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 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 + |