/** * @file llheadrotmotion.h * @brief Implementation of LLHeadRotMotion class. * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #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; LLJointState mTorsoState; LLJointState mNeckState; LLJointState 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(); // 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; LLJointState mLeftEyeState; LLJointState mRightEyeState; 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