/** * @file llkeyframewalkmotion.cpp * @brief Implementation of LLKeyframeWalkMotion 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 * $/LicenseInfo$ */ //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include "linden_common.h" #include "llkeyframewalkmotion.h" #include "llcharacter.h" #include "llmath.h" #include "m3math.h" #include "llcriticaldamp.h" //----------------------------------------------------------------------------- // Macros //----------------------------------------------------------------------------- const F32 MAX_WALK_PLAYBACK_SPEED = 8.f; // max m/s for which we adjust walk cycle speed const F32 MIN_WALK_SPEED = 0.1f; // minimum speed at which we use velocity for down foot detection const F32 TIME_EPSILON = 0.001f; // minumum frame time const F32 MAX_TIME_DELTA = 2.f; // max two seconds a frame for calculating interpolation F32 SPEED_ADJUST_MAX_SEC = 2.f; // maximum adjustment to walk animation playback speed for a second F32 ANIM_SPEED_MAX = 1.5f; // absolute upper limit on animation speed const F32 DRIFT_COMP_MAX_TOTAL = 0.1f; // maximum drift compensation overall, in any direction const F32 DRIFT_COMP_MAX_SPEED = 4.f; // speed at which drift compensation total maxes out const F32 MAX_ROLL = 0.6f; const F32 PELVIS_COMPENSATION_WIEGHT = 0.7f; // proportion of foot drift that is compensated by moving the avatar directly const F32 SPEED_ADJUST_TIME_CONSTANT = 0.1f; // time constant for speed adjustment interpolation //----------------------------------------------------------------------------- // LLKeyframeWalkMotion() // Class Constructor //----------------------------------------------------------------------------- LLKeyframeWalkMotion::LLKeyframeWalkMotion(const LLUUID &id) : LLKeyframeMotion(id), mCharacter(NULL), mCyclePhase(0.0f), mRealTimeLast(0.0f), mAdjTimeLast(0.0f), mDownFoot(0) {} //----------------------------------------------------------------------------- // ~LLKeyframeWalkMotion() // Class Destructor //----------------------------------------------------------------------------- LLKeyframeWalkMotion::~LLKeyframeWalkMotion() {} //----------------------------------------------------------------------------- // LLKeyframeWalkMotion::onInitialize() //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLKeyframeWalkMotion::onInitialize(LLCharacter *character) { mCharacter = character; return LLKeyframeMotion::onInitialize(character); } //----------------------------------------------------------------------------- // LLKeyframeWalkMotion::onActivate() //----------------------------------------------------------------------------- BOOL LLKeyframeWalkMotion::onActivate() { mRealTimeLast = 0.0f; mAdjTimeLast = 0.0f; return LLKeyframeMotion::onActivate(); } //----------------------------------------------------------------------------- // LLKeyframeWalkMotion::onDeactivate() //----------------------------------------------------------------------------- void LLKeyframeWalkMotion::onDeactivate() { mCharacter->removeAnimationData("Down Foot"); LLKeyframeMotion::onDeactivate(); } //----------------------------------------------------------------------------- // LLKeyframeWalkMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLKeyframeWalkMotion::onUpdate(F32 time, U8* joint_mask) { // compute time since last update F32 deltaTime = time - mRealTimeLast; void* speed_ptr = mCharacter->getAnimationData("Walk Speed"); F32 speed = (speed_ptr) ? *((F32 *)speed_ptr) : 1.f; // adjust the passage of time accordingly F32 adjusted_time = mAdjTimeLast + (deltaTime * speed); // save time for next update mRealTimeLast = time; mAdjTimeLast = adjusted_time; // handle wrap around if (adjusted_time < 0.0f) { adjusted_time = getDuration() + fmod(adjusted_time, getDuration()); } // let the base class update the cycle return LLKeyframeMotion::onUpdate( adjusted_time, joint_mask ); } // End //----------------------------------------------------------------------------- // LLWalkAdjustMotion() // Class Constructor //----------------------------------------------------------------------------- LLWalkAdjustMotion::LLWalkAdjustMotion(const LLUUID &id) : LLMotion(id), mLastTime(0.f), mAnimSpeed(0.f), mAdjustedSpeed(0.f), mRelativeDir(0.f), mAnkleOffset(0.f) { mName = "walk_adjust"; mPelvisState = new LLJointState; } //----------------------------------------------------------------------------- // LLWalkAdjustMotion::onInitialize() //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLWalkAdjustMotion::onInitialize(LLCharacter *character) { mCharacter = character; mLeftAnkleJoint = mCharacter->getJoint("mAnkleLeft"); mRightAnkleJoint = mCharacter->getJoint("mAnkleRight"); mPelvisJoint = mCharacter->getJoint("mPelvis"); mPelvisState->setJoint( mPelvisJoint ); if ( !mPelvisJoint ) { llwarns << getName() << ": Can't get pelvis joint." << llendl; return STATUS_FAILURE; } mPelvisState->setUsage(LLJointState::POS); addJointState( mPelvisState ); return STATUS_SUCCESS; } //----------------------------------------------------------------------------- // LLWalkAdjustMotion::onActivate() //----------------------------------------------------------------------------- BOOL LLWalkAdjustMotion::onActivate() { mAnimSpeed = 0.f; mAdjustedSpeed = 0.f; mRelativeDir = 1.f; mPelvisState->setPosition(LLVector3::zero); // store ankle positions for next frame mLastLeftFootGlobalPos = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition()); mLastLeftFootGlobalPos.mdV[VZ] = 0.0; mLastRightFootGlobalPos = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition()); mLastRightFootGlobalPos.mdV[VZ] = 0.0; F32 leftAnkleOffset = (mLeftAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec(); F32 rightAnkleOffset = (mRightAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec(); mAnkleOffset = llmax(leftAnkleOffset, rightAnkleOffset); return TRUE; } //----------------------------------------------------------------------------- // LLWalkAdjustMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask) { // delta_time is guaranteed to be non zero F32 delta_time = llclamp(time - mLastTime, TIME_EPSILON, MAX_TIME_DELTA); mLastTime = time; // find the avatar motion vector in the XY plane LLVector3 avatar_velocity = mCharacter->getCharacterVelocity() * mCharacter->getTimeDilation(); avatar_velocity.mV[VZ] = 0.f; F32 speed = llclamp(avatar_velocity.magVec(), 0.f, MAX_WALK_PLAYBACK_SPEED); // grab avatar->world transforms LLQuaternion avatar_to_world_rot = mCharacter->getRootJoint()->getWorldRotation(); LLQuaternion world_to_avatar_rot(avatar_to_world_rot); world_to_avatar_rot.conjugate(); LLVector3 foot_slip_vector; // find foot drift along velocity vector if (speed > MIN_WALK_SPEED) { // walking/running // calculate world-space foot drift // use global coordinates to seamlessly handle region crossings LLVector3d leftFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition()); leftFootGlobalPosition.mdV[VZ] = 0.0; LLVector3 leftFootDelta(leftFootGlobalPosition - mLastLeftFootGlobalPos); mLastLeftFootGlobalPos = leftFootGlobalPosition; LLVector3d rightFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition()); rightFootGlobalPosition.mdV[VZ] = 0.0; LLVector3 rightFootDelta(rightFootGlobalPosition - mLastRightFootGlobalPos); mLastRightFootGlobalPos = rightFootGlobalPosition; // get foot drift along avatar direction of motion F32 left_foot_slip_amt = leftFootDelta * avatar_velocity; F32 right_foot_slip_amt = rightFootDelta * avatar_velocity; // if right foot is pushing back faster than left foot... if (right_foot_slip_amt < left_foot_slip_amt) { //...use it to calculate optimal animation speed foot_slip_vector = rightFootDelta; } else { // otherwise use the left foot foot_slip_vector = leftFootDelta; } // calculate ideal pelvis offset so that foot is glued to ground and damp towards it // this will soak up transient slippage // // FIXME: this interacts poorly with speed adjustment // mPelvisOffset compensates for foot drift by moving the avatar pelvis in the opposite // direction of the drift, up to a certain limited distance // but this will cause the animation playback rate calculation below to // kick in too slowly and sometimes start playing the animation in reverse. //mPelvisOffset -= PELVIS_COMPENSATION_WIEGHT * (foot_slip_vector * world_to_avatar_rot);//lerp(LLVector3::zero, -1.f * (foot_slip_vector * world_to_avatar_rot), LLCriticalDamp::getInterpolant(0.1f)); ////F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL * (llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED); //F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL; //// clamp pelvis offset to a 90 degree arc behind the nominal position //// NB: this is an ADDITIVE amount that is accumulated every frame, so clamping it alone won't do the trick //// must clamp with absolute position of pelvis in mind //LLVector3 currentPelvisPos = mPelvisState->getJoint()->getPosition(); //mPelvisOffset.mV[VX] = llclamp( mPelvisOffset.mV[VX], -drift_comp_max, drift_comp_max ); //mPelvisOffset.mV[VY] = llclamp( mPelvisOffset.mV[VY], -drift_comp_max, drift_comp_max ); //mPelvisOffset.mV[VZ] = 0.f; // //mLastRightFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot); //mLastLeftFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot); //foot_slip_vector -= mPelvisOffset; LLVector3 avatar_movement_dir = avatar_velocity; avatar_movement_dir.normalize(); // planted foot speed is avatar velocity - foot slip amount along avatar movement direction F32 foot_speed = speed - ((foot_slip_vector * avatar_movement_dir) / delta_time); // multiply animation playback rate so that foot speed matches avatar speed F32 min_speed_multiplier = clamp_rescale(speed, 0.f, 1.f, 0.f, 0.1f); F32 desired_speed_multiplier = llclamp(speed / foot_speed, min_speed_multiplier, ANIM_SPEED_MAX); // blend towards new speed adjustment value F32 new_speed_adjust = lerp(mAdjustedSpeed, desired_speed_multiplier, LLCriticalDamp::getInterpolant(InterpDeltaSpeedAdjustTime)); // limit that rate at which the speed adjustment changes F32 speedDelta = llclamp(new_speed_adjust - mAdjustedSpeed, -SPEED_ADJUST_MAX_SEC * delta_time, SPEED_ADJUST_MAX_SEC * delta_time); mAdjustedSpeed += speedDelta; // modulate speed by dot products of facing and velocity // so that if we are moving sideways, we slow down the animation // and if we're moving backward, we walk backward // do this at the end to be more responsive to direction changes instead of in the above speed calculations F32 directional_factor = (avatar_movement_dir * world_to_avatar_rot).mV[VX]; mAnimSpeed = mAdjustedSpeed * directional_factor; } else { // standing/turning // damp out speed adjustment to 0 mAnimSpeed = lerp(mAnimSpeed, 1.f, LLCriticalDamp::getInterpolant(InterpDeltaSmall)); //mPelvisOffset = lerp(mPelvisOffset, LLVector3::zero, LLCriticalDamp::getInterpolant(InterpDeltaSmall)); } // broadcast walk speed change mCharacter->setAnimationData("Walk Speed", &mAnimSpeed); // set position // need to update *some* joint to keep this animation active mPelvisState->setPosition(mPelvisOffset); return TRUE; } //----------------------------------------------------------------------------- // LLWalkAdjustMotion::onDeactivate() //----------------------------------------------------------------------------- void LLWalkAdjustMotion::onDeactivate() { mCharacter->removeAnimationData("Walk Speed"); } //----------------------------------------------------------------------------- // LLFlyAdjustMotion::LLFlyAdjustMotion() //----------------------------------------------------------------------------- LLFlyAdjustMotion::LLFlyAdjustMotion(const LLUUID &id) : LLMotion(id), mRoll(0.f) { mName = "fly_adjust"; mPelvisState = new LLJointState; } //----------------------------------------------------------------------------- // LLFlyAdjustMotion::onInitialize() //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLFlyAdjustMotion::onInitialize(LLCharacter *character) { mCharacter = character; LLJoint* pelvisJoint = mCharacter->getJoint("mPelvis"); mPelvisState->setJoint( pelvisJoint ); if ( !pelvisJoint ) { llwarns << getName() << ": Can't get pelvis joint." << llendl; return STATUS_FAILURE; } mPelvisState->setUsage(LLJointState::POS | LLJointState::ROT); addJointState( mPelvisState ); return STATUS_SUCCESS; } //----------------------------------------------------------------------------- // LLFlyAdjustMotion::onActivate() //----------------------------------------------------------------------------- BOOL LLFlyAdjustMotion::onActivate() { mPelvisState->setPosition(LLVector3::zero); mPelvisState->setRotation(LLQuaternion::DEFAULT); mRoll = 0.f; return TRUE; } //----------------------------------------------------------------------------- // LLFlyAdjustMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLFlyAdjustMotion::onUpdate(F32 time, U8* joint_mask) { LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation(); F32 speed = mCharacter->getCharacterVelocity().magVec(); F32 roll_factor = clamp_rescale(speed, 7.f, 15.f, 0.f, -MAX_ROLL); F32 target_roll = llclamp(ang_vel.mV[VZ], -4.f, 4.f) * roll_factor; // roll is critically damped interpolation between current roll and angular velocity-derived target roll mRoll = lerp(mRoll, target_roll, LLCriticalDamp::getInterpolant(InterpDeltaSmaller)); LLQuaternion roll(mRoll, LLVector3(0.f, 0.f, 1.f)); mPelvisState->setRotation(roll); return TRUE; }