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+/**
+ * @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 &param_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 = 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(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);
+}