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-rw-r--r--indra/llcharacter/llmotion.h534
1 files changed, 267 insertions, 267 deletions
diff --git a/indra/llcharacter/llmotion.h b/indra/llcharacter/llmotion.h
index ba719eaac6..4120de76a5 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
+