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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
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