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Diffstat (limited to 'indra/newview/llphysicsmotion.cpp')
| -rw-r--r-- | indra/newview/llphysicsmotion.cpp | 1552 | 
1 files changed, 776 insertions, 776 deletions
diff --git a/indra/newview/llphysicsmotion.cpp b/indra/newview/llphysicsmotion.cpp index 13a272c6d8..69cc682e80 100644 --- a/indra/newview/llphysicsmotion.cpp +++ b/indra/newview/llphysicsmotion.cpp @@ -1,776 +1,776 @@ -/**  - * @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 -// we use TIME_ITERATION_STEP_MAX in division operation, make sure this is a simple -// value and devision result won't end with repeated/recurring tail like 1.333(3) -#define TIME_ITERATION_STEP_MAX 0.05f // minimal step size will end up as 0.025 - -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: -	typedef enum -	{ -		SMOOTHING = 0, -		MASS, -		GRAVITY, -		SPRING, -		GAIN, -		DAMPING, -		DRAG, -		MAX_EFFECT, -		NUM_PARAMS -	} eParamName; - -        /* -          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; - -				for (U32 i = 0; i < NUM_PARAMS; ++i) -				{ -					mParamCache[i] = NULL; -				} -        } - -        bool initialize(); - -        ~LLPhysicsMotion() {} - -        bool onUpdate(F32 time); - -        LLPointer<LLJointState> getJointState()  -        { -                return mJointState; -        } -protected: - -		F32 getParamValue(eParamName param) -		{ -			static std::string controller_key[] =  -			{ -				"Smoothing", -				"Mass", -				"Gravity", -				"Spring", -				"Gain", -				"Damping", -				"Drag", -				"MaxEffect" -			}; - -			if (!mParamCache[param]) -			{ -				const controller_map_t::const_iterator& entry = mParamControllers.find(controller_key[param]); -                if (entry == mParamControllers.end()) -                { -                        return sDefaultController[controller_key[param]]; -                } -                const std::string& param_name = (*entry).second.c_str(); -                mParamCache[param] = mCharacter->getVisualParam(param_name.c_str()); -			} -				 -			if (mParamCache[param]) -			{ -				return mParamCache[param]->getWeight(); -			} -			else -			{ -				return sDefaultController[controller_key[param]]; -			} -		} - -         -        void setParamValue(const LLViewerVisualParam *param, -                           const F32 new_value_local, -                                                   F32 behavior_maxeffect); - -        F32 toLocal(const LLVector3 &world); -        F32 calculateVelocity_local(const F32 time_delta); -        F32 calculateAcceleration_local(F32 velocity_local, const F32 time_delta); -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; -         -		LLVisualParam* mParamCache[NUM_PARAMS]; - -        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) -        { -                LL_INFOS() << "Failure reading in  [ " << mParamDriverName << " ]" << LL_ENDL; -                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 time_delta) -{ -	const F32 world_to_model_scale = 100.0f; -        LLJoint *joint = mJointState->getJoint(); -        const LLVector3 position_world = joint->getWorldPosition(); -        const LLVector3 last_position_world = mPosition_world; -	const LLVector3 positionchange_world = (position_world-last_position_world) * world_to_model_scale; -        const F32 velocity_local = toLocal(positionchange_world) / time_delta; -        return velocity_local; -} - -F32 LLPhysicsMotion::calculateAcceleration_local(const F32 velocity_local, const F32 time_delta) -{ -//        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) / time_delta; -         -        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) -{ -    LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; -        // 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) -        { -                mLastTime = time; -                return false; -        } - -        //////////////////////////////////////////////////////////////////////////////// -        // Get all parameters and settings -        // - -        const F32 time_delta = time - mLastTime; -	 -	// 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); -		F32 behavior_maxeffect = getParamValue(MAX_EFFECT); -		 -		const bool physics_test = false; // Enable this to simulate bouncing on all parts. -         -        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 joint_local_factor = 30.0; -    const F32 velocity_joint_local = calculateVelocity_local(time_delta * joint_local_factor); -    const F32 acceleration_joint_local = calculateAcceleration_local(velocity_joint_local, time_delta * joint_local_factor); -	 -	// -	// 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. -	// Explanation/example: Lets assume we have a bouncing object. Said abjects bounces at a -	// trajectory that has points A>B>C. Object bounces from A to B with specific speed. -	// It needs time T to move from A to B. -	// As long as our frame's time significantly smaller then T our motion will be split into -	// multiple parts. with each part speed will decrease. Object will reach B position (roughly) -	// and bounce/fall back to A. -	// But if frame's time (F_T) is larger then T, object will move with same speed for whole F_T -	// and will jump over point B up to C ending up with increased amplitude. To avoid that we -	// split F_T into smaller portions so that when frame's time is too long object can virtually -	// bounce at right (relatively) position. -	// Note: this doesn't look to be optimal, since it provides only "roughly same" behavior, but -	// irregularity at higher fps looks to be insignificant so it works good enough for low fps. -	U32 steps = (U32)(time_delta / TIME_ITERATION_STEP_MAX) + 1; -	F32 time_iteration_step = time_delta / (F32)steps; //minimal step size ends up as 0.025 -	for (U32 i = 0; i < steps; i++) -	{ -		// 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); -			} -			S32 num_driven = driver_param->getDrivenParamsCount(); -			for (S32 i = 0; i < num_driven; ++i) -			{ -				const LLViewerVisualParam *driven_param = driver_param->getDrivenParam(i); -				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 = sqrtf(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(const 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); -} +/**
 + * @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
 +// we use TIME_ITERATION_STEP_MAX in division operation, make sure this is a simple
 +// value and devision result won't end with repeated/recurring tail like 1.333(3)
 +#define TIME_ITERATION_STEP_MAX 0.05f // minimal step size will end up as 0.025
 +
 +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:
 +    typedef enum
 +    {
 +        SMOOTHING = 0,
 +        MASS,
 +        GRAVITY,
 +        SPRING,
 +        GAIN,
 +        DAMPING,
 +        DRAG,
 +        MAX_EFFECT,
 +        NUM_PARAMS
 +    } eParamName;
 +
 +        /*
 +          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;
 +
 +                for (U32 i = 0; i < NUM_PARAMS; ++i)
 +                {
 +                    mParamCache[i] = NULL;
 +                }
 +        }
 +
 +        bool initialize();
 +
 +        ~LLPhysicsMotion() {}
 +
 +        bool onUpdate(F32 time);
 +
 +        LLPointer<LLJointState> getJointState()
 +        {
 +                return mJointState;
 +        }
 +protected:
 +
 +        F32 getParamValue(eParamName param)
 +        {
 +            static std::string controller_key[] =
 +            {
 +                "Smoothing",
 +                "Mass",
 +                "Gravity",
 +                "Spring",
 +                "Gain",
 +                "Damping",
 +                "Drag",
 +                "MaxEffect"
 +            };
 +
 +            if (!mParamCache[param])
 +            {
 +                const controller_map_t::const_iterator& entry = mParamControllers.find(controller_key[param]);
 +                if (entry == mParamControllers.end())
 +                {
 +                        return sDefaultController[controller_key[param]];
 +                }
 +                const std::string& param_name = (*entry).second.c_str();
 +                mParamCache[param] = mCharacter->getVisualParam(param_name.c_str());
 +            }
 +
 +            if (mParamCache[param])
 +            {
 +                return mParamCache[param]->getWeight();
 +            }
 +            else
 +            {
 +                return sDefaultController[controller_key[param]];
 +            }
 +        }
 +
 +
 +        void setParamValue(const LLViewerVisualParam *param,
 +                           const F32 new_value_local,
 +                                                   F32 behavior_maxeffect);
 +
 +        F32 toLocal(const LLVector3 &world);
 +        F32 calculateVelocity_local(const F32 time_delta);
 +        F32 calculateAcceleration_local(F32 velocity_local, const F32 time_delta);
 +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;
 +
 +        LLVisualParam* mParamCache[NUM_PARAMS];
 +
 +        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)
 +        {
 +                LL_INFOS() << "Failure reading in  [ " << mParamDriverName << " ]" << LL_ENDL;
 +                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 time_delta)
 +{
 +    const F32 world_to_model_scale = 100.0f;
 +        LLJoint *joint = mJointState->getJoint();
 +        const LLVector3 position_world = joint->getWorldPosition();
 +        const LLVector3 last_position_world = mPosition_world;
 +    const LLVector3 positionchange_world = (position_world-last_position_world) * world_to_model_scale;
 +        const F32 velocity_local = toLocal(positionchange_world) / time_delta;
 +        return velocity_local;
 +}
 +
 +F32 LLPhysicsMotion::calculateAcceleration_local(const F32 velocity_local, const F32 time_delta)
 +{
 +//        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) / time_delta;
 +
 +        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)
 +{
 +    LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
 +        // 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)
 +        {
 +                mLastTime = time;
 +                return false;
 +        }
 +
 +        ////////////////////////////////////////////////////////////////////////////////
 +        // Get all parameters and settings
 +        //
 +
 +        const F32 time_delta = time - mLastTime;
 +
 +    // 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);
 +        F32 behavior_maxeffect = getParamValue(MAX_EFFECT);
 +
 +        const bool physics_test = false; // Enable this to simulate bouncing on all parts.
 +
 +        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 joint_local_factor = 30.0;
 +    const F32 velocity_joint_local = calculateVelocity_local(time_delta * joint_local_factor);
 +    const F32 acceleration_joint_local = calculateAcceleration_local(velocity_joint_local, time_delta * joint_local_factor);
 +
 +    //
 +    // 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.
 +    // Explanation/example: Lets assume we have a bouncing object. Said abjects bounces at a
 +    // trajectory that has points A>B>C. Object bounces from A to B with specific speed.
 +    // It needs time T to move from A to B.
 +    // As long as our frame's time significantly smaller then T our motion will be split into
 +    // multiple parts. with each part speed will decrease. Object will reach B position (roughly)
 +    // and bounce/fall back to A.
 +    // But if frame's time (F_T) is larger then T, object will move with same speed for whole F_T
 +    // and will jump over point B up to C ending up with increased amplitude. To avoid that we
 +    // split F_T into smaller portions so that when frame's time is too long object can virtually
 +    // bounce at right (relatively) position.
 +    // Note: this doesn't look to be optimal, since it provides only "roughly same" behavior, but
 +    // irregularity at higher fps looks to be insignificant so it works good enough for low fps.
 +    U32 steps = (U32)(time_delta / TIME_ITERATION_STEP_MAX) + 1;
 +    F32 time_iteration_step = time_delta / (F32)steps; //minimal step size ends up as 0.025
 +    for (U32 i = 0; i < steps; i++)
 +    {
 +        // 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);
 +            }
 +            S32 num_driven = driver_param->getDrivenParamsCount();
 +            for (S32 i = 0; i < num_driven; ++i)
 +            {
 +                const LLViewerVisualParam *driven_param = driver_param->getDrivenParam(i);
 +                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 = sqrtf(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(const 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);
 +}
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