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|
/**
* @file llmotioncontroller.cpp
* @brief Implementation of LLMotionController 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 "llmotioncontroller.h"
#include "llfasttimer.h"
#include "llkeyframemotion.h"
#include "llmath.h"
#include "lltimer.h"
#include "llanimationstates.h"
#include "llstl.h"
// This is why LL_CHARACTER_MAX_ANIMATED_JOINTS needs to be a multiple of 4.
const S32 NUM_JOINT_SIGNATURE_STRIDES = LL_CHARACTER_MAX_ANIMATED_JOINTS / 4;
const U32 MAX_MOTION_INSTANCES = 32;
//-----------------------------------------------------------------------------
// Constants and statics
//-----------------------------------------------------------------------------
F32 LLMotionController::sCurrentTimeFactor = 1.f;
LLMotionRegistry LLMotionController::sRegistry;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLMotionRegistry class
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLMotionRegistry()
// Class Constructor
//-----------------------------------------------------------------------------
LLMotionRegistry::LLMotionRegistry()
{
}
//-----------------------------------------------------------------------------
// ~LLMotionRegistry()
// Class Destructor
//-----------------------------------------------------------------------------
LLMotionRegistry::~LLMotionRegistry()
{
mMotionTable.clear();
}
//-----------------------------------------------------------------------------
// addMotion()
//-----------------------------------------------------------------------------
BOOL LLMotionRegistry::registerMotion( const LLUUID& id, LLMotionConstructor constructor )
{
// LL_INFOS() << "Registering motion: " << name << LL_ENDL;
if (!is_in_map(mMotionTable, id))
{
mMotionTable[id] = constructor;
return TRUE;
}
return FALSE;
}
//-----------------------------------------------------------------------------
// markBad()
//-----------------------------------------------------------------------------
void LLMotionRegistry::markBad( const LLUUID& id )
{
mMotionTable[id] = LLMotionConstructor(NULL);
}
//-----------------------------------------------------------------------------
// createMotion()
//-----------------------------------------------------------------------------
LLMotion *LLMotionRegistry::createMotion( const LLUUID &id )
{
LLMotionConstructor constructor = get_if_there(mMotionTable, id, LLMotionConstructor(NULL));
LLMotion* motion = NULL;
if ( constructor == NULL )
{
// *FIX: need to replace with a better default scheme. RN
motion = LLKeyframeMotion::create(id);
}
else
{
motion = constructor(id);
}
return motion;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLMotionController class
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLMotionController()
// Class Constructor
//-----------------------------------------------------------------------------
LLMotionController::LLMotionController()
: mTimeFactor(sCurrentTimeFactor),
mCharacter(NULL),
mAnimTime(0.f),
mPrevTimerElapsed(0.f),
mLastTime(0.0f),
mHasRunOnce(FALSE),
mPaused(FALSE),
mPausedFrame(0),
mTimeStep(0.f),
mTimeStepCount(0),
mLastInterp(0.f),
mIsSelf(FALSE),
mLastCountAfterPurge(0)
{
}
//-----------------------------------------------------------------------------
// ~LLMotionController()
// Class Destructor
//-----------------------------------------------------------------------------
LLMotionController::~LLMotionController()
{
deleteAllMotions();
}
void LLMotionController::incMotionCounts(S32& num_motions, S32& num_loading_motions, S32& num_loaded_motions, S32& num_active_motions, S32& num_deprecated_motions)
{
num_motions += mAllMotions.size();
num_loading_motions += mLoadingMotions.size();
num_loaded_motions += mLoadedMotions.size();
num_active_motions += mActiveMotions.size();
num_deprecated_motions += mDeprecatedMotions.size();
}
//-----------------------------------------------------------------------------
// deleteAllMotions()
//-----------------------------------------------------------------------------
void LLMotionController::deleteAllMotions()
{
mLoadingMotions.clear();
mLoadedMotions.clear();
mActiveMotions.clear();
for_each(mAllMotions.begin(), mAllMotions.end(), DeletePairedPointer());
mAllMotions.clear();
// stinson 05/12/20014 : Ownership of the LLMotion pointers is transferred from
// mAllMotions to mDeprecatedMotions in method
// LLMotionController::deprecateMotionInstance(). Thus, we should also clean
// up the mDeprecatedMotions list as well.
for_each(mDeprecatedMotions.begin(), mDeprecatedMotions.end(), DeletePointer());
mDeprecatedMotions.clear();
}
//-----------------------------------------------------------------------------
// purgeExcessMotion()
//-----------------------------------------------------------------------------
void LLMotionController::purgeExcessMotions()
{
if (mLoadedMotions.size() > MAX_MOTION_INSTANCES)
{
// clean up deprecated motions
for (motion_set_t::iterator deprecated_motion_it = mDeprecatedMotions.begin();
deprecated_motion_it != mDeprecatedMotions.end(); )
{
motion_set_t::iterator cur_iter = deprecated_motion_it++;
LLMotion* cur_motionp = *cur_iter;
if (!isMotionActive(cur_motionp))
{
// Motion is deprecated so we know it's not cannonical,
// we can safely remove the instance
removeMotionInstance(cur_motionp); // modifies mDeprecatedMotions
mDeprecatedMotions.erase(cur_iter);
}
}
}
std::set<LLUUID> motions_to_kill;
if (mLoadedMotions.size() > MAX_MOTION_INSTANCES)
{
// too many motions active this frame, kill all blenders
mPoseBlender.clearBlenders();
for (motion_set_t::iterator loaded_motion_it = mLoadedMotions.begin();
loaded_motion_it != mLoadedMotions.end();
++loaded_motion_it)
{
LLMotion* cur_motionp = *loaded_motion_it;
// motion isn't playing, delete it
if (!isMotionActive(cur_motionp))
{
motions_to_kill.insert(cur_motionp->getID());
}
}
}
// clean up all inactive, loaded motions
for (std::set<LLUUID>::iterator motion_it = motions_to_kill.begin();
motion_it != motions_to_kill.end();
++motion_it)
{
// look up the motion again by ID to get canonical instance
// and kill it only if that one is inactive
LLUUID motion_id = *motion_it;
LLMotion* motionp = findMotion(motion_id);
if (motionp && !isMotionActive(motionp))
{
removeMotion(motion_id);
}
}
U32 loaded_count = mLoadedMotions.size();
if (loaded_count > (2 * MAX_MOTION_INSTANCES) && loaded_count > mLastCountAfterPurge)
{
LL_WARNS_ONCE("Animation") << loaded_count << " Loaded Motions. Amount of motions is over limit." << LL_ENDL;
}
mLastCountAfterPurge = loaded_count;
}
//-----------------------------------------------------------------------------
// deactivateStoppedMotions()
//-----------------------------------------------------------------------------
void LLMotionController::deactivateStoppedMotions()
{
// Since we're hidden, deactivate any stopped motions.
for (motion_list_t::iterator iter = mActiveMotions.begin();
iter != mActiveMotions.end(); )
{
motion_list_t::iterator curiter = iter++;
LLMotion* motionp = *curiter;
if (motionp->isStopped())
{
deactivateMotionInstance(motionp);
}
}
}
//-----------------------------------------------------------------------------
// setTimeStep()
//-----------------------------------------------------------------------------
void LLMotionController::setTimeStep(F32 step)
{
mTimeStep = step;
if (step != 0.f)
{
// make sure timestamps conform to new quantum
for (motion_list_t::iterator iter = mActiveMotions.begin();
iter != mActiveMotions.end(); ++iter)
{
LLMotion* motionp = *iter;
F32 activation_time = motionp->mActivationTimestamp;
motionp->mActivationTimestamp = (F32)(llfloor(activation_time / step)) * step;
BOOL stopped = motionp->isStopped();
motionp->setStopTime((F32)(llfloor(motionp->getStopTime() / step)) * step);
motionp->setStopped(stopped);
motionp->mSendStopTimestamp = (F32)llfloor(motionp->mSendStopTimestamp / step) * step;
}
}
}
//-----------------------------------------------------------------------------
// setTimeFactor()
//-----------------------------------------------------------------------------
void LLMotionController::setTimeFactor(F32 time_factor)
{
mTimeFactor = time_factor;
}
//-----------------------------------------------------------------------------
// setCharacter()
//-----------------------------------------------------------------------------
void LLMotionController::setCharacter(LLCharacter *character)
{
mCharacter = character;
}
//-----------------------------------------------------------------------------
// registerMotion()
//-----------------------------------------------------------------------------
BOOL LLMotionController::registerMotion( const LLUUID& id, LLMotionConstructor constructor )
{
return sRegistry.registerMotion(id, constructor);
}
//-----------------------------------------------------------------------------
// removeMotion()
//-----------------------------------------------------------------------------
void LLMotionController::removeMotion( const LLUUID& id)
{
LLMotion* motionp = findMotion(id);
mAllMotions.erase(id);
removeMotionInstance(motionp);
}
// removes instance of a motion from all runtime structures, but does
// not erase entry by ID, as this could be a duplicate instance
// use removeMotion(id) to remove all references to a given motion by id.
void LLMotionController::removeMotionInstance(LLMotion* motionp)
{
if (motionp)
{
llassert(findMotion(motionp->getID()) != motionp);
if (motionp->isActive())
motionp->deactivate();
mLoadingMotions.erase(motionp);
mLoadedMotions.erase(motionp);
mActiveMotions.remove(motionp);
delete motionp;
}
}
//-----------------------------------------------------------------------------
// createMotion()
//-----------------------------------------------------------------------------
LLMotion* LLMotionController::createMotion( const LLUUID &id )
{
// do we have an instance of this motion for this character?
LLMotion *motion = findMotion(id);
// if not, we need to create one
if (!motion)
{
// look up constructor and create it
motion = sRegistry.createMotion(id);
if (!motion)
{
return NULL;
}
// look up name for default motions
const char* motion_name = gAnimLibrary.animStateToString(id);
if (motion_name)
{
motion->setName(motion_name);
}
// initialize the new instance
LLMotion::LLMotionInitStatus stat = motion->onInitialize(mCharacter);
switch(stat)
{
case LLMotion::STATUS_FAILURE:
LL_INFOS() << "Motion " << id << " init failed." << LL_ENDL;
sRegistry.markBad(id);
delete motion;
return NULL;
case LLMotion::STATUS_HOLD:
mLoadingMotions.insert(motion);
break;
case LLMotion::STATUS_SUCCESS:
// add motion to our list
mLoadedMotions.insert(motion);
break;
default:
LL_ERRS() << "Invalid initialization status" << LL_ENDL;
break;
}
mAllMotions[id] = motion;
}
return motion;
}
//-----------------------------------------------------------------------------
// startMotion()
//-----------------------------------------------------------------------------
BOOL LLMotionController::startMotion(const LLUUID &id, F32 start_offset)
{
// do we have an instance of this motion for this character?
LLMotion *motion = findMotion(id);
// motion that is stopping will be allowed to stop but
// replaced by a new instance of that motion
if (motion
&& !mPaused
&& motion->canDeprecate()
&& motion->getFadeWeight() > 0.01f // not LOD-ed out
&& (motion->isBlending() || motion->getStopTime() != 0.f))
{
deprecateMotionInstance(motion);
// force creation of new instance
motion = NULL;
}
// create new motion instance
if (!motion)
{
motion = createMotion(id);
}
if (!motion)
{
return FALSE;
}
//if the motion is already active and allows deprecation, then let it keep playing
else if (motion->canDeprecate() && isMotionActive(motion))
{
return TRUE;
}
// LL_INFOS() << "Starting motion " << name << LL_ENDL;
return activateMotionInstance(motion, mAnimTime - start_offset);
}
//-----------------------------------------------------------------------------
// stopMotionLocally()
//-----------------------------------------------------------------------------
BOOL LLMotionController::stopMotionLocally(const LLUUID &id, BOOL stop_immediate)
{
// if already inactive, return false
LLMotion *motion = findMotion(id);
// SL-1290: always stop immediate if paused
return stopMotionInstance(motion, stop_immediate||mPaused);
}
BOOL LLMotionController::stopMotionInstance(LLMotion* motion, BOOL stop_immediate)
{
if (!motion)
{
return FALSE;
}
// If on active list, stop it
if (isMotionActive(motion) && !motion->isStopped())
{
motion->setStopTime(mAnimTime);
if (stop_immediate)
{
deactivateMotionInstance(motion);
}
return TRUE;
}
else if (isMotionLoading(motion))
{
motion->setStopped(TRUE);
return TRUE;
}
return FALSE;
}
//-----------------------------------------------------------------------------
// updateRegularMotions()
//-----------------------------------------------------------------------------
void LLMotionController::updateRegularMotions()
{
updateMotionsByType(LLMotion::NORMAL_BLEND);
}
//-----------------------------------------------------------------------------
// updateAdditiveMotions()
//-----------------------------------------------------------------------------
void LLMotionController::updateAdditiveMotions()
{
updateMotionsByType(LLMotion::ADDITIVE_BLEND);
}
//-----------------------------------------------------------------------------
// resetJointSignatures()
//-----------------------------------------------------------------------------
void LLMotionController::resetJointSignatures()
{
memset(&mJointSignature[0][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS);
memset(&mJointSignature[1][0], 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS);
}
//-----------------------------------------------------------------------------
// updateIdleMotion()
// minimal updates for active motions
//-----------------------------------------------------------------------------
void LLMotionController::updateIdleMotion(LLMotion* motionp)
{
LL_PROFILE_ZONE_SCOPED;
if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration())
{
deactivateMotionInstance(motionp);
}
else if (motionp->isStopped() && mAnimTime > motionp->getStopTime())
{
// is this the first iteration in the ease out phase?
if (mLastTime <= motionp->getStopTime())
{
// store residual weight for this motion
motionp->mResidualWeight = motionp->getPose()->getWeight();
}
}
else if (mAnimTime > motionp->mSendStopTimestamp)
{
// notify character of timed stop event on first iteration past sendstoptimestamp
// this will only be called when an animation stops itself (runs out of time)
if (mLastTime <= motionp->mSendStopTimestamp)
{
mCharacter->requestStopMotion( motionp );
stopMotionInstance(motionp, FALSE);
}
}
else if (mAnimTime >= motionp->mActivationTimestamp)
{
if (mLastTime < motionp->mActivationTimestamp)
{
motionp->mResidualWeight = motionp->getPose()->getWeight();
}
}
}
//-----------------------------------------------------------------------------
// updateIdleActiveMotions()
// Call this instead of updateMotionsByType for hidden avatars
//-----------------------------------------------------------------------------
void LLMotionController::updateIdleActiveMotions()
{
LL_PROFILE_ZONE_SCOPED;
for (motion_list_t::iterator iter = mActiveMotions.begin();
iter != mActiveMotions.end(); )
{
motion_list_t::iterator curiter = iter++;
LLMotion* motionp = *curiter;
updateIdleMotion(motionp);
}
}
//-----------------------------------------------------------------------------
// updateMotionsByType()
//-----------------------------------------------------------------------------
void LLMotionController::updateMotionsByType(LLMotion::LLMotionBlendType anim_type)
{
LL_PROFILE_ZONE_SCOPED;
BOOL update_result = TRUE;
U8 last_joint_signature[LL_CHARACTER_MAX_ANIMATED_JOINTS];
memset(&last_joint_signature, 0, sizeof(U8) * LL_CHARACTER_MAX_ANIMATED_JOINTS);
// iterate through active motions in chronological order
for (motion_list_t::iterator iter = mActiveMotions.begin();
iter != mActiveMotions.end(); )
{
motion_list_t::iterator curiter = iter++;
LLMotion* motionp = *curiter;
if (motionp->getBlendType() != anim_type)
{
continue;
}
BOOL update_motion = FALSE;
if (motionp->getPose()->getWeight() < 1.f)
{
update_motion = TRUE;
}
else
{
for (S32 i = 0; i < NUM_JOINT_SIGNATURE_STRIDES; i++)
{
U32 *current_signature = (U32*)&(mJointSignature[0][i * 4]);
U32 test_signature = *(U32*)&(motionp->mJointSignature[0][i * 4]);
if ((*current_signature | test_signature) > (*current_signature))
{
*current_signature |= test_signature;
update_motion = TRUE;
}
*((U32*)&last_joint_signature[i * 4]) = *(U32*)&(mJointSignature[1][i * 4]);
current_signature = (U32*)&(mJointSignature[1][i * 4]);
test_signature = *(U32*)&(motionp->mJointSignature[1][i * 4]);
if ((*current_signature | test_signature) > (*current_signature))
{
*current_signature |= test_signature;
update_motion = TRUE;
}
}
}
if (!update_motion)
{
updateIdleMotion(motionp);
continue;
}
LLPose *posep = motionp->getPose();
// only filter by LOD after running every animation at least once (to prime the avatar state)
if (mHasRunOnce && motionp->getMinPixelArea() > mCharacter->getPixelArea())
{
motionp->fadeOut();
//should we notify the simulator that this motion should be stopped (check even if skipped by LOD logic)
if (mAnimTime > motionp->mSendStopTimestamp)
{
// notify character of timed stop event on first iteration past sendstoptimestamp
// this will only be called when an animation stops itself (runs out of time)
if (mLastTime <= motionp->mSendStopTimestamp)
{
mCharacter->requestStopMotion( motionp );
stopMotionInstance(motionp, FALSE);
}
}
if (motionp->getFadeWeight() < 0.01f)
{
if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration())
{
posep->setWeight(0.f);
deactivateMotionInstance(motionp);
}
continue;
}
}
else
{
motionp->fadeIn();
}
//**********************
// MOTION INACTIVE
//**********************
if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration())
{
// this motion has gone on too long, deactivate it
// did we have a chance to stop it?
if (mLastTime <= motionp->getStopTime())
{
// if not, let's stop it this time through and deactivate it the next
posep->setWeight(motionp->getFadeWeight());
motionp->onUpdate(motionp->getStopTime() - motionp->mActivationTimestamp, last_joint_signature);
}
else
{
posep->setWeight(0.f);
deactivateMotionInstance(motionp);
continue;
}
}
//**********************
// MOTION EASE OUT
//**********************
else if (motionp->isStopped() && mAnimTime > motionp->getStopTime())
{
// is this the first iteration in the ease out phase?
if (mLastTime <= motionp->getStopTime())
{
// store residual weight for this motion
motionp->mResidualWeight = motionp->getPose()->getWeight();
}
if (motionp->getEaseOutDuration() == 0.f)
{
posep->setWeight(0.f);
}
else
{
posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight * cubic_step(1.f - ((mAnimTime - motionp->getStopTime()) / motionp->getEaseOutDuration())));
}
// perform motion update
update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature);
}
//**********************
// MOTION ACTIVE
//**********************
else if (mAnimTime > motionp->mActivationTimestamp + motionp->getEaseInDuration())
{
posep->setWeight(motionp->getFadeWeight());
//should we notify the simulator that this motion should be stopped?
if (mAnimTime > motionp->mSendStopTimestamp)
{
// notify character of timed stop event on first iteration past sendstoptimestamp
// this will only be called when an animation stops itself (runs out of time)
if (mLastTime <= motionp->mSendStopTimestamp)
{
mCharacter->requestStopMotion( motionp );
stopMotionInstance(motionp, FALSE);
}
}
// perform motion update
{
update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature);
}
}
//**********************
// MOTION EASE IN
//**********************
else if (mAnimTime >= motionp->mActivationTimestamp)
{
if (mLastTime < motionp->mActivationTimestamp)
{
motionp->mResidualWeight = motionp->getPose()->getWeight();
}
if (motionp->getEaseInDuration() == 0.f)
{
posep->setWeight(motionp->getFadeWeight());
}
else
{
// perform motion update
posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight + (1.f - motionp->mResidualWeight) * cubic_step((mAnimTime - motionp->mActivationTimestamp) / motionp->getEaseInDuration()));
}
// perform motion update
update_result = motionp->onUpdate(mAnimTime - motionp->mActivationTimestamp, last_joint_signature);
}
else
{
posep->setWeight(0.f);
update_result = motionp->onUpdate(0.f, last_joint_signature);
}
// allow motions to deactivate themselves
if (!update_result)
{
if (!motionp->isStopped() || motionp->getStopTime() > mAnimTime)
{
// animation has stopped itself due to internal logic
// propagate this to the network
// as not all viewers are guaranteed to have access to the same logic
mCharacter->requestStopMotion( motionp );
stopMotionInstance(motionp, FALSE);
}
}
// even if onupdate returns FALSE, add this motion in to the blend one last time
mPoseBlender.addMotion(motionp);
}
}
//-----------------------------------------------------------------------------
// updateLoadingMotions()
//-----------------------------------------------------------------------------
void LLMotionController::updateLoadingMotions()
{
LL_PROFILE_ZONE_SCOPED;
// query pending motions for completion
for (motion_set_t::iterator iter = mLoadingMotions.begin();
iter != mLoadingMotions.end(); )
{
motion_set_t::iterator curiter = iter++;
LLMotion* motionp = *curiter;
if( !motionp)
{
continue; // maybe shouldn't happen but i've seen it -MG
}
LLMotion::LLMotionInitStatus status = motionp->onInitialize(mCharacter);
if (status == LLMotion::STATUS_SUCCESS)
{
mLoadingMotions.erase(curiter);
// add motion to our loaded motion list
mLoadedMotions.insert(motionp);
// this motion should be playing
if (!motionp->isStopped())
{
activateMotionInstance(motionp, mAnimTime);
}
}
else if (status == LLMotion::STATUS_FAILURE)
{
LL_INFOS() << "Motion " << motionp->getID() << " init failed." << LL_ENDL;
sRegistry.markBad(motionp->getID());
mLoadingMotions.erase(curiter);
motion_set_t::iterator found_it = mDeprecatedMotions.find(motionp);
if (found_it != mDeprecatedMotions.end())
{
mDeprecatedMotions.erase(found_it);
}
mAllMotions.erase(motionp->getID());
delete motionp;
}
}
}
//-----------------------------------------------------------------------------
// call updateMotion() or updateMotionsMinimal() every frame
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// updateMotion()
//-----------------------------------------------------------------------------
void LLMotionController::updateMotions(bool force_update)
{
LL_PROFILE_ZONE_SCOPED;
// SL-763: "Distant animated objects run at super fast speed"
// The use_quantum optimization or possibly the associated code in setTimeStamp()
// does not work as implemented.
// Currently setting mTimeStep to nonzero is disabled elsewhere.
BOOL use_quantum = (mTimeStep != 0.f);
// Always update mPrevTimerElapsed
F32 cur_time = mTimer.getElapsedTimeF32();
F32 delta_time = cur_time - mPrevTimerElapsed;
mPrevTimerElapsed = cur_time;
mLastTime = mAnimTime;
// Always cap the number of loaded motions
purgeExcessMotions();
// Update timing info for this time step.
if (!mPaused)
{
F32 update_time = mAnimTime + delta_time * mTimeFactor;
if (use_quantum)
{
F32 time_interval = fmodf(update_time, mTimeStep);
// always animate *ahead* of actual time
S32 quantum_count = llmax(0, llfloor((update_time - time_interval) / mTimeStep)) + 1;
if (quantum_count == mTimeStepCount)
{
// we're still in same time quantum as before, so just interpolate and exit
if (!mPaused)
{
F32 interp = time_interval / mTimeStep;
mPoseBlender.interpolate(interp - mLastInterp);
mLastInterp = interp;
}
updateLoadingMotions();
return;
}
// is calculating a new keyframe pose, make sure the last one gets applied
mPoseBlender.interpolate(1.f);
clearBlenders();
mTimeStepCount = quantum_count;
mAnimTime = (F32)quantum_count * mTimeStep;
mLastInterp = 0.f;
}
else
{
mAnimTime = update_time;
}
}
updateLoadingMotions();
resetJointSignatures();
if (mPaused && !force_update)
{
updateIdleActiveMotions();
}
else
{
// update additive motions
updateAdditiveMotions();
resetJointSignatures();
// update all regular motions
updateRegularMotions();
if (use_quantum)
{
mPoseBlender.blendAndCache(TRUE);
}
else
{
mPoseBlender.blendAndApply();
}
}
mHasRunOnce = TRUE;
// LL_INFOS() << "Motion controller time " << motionTimer.getElapsedTimeF32() << LL_ENDL;
}
//-----------------------------------------------------------------------------
// updateMotionsMinimal()
// minimal update (e.g. while hidden)
//-----------------------------------------------------------------------------
void LLMotionController::updateMotionsMinimal()
{
LL_PROFILE_ZONE_SCOPED;
// Always update mPrevTimerElapsed
mPrevTimerElapsed = mTimer.getElapsedTimeF32();
purgeExcessMotions();
updateLoadingMotions();
resetJointSignatures();
deactivateStoppedMotions();
mHasRunOnce = TRUE;
}
//-----------------------------------------------------------------------------
// activateMotionInstance()
//-----------------------------------------------------------------------------
BOOL LLMotionController::activateMotionInstance(LLMotion *motion, F32 time)
{
LL_PROFILE_ZONE_SCOPED;
// It's not clear why the getWeight() line seems to be crashing this, but
// hopefully this fixes it.
if (motion == NULL || motion->getPose() == NULL)
{
return FALSE;
}
if (mLoadingMotions.find(motion) != mLoadingMotions.end())
{
// we want to start this motion, but we can't yet, so flag it as started
motion->setStopped(FALSE);
// report pending animations as activated
return TRUE;
}
motion->mResidualWeight = motion->getPose()->getWeight();
// set stop time based on given duration and ease out time
if (motion->getDuration() != 0.f && !motion->getLoop())
{
F32 ease_out_time;
F32 motion_duration;
// should we stop at the end of motion duration, or a bit earlier
// to allow it to ease out while moving?
ease_out_time = motion->getEaseOutDuration();
// is the clock running when the motion is easing in?
// if not (POSTURE_EASE) then we need to wait that much longer before triggering the stop
motion_duration = llmax(motion->getDuration() - ease_out_time, 0.f);
motion->mSendStopTimestamp = time + motion_duration;
}
else
{
motion->mSendStopTimestamp = F32_MAX;
}
if (motion->isActive())
{
mActiveMotions.remove(motion);
}
mActiveMotions.push_front(motion);
motion->activate(time);
motion->onUpdate(0.f, mJointSignature[1]);
if (mAnimTime >= motion->mSendStopTimestamp)
{
motion->setStopTime(motion->mSendStopTimestamp);
if (motion->mResidualWeight == 0.0f)
{
// bit of a hack; if newly activating a motion while easing out, weight should = 1
motion->mResidualWeight = 1.f;
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// deactivateMotionInstance()
//-----------------------------------------------------------------------------
BOOL LLMotionController::deactivateMotionInstance(LLMotion *motion)
{
motion->deactivate();
motion_set_t::iterator found_it = mDeprecatedMotions.find(motion);
if (found_it != mDeprecatedMotions.end())
{
// deprecated motions need to be completely excised
removeMotionInstance(motion);
mDeprecatedMotions.erase(found_it);
}
else
{
// for motions that we are keeping, simply remove from active queue
mActiveMotions.remove(motion);
}
return TRUE;
}
void LLMotionController::deprecateMotionInstance(LLMotion* motion)
{
mDeprecatedMotions.insert(motion);
//fade out deprecated motion
stopMotionInstance(motion, FALSE);
//no longer canonical
mAllMotions.erase(motion->getID());
}
//-----------------------------------------------------------------------------
// isMotionActive()
//-----------------------------------------------------------------------------
bool LLMotionController::isMotionActive(LLMotion *motion)
{
return (motion && motion->isActive());
}
//-----------------------------------------------------------------------------
// isMotionLoading()
//-----------------------------------------------------------------------------
bool LLMotionController::isMotionLoading(LLMotion* motion)
{
return (mLoadingMotions.find(motion) != mLoadingMotions.end());
}
//-----------------------------------------------------------------------------
// findMotion()
//-----------------------------------------------------------------------------
LLMotion* LLMotionController::findMotion(const LLUUID& id) const
{
motion_map_t::const_iterator iter = mAllMotions.find(id);
if(iter == mAllMotions.end())
{
return NULL;
}
else
{
return iter->second;
}
}
//-----------------------------------------------------------------------------
// dumpMotions()
//-----------------------------------------------------------------------------
void LLMotionController::dumpMotions()
{
LL_INFOS() << "=====================================" << LL_ENDL;
for (motion_map_t::iterator iter = mAllMotions.begin();
iter != mAllMotions.end(); iter++)
{
LLUUID id = iter->first;
std::string state_string;
LLMotion *motion = iter->second;
if (mLoadingMotions.find(motion) != mLoadingMotions.end())
state_string += std::string("l");
if (mLoadedMotions.find(motion) != mLoadedMotions.end())
state_string += std::string("L");
if (std::find(mActiveMotions.begin(), mActiveMotions.end(), motion)!=mActiveMotions.end())
state_string += std::string("A");
if (mDeprecatedMotions.find(motion) != mDeprecatedMotions.end())
state_string += std::string("D");
LL_INFOS() << gAnimLibrary.animationName(id) << " " << state_string << LL_ENDL;
}
}
//-----------------------------------------------------------------------------
// deactivateAllMotions()
//-----------------------------------------------------------------------------
void LLMotionController::deactivateAllMotions()
{
for (motion_map_t::iterator iter = mAllMotions.begin();
iter != mAllMotions.end(); iter++)
{
LLMotion* motionp = iter->second;
deactivateMotionInstance(motionp);
}
}
//-----------------------------------------------------------------------------
// flushAllMotions()
//-----------------------------------------------------------------------------
void LLMotionController::flushAllMotions()
{
std::vector<std::pair<LLUUID,F32> > active_motions;
active_motions.reserve(mActiveMotions.size());
for (motion_list_t::iterator iter = mActiveMotions.begin();
iter != mActiveMotions.end(); )
{
motion_list_t::iterator curiter = iter++;
LLMotion* motionp = *curiter;
F32 dtime = mAnimTime - motionp->mActivationTimestamp;
active_motions.push_back(std::make_pair(motionp->getID(),dtime));
motionp->deactivate(); // don't call deactivateMotionInstance() because we are going to reactivate it
}
mActiveMotions.clear();
// delete all motion instances
deleteAllMotions();
// kill current hand pose that was previously called out by
// keyframe motion
mCharacter->removeAnimationData("Hand Pose");
// restart motions
for (std::vector<std::pair<LLUUID,F32> >::iterator iter = active_motions.begin();
iter != active_motions.end(); ++iter)
{
startMotion(iter->first, iter->second);
}
}
//-----------------------------------------------------------------------------
// pause()
//-----------------------------------------------------------------------------
void LLMotionController::pauseAllMotions()
{
if (!mPaused)
{
//LL_INFOS() << "Pausing animations..." << LL_ENDL;
mPaused = TRUE;
mPausedFrame = LLFrameTimer::getFrameCount();
}
}
//-----------------------------------------------------------------------------
// unpause()
//-----------------------------------------------------------------------------
void LLMotionController::unpauseAllMotions()
{
if (mPaused)
{
//LL_INFOS() << "Unpausing animations..." << LL_ENDL;
mPaused = FALSE;
}
}
// End
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