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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 llheadrotmotion.h
3 * @brief Implementation of LLHeadRotMotion 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_LLHEADROTMOTION_H
29#define LL_LLHEADROTMOTION_H
30
31//-----------------------------------------------------------------------------
32// Header files
33//-----------------------------------------------------------------------------
34#include "llmotion.h"
35#include "llframetimer.h"
36
37#define MIN_REQUIRED_PIXEL_AREA_HEAD_ROT 500.f;
38#define MIN_REQUIRED_PIXEL_AREA_EYE 25000.f;
39
40//-----------------------------------------------------------------------------
41// class LLHeadRotMotion
42//-----------------------------------------------------------------------------
43class LLHeadRotMotion :
44 public LLMotion
45{
46public:
47 // Constructor
48 LLHeadRotMotion(const LLUUID &id);
49
50 // Destructor
51 virtual ~LLHeadRotMotion();
52
53public:
54 //-------------------------------------------------------------------------
55 // functions to support MotionController and MotionRegistry
56 //-------------------------------------------------------------------------
57
58 // static constructor
59 // all subclasses must implement such a function and register it
60 static LLMotion *create(const LLUUID &id) { return new LLHeadRotMotion(id); }
61
62public:
63 //-------------------------------------------------------------------------
64 // animation callbacks to be implemented by subclasses
65 //-------------------------------------------------------------------------
66
67 // motions must specify whether or not they loop
68 virtual BOOL getLoop() { return TRUE; }
69
70 // motions must report their total duration
71 virtual F32 getDuration() { return 0.0; }
72
73 // motions must report their "ease in" duration
74 virtual F32 getEaseInDuration() { return 1.f; }
75
76 // motions must report their "ease out" duration.
77 virtual F32 getEaseOutDuration() { return 1.f; }
78
79 // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
80 virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HEAD_ROT; }
81
82 // motions must report their priority
83 virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
84
85 virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
86
87 // run-time (post constructor) initialization,
88 // called after parameters have been set
89 // must return true to indicate success and be available for activation
90 virtual LLMotionInitStatus onInitialize(LLCharacter *character);
91
92 // called when a motion is activated
93 // must return TRUE to indicate success, or else
94 // it will be deactivated
95 virtual BOOL onActivate();
96
97 // called per time step
98 // must return TRUE while it is active, and
99 // must return FALSE when the motion is completed.
100 virtual BOOL onUpdate(F32 time, U8* joint_mask);
101
102 // called when a motion is deactivated
103 virtual void onDeactivate();
104
105public:
106 //-------------------------------------------------------------------------
107 // joint states to be animated
108 //-------------------------------------------------------------------------
109 LLCharacter *mCharacter;
110
111 LLJoint *mTorsoJoint;
112 LLJoint *mHeadJoint;
113 LLJoint *mRootJoint;
114 LLJoint *mPelvisJoint;
115
116 LLJointState mTorsoState;
117 LLJointState mNeckState;
118 LLJointState mHeadState;
119
120 LLQuaternion mLastHeadRot;
121};
122
123//-----------------------------------------------------------------------------
124// class LLEyeMotion
125//-----------------------------------------------------------------------------
126class LLEyeMotion :
127 public LLMotion
128{
129public:
130 // Constructor
131 LLEyeMotion(const LLUUID &id);
132
133 // Destructor
134 virtual ~LLEyeMotion();
135
136public:
137 //-------------------------------------------------------------------------
138 // functions to support MotionController and MotionRegistry
139 //-------------------------------------------------------------------------
140
141 // static constructor
142 // all subclasses must implement such a function and register it
143 static LLMotion *create( const LLUUID &id) { return new LLEyeMotion(id); }
144
145public:
146 //-------------------------------------------------------------------------
147 // animation callbacks to be implemented by subclasses
148 //-------------------------------------------------------------------------
149
150 // motions must specify whether or not they loop
151 virtual BOOL getLoop() { return TRUE; }
152
153 // motions must report their total duration
154 virtual F32 getDuration() { return 0.0; }
155
156 // motions must report their "ease in" duration
157 virtual F32 getEaseInDuration() { return 0.5f; }
158
159 // motions must report their "ease out" duration.
160 virtual F32 getEaseOutDuration() { return 0.5f; }
161
162 // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
163 virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EYE; }
164
165 // motions must report their priority
166 virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; }
167
168 virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
169
170 // run-time (post constructor) initialization,
171 // called after parameters have been set
172 // must return true to indicate success and be available for activation
173 virtual LLMotionInitStatus onInitialize(LLCharacter *character);
174
175 // called when a motion is activated
176 // must return TRUE to indicate success, or else
177 // it will be deactivated
178 virtual BOOL onActivate();
179
180 // called per time step
181 // must return TRUE while it is active, and
182 // must return FALSE when the motion is completed.
183 virtual BOOL onUpdate(F32 time, U8* joint_mask);
184
185 // called when a motion is deactivated
186 virtual void onDeactivate();
187
188public:
189 //-------------------------------------------------------------------------
190 // joint states to be animated
191 //-------------------------------------------------------------------------
192 LLCharacter *mCharacter;
193
194 LLJoint *mHeadJoint;
195 LLJointState mLeftEyeState;
196 LLJointState mRightEyeState;
197
198 LLFrameTimer mEyeJitterTimer;
199 F32 mEyeJitterTime;
200 F32 mEyeJitterYaw;
201 F32 mEyeJitterPitch;
202 F32 mEyeLookAwayTime;
203 F32 mEyeLookAwayYaw;
204 F32 mEyeLookAwayPitch;
205
206 // eye blinking
207 LLFrameTimer mEyeBlinkTimer;
208 F32 mEyeBlinkTime;
209 BOOL mEyesClosed;
210};
211
212#endif // LL_LLHEADROTMOTION_H
213