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/**
* @file llkeyframefallmotion.cpp
* @brief Implementation of LLKeyframeFallMotion class.
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "llkeyframefallmotion.h"
#include "llcharacter.h"
#include "m3math.h"
//-----------------------------------------------------------------------------
// Macros
//-----------------------------------------------------------------------------
#define GO_TO_KEY_POSE 1
#define MIN_TRACK_SPEED 0.01f
//-----------------------------------------------------------------------------
// LLKeyframeFallMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLKeyframeFallMotion::LLKeyframeFallMotion(const LLUUID &id) : LLKeyframeMotion(id)
{
mVelocityZ = 0.f;
mCharacter = NULL;
}
//-----------------------------------------------------------------------------
// ~LLKeyframeFallMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLKeyframeFallMotion::~LLKeyframeFallMotion()
{
}
//-----------------------------------------------------------------------------
// LLKeyframeFallMotion::onInitialize()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLKeyframeFallMotion::onInitialize(LLCharacter *character)
{
// save character pointer for later use
mCharacter = character;
// load keyframe data, setup pose and joint states
LLMotion::LLMotionInitStatus result = LLKeyframeMotion::onInitialize(character);
for (U32 jm=0; jm<mJointMotionList->mNumJointMotions; jm++)
{
if (!mJointStates[jm].getJoint())
continue;
if (mJointStates[jm].getJoint()->getName() == std::string("mPelvis"))
{
mPelvisStatep = &mJointStates[jm];
}
}
return result;
}
//-----------------------------------------------------------------------------
// LLKeyframeFallMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLKeyframeFallMotion::onActivate()
{
LLVector3 ground_pos;
LLVector3 ground_normal;
LLQuaternion inverse_pelvis_rot;
LLVector3 fwd_axis(1.f, 0.f, 0.f);
mVelocityZ = -mCharacter->getCharacterVelocity().mV[VZ];
mCharacter->getGround( mCharacter->getCharacterPosition(), ground_pos, ground_normal);
ground_normal.normVec();
inverse_pelvis_rot = mCharacter->getCharacterRotation();
inverse_pelvis_rot.transQuat();
// find ground normal in pelvis space
ground_normal = ground_normal * inverse_pelvis_rot;
// calculate new foward axis
fwd_axis = fwd_axis - (ground_normal * (ground_normal * fwd_axis));
fwd_axis.normVec();
mRotationToGroundNormal = LLQuaternion(fwd_axis, ground_normal % fwd_axis, ground_normal);
return LLKeyframeMotion::onActivate();
}
//-----------------------------------------------------------------------------
// LLKeyframeFallMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLKeyframeFallMotion::onUpdate(F32 activeTime, U8* joint_mask)
{
BOOL result = LLKeyframeMotion::onUpdate(activeTime, joint_mask);
F32 slerp_amt = clamp_rescale(activeTime / getDuration(), 0.5f, 0.75f, 0.f, 1.f);
mPelvisStatep->setRotation(mPelvisStatep->getRotation() * slerp(slerp_amt, mRotationToGroundNormal, LLQuaternion()));
return result;
}
//-----------------------------------------------------------------------------
// LLKeyframeFallMotion::getEaseInDuration()
//-----------------------------------------------------------------------------
F32 LLKeyframeFallMotion::getEaseInDuration()
{
if (mVelocityZ == 0.f)
{
// we've already hit the ground
return 0.4f;
}
return mCharacter->getPreferredPelvisHeight() / mVelocityZ;
}
// End
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