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/**
* @file llkeyframewalkmotion.cpp
* @brief Implementation of LLKeyframeWalkMotion 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
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "llkeyframewalkmotion.h"
#include "llcharacter.h"
#include "llmath.h"
#include "m3math.h"
#include "llcriticaldamp.h"
//-----------------------------------------------------------------------------
// Macros
//-----------------------------------------------------------------------------
const F32 MAX_WALK_PLAYBACK_SPEED = 8.f; // max m/s for which we adjust walk cycle speed
const F32 MIN_WALK_SPEED = 0.1f; // minimum speed at which we use velocity for down foot detection
const F32 TIME_EPSILON = 0.001f; // minumum frame time
const F32 MAX_TIME_DELTA = 2.f; // max two seconds a frame for calculating interpolation
F32 SPEED_ADJUST_MAX_SEC = 2.f; // maximum adjustment to walk animation playback speed for a second
F32 ANIM_SPEED_MAX = 1.5f; // absolute upper limit on animation speed
const F32 DRIFT_COMP_MAX_TOTAL = 0.1f; // maximum drift compensation overall, in any direction
const F32 DRIFT_COMP_MAX_SPEED = 4.f; // speed at which drift compensation total maxes out
const F32 MAX_ROLL = 0.6f;
const F32 PELVIS_COMPENSATION_WIEGHT = 0.7f; // proportion of foot drift that is compensated by moving the avatar directly
const F32 SPEED_ADJUST_TIME_CONSTANT = 0.1f; // time constant for speed adjustment interpolation
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLKeyframeWalkMotion::LLKeyframeWalkMotion(const LLUUID &id)
: LLKeyframeMotion(id),
mCharacter(NULL),
mCyclePhase(0.0f),
mRealTimeLast(0.0f),
mAdjTimeLast(0.0f),
mDownFoot(0)
{}
//-----------------------------------------------------------------------------
// ~LLKeyframeWalkMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLKeyframeWalkMotion::~LLKeyframeWalkMotion()
{}
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion::onInitialize()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLKeyframeWalkMotion::onInitialize(LLCharacter *character)
{
mCharacter = character;
return LLKeyframeMotion::onInitialize(character);
}
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLKeyframeWalkMotion::onActivate()
{
mRealTimeLast = 0.0f;
mAdjTimeLast = 0.0f;
return LLKeyframeMotion::onActivate();
}
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLKeyframeWalkMotion::onDeactivate()
{
mCharacter->removeAnimationData("Down Foot");
LLKeyframeMotion::onDeactivate();
}
//-----------------------------------------------------------------------------
// LLKeyframeWalkMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLKeyframeWalkMotion::onUpdate(F32 time, U8* joint_mask)
{
// compute time since last update
F32 deltaTime = time - mRealTimeLast;
void* speed_ptr = mCharacter->getAnimationData("Walk Speed");
F32 speed = (speed_ptr) ? *((F32 *)speed_ptr) : 1.f;
// adjust the passage of time accordingly
F32 adjusted_time = mAdjTimeLast + (deltaTime * speed);
// save time for next update
mRealTimeLast = time;
mAdjTimeLast = adjusted_time;
// handle wrap around
if (adjusted_time < 0.0f)
{
adjusted_time = getDuration() + fmod(adjusted_time, getDuration());
}
// let the base class update the cycle
return LLKeyframeMotion::onUpdate( adjusted_time, joint_mask );
}
// End
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLWalkAdjustMotion::LLWalkAdjustMotion(const LLUUID &id) :
LLMotion(id),
mLastTime(0.f),
mAnimSpeed(0.f),
mAdjustedSpeed(0.f),
mRelativeDir(0.f),
mAnkleOffset(0.f)
{
mName = "walk_adjust";
mPelvisState = new LLJointState;
}
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onInitialize()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLWalkAdjustMotion::onInitialize(LLCharacter *character)
{
mCharacter = character;
mLeftAnkleJoint = mCharacter->getJoint("mAnkleLeft");
mRightAnkleJoint = mCharacter->getJoint("mAnkleRight");
mPelvisJoint = mCharacter->getJoint("mPelvis");
mPelvisState->setJoint( mPelvisJoint );
if ( !mPelvisJoint )
{
llwarns << getName() << ": Can't get pelvis joint." << llendl;
return STATUS_FAILURE;
}
mPelvisState->setUsage(LLJointState::POS);
addJointState( mPelvisState );
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLWalkAdjustMotion::onActivate()
{
mAnimSpeed = 0.f;
mAdjustedSpeed = 0.f;
mRelativeDir = 1.f;
mPelvisState->setPosition(LLVector3::zero);
// store ankle positions for next frame
mLastLeftFootGlobalPos = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition());
mLastLeftFootGlobalPos.mdV[VZ] = 0.0;
mLastRightFootGlobalPos = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition());
mLastRightFootGlobalPos.mdV[VZ] = 0.0;
F32 leftAnkleOffset = (mLeftAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec();
F32 rightAnkleOffset = (mRightAnkleJoint->getWorldPosition() - mCharacter->getCharacterPosition()).magVec();
mAnkleOffset = llmax(leftAnkleOffset, rightAnkleOffset);
return TRUE;
}
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask)
{
// delta_time is guaranteed to be non zero
F32 delta_time = llclamp(time - mLastTime, TIME_EPSILON, MAX_TIME_DELTA);
mLastTime = time;
// find the avatar motion vector in the XY plane
LLVector3 avatar_velocity = mCharacter->getCharacterVelocity() * mCharacter->getTimeDilation();
avatar_velocity.mV[VZ] = 0.f;
F32 speed = llclamp(avatar_velocity.magVec(), 0.f, MAX_WALK_PLAYBACK_SPEED);
// grab avatar->world transforms
LLQuaternion avatar_to_world_rot = mCharacter->getRootJoint()->getWorldRotation();
LLQuaternion world_to_avatar_rot(avatar_to_world_rot);
world_to_avatar_rot.conjugate();
LLVector3 foot_slip_vector;
// find foot drift along velocity vector
if (speed > MIN_WALK_SPEED)
{ // walking/running
// calculate world-space foot drift
// use global coordinates to seamlessly handle region crossings
LLVector3d leftFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mLeftAnkleJoint->getWorldPosition());
leftFootGlobalPosition.mdV[VZ] = 0.0;
LLVector3 leftFootDelta(leftFootGlobalPosition - mLastLeftFootGlobalPos);
mLastLeftFootGlobalPos = leftFootGlobalPosition;
LLVector3d rightFootGlobalPosition = mCharacter->getPosGlobalFromAgent(mRightAnkleJoint->getWorldPosition());
rightFootGlobalPosition.mdV[VZ] = 0.0;
LLVector3 rightFootDelta(rightFootGlobalPosition - mLastRightFootGlobalPos);
mLastRightFootGlobalPos = rightFootGlobalPosition;
// get foot drift along avatar direction of motion
F32 left_foot_slip_amt = leftFootDelta * avatar_velocity;
F32 right_foot_slip_amt = rightFootDelta * avatar_velocity;
// if right foot is pushing back faster than left foot...
if (right_foot_slip_amt < left_foot_slip_amt)
{ //...use it to calculate optimal animation speed
foot_slip_vector = rightFootDelta;
}
else
{ // otherwise use the left foot
foot_slip_vector = leftFootDelta;
}
// calculate ideal pelvis offset so that foot is glued to ground and damp towards it
// this will soak up transient slippage
//
// FIXME: this interacts poorly with speed adjustment
// mPelvisOffset compensates for foot drift by moving the avatar pelvis in the opposite
// direction of the drift, up to a certain limited distance
// but this will cause the animation playback rate calculation below to
// kick in too slowly and sometimes start playing the animation in reverse.
//mPelvisOffset -= PELVIS_COMPENSATION_WIEGHT * (foot_slip_vector * world_to_avatar_rot);//lerp(LLVector3::zero, -1.f * (foot_slip_vector * world_to_avatar_rot), LLSmoothInterpolation::getInterpolant(0.1f));
////F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL * (llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED);
//F32 drift_comp_max = DRIFT_COMP_MAX_TOTAL;
//// clamp pelvis offset to a 90 degree arc behind the nominal position
//// NB: this is an ADDITIVE amount that is accumulated every frame, so clamping it alone won't do the trick
//// must clamp with absolute position of pelvis in mind
//LLVector3 currentPelvisPos = mPelvisState->getJoint()->getPosition();
//mPelvisOffset.mV[VX] = llclamp( mPelvisOffset.mV[VX], -drift_comp_max, drift_comp_max );
//mPelvisOffset.mV[VY] = llclamp( mPelvisOffset.mV[VY], -drift_comp_max, drift_comp_max );
//mPelvisOffset.mV[VZ] = 0.f;
//
//mLastRightFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot);
//mLastLeftFootGlobalPos += LLVector3d(mPelvisOffset * avatar_to_world_rot);
//foot_slip_vector -= mPelvisOffset;
LLVector3 avatar_movement_dir = avatar_velocity;
avatar_movement_dir.normalize();
// planted foot speed is avatar velocity - foot slip amount along avatar movement direction
F32 foot_speed = speed - ((foot_slip_vector * avatar_movement_dir) / delta_time);
// multiply animation playback rate so that foot speed matches avatar speed
F32 min_speed_multiplier = clamp_rescale(speed, 0.f, 1.f, 0.f, 0.1f);
F32 desired_speed_multiplier = llclamp(speed / foot_speed, min_speed_multiplier, ANIM_SPEED_MAX);
// blend towards new speed adjustment value
F32 new_speed_adjust = LLSmoothInterpolation::lerp(mAdjustedSpeed, desired_speed_multiplier, SPEED_ADJUST_TIME_CONSTANT);
// limit that rate at which the speed adjustment changes
F32 speedDelta = llclamp(new_speed_adjust - mAdjustedSpeed, -SPEED_ADJUST_MAX_SEC * delta_time, SPEED_ADJUST_MAX_SEC * delta_time);
mAdjustedSpeed += speedDelta;
// modulate speed by dot products of facing and velocity
// so that if we are moving sideways, we slow down the animation
// and if we're moving backward, we walk backward
// do this at the end to be more responsive to direction changes instead of in the above speed calculations
F32 directional_factor = (avatar_movement_dir * world_to_avatar_rot).mV[VX];
mAnimSpeed = mAdjustedSpeed * directional_factor;
}
else
{ // standing/turning
// damp out speed adjustment to 0
mAnimSpeed = LLSmoothInterpolation::lerp(mAnimSpeed, 1.f, 0.2f);
//mPelvisOffset = lerp(mPelvisOffset, LLVector3::zero, LLSmoothInterpolation::getInterpolant(0.2f));
}
// broadcast walk speed change
mCharacter->setAnimationData("Walk Speed", &mAnimSpeed);
// set position
// need to update *some* joint to keep this animation active
mPelvisState->setPosition(mPelvisOffset);
return TRUE;
}
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLWalkAdjustMotion::onDeactivate()
{
mCharacter->removeAnimationData("Walk Speed");
}
//-----------------------------------------------------------------------------
// LLFlyAdjustMotion::LLFlyAdjustMotion()
//-----------------------------------------------------------------------------
LLFlyAdjustMotion::LLFlyAdjustMotion(const LLUUID &id)
: LLMotion(id),
mRoll(0.f)
{
mName = "fly_adjust";
mPelvisState = new LLJointState;
}
//-----------------------------------------------------------------------------
// LLFlyAdjustMotion::onInitialize()
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLFlyAdjustMotion::onInitialize(LLCharacter *character)
{
mCharacter = character;
LLJoint* pelvisJoint = mCharacter->getJoint("mPelvis");
mPelvisState->setJoint( pelvisJoint );
if ( !pelvisJoint )
{
llwarns << getName() << ": Can't get pelvis joint." << llendl;
return STATUS_FAILURE;
}
mPelvisState->setUsage(LLJointState::POS | LLJointState::ROT);
addJointState( mPelvisState );
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLFlyAdjustMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLFlyAdjustMotion::onActivate()
{
mPelvisState->setPosition(LLVector3::zero);
mPelvisState->setRotation(LLQuaternion::DEFAULT);
mRoll = 0.f;
return TRUE;
}
//-----------------------------------------------------------------------------
// LLFlyAdjustMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLFlyAdjustMotion::onUpdate(F32 time, U8* joint_mask)
{
LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation();
F32 speed = mCharacter->getCharacterVelocity().magVec();
F32 roll_factor = clamp_rescale(speed, 7.f, 15.f, 0.f, -MAX_ROLL);
F32 target_roll = llclamp(ang_vel.mV[VZ], -4.f, 4.f) * roll_factor;
// roll is critically damped interpolation between current roll and angular velocity-derived target roll
mRoll = LLSmoothInterpolation::lerp(mRoll, target_roll, LLUnit<LLUnits::Milliseconds, F32>(100));
LLQuaternion roll(mRoll, LLVector3(0.f, 0.f, 1.f));
mPelvisState->setRotation(roll);
return TRUE;
}
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