/** * @file llcharacter.h * @brief Implementation of LLCharacter class. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLCHARACTER_H #define LL_LLCHARACTER_H //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include #include "lljoint.h" #include "llmotioncontroller.h" #include "llvisualparam.h" #include "string_table.h" #include "llpointer.h" #include "llthread.h" class LLPolyMesh; class LLPauseRequestHandle : public LLThreadSafeRefCount { public: LLPauseRequestHandle() {}; }; typedef LLPointer LLAnimPauseRequest; //----------------------------------------------------------------------------- // class LLCharacter //----------------------------------------------------------------------------- class LLCharacter { public: // Constructor LLCharacter(); // Destructor virtual ~LLCharacter(); //------------------------------------------------------------------------- // LLCharacter Interface // These functions must be implemented by subclasses. //------------------------------------------------------------------------- // get the prefix to be used to lookup motion data files // from the viewer data directory virtual const char *getAnimationPrefix() = 0; // get the root joint of the character virtual LLJoint *getRootJoint() = 0; // get the specified joint // default implementation does recursive search, // subclasses may optimize/cache results. virtual LLJoint *getJoint( const std::string &name ); // get the position of the character virtual LLVector3 getCharacterPosition() = 0; // get the rotation of the character virtual LLQuaternion getCharacterRotation() = 0; // get the velocity of the character virtual LLVector3 getCharacterVelocity() = 0; // get the angular velocity of the character virtual LLVector3 getCharacterAngularVelocity() = 0; // get the height & normal of the ground under a point virtual void getGround(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm) = 0; // allocate an array of joints for the character skeleton // this must be overloaded to support joint subclasses, // and is called implicitly from buildSkeleton(). // Note this must handle reallocation as it will be called // each time buildSkeleton() is called. virtual BOOL allocateCharacterJoints( U32 num ) = 0; // skeleton joint accessor to support joint subclasses virtual LLJoint *getCharacterJoint( U32 i ) = 0; // get the physics time dilation for the simulator virtual F32 getTimeDilation() = 0; // gets current pixel area of this character virtual F32 getPixelArea() const = 0; // gets the head mesh of the character virtual LLPolyMesh* getHeadMesh() = 0; // gets the upper body mesh of the character virtual LLPolyMesh* getUpperBodyMesh() = 0; // gets global coordinates from agent local coordinates virtual LLVector3d getPosGlobalFromAgent(const LLVector3 &position) = 0; // gets agent local coordinates from global coordinates virtual LLVector3 getPosAgentFromGlobal(const LLVector3d &position) = 0; // updates all visual parameters for this character virtual void updateVisualParams(); virtual void addDebugText( const std::string& text ) = 0; virtual const LLUUID& getID() = 0; //------------------------------------------------------------------------- // End Interface //------------------------------------------------------------------------- // registers a motion with the character // returns true if successfull BOOL registerMotion( const LLUUID& id, LLMotionConstructor create ); void removeMotion( const LLUUID& id ); // returns an instance of a registered motion, creating one if necessary LLMotion* createMotion( const LLUUID &id ); // returns an existing instance of a registered motion LLMotion* findMotion( const LLUUID &id ); // start a motion // returns true if successful, false if an error occurred virtual BOOL startMotion( const LLUUID& id, F32 start_offset = 0.f); // stop a motion virtual BOOL stopMotion( const LLUUID& id, BOOL stop_immediate = FALSE ); // is this motion active? BOOL isMotionActive( const LLUUID& id ); // Event handler for motion deactivation. // Called when a motion has completely stopped and has been deactivated. // Subclasses may optionally override this. // The default implementation does nothing. virtual void requestStopMotion( LLMotion* motion ); // periodic update function, steps the motion controller enum e_update_t { NORMAL_UPDATE, HIDDEN_UPDATE, FORCE_UPDATE }; void updateMotions(e_update_t update_type); LLAnimPauseRequest requestPause(); BOOL areAnimationsPaused() const { return mMotionController.isPaused(); } void setAnimTimeFactor(F32 factor) { mMotionController.setTimeFactor(factor); } void setTimeStep(F32 time_step) { mMotionController.setTimeStep(time_step); } LLMotionController& getMotionController() { return mMotionController; } // Releases all motion instances which should result in // no cached references to character joint data. This is // useful if a character wants to rebuild it's skeleton. virtual void flushAllMotions(); // Flush only wipes active animations. virtual void deactivateAllMotions(); // dumps information for debugging virtual void dumpCharacter( LLJoint *joint = NULL ); virtual F32 getPreferredPelvisHeight() { return mPreferredPelvisHeight; } virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset) { return LLVector3::zero; } virtual LLJoint* findCollisionVolume(U32 volume_id) { return NULL; } virtual S32 getCollisionVolumeID(std::string &name) { return -1; } void setAnimationData(std::string name, void *data); void *getAnimationData(std::string name); void removeAnimationData(std::string name); void addVisualParam(LLVisualParam *param); void addSharedVisualParam(LLVisualParam *param); virtual BOOL setVisualParamWeight(LLVisualParam *which_param, F32 weight, BOOL set_by_user = FALSE ); virtual BOOL setVisualParamWeight(const char* param_name, F32 weight, BOOL set_by_user = FALSE ); virtual BOOL setVisualParamWeight(S32 index, F32 weight, BOOL set_by_user = FALSE ); // get visual param weight by param or name F32 getVisualParamWeight(LLVisualParam *distortion); F32 getVisualParamWeight(const char* param_name); F32 getVisualParamWeight(S32 index); // set all morph weights to 0 void clearVisualParamWeights(); // see if all the weights are default BOOL visualParamWeightsAreDefault(); // visual parameter accessors LLVisualParam* getFirstVisualParam() { mCurIterator = mVisualParamIndexMap.begin(); return getNextVisualParam(); } LLVisualParam* getNextVisualParam() { if (mCurIterator == mVisualParamIndexMap.end()) return 0; return (mCurIterator++)->second; } LLVisualParam* getVisualParam(S32 id) const { VisualParamIndexMap_t::const_iterator iter = mVisualParamIndexMap.find(id); return (iter == mVisualParamIndexMap.end()) ? 0 : iter->second; } S32 getVisualParamID(LLVisualParam *id) { VisualParamIndexMap_t::iterator iter; for (iter = mVisualParamIndexMap.begin(); iter != mVisualParamIndexMap.end(); iter++) { if (iter->second == id) return iter->first; } return 0; } S32 getVisualParamCount() const { return (S32)mVisualParamIndexMap.size(); } LLVisualParam* getVisualParam(const char *name); ESex getSex() const { return mSex; } void setSex( ESex sex ) { mSex = sex; } U32 getAppearanceSerialNum() const { return mAppearanceSerialNum; } void setAppearanceSerialNum( U32 num ) { mAppearanceSerialNum = num; } U32 getSkeletonSerialNum() const { return mSkeletonSerialNum; } void setSkeletonSerialNum( U32 num ) { mSkeletonSerialNum = num; } static std::vector< LLCharacter* > sInstances; protected: LLMotionController mMotionController; typedef std::map animation_data_map_t; animation_data_map_t mAnimationData; F32 mPreferredPelvisHeight; ESex mSex; U32 mAppearanceSerialNum; U32 mSkeletonSerialNum; LLAnimPauseRequest mPauseRequest; private: // visual parameter stuff typedef std::map VisualParamIndexMap_t; VisualParamIndexMap_t mVisualParamIndexMap; VisualParamIndexMap_t::iterator mCurIterator; typedef std::map VisualParamNameMap_t; VisualParamNameMap_t mVisualParamNameMap; static LLStringTable sVisualParamNames; }; #endif // LL_LLCHARACTER_H