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/**
* @file llhandmotion.cpp
* @brief Implementation of LLHandMotion class.
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "llhandmotion.h"
#include "llcharacter.h"
#include "m3math.h"
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
const char *gHandPoseNames[LLHandMotion::NUM_HAND_POSES] = /* Flawfinder: ignore */
{
"",
"Hands_Relaxed",
"Hands_Point",
"Hands_Fist",
"Hands_Relaxed_L",
"Hands_Point_L",
"Hands_Fist_L",
"Hands_Relaxed_R",
"Hands_Point_R",
"Hands_Fist_R",
"Hands_Salute_R",
"Hands_Typing",
"Hands_Peace_R",
"Hands_Spread_R"
};
const F32 HAND_MORPH_BLEND_TIME = 0.2f;
//-----------------------------------------------------------------------------
// LLHandMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLHandMotion::LLHandMotion(const LLUUID &id) : LLMotion(id)
{
mCharacter = NULL;
mLastTime = 0.f;
mCurrentPose = HAND_POSE_RELAXED;
mNewPose = HAND_POSE_RELAXED;
mName = "hand_motion";
//RN: flag hand joint as highest priority for now, until we implement a proper animation track
mJointSignature[0][LL_HAND_JOINT_NUM] = 0xff;
mJointSignature[1][LL_HAND_JOINT_NUM] = 0xff;
mJointSignature[2][LL_HAND_JOINT_NUM] = 0xff;
}
//-----------------------------------------------------------------------------
// ~LLHandMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLHandMotion::~LLHandMotion()
{
}
//-----------------------------------------------------------------------------
// LLHandMotion::onInitialize(LLCharacter *character)
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character)
{
mCharacter = character;
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLHandMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLHandMotion::onActivate()
{
LLPolyMesh *upperBodyMesh = mCharacter->getUpperBodyMesh();
if (upperBodyMesh)
{
// Note: 0 is the default
for (S32 i = 1; i < LLHandMotion::NUM_HAND_POSES; i++)
{
mCharacter->setVisualParamWeight(gHandPoseNames[i], 0.f);
}
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
mCharacter->updateVisualParams();
}
return TRUE;
}
//-----------------------------------------------------------------------------
// LLHandMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask)
{
eHandPose *requestedHandPose;
F32 timeDelta = time - mLastTime;
mLastTime = time;
requestedHandPose = (eHandPose *)mCharacter->getAnimationData("Hand Pose");
// check to see if requested pose has changed
if (!requestedHandPose)
{
if (mNewPose != HAND_POSE_RELAXED && mNewPose != mCurrentPose)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
}
mNewPose = HAND_POSE_RELAXED;
}
else
{
// this is a new morph we didn't know about before
if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose && mNewPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
}
mNewPose = *requestedHandPose;
}
mCharacter->removeAnimationData("Hand Pose");
mCharacter->removeAnimationData("Hand Pose Priority");
// if (requestedHandPose)
// llinfos << "Hand Pose " << *requestedHandPose << llendl;
// if we are still blending...
if (mCurrentPose != mNewPose)
{
F32 incomingWeight = 1.f;
F32 outgoingWeight = 0.f;
if (mNewPose != HAND_POSE_SPREAD)
{
incomingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mNewPose]);
incomingWeight += (timeDelta / HAND_MORPH_BLEND_TIME);
incomingWeight = llclamp(incomingWeight, 0.f, 1.f);
mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], incomingWeight);
}
if (mCurrentPose != HAND_POSE_SPREAD)
{
outgoingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mCurrentPose]);
outgoingWeight -= (timeDelta / HAND_MORPH_BLEND_TIME);
outgoingWeight = llclamp(outgoingWeight, 0.f, 1.f);
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], outgoingWeight);
}
mCharacter->updateVisualParams();
if (incomingWeight == 1.f && outgoingWeight == 0.f)
{
mCurrentPose = mNewPose;
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// LLHandMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLHandMotion::onDeactivate()
{
}
//-----------------------------------------------------------------------------
// LLHandMotion::getHandPoseName()
//-----------------------------------------------------------------------------
LLString LLHandMotion::getHandPoseName(eHandPose pose)
{
if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0)
{
return gHandPoseNames[pose];
}
return "";
}
LLHandMotion::eHandPose LLHandMotion::getHandPose(LLString posename)
{
for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose)
{
if (gHandPoseNames[pose] == posename)
{
return (eHandPose)pose;
}
}
return (eHandPose)0;
}
// End
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