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/**
* @file lljoint.h
* @brief Implementation of LLJoint class.
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#ifndef LL_LLJOINT_H
#define LL_LLJOINT_H
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include <string>
#include "linked_lists.h"
#include "v3math.h"
#include "v4math.h"
#include "m4math.h"
#include "llquaternion.h"
#include "xform.h"
#include "lldarray.h"
const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15;
const U32 LL_CHARACTER_MAX_JOINTS = 32; // must be divisible by 4!
const U32 LL_HAND_JOINT_NUM = 31;
const U32 LL_FACE_JOINT_NUM = 30;
const S32 LL_CHARACTER_MAX_PRIORITY = 7;
const F32 LL_MAX_PELVIS_OFFSET = 5.f;
//-----------------------------------------------------------------------------
// class LLJoint
//-----------------------------------------------------------------------------
class LLJoint
{
public:
// priority levels, from highest to lowest
enum JointPriority
{
USE_MOTION_PRIORITY = -1,
LOW_PRIORITY = 0,
MEDIUM_PRIORITY,
HIGH_PRIORITY,
HIGHER_PRIORITY,
HIGHEST_PRIORITY,
ADDITIVE_PRIORITY = LL_CHARACTER_MAX_PRIORITY
};
enum DirtyFlags
{
MATRIX_DIRTY = 0x1 << 0,
ROTATION_DIRTY = 0x1 << 1,
POSITION_DIRTY = 0x1 << 2,
ALL_DIRTY = 0x7
};
protected:
std::string mName;
// parent joint
LLJoint *mParent;
// explicit transformation members
LLXformMatrix mXform;
public:
U32 mDirtyFlags;
BOOL mWorldRotationDirty;
BOOL mUpdateXform;
// describes the skin binding pose
LLVector3 mSkinOffset;
S32 mJointNum;
LLDynamicArray<LLVector3> mConstraintSilhouette;
// child joints
LLLinkedList<LLJoint> mChildren;
// debug statics
static S32 sNumTouches;
static S32 sNumUpdates;
public:
LLJoint();
LLJoint( const std::string &name, LLJoint *parent=NULL );
virtual ~LLJoint();
// set name and parent
void setup( const std::string &name, LLJoint *parent=NULL );
void touch(U32 flags = ALL_DIRTY);
// get/set name
const std::string &getName() { return mName; }
void setName( const std::string &name ) { mName = name; }
// getParent
LLJoint *getParent() { return mParent; }
// getRoot
LLJoint *getRoot();
// search for child joints by name
LLJoint *findJoint( const std::string &name );
// add/remove children
void addChild( LLJoint *joint );
void removeChild( LLJoint *joint );
void removeAllChildren();
// get/set local position
const LLVector3& getPosition();
void setPosition( const LLVector3& pos );
// get/set world position
LLVector3 getWorldPosition();
LLVector3 getLastWorldPosition();
void setWorldPosition( const LLVector3& pos );
// get/set local rotation
const LLQuaternion& getRotation();
void setRotation( const LLQuaternion& rot );
// get/set world rotation
LLQuaternion getWorldRotation();
LLQuaternion getLastWorldRotation();
void setWorldRotation( const LLQuaternion& rot );
// get/set local scale
const LLVector3& getScale();
void setScale( const LLVector3& scale );
// get/set world matrix
const LLMatrix4 &getWorldMatrix();
void setWorldMatrix( const LLMatrix4& mat );
void updateWorldMatrixChildren();
void updateWorldMatrixParent();
void updateWorldPRSParent();
void updateWorldMatrix();
// get/set skin offset
const LLVector3 &getSkinOffset();
void setSkinOffset( const LLVector3 &offset);
LLXformMatrix *getXform() { return &mXform; }
void setConstraintSilhouette(LLDynamicArray<LLVector3>& silhouette);
void clampRotation(LLQuaternion old_rot, LLQuaternion new_rot);
virtual BOOL isAnimatable() { return TRUE; }
S32 getJointNum() { return mJointNum; }
void setJointNum(S32 joint_num) { mJointNum = joint_num; }
};
#endif // LL_LLJOINT_H
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