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/**
* @file llhandmotion.h
* @brief Implementation of LLHandMotion class.
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#ifndef LL_LLHANDMOTION_H
#define LL_LLHANDMOTION_H
//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include "llmotion.h"
#include "lltimer.h"
#define MIN_REQUIRED_PIXEL_AREA_HAND 10000.f;
//-----------------------------------------------------------------------------
// class LLHandMotion
//-----------------------------------------------------------------------------
class LLHandMotion :
public LLMotion
{
public:
typedef enum e_hand_pose
{
HAND_POSE_SPREAD,
HAND_POSE_RELAXED,
HAND_POSE_POINT,
HAND_POSE_FIST,
HAND_POSE_RELAXED_L,
HAND_POSE_POINT_L,
HAND_POSE_FIST_L,
HAND_POSE_RELAXED_R,
HAND_POSE_POINT_R,
HAND_POSE_FIST_R,
HAND_POSE_SALUTE_R,
HAND_POSE_TYPING,
HAND_POSE_PEACE_R,
HAND_POSE_PALM_R,
NUM_HAND_POSES
} eHandPose;
// Constructor
LLHandMotion(const LLUUID &id);
// Destructor
virtual ~LLHandMotion();
public:
//-------------------------------------------------------------------------
// functions to support MotionController and MotionRegistry
//-------------------------------------------------------------------------
// static constructor
// all subclasses must implement such a function and register it
static LLMotion *create(const LLUUID &id) { return new LLHandMotion(id); }
public:
//-------------------------------------------------------------------------
// animation callbacks to be implemented by subclasses
//-------------------------------------------------------------------------
// motions must specify whether or not they loop
virtual BOOL getLoop() { return TRUE; }
// motions must report their total duration
virtual F32 getDuration() { return 0.0; }
// motions must report their "ease in" duration
virtual F32 getEaseInDuration() { return 0.0; }
// motions must report their "ease out" duration.
virtual F32 getEaseOutDuration() { return 0.0; }
// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HAND; }
// motions must report their priority
virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
// run-time (post constructor) initialization,
// called after parameters have been set
// must return true to indicate success and be available for activation
virtual LLMotionInitStatus onInitialize(LLCharacter *character);
// called when a motion is activated
// must return TRUE to indicate success, or else
// it will be deactivated
virtual BOOL onActivate();
// called per time step
// must return TRUE while it is active, and
// must return FALSE when the motion is completed.
virtual BOOL onUpdate(F32 time, U8* joint_mask);
// called when a motion is deactivated
virtual void onDeactivate();
virtual BOOL canDeprecate() { return FALSE; }
static std::string getHandPoseName(eHandPose pose);
static eHandPose getHandPose(std::string posename);
public:
//-------------------------------------------------------------------------
// joint states to be animated
//-------------------------------------------------------------------------
LLCharacter *mCharacter;
F32 mLastTime;
eHandPose mCurrentPose;
eHandPose mNewPose;
};
#endif // LL_LLHANDMOTION_H
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