From fff9dde8a8ec5f3afb2ebd32fc0d54827671fc2a Mon Sep 17 00:00:00 2001 From: "Brad Payne (Vir Linden)" Date: Mon, 11 Sep 2017 21:40:39 +0100 Subject: SL-726, SL-718 - refactoring updateCharacter() --- indra/newview/llvoavatar.cpp | 653 ++++++++++++++++++++++++------------------- 1 file changed, 370 insertions(+), 283 deletions(-) (limited to 'indra/newview/llvoavatar.cpp') diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 34ca69d6e0..ede6d7bd32 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -145,7 +145,7 @@ const LLUUID ANIM_AGENT_PHYSICS_MOTION = LLUUID("7360e029-3cb8-ebc4-863e-212df44 //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- -const F32 DELTA_TIME_MIN = 0.01f; // we clamp measured deltaTime to this +const F32 DELTA_TIME_MIN = 0.01f; // we clamp measured delta_time to this const F32 DELTA_TIME_MAX = 0.2f; // range to insure stability of computations. const F32 PELVIS_LAG_FLYING = 0.22f;// pelvis follow half life while flying @@ -2318,7 +2318,7 @@ void LLVOAvatar::idleUpdate(LLAgent &agent, const F64 &time) { LL_RECORD_BLOCK_TIME(FTM_JOINT_UPDATE); - if (mIsSitting && getParent()) + if (isSitting() && getParent()) { LLViewerObject *root_object = (LLViewerObject*)getRoot(); LLDrawable* drawablep = root_object->mDrawable; @@ -2484,7 +2484,7 @@ void LLVOAvatar::idleUpdateVoiceVisualizer(bool voice_enabled) // (the following version uses a tweak of "mHeadOffset" which handle sitting vs. standing) //-------------------------------------------------------------------------------------------- - if ( mIsSitting ) + if ( isSitting() ) { LLVector3 headOffset = LLVector3( 0.0f, 0.0f, mHeadOffset.mV[2] ); mVoiceVisualizer->setVoiceSourceWorldPosition( mRoot->getWorldPosition() + headOffset ); @@ -3424,7 +3424,7 @@ void LLVOAvatar::updateDebugText() if (hover_offset[2] != 0.0) { debug_line += llformat(" hov_z: %.3f", hover_offset[2]); - debug_line += llformat(" %s", (mIsSitting ? "S" : "T")); + debug_line += llformat(" %s", (isSitting() ? "S" : "T")); debug_line += llformat("%s", (isMotionActive(ANIM_AGENT_SIT_GROUND_CONSTRAINED) ? "G" : "-")); } LLVector3 ankle_right_pos_agent = mFootRightp->getWorldPosition(); @@ -3440,6 +3440,7 @@ void LLVOAvatar::updateDebugText() addDebugText(debug_line); } + if (gSavedSettings.getBOOL("DebugAvatarCompositeBaked")) { if (!mBakedTextureDebugText.empty()) @@ -3507,46 +3508,100 @@ void LLVOAvatar::updateDebugText() } //------------------------------------------------------------------------ -// updateCharacter() -// called on both your avatar and other avatars +// updateFootstepSounds +// Factored out from updateCharacter() +// Generate footstep sounds when feet hit the ground //------------------------------------------------------------------------ -BOOL LLVOAvatar::updateCharacter(LLAgent &agent) -{ - updateDebugText(); - - if (!mIsBuilt) +void LLVOAvatar::updateFootstepSounds() +{ + //------------------------------------------------------------------------- + // Find the ground under each foot, these are used for a variety + // of things that follow + //------------------------------------------------------------------------- + LLVector3 ankle_left_pos_agent = mFootLeftp->getWorldPosition(); + LLVector3 ankle_right_pos_agent = mFootRightp->getWorldPosition(); + + LLVector3 ankle_left_ground_agent = ankle_left_pos_agent; + LLVector3 ankle_right_ground_agent = ankle_right_pos_agent; + LLVector3 normal; + resolveHeightAgent(ankle_left_pos_agent, ankle_left_ground_agent, normal); + resolveHeightAgent(ankle_right_pos_agent, ankle_right_ground_agent, normal); + + F32 leftElev = llmax(-0.2f, ankle_left_pos_agent.mV[VZ] - ankle_left_ground_agent.mV[VZ]); + F32 rightElev = llmax(-0.2f, ankle_right_pos_agent.mV[VZ] - ankle_right_ground_agent.mV[VZ]); + + if (!isSitting()) { - return FALSE; + //------------------------------------------------------------------------- + // Figure out which foot is on ground + //------------------------------------------------------------------------- + if (!mInAir) + { + if ((leftElev < 0.0f) || (rightElev < 0.0f)) + { + ankle_left_pos_agent = mFootLeftp->getWorldPosition(); + ankle_right_pos_agent = mFootRightp->getWorldPosition(); + leftElev = ankle_left_pos_agent.mV[VZ] - ankle_left_ground_agent.mV[VZ]; + rightElev = ankle_right_pos_agent.mV[VZ] - ankle_right_ground_agent.mV[VZ]; + } + } } + + const LLUUID AGENT_FOOTSTEP_ANIMS[] = {ANIM_AGENT_WALK, ANIM_AGENT_RUN, ANIM_AGENT_LAND}; + const S32 NUM_AGENT_FOOTSTEP_ANIMS = LL_ARRAY_SIZE(AGENT_FOOTSTEP_ANIMS); - BOOL visible = isVisible(); - bool is_control_avatar = isControlAvatar(); // capture state to simplify tracing - bool is_attachment = false; - if (is_control_avatar) + if ( gAudiop && isAnyAnimationSignaled(AGENT_FOOTSTEP_ANIMS, NUM_AGENT_FOOTSTEP_ANIMS) ) { - LLControlAvatar *cav = dynamic_cast(this); - is_attachment = cav && cav->mRootVolp && cav->mRootVolp->isAttachment(); // For attached animated objects - } + BOOL playSound = FALSE; + LLVector3 foot_pos_agent; - LLScopedContextString str("updateCharacter " + getFullname() + " is_control_avatar " - + boost::lexical_cast(is_control_avatar) - + " is_attachment " + boost::lexical_cast(is_attachment)); + BOOL onGroundLeft = (leftElev <= 0.05f); + BOOL onGroundRight = (rightElev <= 0.05f); - // For fading out the names above heads, only let the timer - // run if we're visible. - if (mDrawable.notNull() && !visible) - { - mTimeVisible.reset(); - } + // did left foot hit the ground? + if ( onGroundLeft && !mWasOnGroundLeft ) + { + foot_pos_agent = ankle_left_pos_agent; + playSound = TRUE; + } - //-------------------------------------------------------------------- - // the rest should only be done occasionally for far away avatars - //-------------------------------------------------------------------- + // did right foot hit the ground? + if ( onGroundRight && !mWasOnGroundRight ) + { + foot_pos_agent = ankle_right_pos_agent; + playSound = TRUE; + } + + mWasOnGroundLeft = onGroundLeft; + mWasOnGroundRight = onGroundRight; + + if ( playSound ) + { + const F32 STEP_VOLUME = 0.1f; + const LLUUID& step_sound_id = getStepSound(); + + LLVector3d foot_pos_global = gAgent.getPosGlobalFromAgent(foot_pos_agent); + if (LLViewerParcelMgr::getInstance()->canHearSound(foot_pos_global) + && !LLMuteList::getInstance()->isMuted(getID(), LLMute::flagObjectSounds)) + { + gAudiop->triggerSound(step_sound_id, getID(), STEP_VOLUME, LLAudioEngine::AUDIO_TYPE_AMBIENT, foot_pos_global); + } + } + } +} + +//------------------------------------------------------------------------ +// computeUpdatePeriod() +// Factored out from updateCharacter() +// Set new value for mUpdatePeriod based on distance and various other factors. +//------------------------------------------------------------------------ +void LLVOAvatar::computeUpdatePeriod() +{ bool visually_muted = isVisuallyMuted(); // AXON FIXME this expression is a crawling horror if (mDrawable.notNull() - && visible + && isVisible() && (!isSelf() || visually_muted) // AXON would the self ever be visually muted? && !mIsDummy && sUseImpostors @@ -3587,32 +3642,196 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) //nearby avatars, update the impostors more frequently. mUpdatePeriod = 4; } - - visible = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE; } else { mUpdatePeriod = 1; } +} - // don't early out for your own avatar, as we rely on your animations playing reliably - // for example, the "turn around" animation when entering customize avatar needs to trigger - // even when your avatar is offscreen - if (!visible && !isSelf()) - { - updateMotions(LLCharacter::HIDDEN_UPDATE); - return FALSE; - } +//------------------------------------------------------------------------ +// updateOrientation() +// Factored out from updateCharacter() +// This is used by updateCharacter() to update the avatar's orientation: +// - updates mTurning state +// - updates rotation of the mRoot joint in the skeleton +// - for self, calls setControlFlags() to notify the simulator about any turns +//------------------------------------------------------------------------ +void LLVOAvatar::updateOrientation(LLAgent& agent, F32 speed, F32 delta_time) +{ + LLQuaternion iQ; + LLVector3 upDir( 0.0f, 0.0f, 1.0f ); + + // Compute a forward direction vector derived from the primitive rotation + // and the velocity vector. When walking or jumping, don't let body deviate + // more than 90 from the view, if necessary, flip the velocity vector. - // change animation time quanta based on avatar render load - // AXON how should control avs be handled here? - bool is_pure_dummy = mIsDummy && !is_control_avatar; - if (!isSelf() && !is_pure_dummy) + LLVector3 primDir; + if (isSelf()) + { + primDir = agent.getAtAxis() - projected_vec(agent.getAtAxis(), agent.getReferenceUpVector()); + primDir.normalize(); + } + else + { + primDir = getRotation().getMatrix3().getFwdRow(); + } + LLVector3 velDir = getVelocity(); + velDir.normalize(); + if ( mSignaledAnimations.find(ANIM_AGENT_WALK) != mSignaledAnimations.end()) + { + F32 vpD = velDir * primDir; + if (vpD < -0.5f) + { + velDir *= -1.0f; + } + } + LLVector3 fwdDir = lerp(primDir, velDir, clamp_rescale(speed, 0.5f, 2.0f, 0.0f, 1.0f)); + if (isSelf() && gAgentCamera.cameraMouselook()) + { + // make sure fwdDir stays in same general direction as primdir + if (gAgent.getFlying()) + { + fwdDir = LLViewerCamera::getInstance()->getAtAxis(); + } + else + { + LLVector3 at_axis = LLViewerCamera::getInstance()->getAtAxis(); + LLVector3 up_vector = gAgent.getReferenceUpVector(); + at_axis -= up_vector * (at_axis * up_vector); + at_axis.normalize(); + + F32 dot = fwdDir * at_axis; + if (dot < 0.f) + { + fwdDir -= 2.f * at_axis * dot; + fwdDir.normalize(); + } + } + } + + LLQuaternion root_rotation = mRoot->getWorldMatrix().quaternion(); + F32 root_roll, root_pitch, root_yaw; + root_rotation.getEulerAngles(&root_roll, &root_pitch, &root_yaw); + + // When moving very slow, the pelvis is allowed to deviate from the + // forward direction to allow it to hold its position while the torso + // and head turn. Once in motion, it must conform however. + BOOL self_in_mouselook = isSelf() && gAgentCamera.cameraMouselook(); + + LLVector3 pelvisDir( mRoot->getWorldMatrix().getFwdRow4().mV ); + + static LLCachedControl s_pelvis_rot_threshold_slow(gSavedSettings, "AvatarRotateThresholdSlow", 60.0); + static LLCachedControl s_pelvis_rot_threshold_fast(gSavedSettings, "AvatarRotateThresholdFast", 2.0); + + F32 pelvis_rot_threshold = clamp_rescale(speed, 0.1f, 1.0f, s_pelvis_rot_threshold_slow, s_pelvis_rot_threshold_fast); + + if (self_in_mouselook) + { + pelvis_rot_threshold *= MOUSELOOK_PELVIS_FOLLOW_FACTOR; + } + pelvis_rot_threshold *= DEG_TO_RAD; + + F32 angle = angle_between( pelvisDir, fwdDir ); + + // The avatar's root is allowed to have a yaw that deviates widely + // from the forward direction, but if roll or pitch are off even + // a little bit we need to correct the rotation. + if(root_roll < 1.f * DEG_TO_RAD + && root_pitch < 5.f * DEG_TO_RAD) + { + // smaller correction vector means pelvis follows prim direction more closely + if (!mTurning && angle > pelvis_rot_threshold*0.75f) + { + mTurning = TRUE; + } + + // use tighter threshold when turning + if (mTurning) + { + pelvis_rot_threshold *= 0.4f; + } + + // am I done turning? + if (angle < pelvis_rot_threshold) + { + mTurning = FALSE; + } + + LLVector3 correction_vector = (pelvisDir - fwdDir) * clamp_rescale(angle, pelvis_rot_threshold*0.75f, pelvis_rot_threshold, 1.0f, 0.0f); + fwdDir += correction_vector; + } + else + { + mTurning = FALSE; + } + + // Now compute the full world space rotation for the whole body (wQv) + LLVector3 leftDir = upDir % fwdDir; + leftDir.normalize(); + fwdDir = leftDir % upDir; + LLQuaternion wQv( fwdDir, leftDir, upDir ); + + if (isSelf() && mTurning) + { + if ((fwdDir % pelvisDir) * upDir > 0.f) + { + gAgent.setControlFlags(AGENT_CONTROL_TURN_RIGHT); + } + else + { + gAgent.setControlFlags(AGENT_CONTROL_TURN_LEFT); + } + } + + // Set the root rotation, but do so incrementally so that it + // lags in time by some fixed amount. + //F32 u = LLSmoothInterpolation::getInterpolant(PELVIS_LAG); + F32 pelvis_lag_time = 0.f; + if (self_in_mouselook) + { + pelvis_lag_time = PELVIS_LAG_MOUSELOOK; + } + else if (mInAir) + { + pelvis_lag_time = PELVIS_LAG_FLYING; + // increase pelvis lag time when moving slowly + pelvis_lag_time *= clamp_rescale(mSpeedAccum, 0.f, 15.f, 3.f, 1.f); + } + else + { + pelvis_lag_time = PELVIS_LAG_WALKING; + } + + F32 u = llclamp((delta_time / pelvis_lag_time), 0.0f, 1.0f); + + mRoot->setWorldRotation( slerp(u, mRoot->getWorldRotation(), wQv) ); +} + +//------------------------------------------------------------------------ +// updateTimeStep() +// Factored out from updateCharacter(). +// +// Updates the time step used by the motion controller, based on area +// and avatar count criteria. This will also stop the +// ANIM_AGENT_WALK_ADJUST animation under some circumstances. +// ------------------------------------------------------------------------ +void LLVOAvatar::updateTimeStep() +{ + bool is_pure_dummy = mIsDummy && !isControlAvatar(); + if (!isSelf() && !is_pure_dummy) // ie, non-self avatars, and animated objects will be affected. { + // AXON note that sInstances counts animated objects and standard avatars in the same bucket. Is this desirable? F32 time_quantum = clamp_rescale((F32)sInstances.size(), 10.f, 35.f, 0.f, 0.25f); F32 pixel_area_scale = clamp_rescale(mPixelArea, 100, 5000, 1.f, 0.f); F32 time_step = time_quantum * pixel_area_scale; + // Extrema: + // If number of avs is 10 or less, time_step is unmodified (flagged with 0.0). + // If area of av is 5000 or greater, time_step is unmodified (flagged with 0.0). + // If number of avs is 35 or greater, and area of av is 100 or less, + // time_step takes the maximum possible value of 0.25. + // Other situations will give values within the (0, 0.25) range. if (time_step != 0.f) { // disable walk motion servo controller as it doesn't work with motion timesteps @@ -3622,14 +3841,95 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // AXON: see SL-763 - playback with altered time step does not // appear to work correctly, odd behavior for distant avatars. mMotionController.setTimeStep(time_step); - // LL_INFOS() << "Setting timestep to " << time_quantum * pixel_area_scale << LL_ENDL; } - if (getParent() && !mIsSitting) +} + +//------------------------------------------------------------------------ +// updateCharacter() +// +// This is called for all avatars, so there are 4 possible situations: +// +// 1) Avatar is your own. In this case the class is LLVOAvatarSelf, +// isSelf() is true, and agent specifies the corresponding agent +// information for you. In all the other cases, agent is irrelevant +// and it would be less confusing if it were null or something. +// +// 2) Avatar is controlled by another resident. Class is LLVOAvatar, +// and isSelf() is false. +// +// 3) Avatar is the controller for an animated object. Class is +// LLControlAvatar and mIsDummy is true. Avatar is a purely +// viewer-side entity with no representation on the simulator. +// +// 4) Avatar is a "dummy" avatar used in some areas of the UI, such as +// when previewing uploaded animations. Class is LLVOAvatar, and +// mIsDummy is true. Avatar is purely viewer-side with no +// representation on the simulator. +// +//------------------------------------------------------------------------ +BOOL LLVOAvatar::updateCharacter(LLAgent &agent) +{ + updateDebugText(); + + if (!mIsBuilt) + { + return FALSE; + } + + BOOL visible = isVisible(); + bool is_control_avatar = isControlAvatar(); // capture state to simplify tracing + bool is_attachment = false; + if (is_control_avatar) + { + LLControlAvatar *cav = dynamic_cast(this); + is_attachment = cav && cav->mRootVolp && cav->mRootVolp->isAttachment(); // For attached animated objects + } + + LLScopedContextString str("updateCharacter " + getFullname() + " is_control_avatar " + + boost::lexical_cast(is_control_avatar) + + " is_attachment " + boost::lexical_cast(is_attachment)); + + // For fading out the names above heads, only let the timer + // run if we're visible. + if (mDrawable.notNull() && !visible) + { + mTimeVisible.reset(); + } + + //-------------------------------------------------------------------- + // The rest should only be done occasionally for far away avatars. + // Set mUpdatePeriod and visible based on distance and other criteria. + //-------------------------------------------------------------------- + computeUpdatePeriod(); + visible = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE; + + //-------------------------------------------------------------------- + // Early out if not visible and not self + // don't early out for your own avatar, as we rely on your animations playing reliably + // for example, the "turn around" animation when entering customize avatar needs to trigger + // even when your avatar is offscreen + //-------------------------------------------------------------------- + if (!visible && !isSelf()) + { + updateMotions(LLCharacter::HIDDEN_UPDATE); + return FALSE; + } + + //-------------------------------------------------------------------- + // change animation time quanta based on avatar render load + // AXON how should control avs be handled here? + //-------------------------------------------------------------------- + updateTimeStep(); + + //-------------------------------------------------------------------- + // Update sitting state based on parent and active animation info. + //-------------------------------------------------------------------- + if (getParent() && !isSitting()) { sitOnObject((LLViewerObject*)getParent()); } - else if (!getParent() && mIsSitting && !isMotionActive(ANIM_AGENT_SIT_GROUND_CONSTRAINED)) + else if (!getParent() && isSitting() && !isMotionActive(ANIM_AGENT_SIT_GROUND_CONSTRAINED)) { getOffObject(); } @@ -3646,8 +3946,14 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // remembering the value here prevents a display glitch if the // animation gets toggled during this update. bool was_sit_ground_constrained = isMotionActive(ANIM_AGENT_SIT_GROUND_CONSTRAINED); - - if (!(mIsSitting && getParent())) + + //-------------------------------------------------------------------- + // This does a bunch of state updating, including figuring out + // whether av is in the air, setting mRoot position and rotation + // In some cases, calls updateOrientation() for a lot of the + // work + // -------------------------------------------------------------------- + if (!(isSitting() && getParent())) { // This case includes all configurations except sitting on an // object, so does include ground sit. @@ -3661,7 +3967,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) { mTimeLast = animation_time; - // put the pelvis at slaved position/mRotation + // Initially put the pelvis at slaved position/mRotation // SL-315 mRoot->setWorldPosition( getPositionAgent() ); // first frame mRoot->setWorldRotation( getRotation() ); @@ -3670,9 +3976,9 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) //-------------------------------------------------------------------- // dont' let dT get larger than 1/5th of a second //-------------------------------------------------------------------- - F32 deltaTime = animation_time - mTimeLast; + F32 delta_time = animation_time - mTimeLast; - deltaTime = llclamp( deltaTime, DELTA_TIME_MIN, DELTA_TIME_MAX ); + delta_time = llclamp( delta_time, DELTA_TIME_MIN, DELTA_TIME_MAX ); mTimeLast = animation_time; mSpeedAccum = (mSpeedAccum * 0.95f) + (speed * 0.05f); @@ -3713,7 +4019,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // correct for the fact that the pelvis is not necessarily the center // of the agent's physical representation root_pos.mdV[VZ] -= (0.5f * mBodySize.mV[VZ]) - mPelvisToFoot; - if (!mIsSitting && !was_sit_ground_constrained) + if (!isSitting() && !was_sit_ground_constrained) { root_pos += LLVector3d(getHoverOffset()); } @@ -3737,157 +4043,10 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) //-------------------------------------------------------------------- // Propagate viewer object rotation to root of avatar //-------------------------------------------------------------------- - // AXON - also skip for control avatars? Rotation fixups for avatars in motion, some may be relevant. if (!is_control_avatar && !isAnyAnimationSignaled(AGENT_NO_ROTATE_ANIMS, NUM_AGENT_NO_ROTATE_ANIMS)) { - LLQuaternion iQ; - LLVector3 upDir( 0.0f, 0.0f, 1.0f ); - - // Compute a forward direction vector derived from the primitive rotation - // and the velocity vector. When walking or jumping, don't let body deviate - // more than 90 from the view, if necessary, flip the velocity vector. - - LLVector3 primDir; - if (isSelf()) - { - primDir = agent.getAtAxis() - projected_vec(agent.getAtAxis(), agent.getReferenceUpVector()); - primDir.normalize(); - } - else - { - primDir = getRotation().getMatrix3().getFwdRow(); - } - LLVector3 velDir = getVelocity(); - velDir.normalize(); - if ( mSignaledAnimations.find(ANIM_AGENT_WALK) != mSignaledAnimations.end()) - { - F32 vpD = velDir * primDir; - if (vpD < -0.5f) - { - velDir *= -1.0f; - } - } - LLVector3 fwdDir = lerp(primDir, velDir, clamp_rescale(speed, 0.5f, 2.0f, 0.0f, 1.0f)); - if (isSelf() && gAgentCamera.cameraMouselook()) - { - // make sure fwdDir stays in same general direction as primdir - if (gAgent.getFlying()) - { - fwdDir = LLViewerCamera::getInstance()->getAtAxis(); - } - else - { - LLVector3 at_axis = LLViewerCamera::getInstance()->getAtAxis(); - LLVector3 up_vector = gAgent.getReferenceUpVector(); - at_axis -= up_vector * (at_axis * up_vector); - at_axis.normalize(); - - F32 dot = fwdDir * at_axis; - if (dot < 0.f) - { - fwdDir -= 2.f * at_axis * dot; - fwdDir.normalize(); - } - } - } - - LLQuaternion root_rotation = mRoot->getWorldMatrix().quaternion(); - F32 root_roll, root_pitch, root_yaw; - root_rotation.getEulerAngles(&root_roll, &root_pitch, &root_yaw); - - // When moving very slow, the pelvis is allowed to deviate from the - // forward direction to allow it to hold it's position while the torso - // and head turn. Once in motion, it must conform however. - BOOL self_in_mouselook = isSelf() && gAgentCamera.cameraMouselook(); - - LLVector3 pelvisDir( mRoot->getWorldMatrix().getFwdRow4().mV ); - - static LLCachedControl s_pelvis_rot_threshold_slow(gSavedSettings, "AvatarRotateThresholdSlow", 60.0); - static LLCachedControl s_pelvis_rot_threshold_fast(gSavedSettings, "AvatarRotateThresholdFast", 2.0); - - F32 pelvis_rot_threshold = clamp_rescale(speed, 0.1f, 1.0f, s_pelvis_rot_threshold_slow, s_pelvis_rot_threshold_fast); - - if (self_in_mouselook) - { - pelvis_rot_threshold *= MOUSELOOK_PELVIS_FOLLOW_FACTOR; - } - pelvis_rot_threshold *= DEG_TO_RAD; - - F32 angle = angle_between( pelvisDir, fwdDir ); - - // The avatar's root is allowed to have a yaw that deviates widely - // from the forward direction, but if roll or pitch are off even - // a little bit we need to correct the rotation. - if(root_roll < 1.f * DEG_TO_RAD - && root_pitch < 5.f * DEG_TO_RAD) - { - // smaller correction vector means pelvis follows prim direction more closely - if (!mTurning && angle > pelvis_rot_threshold*0.75f) - { - mTurning = TRUE; - } - - // use tighter threshold when turning - if (mTurning) - { - pelvis_rot_threshold *= 0.4f; - } - - // am I done turning? - if (angle < pelvis_rot_threshold) - { - mTurning = FALSE; - } - - LLVector3 correction_vector = (pelvisDir - fwdDir) * clamp_rescale(angle, pelvis_rot_threshold*0.75f, pelvis_rot_threshold, 1.0f, 0.0f); - fwdDir += correction_vector; - } - else - { - mTurning = FALSE; - } - - // Now compute the full world space rotation for the whole body (wQv) - LLVector3 leftDir = upDir % fwdDir; - leftDir.normalize(); - fwdDir = leftDir % upDir; - LLQuaternion wQv( fwdDir, leftDir, upDir ); - - if (isSelf() && mTurning) - { - if ((fwdDir % pelvisDir) * upDir > 0.f) - { - gAgent.setControlFlags(AGENT_CONTROL_TURN_RIGHT); - } - else - { - gAgent.setControlFlags(AGENT_CONTROL_TURN_LEFT); - } - } - - // Set the root rotation, but do so incrementally so that it - // lags in time by some fixed amount. - //F32 u = LLSmoothInterpolation::getInterpolant(PELVIS_LAG); - F32 pelvis_lag_time = 0.f; - if (self_in_mouselook) - { - pelvis_lag_time = PELVIS_LAG_MOUSELOOK; - } - else if (mInAir) - { - pelvis_lag_time = PELVIS_LAG_FLYING; - // increase pelvis lag time when moving slowly - pelvis_lag_time *= clamp_rescale(mSpeedAccum, 0.f, 15.f, 3.f, 1.f); - } - else - { - pelvis_lag_time = PELVIS_LAG_WALKING; - } - - F32 u = llclamp((deltaTime / pelvis_lag_time), 0.0f, 1.0f); - - mRoot->setWorldRotation( slerp(u, mRoot->getWorldRotation(), wQv) ); - + // AXON - should we always skip for control avatars? Rotation fixups for avatars in motion, some may be relevant. + updateOrientation(agent, speed, delta_time); } } else if (mDrawable.notNull()) @@ -3917,7 +4076,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) } // Special handling for sitting on ground. - if (!getParent() && (mIsSitting || was_sit_ground_constrained)) + if (!getParent() && (isSitting() || was_sit_ground_constrained)) { F32 off_z = LLVector3d(getHoverOffset()).mdV[VZ]; @@ -3934,90 +4093,18 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // update head position updateHeadOffset(); - //------------------------------------------------------------------------- - // Find the ground under each foot, these are used for a variety - // of things that follow - //------------------------------------------------------------------------- - LLVector3 ankle_left_pos_agent = mFootLeftp->getWorldPosition(); - LLVector3 ankle_right_pos_agent = mFootRightp->getWorldPosition(); - - LLVector3 ankle_left_ground_agent = ankle_left_pos_agent; - LLVector3 ankle_right_ground_agent = ankle_right_pos_agent; - resolveHeightAgent(ankle_left_pos_agent, ankle_left_ground_agent, normal); - resolveHeightAgent(ankle_right_pos_agent, ankle_right_ground_agent, normal); - - F32 leftElev = llmax(-0.2f, ankle_left_pos_agent.mV[VZ] - ankle_left_ground_agent.mV[VZ]); - F32 rightElev = llmax(-0.2f, ankle_right_pos_agent.mV[VZ] - ankle_right_ground_agent.mV[VZ]); - - if (!mIsSitting) - { - //------------------------------------------------------------------------- - // Figure out which foot is on ground - //------------------------------------------------------------------------- - if (!mInAir) - { - if ((leftElev < 0.0f) || (rightElev < 0.0f)) - { - ankle_left_pos_agent = mFootLeftp->getWorldPosition(); - ankle_right_pos_agent = mFootRightp->getWorldPosition(); - leftElev = ankle_left_pos_agent.mV[VZ] - ankle_left_ground_agent.mV[VZ]; - rightElev = ankle_right_pos_agent.mV[VZ] - ankle_right_ground_agent.mV[VZ]; - } - } - } - - //------------------------------------------------------------------------- // Generate footstep sounds when feet hit the ground - //------------------------------------------------------------------------- - const LLUUID AGENT_FOOTSTEP_ANIMS[] = {ANIM_AGENT_WALK, ANIM_AGENT_RUN, ANIM_AGENT_LAND}; - const S32 NUM_AGENT_FOOTSTEP_ANIMS = LL_ARRAY_SIZE(AGENT_FOOTSTEP_ANIMS); - - if ( gAudiop && isAnyAnimationSignaled(AGENT_FOOTSTEP_ANIMS, NUM_AGENT_FOOTSTEP_ANIMS) ) - { - BOOL playSound = FALSE; - LLVector3 foot_pos_agent; - - BOOL onGroundLeft = (leftElev <= 0.05f); - BOOL onGroundRight = (rightElev <= 0.05f); - - // did left foot hit the ground? - if ( onGroundLeft && !mWasOnGroundLeft ) - { - foot_pos_agent = ankle_left_pos_agent; - playSound = TRUE; - } - - // did right foot hit the ground? - if ( onGroundRight && !mWasOnGroundRight ) - { - foot_pos_agent = ankle_right_pos_agent; - playSound = TRUE; - } - - mWasOnGroundLeft = onGroundLeft; - mWasOnGroundRight = onGroundRight; - - if ( playSound ) - { - const F32 STEP_VOLUME = 0.1f; - const LLUUID& step_sound_id = getStepSound(); - - LLVector3d foot_pos_global = gAgent.getPosGlobalFromAgent(foot_pos_agent); + updateFootstepSounds(); - if (LLViewerParcelMgr::getInstance()->canHearSound(foot_pos_global) - && !LLMuteList::getInstance()->isMuted(getID(), LLMute::flagObjectSounds)) - { - gAudiop->triggerSound(step_sound_id, getID(), STEP_VOLUME, LLAudioEngine::AUDIO_TYPE_AMBIENT, foot_pos_global); - } - } - } + // Update child joints as needed. mRoot->updateWorldMatrixChildren(); - //mesh vertices need to be reskinned + // system avatar mesh vertices need to be reskinned mNeedsSkin = TRUE; return TRUE; } + //----------------------------------------------------------------------------- // updateHeadOffset() //----------------------------------------------------------------------------- @@ -4032,7 +4119,7 @@ void LLVOAvatar::updateHeadOffset() { midEyePt = midEyePt * ~mDrawable->getWorldRotation(); } - if (mIsSitting) + if (isSitting()) { mHeadOffset = midEyePt; } @@ -5123,7 +5210,7 @@ void LLVOAvatar::processAnimationStateChanges() startMotion(ANIM_AGENT_WALK_ADJUST); stopMotion(ANIM_AGENT_FLY_ADJUST); } - else if (mInAir && !mIsSitting) + else if (mInAir && !isSitting()) { stopMotion(ANIM_AGENT_WALK_ADJUST); if (mEnableDefaultMotions) -- cgit v1.2.3