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/**
* @file llkeyframestandmotion.cpp
* @brief Implementation of LLKeyframeStandMotion class.
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "llkeyframestandmotion.h"
#include "llcharacter.h"
//-----------------------------------------------------------------------------
// Macros and consts
//-----------------------------------------------------------------------------
#define GO_TO_KEY_POSE 1
#define MIN_TRACK_SPEED 0.01f
const F32 ROTATION_THRESHOLD = 0.6f;
const F32 POSITION_THRESHOLD = 0.1f;
//-----------------------------------------------------------------------------
// LLKeyframeStandMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLKeyframeStandMotion::LLKeyframeStandMotion(const LLUUID &id) : LLKeyframeMotion(id)
{
mFlipFeet = FALSE;
mCharacter = NULL;
// create kinematic hierarchy
mPelvisJoint.addChild( &mHipLeftJoint );
mHipLeftJoint.addChild( &mKneeLeftJoint );
mKneeLeftJoint.addChild( &mAnkleLeftJoint );
mPelvisJoint.addChild( &mHipRightJoint );
mHipRightJoint.addChild( &mKneeRightJoint );
mKneeRightJoint.addChild( &mAnkleRightJoint );
mPelvisState = NULL;
mHipLeftState = NULL;
mKneeLeftState = NULL;
mAnkleLeftState = NULL;
mHipRightState = NULL;
mKneeRightState = NULL;
mAnkleRightState = NULL;
mTrackAnkles = TRUE;
mFrameNum = 0;
}
//-----------------------------------------------------------------------------
// ~LLKeyframeStandMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLKeyframeStandMotion::~LLKeyframeStandMotion()
{
}
//-----------------------------------------------------------------------------
// LLKeyframeStandMotion::onInitialize()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLKeyframeStandMotion::onInitialize(LLCharacter *character)
{
// save character pointer for later use
mCharacter = character;
mFlipFeet = FALSE;
// load keyframe data, setup pose and joint states
LLMotion::LLMotionInitStatus status = LLKeyframeMotion::onInitialize(character);
if ( status == STATUS_FAILURE )
{
return status;
}
// find the necessary joint states
LLPose *pose = getPose();
mPelvisState = pose->findJointState("mPelvis");
mHipLeftState = pose->findJointState("mHipLeft");
mKneeLeftState = pose->findJointState("mKneeLeft");
mAnkleLeftState = pose->findJointState("mAnkleLeft");
mHipRightState = pose->findJointState("mHipRight");
mKneeRightState = pose->findJointState("mKneeRight");
mAnkleRightState = pose->findJointState("mAnkleRight");
if ( !mPelvisState ||
!mHipLeftState ||
!mKneeLeftState ||
!mAnkleLeftState ||
!mHipRightState ||
!mKneeRightState ||
!mAnkleRightState )
{
llinfos << getName() << ": Can't find necessary joint states" << llendl;
return STATUS_FAILURE;
}
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLKeyframeStandMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLKeyframeStandMotion::onActivate()
{
//-------------------------------------------------------------------------
// setup the IK solvers
//-------------------------------------------------------------------------
mIKLeft.setPoleVector( LLVector3(1.0f, 0.0f, 0.0f));
mIKRight.setPoleVector( LLVector3(1.0f, 0.0f, 0.0f));
mIKLeft.setBAxis( LLVector3(0.05f, 1.0f, 0.0f));
mIKRight.setBAxis( LLVector3(-0.05f, 1.0f, 0.0f));
mLastGoodPelvisRotation.loadIdentity();
mLastGoodPosition.clearVec();
mFrameNum = 0;
return LLKeyframeMotion::onActivate();
}
//-----------------------------------------------------------------------------
// LLKeyframeStandMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLKeyframeStandMotion::onDeactivate()
{
LLKeyframeMotion::onDeactivate();
}
//-----------------------------------------------------------------------------
// LLKeyframeStandMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLKeyframeStandMotion::onUpdate(F32 time, U8* joint_mask)
{
//-------------------------------------------------------------------------
// let the base class update the cycle
//-------------------------------------------------------------------------
BOOL status = LLKeyframeMotion::onUpdate(time, joint_mask);
if (!status)
{
return FALSE;
}
LLVector3 root_world_pos = mPelvisState->getJoint()->getParent()->getWorldPosition();
// have we received a valid world position for this avatar?
if (root_world_pos.isExactlyZero())
{
return TRUE;
}
//-------------------------------------------------------------------------
// Stop tracking (start locking) ankles once ease in is done.
// Setting this here ensures we track until we get valid foot position.
//-------------------------------------------------------------------------
if (dot(mPelvisState->getJoint()->getWorldRotation(), mLastGoodPelvisRotation) < ROTATION_THRESHOLD)
{
mLastGoodPelvisRotation = mPelvisState->getJoint()->getWorldRotation();
mLastGoodPelvisRotation.normQuat();
mTrackAnkles = TRUE;
}
else if ((mCharacter->getCharacterPosition() - mLastGoodPosition).magVecSquared() > POSITION_THRESHOLD)
{
mLastGoodPosition = mCharacter->getCharacterPosition();
mTrackAnkles = TRUE;
}
else if (mPose.getWeight() < 1.f)
{
mTrackAnkles = TRUE;
}
//-------------------------------------------------------------------------
// propagate joint positions to internal versions
//-------------------------------------------------------------------------
mPelvisJoint.setPosition(
root_world_pos +
mPelvisState->getPosition() );
mHipLeftJoint.setPosition( mHipLeftState->getJoint()->getPosition() );
mKneeLeftJoint.setPosition( mKneeLeftState->getJoint()->getPosition() );
mAnkleLeftJoint.setPosition( mAnkleLeftState->getJoint()->getPosition() );
mHipLeftJoint.setScale( mHipLeftState->getJoint()->getScale() );
mKneeLeftJoint.setScale( mKneeLeftState->getJoint()->getScale() );
mAnkleLeftJoint.setScale( mAnkleLeftState->getJoint()->getScale() );
mHipRightJoint.setPosition( mHipRightState->getJoint()->getPosition() );
mKneeRightJoint.setPosition( mKneeRightState->getJoint()->getPosition() );
mAnkleRightJoint.setPosition( mAnkleRightState->getJoint()->getPosition() );
mHipRightJoint.setScale( mHipRightState->getJoint()->getScale() );
mKneeRightJoint.setScale( mKneeRightState->getJoint()->getScale() );
mAnkleRightJoint.setScale( mAnkleRightState->getJoint()->getScale() );
//-------------------------------------------------------------------------
// propagate joint rotations to internal versions
//-------------------------------------------------------------------------
mPelvisJoint.setRotation( mPelvisState->getJoint()->getWorldRotation() );
#if GO_TO_KEY_POSE
mHipLeftJoint.setRotation( mHipLeftState->getRotation() );
mKneeLeftJoint.setRotation( mKneeLeftState->getRotation() );
mAnkleLeftJoint.setRotation( mAnkleLeftState->getRotation() );
mHipRightJoint.setRotation( mHipRightState->getRotation() );
mKneeRightJoint.setRotation( mKneeRightState->getRotation() );
mAnkleRightJoint.setRotation( mAnkleRightState->getRotation() );
#else
mHipLeftJoint.setRotation( mHipLeftState->getJoint()->getRotation() );
mKneeLeftJoint.setRotation( mKneeLeftState->getJoint()->getRotation() );
mAnkleLeftJoint.setRotation( mAnkleLeftState->getJoint()->getRotation() );
mHipRightJoint.setRotation( mHipRightState->getJoint()->getRotation() );
mKneeRightJoint.setRotation( mKneeRightState->getJoint()->getRotation() );
mAnkleRightJoint.setRotation( mAnkleRightState->getJoint()->getRotation() );
#endif
// need to wait for underlying keyframe motion to affect the skeleton
if (mFrameNum == 2)
{
mIKLeft.setupJoints( &mHipLeftJoint, &mKneeLeftJoint, &mAnkleLeftJoint, &mTargetLeft );
mIKRight.setupJoints( &mHipRightJoint, &mKneeRightJoint, &mAnkleRightJoint, &mTargetRight );
}
else if (mFrameNum < 2)
{
mFrameNum++;
return TRUE;
}
mFrameNum++;
//-------------------------------------------------------------------------
// compute target position by projecting ankles to the ground
//-------------------------------------------------------------------------
if ( mTrackAnkles )
{
mCharacter->getGround( mAnkleLeftJoint.getWorldPosition(), mPositionLeft, mNormalLeft);
mCharacter->getGround( mAnkleRightJoint.getWorldPosition(), mPositionRight, mNormalRight);
mTargetLeft.setPosition( mPositionLeft );
mTargetRight.setPosition( mPositionRight );
}
//-------------------------------------------------------------------------
// update solvers
//-------------------------------------------------------------------------
mIKLeft.solve();
mIKRight.solve();
//-------------------------------------------------------------------------
// make ankle rotation conform to the ground
//-------------------------------------------------------------------------
if ( mTrackAnkles )
{
LLVector4 dirLeft4 = mAnkleLeftJoint.getWorldMatrix().getFwdRow4();
LLVector4 dirRight4 = mAnkleRightJoint.getWorldMatrix().getFwdRow4();
LLVector3 dirLeft = vec4to3( dirLeft4 );
LLVector3 dirRight = vec4to3( dirRight4 );
LLVector3 up;
LLVector3 dir;
LLVector3 left;
up = mNormalLeft;
up.normVec();
if (mFlipFeet)
{
up *= -1.0f;
}
dir = dirLeft;
dir.normVec();
left = up % dir;
left.normVec();
dir = left % up;
mRotationLeft = LLQuaternion( dir, left, up );
up = mNormalRight;
up.normVec();
if (mFlipFeet)
{
up *= -1.0f;
}
dir = dirRight;
dir.normVec();
left = up % dir;
left.normVec();
dir = left % up;
mRotationRight = LLQuaternion( dir, left, up );
}
mAnkleLeftJoint.setWorldRotation( mRotationLeft );
mAnkleRightJoint.setWorldRotation( mRotationRight );
//-------------------------------------------------------------------------
// propagate joint rotations to joint states
//-------------------------------------------------------------------------
mHipLeftState->setRotation( mHipLeftJoint.getRotation() );
mKneeLeftState->setRotation( mKneeLeftJoint.getRotation() );
mAnkleLeftState->setRotation( mAnkleLeftJoint.getRotation() );
mHipRightState->setRotation( mHipRightJoint.getRotation() );
mKneeRightState->setRotation( mKneeRightJoint.getRotation() );
mAnkleRightState->setRotation( mAnkleRightJoint.getRotation() );
//llinfos << "Stand drift amount " << (mCharacter->getCharacterPosition() - mLastGoodPosition).magVec() << llendl;
// llinfos << "DEBUG: " << speed << " : " << mTrackAnkles << llendl;
return TRUE;
}
// End
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