/indra/llcharacter/llhandmotion.cpp
C++ | 220 lines | 127 code | 31 blank | 62 comment | 28 complexity | 3efe1b2be6f01875e0f8767d27fd9bf1 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file llhandmotion.cpp
- * @brief Implementation of LLHandMotion 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 "llhandmotion.h"
- #include "llcharacter.h"
- #include "m3math.h"
- //-----------------------------------------------------------------------------
- // Constants
- //-----------------------------------------------------------------------------
- const char *gHandPoseNames[LLHandMotion::NUM_HAND_POSES] = /* Flawfinder: ignore */
- {
- "",
- "Hands_Relaxed",
- "Hands_Point",
- "Hands_Fist",
- "Hands_Relaxed_L",
- "Hands_Point_L",
- "Hands_Fist_L",
- "Hands_Relaxed_R",
- "Hands_Point_R",
- "Hands_Fist_R",
- "Hands_Salute_R",
- "Hands_Typing",
- "Hands_Peace_R",
- "Hands_Spread_R"
- };
- const F32 HAND_MORPH_BLEND_TIME = 0.2f;
- //-----------------------------------------------------------------------------
- // LLHandMotion()
- // Class Constructor
- //-----------------------------------------------------------------------------
- LLHandMotion::LLHandMotion(const LLUUID &id) : LLMotion(id)
- {
- mCharacter = NULL;
- mLastTime = 0.f;
- mCurrentPose = HAND_POSE_RELAXED;
- mNewPose = HAND_POSE_RELAXED;
- mName = "hand_motion";
- //RN: flag hand joint as highest priority for now, until we implement a proper animation track
- mJointSignature[0][LL_HAND_JOINT_NUM] = 0xff;
- mJointSignature[1][LL_HAND_JOINT_NUM] = 0xff;
- mJointSignature[2][LL_HAND_JOINT_NUM] = 0xff;
- }
- //-----------------------------------------------------------------------------
- // ~LLHandMotion()
- // Class Destructor
- //-----------------------------------------------------------------------------
- LLHandMotion::~LLHandMotion()
- {
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::onInitialize(LLCharacter *character)
- //-----------------------------------------------------------------------------
- LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character)
- {
- mCharacter = character;
- return STATUS_SUCCESS;
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::onActivate()
- //-----------------------------------------------------------------------------
- BOOL LLHandMotion::onActivate()
- {
- LLPolyMesh *upperBodyMesh = mCharacter->getUpperBodyMesh();
- if (upperBodyMesh)
- {
- // Note: 0 is the default
- for (S32 i = 1; i < LLHandMotion::NUM_HAND_POSES; i++)
- {
- mCharacter->setVisualParamWeight(gHandPoseNames[i], 0.f);
- }
- mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
- mCharacter->updateVisualParams();
- }
- return TRUE;
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::onUpdate()
- //-----------------------------------------------------------------------------
- BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask)
- {
- eHandPose *requestedHandPose;
- F32 timeDelta = time - mLastTime;
- mLastTime = time;
- requestedHandPose = (eHandPose *)mCharacter->getAnimationData("Hand Pose");
- // check to see if requested pose has changed
- if (!requestedHandPose)
- {
- if (mNewPose != HAND_POSE_RELAXED && mNewPose != mCurrentPose)
- {
- mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
- }
- mNewPose = HAND_POSE_RELAXED;
- }
- else
- {
- // this is a new morph we didn't know about before
- if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose && mNewPose != HAND_POSE_SPREAD)
- {
- mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
- }
- mNewPose = *requestedHandPose;
- }
- mCharacter->removeAnimationData("Hand Pose");
- mCharacter->removeAnimationData("Hand Pose Priority");
- // if (requestedHandPose)
- // llinfos << "Hand Pose " << *requestedHandPose << llendl;
- // if we are still blending...
- if (mCurrentPose != mNewPose)
- {
- F32 incomingWeight = 1.f;
- F32 outgoingWeight = 0.f;
- if (mNewPose != HAND_POSE_SPREAD)
- {
- incomingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mNewPose]);
- incomingWeight += (timeDelta / HAND_MORPH_BLEND_TIME);
- incomingWeight = llclamp(incomingWeight, 0.f, 1.f);
- mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], incomingWeight);
- }
- if (mCurrentPose != HAND_POSE_SPREAD)
- {
- outgoingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mCurrentPose]);
- outgoingWeight -= (timeDelta / HAND_MORPH_BLEND_TIME);
- outgoingWeight = llclamp(outgoingWeight, 0.f, 1.f);
- mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], outgoingWeight);
- }
- mCharacter->updateVisualParams();
-
- if (incomingWeight == 1.f && outgoingWeight == 0.f)
- {
- mCurrentPose = mNewPose;
- }
- }
- return TRUE;
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::onDeactivate()
- //-----------------------------------------------------------------------------
- void LLHandMotion::onDeactivate()
- {
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::getHandPoseName()
- //-----------------------------------------------------------------------------
- std::string LLHandMotion::getHandPoseName(eHandPose pose)
- {
- if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0)
- {
- return std::string(gHandPoseNames[pose]);
- }
- return LLStringUtil::null;
- }
- LLHandMotion::eHandPose LLHandMotion::getHandPose(std::string posename)
- {
- for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose)
- {
- if (gHandPoseNames[pose] == posename)
- {
- return (eHandPose)pose;
- }
- }
- return (eHandPose)0;
- }
- // End