/** * @file llheadrotmotion.h * @brief Implementation of LLHeadRotMotion class. * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, 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 * $/LicenseInfo$ */ #ifndef LL_LLHEADROTMOTION_H #define LL_LLHEADROTMOTION_H //----------------------------------------------------------------------------- // Header files //----------------------------------------------------------------------------- #include "llmotion.h" #include "llframetimer.h" #define MIN_REQUIRED_PIXEL_AREA_HEAD_ROT 500.f; #define MIN_REQUIRED_PIXEL_AREA_EYE 25000.f; //----------------------------------------------------------------------------- // class LLHeadRotMotion //----------------------------------------------------------------------------- class LLHeadRotMotion : public LLMotion { public: // Constructor LLHeadRotMotion(const LLUUID &id); // Destructor virtual ~LLHeadRotMotion(); 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 LLHeadRotMotion(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 1.f; } // motions must report their "ease out" duration. virtual F32 getEaseOutDuration() { return 1.f; } // called to determine when a motion should be activated/deactivated based on avatar pixel coverage virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HEAD_ROT; } // motions must report their priority virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; } virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; } // 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; LLJoint *mTorsoJoint; LLJoint *mHeadJoint; LLJoint *mRootJoint; LLJoint *mPelvisJoint; LLPointer mTorsoState; LLPointer mNeckState; LLPointer mHeadState; LLQuaternion mLastHeadRot; }; //----------------------------------------------------------------------------- // class LLEyeMotion //----------------------------------------------------------------------------- class LLEyeMotion : public LLMotion { public: // Constructor LLEyeMotion(const LLUUID &id); // Destructor virtual ~LLEyeMotion(); 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 LLEyeMotion(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 0.5f; } // motions must report their "ease out" duration. virtual F32 getEaseOutDuration() { return 0.5f; } // called to determine when a motion should be activated/deactivated based on avatar pixel coverage virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EYE; } // motions must report their priority virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; } virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; } // 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(); void adjustEyeTarget(LLVector3* targetPos, LLJointState& left_eye_state, LLJointState& right_eye_state); // 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; LLJoint *mHeadJoint; LLPointer mLeftEyeState; LLPointer mRightEyeState; LLPointer mAltLeftEyeState; LLPointer mAltRightEyeState; LLFrameTimer mEyeJitterTimer; F32 mEyeJitterTime; F32 mEyeJitterYaw; F32 mEyeJitterPitch; F32 mEyeLookAwayTime; F32 mEyeLookAwayYaw; F32 mEyeLookAwayPitch; // eye blinking LLFrameTimer mEyeBlinkTimer; F32 mEyeBlinkTime; bool mEyesClosed; }; #endif // LL_LLHEADROTMOTION_H