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/**
* @file llmotion.h
* @brief Implementation of LLMotion 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_LLMOTION_H
#define LL_LLMOTION_H
//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include <string>
#include "llerror.h"
#include "llpose.h"
#include "lluuid.h"
class LLCharacter;
//-----------------------------------------------------------------------------
// class LLMotion
//-----------------------------------------------------------------------------
class LLMotion
{
friend class LLMotionController;
public:
enum LLMotionBlendType
{
NORMAL_BLEND,
ADDITIVE_BLEND
};
enum LLMotionInitStatus
{
STATUS_FAILURE,
STATUS_SUCCESS,
STATUS_HOLD
};
// Constructor
LLMotion(const LLUUID &id);
// Destructor
virtual ~LLMotion();
public:
//-------------------------------------------------------------------------
// functions to support MotionController and MotionRegistry
//-------------------------------------------------------------------------
// get the name of this instance
const std::string &getName() const { return mName; }
// set the name of this instance
void setName(const std::string &name) { mName = name; }
const LLUUID& getID() const { return mID; }
// returns the pose associated with the current state of this motion
virtual LLPose* getPose() { return &mPose;}
void fadeOut();
void fadeIn();
F32 getFadeWeight() const { return mFadeWeight; }
F32 getStopTime() const { return mStopTimestamp; }
virtual void setStopTime(F32 time);
BOOL isStopped() const { return mStopped; }
void setStopped(BOOL stopped) { mStopped = stopped; }
BOOL isBlending();
// Activation functions.
// It is OK for other classes to activate a motion,
// but only the controller can deactivate it.
// Thus, if mActive == TRUE, the motion *may* be on the controllers active list,
// but if mActive == FALSE, the motion is gauranteed not to be on the active list.
protected:
// Used by LLMotionController only
void deactivate();
BOOL isActive() { return mActive; }
public:
void activate(F32 time);
public:
//-------------------------------------------------------------------------
// animation callbacks to be implemented by subclasses
//-------------------------------------------------------------------------
// motions must specify whether or not they loop
virtual BOOL getLoop() = 0;
// motions must report their total duration
virtual F32 getDuration() = 0;
// motions must report their "ease in" duration
virtual F32 getEaseInDuration() = 0;
// motions must report their "ease out" duration.
virtual F32 getEaseOutDuration() = 0;
// motions must report their priority level
virtual LLJoint::JointPriority getPriority() = 0;
// motions must report their blend type
virtual LLMotionBlendType getBlendType() = 0;
// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
virtual F32 getMinPixelArea() = 0;
// 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) = 0;
// called per time step
// must return TRUE while it is active, and
// must return FALSE when the motion is completed.
virtual BOOL onUpdate(F32 activeTime, U8* joint_mask) = 0;
// called when a motion is deactivated
virtual void onDeactivate() = 0;
// can we crossfade this motion with a new instance when restarted?
// should ultimately always be TRUE, but lack of emote blending, etc
// requires this
virtual BOOL canDeprecate();
// optional callback routine called when animation deactivated.
void setDeactivateCallback( void (*cb)(void *), void* userdata );
protected:
// called when a motion is activated
// must return TRUE to indicate success, or else
// it will be deactivated
virtual BOOL onActivate() = 0;
void addJointState(const LLPointer<LLJointState>& jointState);
protected:
LLPose mPose;
BOOL mStopped; // motion has been stopped;
BOOL mActive; // motion is on active list (can be stopped or not stopped)
//-------------------------------------------------------------------------
// these are set implicitly by the motion controller and
// may be referenced (read only) in the above handlers.
//-------------------------------------------------------------------------
std::string mName; // instance name assigned by motion controller
LLUUID mID;
F32 mActivationTimestamp; // time when motion was activated
F32 mStopTimestamp; // time when motion was told to stop
F32 mSendStopTimestamp; // time when simulator should be told to stop this motion
F32 mResidualWeight; // blend weight at beginning of stop motion phase
F32 mFadeWeight; // for fading in and out based on LOD
U8 mJointSignature[3][LL_CHARACTER_MAX_JOINTS]; // signature of which joints are animated at what priority
void (*mDeactivateCallback)(void* data);
void* mDeactivateCallbackUserData;
};
//-----------------------------------------------------------------------------
// LLTestMotion
//-----------------------------------------------------------------------------
class LLTestMotion : public LLMotion
{
public:
LLTestMotion(const LLUUID &id) : LLMotion(id){}
~LLTestMotion() {}
static LLMotion *create(const LLUUID& id) { return new LLTestMotion(id); }
BOOL getLoop() { return FALSE; }
F32 getDuration() { return 0.0f; }
F32 getEaseInDuration() { return 0.0f; }
F32 getEaseOutDuration() { return 0.0f; }
LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
F32 getMinPixelArea() { return 0.f; }
LLMotionInitStatus onInitialize(LLCharacter*) { LL_INFOS() << "LLTestMotion::onInitialize()" << LL_ENDL; return STATUS_SUCCESS; }
BOOL onActivate() { LL_INFOS() << "LLTestMotion::onActivate()" << LL_ENDL; return TRUE; }
BOOL onUpdate(F32 time, U8* joint_mask) { LL_INFOS() << "LLTestMotion::onUpdate(" << time << ")" << LL_ENDL; return TRUE; }
void onDeactivate() { LL_INFOS() << "LLTestMotion::onDeactivate()" << LL_ENDL; }
};
//-----------------------------------------------------------------------------
// LLNullMotion
//-----------------------------------------------------------------------------
class LLNullMotion : public LLMotion
{
public:
LLNullMotion(const LLUUID &id) : LLMotion(id) {}
~LLNullMotion() {}
static LLMotion *create(const LLUUID &id) { return new LLNullMotion(id); }
// motions must specify whether or not they loop
/*virtual*/ BOOL getLoop() { return TRUE; }
// motions must report their total duration
/*virtual*/ F32 getDuration() { return 1.f; }
// motions must report their "ease in" duration
/*virtual*/ F32 getEaseInDuration() { return 0.f; }
// motions must report their "ease out" duration.
/*virtual*/ F32 getEaseOutDuration() { return 0.f; }
// motions must report their priority level
/*virtual*/ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
// motions must report their blend type
/*virtual*/ LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
/*virtual*/ F32 getMinPixelArea() { return 0.f; }
// 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) { return STATUS_SUCCESS; }
// called when a motion is activated
// must return TRUE to indicate success, or else
// it will be deactivated
/*virtual*/ BOOL onActivate() { return TRUE; }
// called per time step
// must return TRUE while it is active, and
// must return FALSE when the motion is completed.
/*virtual*/ BOOL onUpdate(F32 activeTime, U8* joint_mask) { return TRUE; }
// called when a motion is deactivated
/*virtual*/ void onDeactivate() {}
};
#endif // LL_LLMOTION_H
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