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/indra/llcharacter/lleditingmotion.h

https://bitbucket.org/lindenlab/viewer-beta/
C++ Header | 133 lines | 48 code | 25 blank | 60 comment | 0 complexity | e42d13c8a31a469bc59dd82ac3e6e0a4 MD5 | raw file
  1/** 
  2 * @file lleditingmotion.h
  3 * @brief Implementation of LLEditingMotion class.
  4 *
  5 * $LicenseInfo:firstyear=2001&license=viewerlgpl$
  6 * Second Life Viewer Source Code
  7 * Copyright (C) 2010, Linden Research, Inc.
  8 * 
  9 * This library is free software; you can redistribute it and/or
 10 * modify it under the terms of the GNU Lesser General Public
 11 * License as published by the Free Software Foundation;
 12 * version 2.1 of the License only.
 13 * 
 14 * This library is distributed in the hope that it will be useful,
 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 17 * Lesser General Public License for more details.
 18 * 
 19 * You should have received a copy of the GNU Lesser General Public
 20 * License along with this library; if not, write to the Free Software
 21 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 22 * 
 23 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 24 * $/LicenseInfo$
 25 */
 26
 27#ifndef LL_LLEDITINGMOTION_H
 28#define LL_LLEDITINGMOTION_H
 29
 30//-----------------------------------------------------------------------------
 31// Header files
 32//-----------------------------------------------------------------------------
 33#include "llmotion.h"
 34#include "lljointsolverrp3.h"
 35#include "v3dmath.h"
 36
 37#define EDITING_EASEIN_DURATION	0.0f
 38#define EDITING_EASEOUT_DURATION 0.5f
 39#define EDITING_PRIORITY LLJoint::HIGH_PRIORITY
 40#define MIN_REQUIRED_PIXEL_AREA_EDITING 500.f
 41
 42//-----------------------------------------------------------------------------
 43// class LLEditingMotion
 44//-----------------------------------------------------------------------------
 45class LLEditingMotion :
 46	public LLMotion
 47{
 48public:
 49	// Constructor
 50	LLEditingMotion(const LLUUID &id);
 51
 52	// Destructor
 53	virtual ~LLEditingMotion();
 54
 55public:
 56	//-------------------------------------------------------------------------
 57	// functions to support MotionController and MotionRegistry
 58	//-------------------------------------------------------------------------
 59
 60	// static constructor
 61	// all subclasses must implement such a function and register it
 62	static LLMotion *create(const LLUUID &id) { return new LLEditingMotion(id); }
 63
 64public:
 65	//-------------------------------------------------------------------------
 66	// animation callbacks to be implemented by subclasses
 67	//-------------------------------------------------------------------------
 68
 69	// motions must specify whether or not they loop
 70	virtual BOOL getLoop() { return TRUE; }
 71
 72	// motions must report their total duration
 73	virtual F32 getDuration() { return 0.0; }
 74
 75	// motions must report their "ease in" duration
 76	virtual F32 getEaseInDuration() { return EDITING_EASEIN_DURATION; }
 77
 78	// motions must report their "ease out" duration.
 79	virtual F32 getEaseOutDuration() { return EDITING_EASEOUT_DURATION; }
 80
 81	// motions must report their priority
 82	virtual LLJoint::JointPriority getPriority() { return EDITING_PRIORITY; }
 83
 84	virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
 85
 86	// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
 87	virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EDITING; }
 88
 89	// run-time (post constructor) initialization,
 90	// called after parameters have been set
 91	// must return true to indicate success and be available for activation
 92	virtual LLMotionInitStatus onInitialize(LLCharacter *character);
 93
 94	// called when a motion is activated
 95	// must return TRUE to indicate success, or else
 96	// it will be deactivated
 97	virtual BOOL onActivate();
 98
 99	// called per time step
100	// must return TRUE while it is active, and
101	// must return FALSE when the motion is completed.
102	virtual BOOL onUpdate(F32 time, U8* joint_mask);
103
104	// called when a motion is deactivated
105	virtual void onDeactivate();
106
107public:
108	//-------------------------------------------------------------------------
109	// joint states to be animated
110	//-------------------------------------------------------------------------
111	LLCharacter			*mCharacter;
112	LLVector3			mWristOffset;
113
114	LLPointer<LLJointState> mParentState;
115	LLPointer<LLJointState> mShoulderState;
116	LLPointer<LLJointState> mElbowState;
117	LLPointer<LLJointState> mWristState;
118	LLPointer<LLJointState> mTorsoState;
119
120	LLJoint				mParentJoint;
121	LLJoint				mShoulderJoint;
122	LLJoint				mElbowJoint;
123	LLJoint				mWristJoint;
124	LLJoint				mTarget;
125	LLJointSolverRP3	mIKSolver;
126
127	static S32			sHandPose;
128	static S32			sHandPosePriority;
129	LLVector3			mLastSelectPt;
130};
131
132#endif // LL_LLKEYFRAMEMOTION_H
133