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/**
* @file lltargetingmotion.cpp
* @brief Implementation of LLTargetingMotion 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 "lltargetingmotion.h"
#include "llcharacter.h"
#include "v3dmath.h"
#include "llcriticaldamp.h"
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
const F32 TORSO_TARGET_HALF_LIFE = 0.25f;
//-----------------------------------------------------------------------------
// LLTargetingMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLTargetingMotion::LLTargetingMotion(const LLUUID &id) : LLMotion(id)
{
mCharacter = NULL;
mName = "targeting";
mTorsoState = new LLJointState;
}
//-----------------------------------------------------------------------------
// ~LLTargetingMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLTargetingMotion::~LLTargetingMotion()
{
}
//-----------------------------------------------------------------------------
// LLTargetingMotion::onInitialize(LLCharacter *character)
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLTargetingMotion::onInitialize(LLCharacter *character)
{
// save character for future use
mCharacter = character;
mPelvisJoint = mCharacter->getJoint("mPelvis");
mTorsoJoint = mCharacter->getJoint("mTorso");
mRightHandJoint = mCharacter->getJoint("mWristRight");
// make sure character skeleton is copacetic
if (!mPelvisJoint ||
!mTorsoJoint ||
!mRightHandJoint)
{
LL_WARNS() << "Invalid skeleton for targeting motion!" << LL_ENDL;
return STATUS_FAILURE;
}
mTorsoState->setJoint( mTorsoJoint );
// add joint states to the pose
mTorsoState->setUsage(LLJointState::ROT);
addJointState( mTorsoState );
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLTargetingMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLTargetingMotion::onActivate()
{
return TRUE;
}
//-----------------------------------------------------------------------------
// LLTargetingMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLTargetingMotion::onUpdate(F32 time, U8* joint_mask)
{
F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TORSO_TARGET_HALF_LIFE);
LLVector3 target;
LLVector3* lookAtPoint = (LLVector3*)mCharacter->getAnimationData("LookAtPoint");
BOOL result = TRUE;
if (!lookAtPoint)
{
return TRUE;
}
else
{
target = *lookAtPoint;
target.normVec();
}
//LLVector3 target_plane_normal = LLVector3(1.f, 0.f, 0.f) * mPelvisJoint->getWorldRotation();
//LLVector3 torso_dir = LLVector3(1.f, 0.f, 0.f) * (mTorsoJoint->getWorldRotation() * mTorsoState->getRotation());
LLVector3 skyward(0.f, 0.f, 1.f);
LLVector3 left(skyward % target);
left.normVec();
LLVector3 up(target % left);
up.normVec();
LLQuaternion target_aim_rot(target, left, up);
LLQuaternion cur_torso_rot = mTorsoJoint->getWorldRotation();
LLVector3 right_hand_at = LLVector3(0.f, -1.f, 0.f) * mRightHandJoint->getWorldRotation();
left.setVec(skyward % right_hand_at);
left.normVec();
up.setVec(right_hand_at % left);
up.normVec();
LLQuaternion right_hand_rot(right_hand_at, left, up);
LLQuaternion new_torso_rot = (cur_torso_rot * ~right_hand_rot) * target_aim_rot;
// find ideal additive rotation to make torso point in correct direction
new_torso_rot = new_torso_rot * ~cur_torso_rot;
// slerp from current additive rotation to ideal additive rotation
new_torso_rot = nlerp(slerp_amt, mTorsoState->getRotation(), new_torso_rot);
// constraint overall torso rotation
LLQuaternion total_rot = new_torso_rot * mTorsoJoint->getRotation();
total_rot.constrain(F_PI_BY_TWO * 0.8f);
new_torso_rot = total_rot * ~mTorsoJoint->getRotation();
mTorsoState->setRotation(new_torso_rot);
return result;
}
//-----------------------------------------------------------------------------
// LLTargetingMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLTargetingMotion::onDeactivate()
{
}
// End
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