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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;

    // amount of affected joints
    virtual S32 getNumJointMotions() { return 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_ANIMATED_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