diff options
Diffstat (limited to 'indra/newview/llphysicsmotion.cpp')
-rw-r--r-- | indra/newview/llphysicsmotion.cpp | 1464 |
1 files changed, 732 insertions, 732 deletions
diff --git a/indra/newview/llphysicsmotion.cpp b/indra/newview/llphysicsmotion.cpp index 6851e7bb1a..30a04109bc 100644 --- a/indra/newview/llphysicsmotion.cpp +++ b/indra/newview/llphysicsmotion.cpp @@ -1,732 +1,732 @@ -/**
- * @file llphysicsmotion.cpp
- * @brief Implementation of LLPhysicsMotion class.
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-#include "llviewerprecompiledheaders.h"
-#include "linden_common.h"
-
-#include "m3math.h"
-#include "v3dmath.h"
-
-#include "llphysicsmotion.h"
-#include "llagent.h"
-#include "llcharacter.h"
-#include "llviewercontrol.h"
-#include "llviewervisualparam.h"
-#include "llvoavatarself.h"
-
-typedef std::map<std::string, std::string> controller_map_t;
-typedef std::map<std::string, F32> default_controller_map_t;
-
-#define MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION 0.f
-#define TIME_ITERATION_STEP 0.1f
-
-inline F64 llsgn(const F64 a)
-{
- if (a >= 0)
- return 1;
- return -1;
-}
-
-/*
- At a high level, this works by setting temporary parameters that are not stored
- in the avatar's list of params, and are not conveyed to other users. We accomplish
- this by creating some new temporary driven params inside avatar_lad that are then driven
- by the actual params that the user sees and sets. For example, in the old system,
- the user sets a param called breast bouyancy, which controls the Z value of the breasts.
- In our new system, the user still sets the breast bouyancy, but that param is redefined
- as a driver param so that affects a new temporary driven param that the bounce is applied
- to.
-*/
-
-class LLPhysicsMotion
-{
-public:
- /*
- param_driver_name: The param that controls the params that are being affected by the physics.
- joint_name: The joint that the body part is attached to. The joint is
- used to determine the orientation (rotation) of the body part.
-
- character: The avatar that this physics affects.
-
- motion_direction_vec: The direction (in world coordinates) that determines the
- motion. For example, (0,0,1) is up-down, and means that up-down motion is what
- determines how this joint moves.
-
- controllers: The various settings (e.g. spring force, mass) that determine how
- the body part behaves.
- */
- LLPhysicsMotion(const std::string ¶m_driver_name,
- const std::string &joint_name,
- LLCharacter *character,
- const LLVector3 &motion_direction_vec,
- const controller_map_t &controllers) :
- mParamDriverName(param_driver_name),
- mJointName(joint_name),
- mMotionDirectionVec(motion_direction_vec),
- mParamDriver(NULL),
- mParamControllers(controllers),
- mCharacter(character),
- mLastTime(0),
- mPosition_local(0),
- mVelocityJoint_local(0),
- mPositionLastUpdate_local(0)
- {
- mJointState = new LLJointState;
- }
-
- BOOL initialize();
-
- ~LLPhysicsMotion() {}
-
- BOOL onUpdate(F32 time);
-
- LLPointer<LLJointState> getJointState()
- {
- return mJointState;
- }
-protected:
- F32 getParamValue(const std::string& controller_key)
- {
- const controller_map_t::const_iterator& entry = mParamControllers.find(controller_key);
- if (entry == mParamControllers.end())
- {
- return sDefaultController[controller_key];
- }
- const std::string& param_name = (*entry).second.c_str();
- return mCharacter->getVisualParamWeight(param_name.c_str());
- }
- void setParamValue(LLViewerVisualParam *param,
- const F32 new_value_local,
- F32 behavior_maxeffect);
-
- F32 toLocal(const LLVector3 &world);
- F32 calculateVelocity_local();
- F32 calculateAcceleration_local(F32 velocity_local);
-private:
- const std::string mParamDriverName;
- const std::string mParamControllerName;
- const LLVector3 mMotionDirectionVec;
- const std::string mJointName;
-
- F32 mPosition_local;
- F32 mVelocityJoint_local; // How fast the joint is moving
- F32 mAccelerationJoint_local; // Acceleration on the joint
-
- F32 mVelocity_local; // How fast the param is moving
- F32 mPositionLastUpdate_local;
- LLVector3 mPosition_world;
-
- LLViewerVisualParam *mParamDriver;
- const controller_map_t mParamControllers;
-
- LLPointer<LLJointState> mJointState;
- LLCharacter *mCharacter;
-
- F32 mLastTime;
-
- static default_controller_map_t sDefaultController;
-};
-
-default_controller_map_t initDefaultController()
-{
- default_controller_map_t controller;
- controller["Mass"] = 0.2f;
- controller["Gravity"] = 0.0f;
- controller["Damping"] = .05f;
- controller["Drag"] = 0.15f;
- controller["MaxEffect"] = 0.1f;
- controller["Spring"] = 0.1f;
- controller["Gain"] = 10.0f;
- return controller;
-}
-
-default_controller_map_t LLPhysicsMotion::sDefaultController = initDefaultController();
-
-BOOL LLPhysicsMotion::initialize()
-{
- if (!mJointState->setJoint(mCharacter->getJoint(mJointName.c_str())))
- return FALSE;
- mJointState->setUsage(LLJointState::ROT);
-
- mParamDriver = (LLViewerVisualParam*)mCharacter->getVisualParam(mParamDriverName.c_str());
- if (mParamDriver == NULL)
- {
- llinfos << "Failure reading in [ " << mParamDriverName << " ]" << llendl;
- return FALSE;
- }
-
- return TRUE;
-}
-
-LLPhysicsMotionController::LLPhysicsMotionController(const LLUUID &id) :
- LLMotion(id),
- mCharacter(NULL)
-{
- mName = "breast_motion";
-}
-
-LLPhysicsMotionController::~LLPhysicsMotionController()
-{
- for (motion_vec_t::iterator iter = mMotions.begin();
- iter != mMotions.end();
- ++iter)
- {
- delete (*iter);
- }
-}
-
-BOOL LLPhysicsMotionController::onActivate()
-{
- return TRUE;
-}
-
-void LLPhysicsMotionController::onDeactivate()
-{
-}
-
-LLMotion::LLMotionInitStatus LLPhysicsMotionController::onInitialize(LLCharacter *character)
-{
- mCharacter = character;
-
- mMotions.clear();
-
- // Breast Cleavage
- {
- controller_map_t controller;
- controller["Mass"] = "Breast_Physics_Mass";
- controller["Gravity"] = "Breast_Physics_Gravity";
- controller["Drag"] = "Breast_Physics_Drag";
- controller["Damping"] = "Breast_Physics_InOut_Damping";
- controller["MaxEffect"] = "Breast_Physics_InOut_Max_Effect";
- controller["Spring"] = "Breast_Physics_InOut_Spring";
- controller["Gain"] = "Breast_Physics_InOut_Gain";
- LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_InOut_Controller",
- "mChest",
- character,
- LLVector3(-1,0,0),
- controller);
- if (!motion->initialize())
- {
- llassert_always(FALSE);
- return STATUS_FAILURE;
- }
- addMotion(motion);
- }
-
- // Breast Bounce
- {
- controller_map_t controller;
- controller["Mass"] = "Breast_Physics_Mass";
- controller["Gravity"] = "Breast_Physics_Gravity";
- controller["Drag"] = "Breast_Physics_Drag";
- controller["Damping"] = "Breast_Physics_UpDown_Damping";
- controller["MaxEffect"] = "Breast_Physics_UpDown_Max_Effect";
- controller["Spring"] = "Breast_Physics_UpDown_Spring";
- controller["Gain"] = "Breast_Physics_UpDown_Gain";
- LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_UpDown_Controller",
- "mChest",
- character,
- LLVector3(0,0,1),
- controller);
- if (!motion->initialize())
- {
- llassert_always(FALSE);
- return STATUS_FAILURE;
- }
- addMotion(motion);
- }
-
- // Breast Sway
- {
- controller_map_t controller;
- controller["Mass"] = "Breast_Physics_Mass";
- controller["Gravity"] = "Breast_Physics_Gravity";
- controller["Drag"] = "Breast_Physics_Drag";
- controller["Damping"] = "Breast_Physics_LeftRight_Damping";
- controller["MaxEffect"] = "Breast_Physics_LeftRight_Max_Effect";
- controller["Spring"] = "Breast_Physics_LeftRight_Spring";
- controller["Gain"] = "Breast_Physics_LeftRight_Gain";
- LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_LeftRight_Controller",
- "mChest",
- character,
- LLVector3(0,-1,0),
- controller);
- if (!motion->initialize())
- {
- llassert_always(FALSE);
- return STATUS_FAILURE;
- }
- addMotion(motion);
- }
- // Butt Bounce
- {
- controller_map_t controller;
- controller["Mass"] = "Butt_Physics_Mass";
- controller["Gravity"] = "Butt_Physics_Gravity";
- controller["Drag"] = "Butt_Physics_Drag";
- controller["Damping"] = "Butt_Physics_UpDown_Damping";
- controller["MaxEffect"] = "Butt_Physics_UpDown_Max_Effect";
- controller["Spring"] = "Butt_Physics_UpDown_Spring";
- controller["Gain"] = "Butt_Physics_UpDown_Gain";
- LLPhysicsMotion *motion = new LLPhysicsMotion("Butt_Physics_UpDown_Controller",
- "mPelvis",
- character,
- LLVector3(0,0,-1),
- controller);
- if (!motion->initialize())
- {
- llassert_always(FALSE);
- return STATUS_FAILURE;
- }
- addMotion(motion);
- }
-
- // Butt LeftRight
- {
- controller_map_t controller;
- controller["Mass"] = "Butt_Physics_Mass";
- controller["Gravity"] = "Butt_Physics_Gravity";
- controller["Drag"] = "Butt_Physics_Drag";
- controller["Damping"] = "Butt_Physics_LeftRight_Damping";
- controller["MaxEffect"] = "Butt_Physics_LeftRight_Max_Effect";
- controller["Spring"] = "Butt_Physics_LeftRight_Spring";
- controller["Gain"] = "Butt_Physics_LeftRight_Gain";
- LLPhysicsMotion *motion = new LLPhysicsMotion("Butt_Physics_LeftRight_Controller",
- "mPelvis",
- character,
- LLVector3(0,-1,0),
- controller);
- if (!motion->initialize())
- {
- llassert_always(FALSE);
- return STATUS_FAILURE;
- }
- addMotion(motion);
- }
-
- // Belly Bounce
- {
- controller_map_t controller;
- controller["Mass"] = "Belly_Physics_Mass";
- controller["Gravity"] = "Belly_Physics_Gravity";
- controller["Drag"] = "Belly_Physics_Drag";
- controller["Damping"] = "Belly_Physics_UpDown_Damping";
- controller["MaxEffect"] = "Belly_Physics_UpDown_Max_Effect";
- controller["Spring"] = "Belly_Physics_UpDown_Spring";
- controller["Gain"] = "Belly_Physics_UpDown_Gain";
- LLPhysicsMotion *motion = new LLPhysicsMotion("Belly_Physics_UpDown_Controller",
- "mPelvis",
- character,
- LLVector3(0,0,-1),
- controller);
- if (!motion->initialize())
- {
- llassert_always(FALSE);
- return STATUS_FAILURE;
- }
- addMotion(motion);
- }
-
- return STATUS_SUCCESS;
-}
-
-void LLPhysicsMotionController::addMotion(LLPhysicsMotion *motion)
-{
- addJointState(motion->getJointState());
- mMotions.push_back(motion);
-}
-
-F32 LLPhysicsMotionController::getMinPixelArea()
-{
- return MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION;
-}
-
-// Local space means "parameter space".
-F32 LLPhysicsMotion::toLocal(const LLVector3 &world)
-{
- LLJoint *joint = mJointState->getJoint();
- const LLQuaternion rotation_world = joint->getWorldRotation();
-
- LLVector3 dir_world = mMotionDirectionVec * rotation_world;
- dir_world.normalize();
- return world * dir_world;
-}
-
-F32 LLPhysicsMotion::calculateVelocity_local()
-{
- const F32 world_to_model_scale = 100.0f;
- LLJoint *joint = mJointState->getJoint();
- const LLVector3 position_world = joint->getWorldPosition();
- const LLQuaternion rotation_world = joint->getWorldRotation();
- const LLVector3 last_position_world = mPosition_world;
- const LLVector3 positionchange_world = (position_world-last_position_world) * world_to_model_scale;
- const LLVector3 velocity_world = positionchange_world;
- const F32 velocity_local = toLocal(velocity_world);
- return velocity_local;
-}
-
-F32 LLPhysicsMotion::calculateAcceleration_local(const F32 velocity_local)
-{
-// const F32 smoothing = getParamValue("Smoothing");
- static const F32 smoothing = 3.0f; // Removed smoothing param since it's probably not necessary
- const F32 acceleration_local = velocity_local - mVelocityJoint_local;
-
- const F32 smoothed_acceleration_local =
- acceleration_local * 1.0/smoothing +
- mAccelerationJoint_local * (smoothing-1.0)/smoothing;
-
- return smoothed_acceleration_local;
-}
-
-BOOL LLPhysicsMotionController::onUpdate(F32 time, U8* joint_mask)
-{
- // Skip if disabled globally.
- if (!gSavedSettings.getBOOL("AvatarPhysics"))
- {
- return TRUE;
- }
-
- BOOL update_visuals = FALSE;
- for (motion_vec_t::iterator iter = mMotions.begin();
- iter != mMotions.end();
- ++iter)
- {
- LLPhysicsMotion *motion = (*iter);
- update_visuals |= motion->onUpdate(time);
- }
-
- if (update_visuals)
- mCharacter->updateVisualParams();
-
- return TRUE;
-}
-
-
-// Return TRUE if character has to update visual params.
-BOOL LLPhysicsMotion::onUpdate(F32 time)
-{
- // static FILE *mFileWrite = fopen("c:\\temp\\avatar_data.txt","w");
-
- if (!mParamDriver)
- return FALSE;
-
- if (!mLastTime)
- {
- mLastTime = time;
- return FALSE;
- }
-
- ////////////////////////////////////////////////////////////////////////////////
- // Get all parameters and settings
- //
-
- const F32 time_delta = time - mLastTime;
-
- // Don't update too frequently, to avoid precision errors from small time slices.
- if (time_delta <= .01)
- {
- return FALSE;
- }
-
- // If less than 1FPS, we don't want to be spending time updating physics at all.
- if (time_delta > 1.0)
- {
- mLastTime = time;
- return FALSE;
- }
-
- // Higher LOD is better. This controls the granularity
- // and frequency of updates for the motions.
- const F32 lod_factor = LLVOAvatar::sPhysicsLODFactor;
- if (lod_factor == 0)
- {
- return TRUE;
- }
-
- LLJoint *joint = mJointState->getJoint();
-
- const F32 behavior_mass = getParamValue("Mass");
- const F32 behavior_gravity = getParamValue("Gravity");
- const F32 behavior_spring = getParamValue("Spring");
- const F32 behavior_gain = getParamValue("Gain");
- const F32 behavior_damping = getParamValue("Damping");
- const F32 behavior_drag = getParamValue("Drag");
- const BOOL physics_test = FALSE; // Enable this to simulate bouncing on all parts.
-
- F32 behavior_maxeffect = getParamValue("MaxEffect");
- if (physics_test)
- behavior_maxeffect = 1.0f;
-
- // Normalize the param position to be from [0,1].
- // We have to use normalized values because there may be more than one driven param,
- // and each of these driven params may have its own range.
- // This means we'll do all our calculations in normalized [0,1] local coordinates.
- const F32 position_user_local = (mParamDriver->getWeight() - mParamDriver->getMinWeight()) / (mParamDriver->getMaxWeight() - mParamDriver->getMinWeight());
-
- //
- // End parameters and settings
- ////////////////////////////////////////////////////////////////////////////////
-
-
- ////////////////////////////////////////////////////////////////////////////////
- // Calculate velocity and acceleration in parameter space.
- //
-
- //const F32 velocity_joint_local = calculateVelocity_local(time_iteration_step);
- const F32 velocity_joint_local = calculateVelocity_local();
- const F32 acceleration_joint_local = calculateAcceleration_local(velocity_joint_local);
-
- //
- // End velocity and acceleration
- ////////////////////////////////////////////////////////////////////////////////
-
- BOOL update_visuals = FALSE;
-
- // Break up the physics into a bunch of iterations so that differing framerates will show
- // roughly the same behavior.
- for (F32 time_iteration = 0; time_iteration <= time_delta; time_iteration += TIME_ITERATION_STEP)
- {
- F32 time_iteration_step = TIME_ITERATION_STEP;
- if (time_iteration + TIME_ITERATION_STEP > time_delta)
- {
- time_iteration_step = time_delta-time_iteration;
- }
-
- // mPositon_local should be in normalized 0,1 range already. Just making sure...
- const F32 position_current_local = llclamp(mPosition_local,
- 0.0f,
- 1.0f);
- // If the effect is turned off then don't process unless we need one more update
- // to set the position to the default (i.e. user) position.
- if ((behavior_maxeffect == 0) && (position_current_local == position_user_local))
- {
- return update_visuals;
- }
-
- ////////////////////////////////////////////////////////////////////////////////
- // Calculate the total force
- //
-
- // Spring force is a restoring force towards the original user-set breast position.
- // F = kx
- const F32 spring_length = position_current_local - position_user_local;
- const F32 force_spring = -spring_length * behavior_spring;
-
- // Acceleration is the force that comes from the change in velocity of the torso.
- // F = ma
- const F32 force_accel = behavior_gain * (acceleration_joint_local * behavior_mass);
-
- // Gravity always points downward in world space.
- // F = mg
- const LLVector3 gravity_world(0,0,1);
- const F32 force_gravity = (toLocal(gravity_world) * behavior_gravity * behavior_mass);
-
- // Damping is a restoring force that opposes the current velocity.
- // F = -kv
- const F32 force_damping = -behavior_damping * mVelocity_local;
-
- // Drag is a force imparted by velocity (intuitively it is similar to wind resistance)
- // F = .5kv^2
- const F32 force_drag = .5*behavior_drag*velocity_joint_local*velocity_joint_local*llsgn(velocity_joint_local);
-
- const F32 force_net = (force_accel +
- force_gravity +
- force_spring +
- force_damping +
- force_drag);
-
- //
- // End total force
- ////////////////////////////////////////////////////////////////////////////////
-
-
- ////////////////////////////////////////////////////////////////////////////////
- // Calculate new params
- //
-
- // Calculate the new acceleration based on the net force.
- // a = F/m
- const F32 acceleration_new_local = force_net / behavior_mass;
- static const F32 max_velocity = 100.0f; // magic number, used to be customizable.
- F32 velocity_new_local = mVelocity_local + acceleration_new_local*time_iteration_step;
- velocity_new_local = llclamp(velocity_new_local,
- -max_velocity, max_velocity);
-
- // Temporary debugging setting to cause all avatars to move, for profiling purposes.
- if (physics_test)
- {
- velocity_new_local = sin(time*4.0);
- }
- // Calculate the new parameters, or remain unchanged if max speed is 0.
- F32 position_new_local = position_current_local + velocity_new_local*time_iteration_step;
- if (behavior_maxeffect == 0)
- position_new_local = position_user_local;
-
- // Zero out the velocity if the param is being pushed beyond its limits.
- if ((position_new_local < 0 && velocity_new_local < 0) ||
- (position_new_local > 1 && velocity_new_local > 0))
- {
- velocity_new_local = 0;
- }
-
- // Check for NaN values. A NaN value is detected if the variables doesn't equal itself.
- // If NaN, then reset everything.
- if ((mPosition_local != mPosition_local) ||
- (mVelocity_local != mVelocity_local) ||
- (position_new_local != position_new_local))
- {
- position_new_local = 0;
- mVelocity_local = 0;
- mVelocityJoint_local = 0;
- mAccelerationJoint_local = 0;
- mPosition_local = 0;
- mPosition_world = LLVector3(0,0,0);
- }
-
- const F32 position_new_local_clamped = llclamp(position_new_local,
- 0.0f,
- 1.0f);
-
- LLDriverParam *driver_param = dynamic_cast<LLDriverParam *>(mParamDriver);
- llassert_always(driver_param);
- if (driver_param)
- {
- // If this is one of our "hidden" driver params, then make sure it's
- // the default value.
- if ((driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE) &&
- (driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE_NO_TRANSMIT))
- {
- mCharacter->setVisualParamWeight(driver_param,
- 0,
- FALSE);
- }
- for (LLDriverParam::entry_list_t::iterator iter = driver_param->mDriven.begin();
- iter != driver_param->mDriven.end();
- ++iter)
- {
- LLDrivenEntry &entry = (*iter);
- LLViewerVisualParam *driven_param = entry.mParam;
- setParamValue(driven_param,position_new_local_clamped, behavior_maxeffect);
- }
- }
-
- //
- // End calculate new params
- ////////////////////////////////////////////////////////////////////////////////
-
- ////////////////////////////////////////////////////////////////////////////////
- // Conditionally update the visual params
- //
-
- // Updating the visual params (i.e. what the user sees) is fairly expensive.
- // So only update if the params have changed enough, and also take into account
- // the graphics LOD settings.
-
- // For non-self, if the avatar is small enough visually, then don't update.
- const F32 area_for_max_settings = 0.0;
- const F32 area_for_min_settings = 1400.0;
- const F32 area_for_this_setting = area_for_max_settings + (area_for_min_settings-area_for_max_settings)*(1.0-lod_factor);
- const F32 pixel_area = fsqrtf(mCharacter->getPixelArea());
-
- const BOOL is_self = (dynamic_cast<LLVOAvatarSelf *>(mCharacter) != NULL);
- if ((pixel_area > area_for_this_setting) || is_self)
- {
- const F32 position_diff_local = llabs(mPositionLastUpdate_local-position_new_local_clamped);
- const F32 min_delta = (1.0001f-lod_factor)*0.4f;
- if (llabs(position_diff_local) > min_delta)
- {
- update_visuals = TRUE;
- mPositionLastUpdate_local = position_new_local;
- }
- }
-
- //
- // End update visual params
- ////////////////////////////////////////////////////////////////////////////////
-
- mVelocity_local = velocity_new_local;
- mAccelerationJoint_local = acceleration_joint_local;
- mPosition_local = position_new_local;
- }
- mLastTime = time;
- mPosition_world = joint->getWorldPosition();
- mVelocityJoint_local = velocity_joint_local;
-
-
- /*
- // Write out debugging info into a spreadsheet.
- if (mFileWrite != NULL && is_self)
- {
- fprintf(mFileWrite,"%f\t%f\t%f \t\t%f \t\t%f\t%f\t%f\t \t\t%f\t%f\t%f\t%f\t%f \t\t%f\t%f\t%f\n",
- position_new_local,
- velocity_new_local,
- acceleration_new_local,
-
- time_delta,
-
- mPosition_world[0],
- mPosition_world[1],
- mPosition_world[2],
-
- force_net,
- force_spring,
- force_accel,
- force_damping,
- force_drag,
-
- spring_length,
- velocity_joint_local,
- acceleration_joint_local
- );
- }
- */
-
- return update_visuals;
-}
-
-// Range of new_value_local is assumed to be [0 , 1] normalized.
-void LLPhysicsMotion::setParamValue(LLViewerVisualParam *param,
- F32 new_value_normalized,
- F32 behavior_maxeffect)
-{
- const F32 value_min_local = param->getMinWeight();
- const F32 value_max_local = param->getMaxWeight();
- const F32 min_val = 0.5f-behavior_maxeffect/2.0;
- const F32 max_val = 0.5f+behavior_maxeffect/2.0;
-
- // Scale from [0,1] to [min_val,max_val]
- const F32 new_value_rescaled = min_val + (max_val-min_val) * new_value_normalized;
-
- // Scale from [0,1] to [value_min_local,value_max_local]
- const F32 new_value_local = value_min_local + (value_max_local-value_min_local) * new_value_rescaled;
-
- mCharacter->setVisualParamWeight(param,
- new_value_local,
- FALSE);
-}
+/** + * @file llphysicsmotion.cpp + * @brief Implementation of LLPhysicsMotion class. + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, 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 + * $/LicenseInfo$ + */ + +//----------------------------------------------------------------------------- +// Header Files +//----------------------------------------------------------------------------- +#include "llviewerprecompiledheaders.h" +#include "linden_common.h" + +#include "m3math.h" +#include "v3dmath.h" + +#include "llphysicsmotion.h" +#include "llagent.h" +#include "llcharacter.h" +#include "llviewercontrol.h" +#include "llviewervisualparam.h" +#include "llvoavatarself.h" + +typedef std::map<std::string, std::string> controller_map_t; +typedef std::map<std::string, F32> default_controller_map_t; + +#define MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION 0.f +#define TIME_ITERATION_STEP 0.1f + +inline F64 llsgn(const F64 a) +{ + if (a >= 0) + return 1; + return -1; +} + +/* + At a high level, this works by setting temporary parameters that are not stored + in the avatar's list of params, and are not conveyed to other users. We accomplish + this by creating some new temporary driven params inside avatar_lad that are then driven + by the actual params that the user sees and sets. For example, in the old system, + the user sets a param called breast bouyancy, which controls the Z value of the breasts. + In our new system, the user still sets the breast bouyancy, but that param is redefined + as a driver param so that affects a new temporary driven param that the bounce is applied + to. +*/ + +class LLPhysicsMotion +{ +public: + /* + param_driver_name: The param that controls the params that are being affected by the physics. + joint_name: The joint that the body part is attached to. The joint is + used to determine the orientation (rotation) of the body part. + + character: The avatar that this physics affects. + + motion_direction_vec: The direction (in world coordinates) that determines the + motion. For example, (0,0,1) is up-down, and means that up-down motion is what + determines how this joint moves. + + controllers: The various settings (e.g. spring force, mass) that determine how + the body part behaves. + */ + LLPhysicsMotion(const std::string ¶m_driver_name, + const std::string &joint_name, + LLCharacter *character, + const LLVector3 &motion_direction_vec, + const controller_map_t &controllers) : + mParamDriverName(param_driver_name), + mJointName(joint_name), + mMotionDirectionVec(motion_direction_vec), + mParamDriver(NULL), + mParamControllers(controllers), + mCharacter(character), + mLastTime(0), + mPosition_local(0), + mVelocityJoint_local(0), + mPositionLastUpdate_local(0) + { + mJointState = new LLJointState; + } + + BOOL initialize(); + + ~LLPhysicsMotion() {} + + BOOL onUpdate(F32 time); + + LLPointer<LLJointState> getJointState() + { + return mJointState; + } +protected: + F32 getParamValue(const std::string& controller_key) + { + const controller_map_t::const_iterator& entry = mParamControllers.find(controller_key); + if (entry == mParamControllers.end()) + { + return sDefaultController[controller_key]; + } + const std::string& param_name = (*entry).second.c_str(); + return mCharacter->getVisualParamWeight(param_name.c_str()); + } + void setParamValue(LLViewerVisualParam *param, + const F32 new_value_local, + F32 behavior_maxeffect); + + F32 toLocal(const LLVector3 &world); + F32 calculateVelocity_local(); + F32 calculateAcceleration_local(F32 velocity_local); +private: + const std::string mParamDriverName; + const std::string mParamControllerName; + const LLVector3 mMotionDirectionVec; + const std::string mJointName; + + F32 mPosition_local; + F32 mVelocityJoint_local; // How fast the joint is moving + F32 mAccelerationJoint_local; // Acceleration on the joint + + F32 mVelocity_local; // How fast the param is moving + F32 mPositionLastUpdate_local; + LLVector3 mPosition_world; + + LLViewerVisualParam *mParamDriver; + const controller_map_t mParamControllers; + + LLPointer<LLJointState> mJointState; + LLCharacter *mCharacter; + + F32 mLastTime; + + static default_controller_map_t sDefaultController; +}; + +default_controller_map_t initDefaultController() +{ + default_controller_map_t controller; + controller["Mass"] = 0.2f; + controller["Gravity"] = 0.0f; + controller["Damping"] = .05f; + controller["Drag"] = 0.15f; + controller["MaxEffect"] = 0.1f; + controller["Spring"] = 0.1f; + controller["Gain"] = 10.0f; + return controller; +} + +default_controller_map_t LLPhysicsMotion::sDefaultController = initDefaultController(); + +BOOL LLPhysicsMotion::initialize() +{ + if (!mJointState->setJoint(mCharacter->getJoint(mJointName.c_str()))) + return FALSE; + mJointState->setUsage(LLJointState::ROT); + + mParamDriver = (LLViewerVisualParam*)mCharacter->getVisualParam(mParamDriverName.c_str()); + if (mParamDriver == NULL) + { + llinfos << "Failure reading in [ " << mParamDriverName << " ]" << llendl; + return FALSE; + } + + return TRUE; +} + +LLPhysicsMotionController::LLPhysicsMotionController(const LLUUID &id) : + LLMotion(id), + mCharacter(NULL) +{ + mName = "breast_motion"; +} + +LLPhysicsMotionController::~LLPhysicsMotionController() +{ + for (motion_vec_t::iterator iter = mMotions.begin(); + iter != mMotions.end(); + ++iter) + { + delete (*iter); + } +} + +BOOL LLPhysicsMotionController::onActivate() +{ + return TRUE; +} + +void LLPhysicsMotionController::onDeactivate() +{ +} + +LLMotion::LLMotionInitStatus LLPhysicsMotionController::onInitialize(LLCharacter *character) +{ + mCharacter = character; + + mMotions.clear(); + + // Breast Cleavage + { + controller_map_t controller; + controller["Mass"] = "Breast_Physics_Mass"; + controller["Gravity"] = "Breast_Physics_Gravity"; + controller["Drag"] = "Breast_Physics_Drag"; + controller["Damping"] = "Breast_Physics_InOut_Damping"; + controller["MaxEffect"] = "Breast_Physics_InOut_Max_Effect"; + controller["Spring"] = "Breast_Physics_InOut_Spring"; + controller["Gain"] = "Breast_Physics_InOut_Gain"; + LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_InOut_Controller", + "mChest", + character, + LLVector3(-1,0,0), + controller); + if (!motion->initialize()) + { + llassert_always(FALSE); + return STATUS_FAILURE; + } + addMotion(motion); + } + + // Breast Bounce + { + controller_map_t controller; + controller["Mass"] = "Breast_Physics_Mass"; + controller["Gravity"] = "Breast_Physics_Gravity"; + controller["Drag"] = "Breast_Physics_Drag"; + controller["Damping"] = "Breast_Physics_UpDown_Damping"; + controller["MaxEffect"] = "Breast_Physics_UpDown_Max_Effect"; + controller["Spring"] = "Breast_Physics_UpDown_Spring"; + controller["Gain"] = "Breast_Physics_UpDown_Gain"; + LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_UpDown_Controller", + "mChest", + character, + LLVector3(0,0,1), + controller); + if (!motion->initialize()) + { + llassert_always(FALSE); + return STATUS_FAILURE; + } + addMotion(motion); + } + + // Breast Sway + { + controller_map_t controller; + controller["Mass"] = "Breast_Physics_Mass"; + controller["Gravity"] = "Breast_Physics_Gravity"; + controller["Drag"] = "Breast_Physics_Drag"; + controller["Damping"] = "Breast_Physics_LeftRight_Damping"; + controller["MaxEffect"] = "Breast_Physics_LeftRight_Max_Effect"; + controller["Spring"] = "Breast_Physics_LeftRight_Spring"; + controller["Gain"] = "Breast_Physics_LeftRight_Gain"; + LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_LeftRight_Controller", + "mChest", + character, + LLVector3(0,-1,0), + controller); + if (!motion->initialize()) + { + llassert_always(FALSE); + return STATUS_FAILURE; + } + addMotion(motion); + } + // Butt Bounce + { + controller_map_t controller; + controller["Mass"] = "Butt_Physics_Mass"; + controller["Gravity"] = "Butt_Physics_Gravity"; + controller["Drag"] = "Butt_Physics_Drag"; + controller["Damping"] = "Butt_Physics_UpDown_Damping"; + controller["MaxEffect"] = "Butt_Physics_UpDown_Max_Effect"; + controller["Spring"] = "Butt_Physics_UpDown_Spring"; + controller["Gain"] = "Butt_Physics_UpDown_Gain"; + LLPhysicsMotion *motion = new LLPhysicsMotion("Butt_Physics_UpDown_Controller", + "mPelvis", + character, + LLVector3(0,0,-1), + controller); + if (!motion->initialize()) + { + llassert_always(FALSE); + return STATUS_FAILURE; + } + addMotion(motion); + } + + // Butt LeftRight + { + controller_map_t controller; + controller["Mass"] = "Butt_Physics_Mass"; + controller["Gravity"] = "Butt_Physics_Gravity"; + controller["Drag"] = "Butt_Physics_Drag"; + controller["Damping"] = "Butt_Physics_LeftRight_Damping"; + controller["MaxEffect"] = "Butt_Physics_LeftRight_Max_Effect"; + controller["Spring"] = "Butt_Physics_LeftRight_Spring"; + controller["Gain"] = "Butt_Physics_LeftRight_Gain"; + LLPhysicsMotion *motion = new LLPhysicsMotion("Butt_Physics_LeftRight_Controller", + "mPelvis", + character, + LLVector3(0,-1,0), + controller); + if (!motion->initialize()) + { + llassert_always(FALSE); + return STATUS_FAILURE; + } + addMotion(motion); + } + + // Belly Bounce + { + controller_map_t controller; + controller["Mass"] = "Belly_Physics_Mass"; + controller["Gravity"] = "Belly_Physics_Gravity"; + controller["Drag"] = "Belly_Physics_Drag"; + controller["Damping"] = "Belly_Physics_UpDown_Damping"; + controller["MaxEffect"] = "Belly_Physics_UpDown_Max_Effect"; + controller["Spring"] = "Belly_Physics_UpDown_Spring"; + controller["Gain"] = "Belly_Physics_UpDown_Gain"; + LLPhysicsMotion *motion = new LLPhysicsMotion("Belly_Physics_UpDown_Controller", + "mPelvis", + character, + LLVector3(0,0,-1), + controller); + if (!motion->initialize()) + { + llassert_always(FALSE); + return STATUS_FAILURE; + } + addMotion(motion); + } + + return STATUS_SUCCESS; +} + +void LLPhysicsMotionController::addMotion(LLPhysicsMotion *motion) +{ + addJointState(motion->getJointState()); + mMotions.push_back(motion); +} + +F32 LLPhysicsMotionController::getMinPixelArea() +{ + return MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION; +} + +// Local space means "parameter space". +F32 LLPhysicsMotion::toLocal(const LLVector3 &world) +{ + LLJoint *joint = mJointState->getJoint(); + const LLQuaternion rotation_world = joint->getWorldRotation(); + + LLVector3 dir_world = mMotionDirectionVec * rotation_world; + dir_world.normalize(); + return world * dir_world; +} + +F32 LLPhysicsMotion::calculateVelocity_local() +{ + const F32 world_to_model_scale = 100.0f; + LLJoint *joint = mJointState->getJoint(); + const LLVector3 position_world = joint->getWorldPosition(); + const LLQuaternion rotation_world = joint->getWorldRotation(); + const LLVector3 last_position_world = mPosition_world; + const LLVector3 positionchange_world = (position_world-last_position_world) * world_to_model_scale; + const LLVector3 velocity_world = positionchange_world; + const F32 velocity_local = toLocal(velocity_world); + return velocity_local; +} + +F32 LLPhysicsMotion::calculateAcceleration_local(const F32 velocity_local) +{ +// const F32 smoothing = getParamValue("Smoothing"); + static const F32 smoothing = 3.0f; // Removed smoothing param since it's probably not necessary + const F32 acceleration_local = velocity_local - mVelocityJoint_local; + + const F32 smoothed_acceleration_local = + acceleration_local * 1.0/smoothing + + mAccelerationJoint_local * (smoothing-1.0)/smoothing; + + return smoothed_acceleration_local; +} + +BOOL LLPhysicsMotionController::onUpdate(F32 time, U8* joint_mask) +{ + // Skip if disabled globally. + if (!gSavedSettings.getBOOL("AvatarPhysics")) + { + return TRUE; + } + + BOOL update_visuals = FALSE; + for (motion_vec_t::iterator iter = mMotions.begin(); + iter != mMotions.end(); + ++iter) + { + LLPhysicsMotion *motion = (*iter); + update_visuals |= motion->onUpdate(time); + } + + if (update_visuals) + mCharacter->updateVisualParams(); + + return TRUE; +} + + +// Return TRUE if character has to update visual params. +BOOL LLPhysicsMotion::onUpdate(F32 time) +{ + // static FILE *mFileWrite = fopen("c:\\temp\\avatar_data.txt","w"); + + if (!mParamDriver) + return FALSE; + + if (!mLastTime) + { + mLastTime = time; + return FALSE; + } + + //////////////////////////////////////////////////////////////////////////////// + // Get all parameters and settings + // + + const F32 time_delta = time - mLastTime; + + // Don't update too frequently, to avoid precision errors from small time slices. + if (time_delta <= .01) + { + return FALSE; + } + + // If less than 1FPS, we don't want to be spending time updating physics at all. + if (time_delta > 1.0) + { + mLastTime = time; + return FALSE; + } + + // Higher LOD is better. This controls the granularity + // and frequency of updates for the motions. + const F32 lod_factor = LLVOAvatar::sPhysicsLODFactor; + if (lod_factor == 0) + { + return TRUE; + } + + LLJoint *joint = mJointState->getJoint(); + + const F32 behavior_mass = getParamValue("Mass"); + const F32 behavior_gravity = getParamValue("Gravity"); + const F32 behavior_spring = getParamValue("Spring"); + const F32 behavior_gain = getParamValue("Gain"); + const F32 behavior_damping = getParamValue("Damping"); + const F32 behavior_drag = getParamValue("Drag"); + const BOOL physics_test = FALSE; // Enable this to simulate bouncing on all parts. + + F32 behavior_maxeffect = getParamValue("MaxEffect"); + if (physics_test) + behavior_maxeffect = 1.0f; + + // Normalize the param position to be from [0,1]. + // We have to use normalized values because there may be more than one driven param, + // and each of these driven params may have its own range. + // This means we'll do all our calculations in normalized [0,1] local coordinates. + const F32 position_user_local = (mParamDriver->getWeight() - mParamDriver->getMinWeight()) / (mParamDriver->getMaxWeight() - mParamDriver->getMinWeight()); + + // + // End parameters and settings + //////////////////////////////////////////////////////////////////////////////// + + + //////////////////////////////////////////////////////////////////////////////// + // Calculate velocity and acceleration in parameter space. + // + + //const F32 velocity_joint_local = calculateVelocity_local(time_iteration_step); + const F32 velocity_joint_local = calculateVelocity_local(); + const F32 acceleration_joint_local = calculateAcceleration_local(velocity_joint_local); + + // + // End velocity and acceleration + //////////////////////////////////////////////////////////////////////////////// + + BOOL update_visuals = FALSE; + + // Break up the physics into a bunch of iterations so that differing framerates will show + // roughly the same behavior. + for (F32 time_iteration = 0; time_iteration <= time_delta; time_iteration += TIME_ITERATION_STEP) + { + F32 time_iteration_step = TIME_ITERATION_STEP; + if (time_iteration + TIME_ITERATION_STEP > time_delta) + { + time_iteration_step = time_delta-time_iteration; + } + + // mPositon_local should be in normalized 0,1 range already. Just making sure... + const F32 position_current_local = llclamp(mPosition_local, + 0.0f, + 1.0f); + // If the effect is turned off then don't process unless we need one more update + // to set the position to the default (i.e. user) position. + if ((behavior_maxeffect == 0) && (position_current_local == position_user_local)) + { + return update_visuals; + } + + //////////////////////////////////////////////////////////////////////////////// + // Calculate the total force + // + + // Spring force is a restoring force towards the original user-set breast position. + // F = kx + const F32 spring_length = position_current_local - position_user_local; + const F32 force_spring = -spring_length * behavior_spring; + + // Acceleration is the force that comes from the change in velocity of the torso. + // F = ma + const F32 force_accel = behavior_gain * (acceleration_joint_local * behavior_mass); + + // Gravity always points downward in world space. + // F = mg + const LLVector3 gravity_world(0,0,1); + const F32 force_gravity = (toLocal(gravity_world) * behavior_gravity * behavior_mass); + + // Damping is a restoring force that opposes the current velocity. + // F = -kv + const F32 force_damping = -behavior_damping * mVelocity_local; + + // Drag is a force imparted by velocity (intuitively it is similar to wind resistance) + // F = .5kv^2 + const F32 force_drag = .5*behavior_drag*velocity_joint_local*velocity_joint_local*llsgn(velocity_joint_local); + + const F32 force_net = (force_accel + + force_gravity + + force_spring + + force_damping + + force_drag); + + // + // End total force + //////////////////////////////////////////////////////////////////////////////// + + + //////////////////////////////////////////////////////////////////////////////// + // Calculate new params + // + + // Calculate the new acceleration based on the net force. + // a = F/m + const F32 acceleration_new_local = force_net / behavior_mass; + static const F32 max_velocity = 100.0f; // magic number, used to be customizable. + F32 velocity_new_local = mVelocity_local + acceleration_new_local*time_iteration_step; + velocity_new_local = llclamp(velocity_new_local, + -max_velocity, max_velocity); + + // Temporary debugging setting to cause all avatars to move, for profiling purposes. + if (physics_test) + { + velocity_new_local = sin(time*4.0); + } + // Calculate the new parameters, or remain unchanged if max speed is 0. + F32 position_new_local = position_current_local + velocity_new_local*time_iteration_step; + if (behavior_maxeffect == 0) + position_new_local = position_user_local; + + // Zero out the velocity if the param is being pushed beyond its limits. + if ((position_new_local < 0 && velocity_new_local < 0) || + (position_new_local > 1 && velocity_new_local > 0)) + { + velocity_new_local = 0; + } + + // Check for NaN values. A NaN value is detected if the variables doesn't equal itself. + // If NaN, then reset everything. + if ((mPosition_local != mPosition_local) || + (mVelocity_local != mVelocity_local) || + (position_new_local != position_new_local)) + { + position_new_local = 0; + mVelocity_local = 0; + mVelocityJoint_local = 0; + mAccelerationJoint_local = 0; + mPosition_local = 0; + mPosition_world = LLVector3(0,0,0); + } + + const F32 position_new_local_clamped = llclamp(position_new_local, + 0.0f, + 1.0f); + + LLDriverParam *driver_param = dynamic_cast<LLDriverParam *>(mParamDriver); + llassert_always(driver_param); + if (driver_param) + { + // If this is one of our "hidden" driver params, then make sure it's + // the default value. + if ((driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE) && + (driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE_NO_TRANSMIT)) + { + mCharacter->setVisualParamWeight(driver_param, + 0, + FALSE); + } + for (LLDriverParam::entry_list_t::iterator iter = driver_param->mDriven.begin(); + iter != driver_param->mDriven.end(); + ++iter) + { + LLDrivenEntry &entry = (*iter); + LLViewerVisualParam *driven_param = entry.mParam; + setParamValue(driven_param,position_new_local_clamped, behavior_maxeffect); + } + } + + // + // End calculate new params + //////////////////////////////////////////////////////////////////////////////// + + //////////////////////////////////////////////////////////////////////////////// + // Conditionally update the visual params + // + + // Updating the visual params (i.e. what the user sees) is fairly expensive. + // So only update if the params have changed enough, and also take into account + // the graphics LOD settings. + + // For non-self, if the avatar is small enough visually, then don't update. + const F32 area_for_max_settings = 0.0; + const F32 area_for_min_settings = 1400.0; + const F32 area_for_this_setting = area_for_max_settings + (area_for_min_settings-area_for_max_settings)*(1.0-lod_factor); + const F32 pixel_area = fsqrtf(mCharacter->getPixelArea()); + + const BOOL is_self = (dynamic_cast<LLVOAvatarSelf *>(mCharacter) != NULL); + if ((pixel_area > area_for_this_setting) || is_self) + { + const F32 position_diff_local = llabs(mPositionLastUpdate_local-position_new_local_clamped); + const F32 min_delta = (1.0001f-lod_factor)*0.4f; + if (llabs(position_diff_local) > min_delta) + { + update_visuals = TRUE; + mPositionLastUpdate_local = position_new_local; + } + } + + // + // End update visual params + //////////////////////////////////////////////////////////////////////////////// + + mVelocity_local = velocity_new_local; + mAccelerationJoint_local = acceleration_joint_local; + mPosition_local = position_new_local; + } + mLastTime = time; + mPosition_world = joint->getWorldPosition(); + mVelocityJoint_local = velocity_joint_local; + + + /* + // Write out debugging info into a spreadsheet. + if (mFileWrite != NULL && is_self) + { + fprintf(mFileWrite,"%f\t%f\t%f \t\t%f \t\t%f\t%f\t%f\t \t\t%f\t%f\t%f\t%f\t%f \t\t%f\t%f\t%f\n", + position_new_local, + velocity_new_local, + acceleration_new_local, + + time_delta, + + mPosition_world[0], + mPosition_world[1], + mPosition_world[2], + + force_net, + force_spring, + force_accel, + force_damping, + force_drag, + + spring_length, + velocity_joint_local, + acceleration_joint_local + ); + } + */ + + return update_visuals; +} + +// Range of new_value_local is assumed to be [0 , 1] normalized. +void LLPhysicsMotion::setParamValue(LLViewerVisualParam *param, + F32 new_value_normalized, + F32 behavior_maxeffect) +{ + const F32 value_min_local = param->getMinWeight(); + const F32 value_max_local = param->getMaxWeight(); + const F32 min_val = 0.5f-behavior_maxeffect/2.0; + const F32 max_val = 0.5f+behavior_maxeffect/2.0; + + // Scale from [0,1] to [min_val,max_val] + const F32 new_value_rescaled = min_val + (max_val-min_val) * new_value_normalized; + + // Scale from [0,1] to [value_min_local,value_max_local] + const F32 new_value_local = value_min_local + (value_max_local-value_min_local) * new_value_rescaled; + + mCharacter->setVisualParamWeight(param, + new_value_local, + FALSE); +} |