/** * @file llmotioncontroller.cpp * @brief Implementation of LLMotionController 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 "llmotioncontroller.h" #include "llfasttimer.h" #include "llkeyframemotion.h" #include "llmath.h" #include "lltimer.h" #include "llanimationstates.h" #include "llstl.h" // This is why LL_CHARACTER_MAX_ANIMATED_JOINTS needs to be a multiple of 4. const S32 NUM_JOINT_SIGNATURE_STRIDES = LL_CHARACTER_MAX_ANIMATED_JOINTS / 4; const U32 MAX_MOTION_INSTANCES = 32; //----------------------------------------------------------------------------- // Constants and statics //----------------------------------------------------------------------------- F32 LLMotionController::sCurrentTimeFactor = 1.f; LLMotionRegistry LLMotionController::sRegistry; //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLMotionRegistry class //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLMotionRegistry() // Class Constructor //----------------------------------------------------------------------------- LLMotionRegistry::LLMotionRegistry() { } //----------------------------------------------------------------------------- // ~LLMotionRegistry() // Class Destructor //----------------------------------------------------------------------------- LLMotionRegistry::~LLMotionRegistry() { mMotionTable.clear(); } //----------------------------------------------------------------------------- // addMotion() //----------------------------------------------------------------------------- bool LLMotionRegistry::registerMotion( const LLUUID& id, LLMotionConstructor constructor ) { // LL_INFOS() << "Registering motion: " << name << LL_ENDL; if (!is_in_map(mMotionTable, id)) { mMotionTable[id] = constructor; return true; } return false; } //----------------------------------------------------------------------------- // markBad() //----------------------------------------------------------------------------- void LLMotionRegistry::markBad( const LLUUID& id ) { mMotionTable[id] = LLMotionConstructor(NULL); } //----------------------------------------------------------------------------- // createMotion() //----------------------------------------------------------------------------- LLMotion *LLMotionRegistry::createMotion( const LLUUID &id ) { LLMotionConstructor constructor = get_if_there(mMotionTable, id, LLMotionConstructor(NULL)); LLMotion* motion = NULL; if ( constructor == NULL ) { // *FIX: need to replace with a better default scheme. RN motion = LLKeyframeMotion::create(id); } else { motion = constructor(id); } return motion; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLMotionController class //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // LLMotionController() // Class Constructor //----------------------------------------------------------------------------- LLMotionController::LLMotionController() : mTimeFactor(sCurrentTimeFactor), mCharacter(NULL), mAnimTime(0.f), mPrevTimerElapsed(0.f), mLastTime(0.0f), mHasRunOnce(false), mPaused(false), mPausedFrame(0), mTimeStep(0.f), mTimeStepCount(0), mLastInterp(0.f), mIsSelf(false), mLastCountAfterPurge(0) { } //----------------------------------------------------------------------------- // ~LLMotionController() // Class Destructor //----------------------------------------------------------------------------- LLMotionController::~LLMotionController() { deleteAllMotions(); } void LLMotionController::incMotionCounts(S32& num_motions, S32& num_loading_motions, S32& num_loaded_motions, S32& num_active_motions, S32& num_deprecated_motions) { num_motions += mAllMotions.size(); num_loading_motions += mLoadingMotions.size(); num_loaded_motions += mLoadedMotions.size(); num_active_motions += mActiveMotions.size(); num_deprecated_motions += mDeprecatedMotions.size(); } //----------------------------------------------------------------------------- // deleteAllMotions() //----------------------------------------------------------------------------- void LLMotionController::deleteAllMotions() { mLoadingMotions.clear(); mLoadedMotions.clear(); mActiveMotions.clear(); for_each(mAllMotions.begin(), mAllMotions.end(), DeletePairedPointer()); mAllMotions.clear(); // stinson 05/12/20014 : Ownership of the LLMotion pointers is transferred from // mAllMotions to mDeprecatedMotions in method // LLMotionController::deprecateMotionInstance(). Thus, we should also clean // up the mDeprecatedMotions list as well. for_each(mDeprecatedMotions.begin(), mDeprecatedMotions.end(), DeletePointer()); mDeprecatedMotions.clear(); } //----------------------------------------------------------------------------- // purgeExcessMotion() //----------------------------------------------------------------------------- void LLMotionController::purgeExcessMotions() { if (mLoadedMotions.size() > MAX_MOTION_INSTANCES) { // clean up deprecated motions for (motion_set_t::iterator deprecated_motion_it = mDeprecatedMotions.begin(); deprecated_motion_it != mDeprecatedMotions.end(); ) { motion_set_t::iterator cur_iter = deprecated_motion_it++; LLMotion* cur_motionp = *cur_iter; if (!isMotionActive(cur_motionp)) { // Motion is deprecated so we know it's not cannonical, // we can safely remove the instance removeMotionInstance(cur_motionp); // modifies mDeprecatedMotions mDeprecatedMotions.erase(cur_iter); } } } std::set motions_to_kill; if (mLoadedMotions.size() > MAX_MOTION_INSTANCES) { // too many motions active this frame, kill all blenders mPoseBlender.clearBlenders(); for (LLMotion* cur_motionp : mLoadedMotions) { // motion isn't playing, delete it if (!isMotionActive(cur_motionp)) { motions_to_kill.insert(cur_motionp->getID()); } } } // clean up all inactive, loaded motions for (LLUUID motion_id : motions_to_kill) { // look up the motion again by ID to get canonical instance // and kill it only if that one is inactive LLMotion* motionp = findMotion(motion_id); if (motionp && !isMotionActive(motionp)) { removeMotion(motion_id); } } U32 loaded_count = mLoadedMotions.size(); if (loaded_count > (2 * MAX_MOTION_INSTANCES) && loaded_count > mLastCountAfterPurge) { LL_WARNS_ONCE("Animation") << loaded_count << " Loaded Motions. Amount of motions is over limit." << LL_ENDL; } mLastCountAfterPurge = loaded_count; } //----------------------------------------------------------------------------- // deactivateStoppedMotions() //----------------------------------------------------------------------------- void LLMotionController::deactivateStoppedMotions() { // Since we're hidden, deactivate any stopped motions. for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ) { motion_list_t::iterator curiter = iter++; LLMotion* motionp = *curiter; if (motionp->isStopped()) { deactivateMotionInstance(motionp); } } } //----------------------------------------------------------------------------- // setTimeStep() //----------------------------------------------------------------------------- void LLMotionController::setTimeStep(F32 step) { mTimeStep = step; if (step != 0.f) { // make sure timestamps conform to new quantum for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ++iter) { LLMotion* motionp = *iter; F32 activation_time = motionp->mActivationTimestamp; motionp->mActivationTimestamp = (F32)(llfloor(activation_time / step)) * step; bool stopped = motionp->isStopped(); motionp->setStopTime((F32)(llfloor(motionp->getStopTime() / step)) * step); motionp->setStopped(stopped); motionp->mSendStopTimestamp = (F32)llfloor(motionp->mSendStopTimestamp / step) * step; } } } //----------------------------------------------------------------------------- // setTimeFactor() //----------------------------------------------------------------------------- void LLMotionController::setTimeFactor(F32 time_factor) { mTimeFactor = time_factor; } //----------------------------------------------------------------------------- // setCharacter() //----------------------------------------------------------------------------- void LLMotionController::setCharacter(LLCharacter *character) { mCharacter = character; } //----------------------------------------------------------------------------- // registerMotion() //----------------------------------------------------------------------------- bool LLMotionController::registerMotion( const LLUUID& id, LLMotionConstructor constructor ) { return sRegistry.registerMotion(id, constructor); } //----------------------------------------------------------------------------- // removeMotion() //----------------------------------------------------------------------------- void LLMotionController::removeMotion( const LLUUID& id) { LLMotion* motionp = findMotion(id); mAllMotions.erase(id); removeMotionInstance(motionp); } // removes instance of a motion from all runtime structures, but does // not erase entry by ID, as this could be a duplicate instance // use removeMotion(id) to remove all references to a given motion by id. void LLMotionController::removeMotionInstance(LLMotion* motionp) { if (motionp) { llassert(findMotion(motionp->getID()) != motionp); if (motionp->isActive()) motionp->deactivate(); mLoadingMotions.erase(motionp); mLoadedMotions.erase(motionp); mActiveMotions.remove(motionp); delete motionp; } } //----------------------------------------------------------------------------- // createMotion() //----------------------------------------------------------------------------- LLMotion* LLMotionController::createMotion( const LLUUID &id ) { // do we have an instance of this motion for this character? LLMotion *motion = findMotion(id); // if not, we need to create one if (!motion) { // look up constructor and create it motion = sRegistry.createMotion(id); if (!motion) { return NULL; } // look up name for default motions const char* motion_name = gAnimLibrary.animStateToString(id); if (motion_name) { motion->setName(motion_name); } // initialize the new instance LLMotion::LLMotionInitStatus stat = motion->onInitialize(mCharacter); switch(stat) { case LLMotion::STATUS_FAILURE: LL_INFOS() << "Motion " << id << " init failed." << LL_ENDL; sRegistry.markBad(id); delete motion; return NULL; case LLMotion::STATUS_HOLD: mLoadingMotions.insert(motion); break; case LLMotion::STATUS_SUCCESS: // add motion to our list mLoadedMotions.insert(motion); break; default: LL_ERRS() << "Invalid initialization status" << LL_ENDL; break; } mAllMotions[id] = motion; } return motion; } //----------------------------------------------------------------------------- // startMotion() //----------------------------------------------------------------------------- bool LLMotionController::startMotion(const LLUUID &id, F32 start_offset) { // do we have an instance of this motion for this character? LLMotion *motion = findMotion(id); // motion that is stopping will be allowed to stop but // replaced by a new instance of that motion if (motion && !mPaused && motion->canDeprecate() && motion->getFadeWeight() > 0.01f // not LOD-ed out && (motion->isBlending() || motion->getStopTime() != 0.f)) { deprecateMotionInstance(motion); // force creation of new instance motion = NULL; } // create new motion instance if (!motion) { motion = createMotion(id); } if (!motion) { return false; } //if the motion is already active and allows deprecation, then let it keep playing else if (motion->canDeprecate() && isMotionActive(motion)) { return true; } // LL_INFOS() << "Starting motion " << name << LL_ENDL; return activateMotionInstance(motion, mAnimTime - start_offset); } //----------------------------------------------------------------------------- // stopMotionLocally() //----------------------------------------------------------------------------- bool LLMotionController::stopMotionLocally(const LLUUID &id, bool stop_immediate) { // if already inactive, return false LLMotion *motion = findMotion(id); // SL-1290: always stop immediate if paused return stopMotionInstance(motion, stop_immediate||mPaused); } bool LLMotionController::stopMotionInstance(LLMotion* motion, bool stop_immediate) { if (!motion) { return false; } // If on active list, stop it if (isMotionActive(motion) && !motion->isStopped()) { motion->setStopTime(mAnimTime); if (stop_immediate) { deactivateMotionInstance(motion); } return true; } else if (isMotionLoading(motion)) { motion->setStopped(true); return true; } return false; } //----------------------------------------------------------------------------- // updateRegularMotions() //----------------------------------------------------------------------------- void LLMotionController::updateRegularMotions() { updateMotionsByType(LLMotion::NORMAL_BLEND); } //----------------------------------------------------------------------------- // updateAdditiveMotions() //----------------------------------------------------------------------------- void LLMotionController::updateAdditiveMotions() { updateMotionsByType(LLMotion::ADDITIVE_BLEND); } //----------------------------------------------------------------------------- // resetJointSignatures() //----------------------------------------------------------------------------- void LLMotionController::resetJointSignatures() { memset(&mJointSignature[0][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS); memset(&mJointSignature[1][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS); } //----------------------------------------------------------------------------- // updateIdleMotion() // minimal updates for active motions //----------------------------------------------------------------------------- void LLMotionController::updateIdleMotion(LLMotion* motionp) { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration()) { deactivateMotionInstance(motionp); } else if (motionp->isStopped() && mAnimTime > motionp->getStopTime()) { // is this the first iteration in the ease out phase? if (mLastTime <= motionp->getStopTime()) { // store residual weight for this motion motionp->mResidualWeight = motionp->getPose()->getWeight(); } } else if (mAnimTime > motionp->mSendStopTimestamp) { // notify character of timed stop event on first iteration past sendstoptimestamp // this will only be called when an animation stops itself (runs out of time) if (mLastTime <= motionp->mSendStopTimestamp) { mCharacter->requestStopMotion( motionp ); stopMotionInstance(motionp, false); } } else if (mAnimTime >= motionp->mActivationTimestamp) { if (mLastTime < motionp->mActivationTimestamp) { motionp->mResidualWeight = motionp->getPose()->getWeight(); } } } //----------------------------------------------------------------------------- // updateIdleActiveMotions() // Call this instead of updateMotionsByType for hidden avatars //----------------------------------------------------------------------------- void LLMotionController::updateIdleActiveMotions() { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ) { motion_list_t::iterator curiter = iter++; LLMotion* motionp = *curiter; updateIdleMotion(motionp); } } //----------------------------------------------------------------------------- // updateMotionsByType() //----------------------------------------------------------------------------- void LLMotionController::updateMotionsByType(LLMotion::LLMotionBlendType anim_type) { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; bool update_result = true; U8 last_joint_signature[LL_CHARACTER_MAX_ANIMATED_JOINTS]; memset(&last_joint_signature, 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS); // iterate through active motions in chronological order for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ) { motion_list_t::iterator curiter = iter++; LLMotion* motionp = *curiter; if (motionp->getBlendType() != anim_type) { continue; } bool update_motion = false; if (motionp->getPose()->getWeight() < 1.f) { update_motion = true; } else { for (S32 i = 0; i < NUM_JOINT_SIGNATURE_STRIDES; i++) { U32 *current_signature = (U32*)&(mJointSignature[0][i * 4]); U32 test_signature = *(U32*)&(motionp->mJointSignature[0][i * 4]); if ((*current_signature | test_signature) > (*current_signature)) { *current_signature |= test_signature; update_motion = true; } *((U32*)&last_joint_signature[i * 4]) = *(U32*)&(mJointSignature[1][i * 4]); current_signature = (U32*)&(mJointSignature[1][i * 4]); test_signature = *(U32*)&(motionp->mJointSignature[1][i * 4]); if ((*current_signature | test_signature) > (*current_signature)) { *current_signature |= test_signature; update_motion = true; } } } if (!update_motion) { updateIdleMotion(motionp); continue; } LLPose *posep = motionp->getPose(); // only filter by LOD after running every animation at least once (to prime the avatar state) if (mHasRunOnce && motionp->getMinPixelArea() > mCharacter->getPixelArea()) { motionp->fadeOut(); //should we notify the simulator that this motion should be stopped (check even if skipped by LOD logic) if (mAnimTime > motionp->mSendStopTimestamp) { // notify character of timed stop event on first iteration past sendstoptimestamp // this will only be called when an animation stops itself (runs out of time) if (mLastTime <= motionp->mSendStopTimestamp) { mCharacter->requestStopMotion( motionp ); stopMotionInstance(motionp, false); } } if (motionp->getFadeWeight() < 0.01f) { if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration()) { posep->setWeight(0.f); deactivateMotionInstance(motionp); } continue; } } else { motionp->fadeIn(); } //********************** // MOTION INACTIVE //********************** if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration()) { // this motion has gone on too long, deactivate it // did we have a chance to stop it? if (mLastTime <= motionp->getStopTime()) { // if not, let's stop it this time through and deactivate it the next posep->setWeight(motionp->getFadeWeight()); motionp->onUpdate(motionp->getStopTime() - motionp->mActivationTimestamp, last_joint_signature); } else { posep->setWeight(0.f); deactivateMotionInstance(motionp); continue; } } //********************** // MOTION EASE OUT //********************** else if (motionp->isStopped() && mAnimTime > motionp->getStopTime()) { // is this the first iteration in the ease out phase? if (mLastTime <= motionp->getStopTime()) { // store residual weight for this motion motionp->mResidualWeight = motionp->getPose()->getWeight(); } if (motionp->getEaseOutDuration() == 0.f) { posep->setWeight(0.f); } else { posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight * cubic_step(1.f - ((mAnimTime - motionp->getStopTime()) / motionp->getEaseOutDuration()))); } // perform motion update update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature); } //********************** // MOTION ACTIVE //********************** else if (mAnimTime > motionp->mActivationTimestamp + motionp->getEaseInDuration()) { posep->setWeight(motionp->getFadeWeight()); //should we notify the simulator that this motion should be stopped? if (mAnimTime > motionp->mSendStopTimestamp) { // notify character of timed stop event on first iteration past sendstoptimestamp // this will only be called when an animation stops itself (runs out of time) if (mLastTime <= motionp->mSendStopTimestamp) { mCharacter->requestStopMotion( motionp ); stopMotionInstance(motionp, false); } } // perform motion update { update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature); } } //********************** // MOTION EASE IN //********************** else if (mAnimTime >= motionp->mActivationTimestamp) { if (mLastTime < motionp->mActivationTimestamp) { motionp->mResidualWeight = motionp->getPose()->getWeight(); } if (motionp->getEaseInDuration() == 0.f) { posep->setWeight(motionp->getFadeWeight()); } else { // perform motion update posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight + (1.f - motionp->mResidualWeight) * cubic_step((mAnimTime - motionp->mActivationTimestamp) / motionp->getEaseInDuration())); } // perform motion update update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature); } else { posep->setWeight(0.f); update_result = motionp->onUpdate(0.f, last_joint_signature); } // allow motions to deactivate themselves if (!update_result) { if (!motionp->isStopped() || motionp->getStopTime() > mAnimTime) { // animation has stopped itself due to internal logic // propagate this to the network // as not all viewers are guaranteed to have access to the same logic mCharacter->requestStopMotion( motionp ); stopMotionInstance(motionp, false); } } // even if onupdate returns false, add this motion in to the blend one last time mPoseBlender.addMotion(motionp); } } //----------------------------------------------------------------------------- // updateLoadingMotions() //----------------------------------------------------------------------------- void LLMotionController::updateLoadingMotions() { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; // query pending motions for completion for (motion_set_t::iterator iter = mLoadingMotions.begin(); iter != mLoadingMotions.end(); ) { motion_set_t::iterator curiter = iter++; LLMotion* motionp = *curiter; if( !motionp) { continue; // maybe shouldn't happen but i've seen it -MG } LLMotion::LLMotionInitStatus status = motionp->onInitialize(mCharacter); if (status == LLMotion::STATUS_SUCCESS) { mLoadingMotions.erase(curiter); // add motion to our loaded motion list mLoadedMotions.insert(motionp); // this motion should be playing if (!motionp->isStopped()) { activateMotionInstance(motionp, mAnimTime); } } else if (status == LLMotion::STATUS_FAILURE) { LL_INFOS() << "Motion " << motionp->getID() << " init failed." << LL_ENDL; sRegistry.markBad(motionp->getID()); mLoadingMotions.erase(curiter); motion_set_t::iterator found_it = mDeprecatedMotions.find(motionp); if (found_it != mDeprecatedMotions.end()) { mDeprecatedMotions.erase(found_it); } mAllMotions.erase(motionp->getID()); delete motionp; } } } //----------------------------------------------------------------------------- // call updateMotion() or updateMotionsMinimal() every frame //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // updateMotion() //----------------------------------------------------------------------------- void LLMotionController::updateMotions(bool force_update) { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; // SL-763: "Distant animated objects run at super fast speed" // The use_quantum optimization or possibly the associated code in setTimeStamp() // does not work as implemented. // Currently setting mTimeStep to nonzero is disabled elsewhere. bool use_quantum = (mTimeStep != 0.f); // Always update mPrevTimerElapsed F32 cur_time = mTimer.getElapsedTimeF32(); F32 delta_time = cur_time - mPrevTimerElapsed; mPrevTimerElapsed = cur_time; mLastTime = mAnimTime; // Always cap the number of loaded motions purgeExcessMotions(); // Update timing info for this time step. if (!mPaused) { F32 update_time = mAnimTime + delta_time * mTimeFactor; if (use_quantum) { F32 time_interval = fmodf(update_time, mTimeStep); // always animate *ahead* of actual time S32 quantum_count = llmax(0, llfloor((update_time - time_interval) / mTimeStep)) + 1; if (quantum_count == mTimeStepCount) { // we're still in same time quantum as before, so just interpolate and exit if (!mPaused) { F32 interp = time_interval / mTimeStep; mPoseBlender.interpolate(interp - mLastInterp); mLastInterp = interp; } updateLoadingMotions(); return; } // is calculating a new keyframe pose, make sure the last one gets applied mPoseBlender.interpolate(1.f); clearBlenders(); mTimeStepCount = quantum_count; mAnimTime = (F32)quantum_count * mTimeStep; mLastInterp = 0.f; } else { mAnimTime = update_time; } } updateLoadingMotions(); resetJointSignatures(); if (mPaused && !force_update) { updateIdleActiveMotions(); } else { // update additive motions updateAdditiveMotions(); resetJointSignatures(); // update all regular motions updateRegularMotions(); if (use_quantum) { mPoseBlender.blendAndCache(true); } else { mPoseBlender.blendAndApply(); } } mHasRunOnce = true; // LL_INFOS() << "Motion controller time " << motionTimer.getElapsedTimeF32() << LL_ENDL; } //----------------------------------------------------------------------------- // updateMotionsMinimal() // minimal update (e.g. while hidden) //----------------------------------------------------------------------------- void LLMotionController::updateMotionsMinimal() { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; // Always update mPrevTimerElapsed mPrevTimerElapsed = mTimer.getElapsedTimeF32(); purgeExcessMotions(); updateLoadingMotions(); resetJointSignatures(); deactivateStoppedMotions(); mHasRunOnce = true; } //----------------------------------------------------------------------------- // activateMotionInstance() //----------------------------------------------------------------------------- bool LLMotionController::activateMotionInstance(LLMotion *motion, F32 time) { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; // It's not clear why the getWeight() line seems to be crashing this, but // hopefully this fixes it. if (motion == NULL || motion->getPose() == NULL) { return false; } if (mLoadingMotions.find(motion) != mLoadingMotions.end()) { // we want to start this motion, but we can't yet, so flag it as started motion->setStopped(false); // report pending animations as activated return true; } motion->mResidualWeight = motion->getPose()->getWeight(); // set stop time based on given duration and ease out time if (motion->getDuration() != 0.f && !motion->getLoop()) { F32 ease_out_time; F32 motion_duration; // should we stop at the end of motion duration, or a bit earlier // to allow it to ease out while moving? ease_out_time = motion->getEaseOutDuration(); // is the clock running when the motion is easing in? // if not (POSTURE_EASE) then we need to wait that much longer before triggering the stop motion_duration = llmax(motion->getDuration() - ease_out_time, 0.f); motion->mSendStopTimestamp = time + motion_duration; } else { motion->mSendStopTimestamp = F32_MAX; } if (motion->isActive()) { mActiveMotions.remove(motion); } mActiveMotions.push_front(motion); motion->activate(time); motion->onUpdate(0.f, mJointSignature[1]); if (mAnimTime >= motion->mSendStopTimestamp) { motion->setStopTime(motion->mSendStopTimestamp); if (motion->mResidualWeight == 0.0f) { // bit of a hack; if newly activating a motion while easing out, weight should = 1 motion->mResidualWeight = 1.f; } } return true; } //----------------------------------------------------------------------------- // deactivateMotionInstance() //----------------------------------------------------------------------------- bool LLMotionController::deactivateMotionInstance(LLMotion *motion) { motion->deactivate(); motion_set_t::iterator found_it = mDeprecatedMotions.find(motion); if (found_it != mDeprecatedMotions.end()) { // deprecated motions need to be completely excised removeMotionInstance(motion); mDeprecatedMotions.erase(found_it); } else { // for motions that we are keeping, simply remove from active queue mActiveMotions.remove(motion); } return true; } void LLMotionController::deprecateMotionInstance(LLMotion* motion) { mDeprecatedMotions.insert(motion); //fade out deprecated motion stopMotionInstance(motion, false); //no longer canonical mAllMotions.erase(motion->getID()); } //----------------------------------------------------------------------------- // isMotionActive() //----------------------------------------------------------------------------- bool LLMotionController::isMotionActive(LLMotion *motion) { return (motion && motion->isActive()); } //----------------------------------------------------------------------------- // isMotionLoading() //----------------------------------------------------------------------------- bool LLMotionController::isMotionLoading(LLMotion* motion) { return (mLoadingMotions.find(motion) != mLoadingMotions.end()); } //----------------------------------------------------------------------------- // findMotion() //----------------------------------------------------------------------------- LLMotion* LLMotionController::findMotion(const LLUUID& id) const { motion_map_t::const_iterator iter = mAllMotions.find(id); if(iter == mAllMotions.end()) { return NULL; } else { return iter->second; } } //----------------------------------------------------------------------------- // dumpMotions() //----------------------------------------------------------------------------- void LLMotionController::dumpMotions() { LL_INFOS() << "=====================================" << LL_ENDL; for (motion_map_t::value_type& motion_pair : mAllMotions) { LLUUID id = motion_pair.first; std::string state_string; LLMotion *motion = motion_pair.second; if (mLoadingMotions.find(motion) != mLoadingMotions.end()) state_string += std::string("l"); if (mLoadedMotions.find(motion) != mLoadedMotions.end()) state_string += std::string("L"); if (std::find(mActiveMotions.begin(), mActiveMotions.end(), motion)!=mActiveMotions.end()) state_string += std::string("A"); if (mDeprecatedMotions.find(motion) != mDeprecatedMotions.end()) state_string += std::string("D"); LL_INFOS() << gAnimLibrary.animationName(id) << " " << state_string << LL_ENDL; } } //----------------------------------------------------------------------------- // deactivateAllMotions() //----------------------------------------------------------------------------- void LLMotionController::deactivateAllMotions() { for (motion_map_t::value_type& motion_pair : mAllMotions) { LLMotion* motionp = motion_pair.second; deactivateMotionInstance(motionp); } } //----------------------------------------------------------------------------- // flushAllMotions() //----------------------------------------------------------------------------- void LLMotionController::flushAllMotions() { std::vector > active_motions; active_motions.reserve(mActiveMotions.size()); for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ) { motion_list_t::iterator curiter = iter++; LLMotion* motionp = *curiter; F32 dtime = mAnimTime - motionp->mActivationTimestamp; active_motions.push_back(std::make_pair(motionp->getID(),dtime)); motionp->deactivate(); // don't call deactivateMotionInstance() because we are going to reactivate it } mActiveMotions.clear(); // delete all motion instances deleteAllMotions(); // kill current hand pose that was previously called out by // keyframe motion mCharacter->removeAnimationData("Hand Pose"); // restart motions for (std::vector >::value_type& motion_pair : active_motions) { startMotion(motion_pair.first, motion_pair.second); } } //----------------------------------------------------------------------------- // pause() //----------------------------------------------------------------------------- void LLMotionController::pauseAllMotions() { if (!mPaused) { //LL_INFOS() << "Pausing animations..." << LL_ENDL; mPaused = true; mPausedFrame = LLFrameTimer::getFrameCount(); } } //----------------------------------------------------------------------------- // unpause() //----------------------------------------------------------------------------- void LLMotionController::unpauseAllMotions() { if (mPaused) { //LL_INFOS() << "Unpausing animations..." << LL_ENDL; mPaused = false; } } // End