/** * @file llmotioncontroller.h * @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 * $/LicenseInfo$ */ #ifndef LL_LLMOTIONCONTROLLER_H #define LL_LLMOTIONCONTROLLER_H //----------------------------------------------------------------------------- // Header files //----------------------------------------------------------------------------- #include #include #include #include "llmotion.h" #include "llpose.h" #include "llframetimer.h" #include "llstatemachine.h" #include "llstring.h" //----------------------------------------------------------------------------- // Class predeclaration // This is necessary because llcharacter.h includes this file. //----------------------------------------------------------------------------- class LLCharacter; //----------------------------------------------------------------------------- // LLMotionRegistry //----------------------------------------------------------------------------- typedef LLMotion*(*LLMotionConstructor)(const LLUUID &id); class LLMotionRegistry { public: // Constructor LLMotionRegistry(); // Destructor ~LLMotionRegistry(); // adds motion classes to the registry // returns true if successfull BOOL registerMotion( const LLUUID& id, LLMotionConstructor create); // creates a new instance of a named motion // returns NULL motion is not registered LLMotion *createMotion( const LLUUID &id ); // initialization of motion failed, don't try to create this motion again void markBad( const LLUUID& id ); protected: typedef std::map motion_map_t; motion_map_t mMotionTable; }; //----------------------------------------------------------------------------- // class LLMotionController //----------------------------------------------------------------------------- class LLMotionController { public: typedef std::list motion_list_t; typedef std::set motion_set_t; BOOL mIsSelf; public: // Constructor LLMotionController(); // Destructor virtual ~LLMotionController(); // set associated character // this must be called exactly once by the containing character class. // this is generally done in the Character constructor void setCharacter( LLCharacter *character ); // registers a motion with the controller // (actually just forwards call to motion registry) // returns true if successfull BOOL registerMotion( const LLUUID& id, LLMotionConstructor create ); // creates a motion from the registry LLMotion *createMotion( const LLUUID &id ); // unregisters a motion with the controller // (actually just forwards call to motion registry) // returns true if successfull void removeMotion( const LLUUID& id ); // start motion // begins playing the specified motion // returns true if successful BOOL startMotion( const LLUUID &id, F32 start_offset ); // stop motion // stops a playing motion // in reality, it begins the ease out transition phase // returns true if successful BOOL stopMotionLocally( const LLUUID &id, BOOL stop_immediate ); // Move motions from loading to loaded void updateLoadingMotions(); // update motions // invokes the update handlers for each active motion // activates sequenced motions // deactivates terminated motions` void updateMotions(bool force_update = false); // minimal update (e.g. while hidden) void updateMotionsMinimal(); void clearBlenders() { mPoseBlender.clearBlenders(); } // flush motions // releases all motion instances void flushAllMotions(); //Flush is a liar. void deactivateAllMotions(); // pause and continue all motions void pauseAllMotions(); void unpauseAllMotions(); BOOL isPaused() const { return mPaused; } void setTimeStep(F32 step); F32 getTimeStep() const { return mTimeStep; } void setTimeFactor(F32 time_factor); F32 getTimeFactor() const { return mTimeFactor; } F32 getAnimTime() const { return mAnimTime; } motion_list_t& getActiveMotions() { return mActiveMotions; } void incMotionCounts(S32& num_motions, S32& num_loading_motions, S32& num_loaded_motions, S32& num_active_motions, S32& num_deprecated_motions); //protected: bool isMotionActive( LLMotion *motion ); bool isMotionLoading( LLMotion *motion ); LLMotion *findMotion( const LLUUID& id ) const; void dumpMotions(); const LLFrameTimer& getFrameTimer() { return mTimer; } static F32 getCurrentTimeFactor() { return sCurrentTimeFactor; }; static void setCurrentTimeFactor(F32 factor) { sCurrentTimeFactor = factor; }; protected: // internal operations act on motion instances directly // as there can be duplicate motions per id during blending overlap void deleteAllMotions(); BOOL activateMotionInstance(LLMotion *motion, F32 time); BOOL deactivateMotionInstance(LLMotion *motion); void deprecateMotionInstance(LLMotion* motion); BOOL stopMotionInstance(LLMotion *motion, BOOL stop_imemdiate); void removeMotionInstance(LLMotion* motion); void updateRegularMotions(); void updateAdditiveMotions(); void resetJointSignatures(); void updateMotionsByType(LLMotion::LLMotionBlendType motion_type); void updateIdleMotion(LLMotion* motionp); void updateIdleActiveMotions(); void purgeExcessMotions(); void deactivateStoppedMotions(); protected: F32 mTimeFactor; // 1.f for normal speed static F32 sCurrentTimeFactor; // Value to use for initialization static LLMotionRegistry sRegistry; LLPoseBlender mPoseBlender; LLCharacter *mCharacter; // Life cycle of an animation: // // Animations are instantiated and immediately put in the mAllMotions map for their entire lifetime. // If the animations depend on any asset data, the appropriate data is fetched from the data server, // and the animation is put on the mLoadingMotions list. // Once an animations is loaded, it will be initialized and put on the mLoadedMotions list. // Any animation that is currently playing also sits in the mActiveMotions list. typedef std::map motion_map_t; motion_map_t mAllMotions; motion_set_t mLoadingMotions; motion_set_t mLoadedMotions; motion_list_t mActiveMotions; motion_set_t mDeprecatedMotions; LLFrameTimer mTimer; F32 mPrevTimerElapsed; F32 mAnimTime; F32 mLastTime; BOOL mHasRunOnce; BOOL mPaused; F32 mPauseTime; F32 mTimeStep; S32 mTimeStepCount; F32 mLastInterp; U8 mJointSignature[2][LL_CHARACTER_MAX_ANIMATED_JOINTS]; private: U32 mLastCountAfterPurge; //for logging and debugging purposes }; //----------------------------------------------------------------------------- // Class declaractions //----------------------------------------------------------------------------- #include "llcharacter.h" #endif // LL_LLMOTIONCONTROLLER_H