1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
|
/**
* @file llhandmotion.cpp
* @brief Implementation of LLHandMotion 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 "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)
{
LL_PROFILE_ZONE_SCOPED;
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)
{
// Only set param weight for poses other than
// default (HAND_POSE_SPREAD); HAND_POSE_SPREAD
// is not an animatable morph!
if (mNewPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
}
// Reset morph weight for current pose back to its
// full extend or it might be stuck somewhere in the middle if a
// pose is requested and the old pose is requested again shortly
// after while still blending to the other pose!
if (mCurrentPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
}
// Update visual params now if we won't blend
if (mCurrentPose == HAND_POSE_RELAXED)
{
mCharacter->updateVisualParams();
}
}
mNewPose = HAND_POSE_RELAXED;
}
else
{
// Sometimes we seem to get garbage here, with poses that are out of bounds.
// So check for a valid pose first.
if (*requestedHandPose >= 0 && *requestedHandPose < NUM_HAND_POSES)
{
// This is a new morph we didn't know about before:
// Reset morph weight for both current and new pose
// back their starting values while still blending.
if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose)
{
if (mNewPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
}
// Reset morph weight for current pose back to its full extend
// or it might be stuck somewhere in the middle if a pose is
// requested and the old pose is requested again shortly after
// while still blending to the other pose!
if (mCurrentPose != HAND_POSE_SPREAD)
{
mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
}
// Update visual params now if we won't blend
if (mCurrentPose == *requestedHandPose)
{
mCharacter->updateVisualParams();
}
}
mNewPose = *requestedHandPose;
}
else
{
LL_WARNS() << "Requested hand pose out of range. Ignoring requested pose." << LL_ENDL;
}
}
mCharacter->removeAnimationData("Hand Pose");
mCharacter->removeAnimationData("Hand Pose Priority");
// if (requestedHandPose)
// LL_INFOS() << "Hand Pose " << *requestedHandPose << LL_ENDL;
// 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()
//-----------------------------------------------------------------------------
std::string LLHandMotion::getHandPoseName(eHandPose pose)
{
if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0)
{
return std::string(gHandPoseNames[pose]);
}
return LLStringUtil::null;
}
LLHandMotion::eHandPose LLHandMotion::getHandPose(std::string posename)
{
for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose)
{
if (gHandPoseNames[pose] == posename)
{
return (eHandPose)pose;
}
}
return (eHandPose)0;
}
// End
|