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-rw-r--r--indra/llcharacter/lltargetingmotion.cpp151
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diff --git a/indra/llcharacter/lltargetingmotion.cpp b/indra/llcharacter/lltargetingmotion.cpp
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+/**
+ * @file lltargetingmotion.cpp
+ * @brief Implementation of LLTargetingMotion class.
+ *
+ * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+//-----------------------------------------------------------------------------
+// Header Files
+//-----------------------------------------------------------------------------
+#include "linden_common.h"
+
+#include "lltargetingmotion.h"
+#include "llcharacter.h"
+#include "v3dmath.h"
+#include "llcriticaldamp.h"
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+const F32 TORSO_TARGET_HALF_LIFE = 0.25f;
+const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
+const F32 TARGET_PLANE_THRESHOLD_DOT = 0.6f;
+const F32 TORSO_ROT_FRACTION = 0.5f;
+
+//-----------------------------------------------------------------------------
+// LLTargetingMotion()
+// Class Constructor
+//-----------------------------------------------------------------------------
+LLTargetingMotion::LLTargetingMotion(const LLUUID &id) : LLMotion(id)
+{
+ mCharacter = NULL;
+ mName = "targeting";
+}
+
+
+//-----------------------------------------------------------------------------
+// ~LLTargetingMotion()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLTargetingMotion::~LLTargetingMotion()
+{
+}
+
+//-----------------------------------------------------------------------------
+// LLTargetingMotion::onInitialize(LLCharacter *character)
+//-----------------------------------------------------------------------------
+LLMotion::LLMotionInitStatus LLTargetingMotion::onInitialize(LLCharacter *character)
+{
+ // save character for future use
+ mCharacter = character;
+
+ mPelvisJoint = mCharacter->getJoint("mPelvis");
+ mTorsoJoint = mCharacter->getJoint("mTorso");
+ mRightHandJoint = mCharacter->getJoint("mWristRight");
+
+ // make sure character skeleton is copacetic
+ if (!mPelvisJoint ||
+ !mTorsoJoint ||
+ !mRightHandJoint)
+ {
+ llwarns << "Invalid skeleton for targeting motion!" << llendl;
+ return STATUS_FAILURE;
+ }
+
+ mTorsoState.setJoint( mTorsoJoint );
+
+ // add joint states to the pose
+ mTorsoState.setUsage(LLJointState::ROT);
+ addJointState( &mTorsoState );
+
+ return STATUS_SUCCESS;
+}
+
+//-----------------------------------------------------------------------------
+// LLTargetingMotion::onActivate()
+//-----------------------------------------------------------------------------
+BOOL LLTargetingMotion::onActivate()
+{
+ return TRUE;
+}
+
+//-----------------------------------------------------------------------------
+// LLTargetingMotion::onUpdate()
+//-----------------------------------------------------------------------------
+BOOL LLTargetingMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ F32 slerp_amt = LLCriticalDamp::getInterpolant(TORSO_TARGET_HALF_LIFE);
+
+ LLVector3 target;
+ LLVector3* lookAtPoint = (LLVector3*)mCharacter->getAnimationData("LookAtPoint");
+
+ BOOL result = TRUE;
+
+ if (!lookAtPoint)
+ {
+ return TRUE;
+ }
+ else
+ {
+ target = *lookAtPoint;
+ target.normVec();
+ }
+
+ //LLVector3 target_plane_normal = LLVector3(1.f, 0.f, 0.f) * mPelvisJoint->getWorldRotation();
+ //LLVector3 torso_dir = LLVector3(1.f, 0.f, 0.f) * (mTorsoJoint->getWorldRotation() * mTorsoState.getRotation());
+
+ LLVector3 skyward(0.f, 0.f, 1.f);
+ LLVector3 left(skyward % target);
+ left.normVec();
+ LLVector3 up(target % left);
+ up.normVec();
+ LLQuaternion target_aim_rot(target, left, up);
+
+ LLQuaternion cur_torso_rot = mTorsoJoint->getWorldRotation();
+
+ LLVector3 right_hand_at = LLVector3(0.f, -1.f, 0.f) * mRightHandJoint->getWorldRotation();
+ left.setVec(skyward % right_hand_at);
+ left.normVec();
+ up.setVec(right_hand_at % left);
+ up.normVec();
+ LLQuaternion right_hand_rot(right_hand_at, left, up);
+
+ LLQuaternion new_torso_rot = (cur_torso_rot * ~right_hand_rot) * target_aim_rot;
+
+ // find ideal additive rotation to make torso point in correct direction
+ new_torso_rot = new_torso_rot * ~cur_torso_rot;
+
+ // slerp from current additive rotation to ideal additive rotation
+ new_torso_rot = nlerp(slerp_amt, mTorsoState.getRotation(), new_torso_rot);
+
+ // constraint overall torso rotation
+ LLQuaternion total_rot = new_torso_rot * mTorsoJoint->getRotation();
+ total_rot.constrain(F_PI_BY_TWO * 0.8f);
+ new_torso_rot = total_rot * ~mTorsoJoint->getRotation();
+
+ mTorsoState.setRotation(new_torso_rot);
+
+ return result;
+}
+
+//-----------------------------------------------------------------------------
+// LLTargetingMotion::onDeactivate()
+//-----------------------------------------------------------------------------
+void LLTargetingMotion::onDeactivate()
+{
+}
+
+
+// End