blob: dc327cf44bfcf97f4b931c874ed1fd8d4d99ff46 (
plain)
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
|
/**
* @file llheadrotmotion.h
* @brief Implementation of LLHeadRotMotion class.
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#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;
LLJointState mTorsoState;
LLJointState mNeckState;
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();
// 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;
LLJointState mLeftEyeState;
LLJointState mRightEyeState;
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
|