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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*) { llinfos << "LLTestMotion::onInitialize()" << llendl; return STATUS_SUCCESS; }
	BOOL onActivate() { llinfos << "LLTestMotion::onActivate()" << llendl; return TRUE; }
	BOOL onUpdate(F32 time, U8* joint_mask) { llinfos << "LLTestMotion::onUpdate(" << time << ")" << llendl; return TRUE; }
	void onDeactivate() { llinfos << "LLTestMotion::onDeactivate()" << llendl; }
};


//-----------------------------------------------------------------------------
// 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