summaryrefslogtreecommitdiff
path: root/indra/llcharacter/llmotioncontroller.cpp
blob: 689737a190d1b486477f750ea746586d0f6f4e35 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
/**
 * @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 (LLMotion* cur_motionp : mLoadedMotions)
        {
            // motion isn't playing, delete it
            if (!isMotionActive(cur_motionp))
            {
                motions_to_kill.insert(cur_motionp->getID());
            }
        }
    }

    // clean up all inactive, loaded motions
    for (LLUUID motion_id : motions_to_kill)
    {
        // look up the motion again by ID to get canonical instance
        // and kill it only if that one is inactive
        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_CATEGORY_AVATAR;
    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_CATEGORY_AVATAR;
    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_CATEGORY_AVATAR;
    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_CATEGORY_AVATAR;
    // 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_CATEGORY_AVATAR;
    // 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_CATEGORY_AVATAR;
    // Always update mPrevTimerElapsed
    mPrevTimerElapsed = mTimer.getElapsedTimeF32();

    purgeExcessMotions();
    updateLoadingMotions();
    resetJointSignatures();

    deactivateStoppedMotions();

    mHasRunOnce = TRUE;
}

//-----------------------------------------------------------------------------
// activateMotionInstance()
//-----------------------------------------------------------------------------
BOOL LLMotionController::activateMotionInstance(LLMotion *motion, F32 time)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR;
    // 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::value_type& motion_pair : mAllMotions)
    {
        LLUUID id = motion_pair.first;
        std::string state_string;
        LLMotion *motion = motion_pair.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::value_type& motion_pair : mAllMotions)
    {
        LLMotion* motionp = motion_pair.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> >::value_type& motion_pair : active_motions)
    {
        startMotion(motion_pair.first, motion_pair.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