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authorJacek Antonelli2008-08-15 23:44:46 -0500
committerJacek Antonelli2008-08-15 23:44:46 -0500
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Second Life viewer sources 1.13.2.12
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1/**
2 * @file llhandmotion.h
3 * @brief Implementation of LLHandMotion class.
4 *
5 * Copyright (c) 2001-2007, Linden Research, Inc.
6 *
7 * The source code in this file ("Source Code") is provided by Linden Lab
8 * to you under the terms of the GNU General Public License, version 2.0
9 * ("GPL"), unless you have obtained a separate licensing agreement
10 * ("Other License"), formally executed by you and Linden Lab. Terms of
11 * the GPL can be found in doc/GPL-license.txt in this distribution, or
12 * online at http://secondlife.com/developers/opensource/gplv2
13 *
14 * There are special exceptions to the terms and conditions of the GPL as
15 * it is applied to this Source Code. View the full text of the exception
16 * in the file doc/FLOSS-exception.txt in this software distribution, or
17 * online at http://secondlife.com/developers/opensource/flossexception
18 *
19 * By copying, modifying or distributing this software, you acknowledge
20 * that you have read and understood your obligations described above,
21 * and agree to abide by those obligations.
22 *
23 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
24 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
25 * COMPLETENESS OR PERFORMANCE.
26 */
27
28#ifndef LL_LLHANDMOTION_H
29#define LL_LLHANDMOTION_H
30
31//-----------------------------------------------------------------------------
32// Header files
33//-----------------------------------------------------------------------------
34#include "llmotion.h"
35#include "lltimer.h"
36
37#define MIN_REQUIRED_PIXEL_AREA_HAND 10000.f;
38
39//-----------------------------------------------------------------------------
40// class LLHandMotion
41//-----------------------------------------------------------------------------
42class LLHandMotion :
43 public LLMotion
44{
45public:
46 typedef enum e_hand_pose
47 {
48 HAND_POSE_SPREAD,
49 HAND_POSE_RELAXED,
50 HAND_POSE_POINT,
51 HAND_POSE_FIST,
52 HAND_POSE_RELAXED_L,
53 HAND_POSE_POINT_L,
54 HAND_POSE_FIST_L,
55 HAND_POSE_RELAXED_R,
56 HAND_POSE_POINT_R,
57 HAND_POSE_FIST_R,
58 HAND_POSE_SALUTE_R,
59 HAND_POSE_TYPING,
60 HAND_POSE_PEACE_R,
61 HAND_POSE_PALM_R,
62 NUM_HAND_POSES
63 } eHandPose;
64
65 // Constructor
66 LLHandMotion(const LLUUID &id);
67
68 // Destructor
69 virtual ~LLHandMotion();
70
71public:
72 //-------------------------------------------------------------------------
73 // functions to support MotionController and MotionRegistry
74 //-------------------------------------------------------------------------
75
76 // static constructor
77 // all subclasses must implement such a function and register it
78 static LLMotion *create(const LLUUID &id) { return new LLHandMotion(id); }
79
80public:
81 //-------------------------------------------------------------------------
82 // animation callbacks to be implemented by subclasses
83 //-------------------------------------------------------------------------
84
85 // motions must specify whether or not they loop
86 virtual BOOL getLoop() { return TRUE; }
87
88 // motions must report their total duration
89 virtual F32 getDuration() { return 0.0; }
90
91 // motions must report their "ease in" duration
92 virtual F32 getEaseInDuration() { return 0.0; }
93
94 // motions must report their "ease out" duration.
95 virtual F32 getEaseOutDuration() { return 0.0; }
96
97 // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
98 virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HAND; }
99
100 // motions must report their priority
101 virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
102
103 virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
104
105 // run-time (post constructor) initialization,
106 // called after parameters have been set
107 // must return true to indicate success and be available for activation
108 virtual LLMotionInitStatus onInitialize(LLCharacter *character);
109
110 // called when a motion is activated
111 // must return TRUE to indicate success, or else
112 // it will be deactivated
113 virtual BOOL onActivate();
114
115 // called per time step
116 // must return TRUE while it is active, and
117 // must return FALSE when the motion is completed.
118 virtual BOOL onUpdate(F32 time, U8* joint_mask);
119
120 // called when a motion is deactivated
121 virtual void onDeactivate();
122
123 static LLString getHandPoseName(eHandPose pose);
124 static eHandPose getHandPose(LLString posename);
125
126public:
127 //-------------------------------------------------------------------------
128 // joint states to be animated
129 //-------------------------------------------------------------------------
130
131 LLCharacter *mCharacter;
132
133 F32 mLastTime;
134 eHandPose mCurrentPose;
135 eHandPose mNewPose;
136};
137#endif // LL_LLHANDMOTION_H
138