/** * @file llkeyframefallmotion.cpp * @brief Implementation of LLKeyframeFallMotion class. * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include "linden_common.h" #include "llkeyframefallmotion.h" #include "llcharacter.h" #include "m3math.h" //----------------------------------------------------------------------------- // Macros //----------------------------------------------------------------------------- #define GO_TO_KEY_POSE 1 #define MIN_TRACK_SPEED 0.01f //----------------------------------------------------------------------------- // LLKeyframeFallMotion() // Class Constructor //----------------------------------------------------------------------------- LLKeyframeFallMotion::LLKeyframeFallMotion(const LLUUID &id) : LLKeyframeMotion(id) { mVelocityZ = 0.f; mCharacter = NULL; } //----------------------------------------------------------------------------- // ~LLKeyframeFallMotion() // Class Destructor //----------------------------------------------------------------------------- LLKeyframeFallMotion::~LLKeyframeFallMotion() { } //----------------------------------------------------------------------------- // LLKeyframeFallMotion::onInitialize() //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLKeyframeFallMotion::onInitialize(LLCharacter *character) { // save character pointer for later use mCharacter = character; // load keyframe data, setup pose and joint states LLMotion::LLMotionInitStatus result = LLKeyframeMotion::onInitialize(character); for (U32 jm=0; jmmNumJointMotions; jm++) { if (!mJointStates[jm].getJoint()) continue; if (mJointStates[jm].getJoint()->getName() == std::string("mPelvis")) { mPelvisStatep = &mJointStates[jm]; } } return result; } //----------------------------------------------------------------------------- // LLKeyframeFallMotion::onActivate() //----------------------------------------------------------------------------- BOOL LLKeyframeFallMotion::onActivate() { LLVector3 ground_pos; LLVector3 ground_normal; LLQuaternion inverse_pelvis_rot; LLVector3 fwd_axis(1.f, 0.f, 0.f); mVelocityZ = -mCharacter->getCharacterVelocity().mV[VZ]; mCharacter->getGround( mCharacter->getCharacterPosition(), ground_pos, ground_normal); ground_normal.normVec(); inverse_pelvis_rot = mCharacter->getCharacterRotation(); inverse_pelvis_rot.transQuat(); // find ground normal in pelvis space ground_normal = ground_normal * inverse_pelvis_rot; // calculate new foward axis fwd_axis = fwd_axis - (ground_normal * (ground_normal * fwd_axis)); fwd_axis.normVec(); mRotationToGroundNormal = LLQuaternion(fwd_axis, ground_normal % fwd_axis, ground_normal); return LLKeyframeMotion::onActivate(); } //----------------------------------------------------------------------------- // LLKeyframeFallMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLKeyframeFallMotion::onUpdate(F32 activeTime, U8* joint_mask) { BOOL result = LLKeyframeMotion::onUpdate(activeTime, joint_mask); F32 slerp_amt = clamp_rescale(activeTime / getDuration(), 0.5f, 0.75f, 0.f, 1.f); mPelvisStatep->setRotation(mPelvisStatep->getRotation() * slerp(slerp_amt, mRotationToGroundNormal, LLQuaternion())); return result; } //----------------------------------------------------------------------------- // LLKeyframeFallMotion::getEaseInDuration() //----------------------------------------------------------------------------- F32 LLKeyframeFallMotion::getEaseInDuration() { if (mVelocityZ == 0.f) { // we've already hit the ground return 0.4f; } return mCharacter->getPreferredPelvisHeight() / mVelocityZ; } // End