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/** 
 * @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