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/**
 * @file llmotioncontroller.h
 * @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
 * $/LicenseInfo$
 */

#ifndef LL_LLMOTIONCONTROLLER_H
#define LL_LLMOTIONCONTROLLER_H

//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include <string>
#include <map>
#include <deque>

#include "llmotion.h"
#include "llpose.h"
#include "llframetimer.h"
#include "llstatemachine.h"
#include "llstring.h"

//-----------------------------------------------------------------------------
// Class predeclaration
// This is necessary because llcharacter.h includes this file.
//-----------------------------------------------------------------------------
class LLCharacter;

//-----------------------------------------------------------------------------
// LLMotionRegistry
//-----------------------------------------------------------------------------
typedef LLMotion*(*LLMotionConstructor)(const LLUUID &id);

class LLMotionRegistry
{
public:
    // Constructor
    LLMotionRegistry();

    // Destructor
    ~LLMotionRegistry();

    // adds motion classes to the registry
    // returns true if successfull
    bool registerMotion( const LLUUID& id, LLMotionConstructor create);

    // creates a new instance of a named motion
    // returns NULL motion is not registered
    LLMotion *createMotion( const LLUUID &id );

    // initialization of motion failed, don't try to create this motion again
    void markBad( const LLUUID& id );


protected:
    typedef std::map<LLUUID, LLMotionConstructor> motion_map_t;
    motion_map_t mMotionTable;
};

//-----------------------------------------------------------------------------
// class LLMotionController
//-----------------------------------------------------------------------------
class LLMotionController
{
public:
    typedef std::list<LLMotion*> motion_list_t;
    typedef std::set<LLMotion*> motion_set_t;
    bool mIsSelf;

public:
    // Constructor
    LLMotionController();

    // Destructor
    virtual ~LLMotionController();

    // set associated character
    // this must be called exactly once by the containing character class.
    // this is generally done in the Character constructor
    void setCharacter( LLCharacter *character );

    // registers a motion with the controller
    // (actually just forwards call to motion registry)
    // returns true if successfull
    bool registerMotion( const LLUUID& id, LLMotionConstructor create );

    // creates a motion from the registry
    LLMotion *createMotion( const LLUUID &id );

    // unregisters a motion with the controller
    // (actually just forwards call to motion registry)
    // returns true if successfull
    void removeMotion( const LLUUID& id );

    // start motion
    // begins playing the specified motion
    // returns true if successful
    bool startMotion( const LLUUID &id, F32 start_offset );

    // stop motion
    // stops a playing motion
    // in reality, it begins the ease out transition phase
    // returns true if successful
    bool stopMotionLocally( const LLUUID &id, bool stop_immediate );

    // Move motions from loading to loaded
    void updateLoadingMotions();

    // update motions
    // invokes the update handlers for each active motion
    // activates sequenced motions
    // deactivates terminated motions`
    void updateMotions(bool force_update = false);

    // minimal update (e.g. while hidden)
    void updateMotionsMinimal();

    void clearBlenders() { mPoseBlender.clearBlenders(); }

    // flush motions
    // releases all motion instances
    void flushAllMotions();

    //Flush is a liar.
    void deactivateAllMotions();

    // pause and continue all motions
    void pauseAllMotions();
    void unpauseAllMotions();
    bool isPaused() const { return mPaused; }
    S32 getPausedFrame() const { return mPausedFrame; }

    void setTimeStep(F32 step);
    F32 getTimeStep() const { return mTimeStep; }

    void setTimeFactor(F32 time_factor);
    F32 getTimeFactor() const { return mTimeFactor; }

    F32 getAnimTime() const { return mAnimTime; }

    motion_list_t& getActiveMotions() { return mActiveMotions; }

    void incMotionCounts(S32& num_motions, S32& num_loading_motions, S32& num_loaded_motions, S32& num_active_motions, S32& num_deprecated_motions);

//protected:
    bool isMotionActive( LLMotion *motion );
    bool isMotionLoading( LLMotion *motion );
    LLMotion *findMotion( const LLUUID& id ) const;

    void dumpMotions();

    const LLFrameTimer& getFrameTimer() { return mTimer; }

    static F32  getCurrentTimeFactor()              { return sCurrentTimeFactor;    };
    static void setCurrentTimeFactor(F32 factor)    { sCurrentTimeFactor = factor;  };

protected:
    // internal operations act on motion instances directly
    // as there can be duplicate motions per id during blending overlap
    void deleteAllMotions();
    bool activateMotionInstance(LLMotion *motion, F32 time);
    bool deactivateMotionInstance(LLMotion *motion);
    void deprecateMotionInstance(LLMotion* motion);
    bool stopMotionInstance(LLMotion *motion, bool stop_imemdiate);
    void removeMotionInstance(LLMotion* motion);
    void updateRegularMotions();
    void updateAdditiveMotions();
    void resetJointSignatures();
    void updateMotionsByType(LLMotion::LLMotionBlendType motion_type);
    void updateIdleMotion(LLMotion* motionp);
    void updateIdleActiveMotions();
    void purgeExcessMotions();
    void deactivateStoppedMotions();

protected:
    F32                 mTimeFactor;            // 1.f for normal speed
    static F32          sCurrentTimeFactor;     // Value to use for initialization
    static LLMotionRegistry sRegistry;
    LLPoseBlender       mPoseBlender;

    LLCharacter         *mCharacter;

//  Life cycle of an animation:
//
//  Animations are instantiated and immediately put in the mAllMotions map for their entire lifetime.
//  If the animations depend on any asset data, the appropriate data is fetched from the data server,
//  and the animation is put on the mLoadingMotions list.
//  Once an animations is loaded, it will be initialized and put on the mLoadedMotions list.
//  Any animation that is currently playing also sits in the mActiveMotions list.

    typedef std::map<LLUUID, LLMotion*> motion_map_t;
    motion_map_t    mAllMotions;

    motion_set_t        mLoadingMotions;
    motion_set_t        mLoadedMotions;
    motion_list_t       mActiveMotions;
    motion_set_t        mDeprecatedMotions;

    LLFrameTimer        mTimer;
    F32                 mPrevTimerElapsed;
    F32                 mAnimTime;
    F32                 mLastTime;
    bool                mHasRunOnce;
    bool                mPaused;
    S32                 mPausedFrame;
    F32                 mTimeStep;
    S32                 mTimeStepCount;
    F32                 mLastInterp;

    U8                  mJointSignature[2][LL_CHARACTER_MAX_ANIMATED_JOINTS];
private:
    U32                 mLastCountAfterPurge; //for logging and debugging purposes
};

//-----------------------------------------------------------------------------
// Class declaractions
//-----------------------------------------------------------------------------
#include "llcharacter.h"

#endif // LL_LLMOTIONCONTROLLER_H