enum LLMotionBlendType
+ {
+ NORMAL_BLEND,
+ ADDITIVE_BLEND
+ };
- enum LLMotionInitStatus
- {
- STATUS_FAILURE,
- STATUS_SUCCESS,
- STATUS_HOLD
- };
+ enum LLMotionInitStatus
+ {
+ STATUS_FAILURE,
+ STATUS_SUCCESS,
+ STATUS_HOLD
+ };
- // Constructor
- LLMotion(const LLUUID &id);
+ // Constructor
+ LLMotion(const LLUUID &id);
- // Destructor
- virtual ~LLMotion();
+ // Destructor
+ virtual ~LLMotion();
public:
- //-------------------------------------------------------------------------
- // functions to support MotionController and MotionRegistry
- //-------------------------------------------------------------------------
+ //-------------------------------------------------------------------------
+ // functions to support MotionController and MotionRegistry
+ //-------------------------------------------------------------------------
- // get the name of this instance
- const std::string &getName() const { return mName; }
+ // 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; }
+ // set the name of this instance
+ void setName(const std::string &name) { mName = name; }
- const LLUUID& getID() const { return mID; }
+ const LLUUID& getID() const { return mID; }
- // returns the pose associated with the current state of this motion
- virtual LLPose* getPose() { return &mPose;}
+ // returns the pose associated with the current state of this motion
+ virtual LLPose* getPose() { return &mPose;}
- void fadeOut();
+ void fadeOut();
- void fadeIn();
+ void fadeIn();
- F32 getFadeWeight() const { return mFadeWeight; }
+ F32 getFadeWeight() const { return mFadeWeight; }
- F32 getStopTime() const { return mStopTimestamp; }
+ F32 getStopTime() const { return mStopTimestamp; }
- virtual void setStopTime(F32 time);
+ virtual void setStopTime(F32 time);
- BOOL isStopped() const { return mStopped; }
+ BOOL isStopped() const { return mStopped; }
- void setStopped(BOOL stopped) { mStopped = stopped; }
+ void setStopped(BOOL stopped) { mStopped = stopped; }
- BOOL isBlending();
+ 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.
+ // 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; }
+ // Used by LLMotionController only
+ void deactivate();
+ BOOL isActive() { return mActive; }
public:
- void activate(F32 time);
-
+ void activate(F32 time);
+
public:
- //-------------------------------------------------------------------------
- // animation callbacks to be implemented by subclasses
- //-------------------------------------------------------------------------
+ //-------------------------------------------------------------------------
+ // animation callbacks to be implemented by subclasses
+ //-------------------------------------------------------------------------
- // motions must specify whether or not they loop
- virtual BOOL getLoop() = 0;
+ // 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 total duration
+ virtual F32 getDuration() = 0;
- // motions must report their "ease in" duration
- virtual F32 getEaseInDuration() = 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 "ease out" duration.
+ virtual F32 getEaseOutDuration() = 0;
- // motions must report their priority level
- virtual LLJoint::JointPriority getPriority() = 0;
+ // motions must report their priority level
+ virtual LLJoint::JointPriority getPriority() = 0;
- // amount of affected joints
- virtual S32 getNumJointMotions() { return 0; };
+ // amount of affected joints
+ virtual S32 getNumJointMotions() { return 0; };
- // motions must report their blend type
- virtual LLMotionBlendType getBlendType() = 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;
+ // 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;
+ // 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 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;
+ // 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();
+ // 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 );
+ // 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;
+ // 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);
+ 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;
+ 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;
};
@@ -196,21 +196,21 @@ protected:
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; }
+ 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; }
};
@@ -220,48 +220,48 @@ public:
class LLNullMotion : public LLMotion
{
public:
- LLNullMotion(const LLUUID &id) : LLMotion(id) {}
- ~LLNullMotion() {}
- static LLMotion *create(const LLUUID &id) { return new LLNullMotion(id); }
+ 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 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 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 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 "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 priority level
+ /*virtual*/ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
- // motions must report their blend type
- /*virtual*/ LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
+ // 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; }
+ // 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; }
+ // 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 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 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() {}
+ // called when a motion is deactivated
+ /*virtual*/ void onDeactivate() {}
};
#endif // LL_LLMOTION_H