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/**
* @file lleditingmotion.cpp
* @brief Implementation of LLEditingMotion 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 "lleditingmotion.h"
#include "llcharacter.h"
#include "llhandmotion.h"
#include "llcriticaldamp.h"
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
const LLQuaternion EDIT_MOTION_WRIST_ROTATION(F_PI_BY_TWO * 0.7f, LLVector3(1.0f, 0.0f, 0.0f));
const F32 TARGET_LAG_HALF_LIFE = 0.1f; // half-life of IK targeting
const F32 TORSO_LAG_HALF_LIFE = 0.2f;
const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
S32 LLEditingMotion::sHandPose = LLHandMotion::HAND_POSE_RELAXED_R;
S32 LLEditingMotion::sHandPosePriority = 3;
//-----------------------------------------------------------------------------
// LLEditingMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLEditingMotion::LLEditingMotion( const LLUUID &id) : LLMotion(id)
{
mCharacter = NULL;
// create kinematic chain
mParentJoint.addChild( &mShoulderJoint );
mShoulderJoint.addChild( &mElbowJoint );
mElbowJoint.addChild( &mWristJoint );
mName = "editing";
mParentState = new LLJointState;
mShoulderState = new LLJointState;
mElbowState = new LLJointState;
mWristState = new LLJointState;
mTorsoState = new LLJointState;
}
//-----------------------------------------------------------------------------
// ~LLEditingMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLEditingMotion::~LLEditingMotion()
{
}
//-----------------------------------------------------------------------------
// LLEditingMotion::onInitialize(LLCharacter *character)
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLEditingMotion::onInitialize(LLCharacter *character)
{
// save character for future use
mCharacter = character;
// make sure character skeleton is copacetic
if (!mCharacter->getJoint("mShoulderLeft") ||
!mCharacter->getJoint("mElbowLeft") ||
!mCharacter->getJoint("mWristLeft"))
{
LL_WARNS() << "Invalid skeleton for editing motion!" << LL_ENDL;
return STATUS_FAILURE;
}
// get the shoulder, elbow, wrist joints from the character
mParentState->setJoint( mCharacter->getJoint("mShoulderLeft")->getParent() );
mShoulderState->setJoint( mCharacter->getJoint("mShoulderLeft") );
mElbowState->setJoint( mCharacter->getJoint("mElbowLeft") );
mWristState->setJoint( mCharacter->getJoint("mWristLeft") );
mTorsoState->setJoint( mCharacter->getJoint("mTorso"));
if ( ! mParentState->getJoint() )
{
LL_INFOS() << getName() << ": Can't get parent joint." << LL_ENDL;
return STATUS_FAILURE;
}
mWristOffset = LLVector3(0.0f, 0.2f, 0.0f);
// add joint states to the pose
mShoulderState->setUsage(LLJointState::ROT);
mElbowState->setUsage(LLJointState::ROT);
mTorsoState->setUsage(LLJointState::ROT);
mWristState->setUsage(LLJointState::ROT);
addJointState( mShoulderState );
addJointState( mElbowState );
addJointState( mTorsoState );
addJointState( mWristState );
// propagate joint positions to kinematic chain
mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
// propagate current joint rotations to kinematic chain
mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
// connect the ikSolver to the chain
mIKSolver.setPoleVector( LLVector3( -1.0f, 1.0f, 0.0f ) );
// specifying the elbow's axis will prevent bad IK for the more
// singular configurations, but the axis is limb-specific -- Leviathan
mIKSolver.setBAxis( LLVector3( -0.682683f, 0.0f, -0.730714f ) );
mIKSolver.setupJoints( &mShoulderJoint, &mElbowJoint, &mWristJoint, &mTarget );
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLEditingMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLEditingMotion::onActivate()
{
// propagate joint positions to kinematic chain
mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
// propagate current joint rotations to kinematic chain
mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
return TRUE;
}
//-----------------------------------------------------------------------------
// LLEditingMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
{
LLVector3 focus_pt;
LLVector3* pointAtPt = (LLVector3*)mCharacter->getAnimationData("PointAtPoint");
BOOL result = TRUE;
if (!pointAtPt)
{
focus_pt = mLastSelectPt;
result = FALSE;
}
else
{
focus_pt = *pointAtPt;
mLastSelectPt = focus_pt;
}
focus_pt += mCharacter->getCharacterPosition();
// propagate joint positions to kinematic chain
mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
// propagate current joint rotations to kinematic chain
mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
// update target position from character
LLVector3 target = focus_pt - mParentJoint.getPosition();
F32 target_dist = target.normVec();
LLVector3 edit_plane_normal(1.f / F_SQRT2, 1.f / F_SQRT2, 0.f);
edit_plane_normal.normVec();
edit_plane_normal.rotVec(mTorsoState->getJoint()->getWorldRotation());
F32 dot = edit_plane_normal * target;
if (dot < 0.f)
{
target = target + (edit_plane_normal * (dot * 2.f));
target.mV[VZ] += clamp_rescale(dot, 0.f, -1.f, 0.f, 5.f);
target.normVec();
}
target = target * target_dist;
if (!target.isFinite())
{
// Don't error out here, set a fail-safe target vector
LL_WARNS() << "Non finite target in editing motion with target distance of " << target_dist <<
" and focus point " << focus_pt << LL_ENDL;
target.setVec(1.f, 1.f, 1.f);
}
mTarget.setPosition( target + mParentJoint.getPosition());
// LL_INFOS() << "Point At: " << mTarget.getPosition() << LL_ENDL;
// update the ikSolver
if (!mTarget.getPosition().isExactlyZero())
{
LLQuaternion shoulderRot = mShoulderJoint.getRotation();
LLQuaternion elbowRot = mElbowJoint.getRotation();
mIKSolver.solve();
// use blending...
F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TARGET_LAG_HALF_LIFE);
shoulderRot = slerp(slerp_amt, mShoulderJoint.getRotation(), shoulderRot);
elbowRot = slerp(slerp_amt, mElbowJoint.getRotation(), elbowRot);
// now put blended values back into joints
llassert(shoulderRot.isFinite());
llassert(elbowRot.isFinite());
mShoulderState->setRotation(shoulderRot);
mElbowState->setRotation(elbowRot);
mWristState->setRotation(LLQuaternion::DEFAULT);
}
mCharacter->setAnimationData("Hand Pose", &sHandPose);
mCharacter->setAnimationData("Hand Pose Priority", &sHandPosePriority);
return result;
}
//-----------------------------------------------------------------------------
// LLEditingMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLEditingMotion::onDeactivate()
{
}
// End
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