/** * @file lleditingmotion.h * @brief Implementation of LLEditingMotion class. * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLEDITINGMOTION_H #define LL_LLEDITINGMOTION_H //----------------------------------------------------------------------------- // Header files //----------------------------------------------------------------------------- #include "llmotion.h" #include "lljointsolverrp3.h" #include "v3dmath.h" #define EDITING_EASEIN_DURATION 0.0f #define EDITING_EASEOUT_DURATION 0.5f #define EDITING_PRIORITY LLJoint::HIGH_PRIORITY #define MIN_REQUIRED_PIXEL_AREA_EDITING 500.f //----------------------------------------------------------------------------- // class LLEditingMotion //----------------------------------------------------------------------------- class LLEditingMotion : public LLMotion { public: // Constructor LLEditingMotion(const LLUUID &id); // Destructor virtual ~LLEditingMotion(); public: //------------------------------------------------------------------------- // functions to support MotionController and MotionRegistry //------------------------------------------------------------------------- // static constructor // all subclasses must implement such a function and register it static LLMotion *create(const LLUUID &id) { return new LLEditingMotion(id); } public: //------------------------------------------------------------------------- // animation callbacks to be implemented by subclasses //------------------------------------------------------------------------- // motions must specify whether or not they loop virtual BOOL getLoop() { return TRUE; } // motions must report their total duration virtual F32 getDuration() { return 0.0; } // motions must report their "ease in" duration virtual F32 getEaseInDuration() { return EDITING_EASEIN_DURATION; } // motions must report their "ease out" duration. virtual F32 getEaseOutDuration() { return EDITING_EASEOUT_DURATION; } // motions must report their priority virtual LLJoint::JointPriority getPriority() { return EDITING_PRIORITY; } virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; } // called to determine when a motion should be activated/deactivated based on avatar pixel coverage virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EDITING; } // run-time (post constructor) initialization, // called after parameters have been set // must return true to indicate success and be available for activation virtual LLMotionInitStatus onInitialize(LLCharacter *character); // called when a motion is activated // must return TRUE to indicate success, or else // it will be deactivated virtual BOOL onActivate(); // called per time step // must return TRUE while it is active, and // must return FALSE when the motion is completed. virtual BOOL onUpdate(F32 time, U8* joint_mask); // called when a motion is deactivated virtual void onDeactivate(); public: //------------------------------------------------------------------------- // joint states to be animated //------------------------------------------------------------------------- LLCharacter *mCharacter; LLVector3 mWristOffset; LLJointState mParentState; LLJointState mShoulderState; LLJointState mElbowState; LLJointState mWristState; LLJointState mTorsoState; LLJoint mParentJoint; LLJoint mShoulderJoint; LLJoint mElbowJoint; LLJoint mWristJoint; LLJoint mTarget; LLJointSolverRP3 mIKSolver; static S32 sHandPose; static S32 sHandPosePriority; LLVector3 mLastSelectPt; }; #endif // LL_LLKEYFRAMEMOTION_H