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/**
 * @file llheadrotmotion.h
 * @brief Implementation of LLHeadRotMotion 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_LLHEADROTMOTION_H
#define LL_LLHEADROTMOTION_H

//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include "llmotion.h"
#include "llframetimer.h"

#define MIN_REQUIRED_PIXEL_AREA_HEAD_ROT 500.f;
#define MIN_REQUIRED_PIXEL_AREA_EYE 25000.f;

//-----------------------------------------------------------------------------
// class LLHeadRotMotion
//-----------------------------------------------------------------------------
class LLHeadRotMotion :
    public LLMotion
{
public:
    // Constructor
    LLHeadRotMotion(const LLUUID &id);

    // Destructor
    virtual ~LLHeadRotMotion();

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 LLHeadRotMotion(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 1.f; }

    // motions must report their "ease out" duration.
    virtual F32 getEaseOutDuration() { return 1.f; }

    // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
    virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HEAD_ROT; }

    // 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();

public:
    //-------------------------------------------------------------------------
    // joint states to be animated
    //-------------------------------------------------------------------------
    LLCharacter         *mCharacter;

    LLJoint             *mTorsoJoint;
    LLJoint             *mHeadJoint;
    LLJoint             *mRootJoint;
    LLJoint             *mPelvisJoint;

    LLPointer<LLJointState> mTorsoState;
    LLPointer<LLJointState> mNeckState;
    LLPointer<LLJointState> mHeadState;

    LLQuaternion        mLastHeadRot;
};

//-----------------------------------------------------------------------------
// class LLEyeMotion
//-----------------------------------------------------------------------------
class LLEyeMotion :
    public LLMotion
{
public:
    // Constructor
    LLEyeMotion(const LLUUID &id);

    // Destructor
    virtual ~LLEyeMotion();

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 LLEyeMotion(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 0.5f; }

    // motions must report their "ease out" duration.
    virtual F32 getEaseOutDuration() { return 0.5f; }

    // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
    virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EYE; }

    // 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();

    void adjustEyeTarget(LLVector3* targetPos, LLJointState& left_eye_state, LLJointState& right_eye_state);

    // 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();

public:
    //-------------------------------------------------------------------------
    // joint states to be animated
    //-------------------------------------------------------------------------
    LLCharacter         *mCharacter;

    LLJoint             *mHeadJoint;
    LLPointer<LLJointState> mLeftEyeState;
    LLPointer<LLJointState> mRightEyeState;
    LLPointer<LLJointState> mAltLeftEyeState;
    LLPointer<LLJointState> mAltRightEyeState;

    LLFrameTimer        mEyeJitterTimer;
    F32                 mEyeJitterTime;
    F32                 mEyeJitterYaw;
    F32                 mEyeJitterPitch;
    F32                 mEyeLookAwayTime;
    F32                 mEyeLookAwayYaw;
    F32                 mEyeLookAwayPitch;

    // eye blinking
    LLFrameTimer        mEyeBlinkTimer;
    F32                 mEyeBlinkTime;
    bool                mEyesClosed;
};

#endif // LL_LLHEADROTMOTION_H