/indra/llcharacter/lltargetingmotion.cpp
C++ | 171 lines | 80 code | 31 blank | 60 comment | 2 complexity | a529b038250c1e936c8c07d557e78346 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @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;
- const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
- const F32 TARGET_PLANE_THRESHOLD_DOT = 0.6f;
- const F32 TORSO_ROT_FRACTION = 0.5f;
- //-----------------------------------------------------------------------------
- // 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)
- {
- llwarns << "Invalid skeleton for targeting motion!" << llendl;
- 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 = LLCriticalDamp::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