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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 llmotioncontroller.h
3 * @brief Implementation of LLMotionController 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_LLMOTIONCONTROLLER_H
29#define LL_LLMOTIONCONTROLLER_H
30
31//-----------------------------------------------------------------------------
32// Header files
33//-----------------------------------------------------------------------------
34#include <string>
35#include <map>
36#include <deque>
37
38#include "linked_lists.h"
39#include "lluuidhashmap.h"
40#include "llmotion.h"
41#include "llpose.h"
42#include "llframetimer.h"
43#include "llstatemachine.h"
44#include "llstring.h"
45
46//-----------------------------------------------------------------------------
47// Class predeclaration
48// This is necessary because llcharacter.h includes this file.
49//-----------------------------------------------------------------------------
50class LLCharacter;
51
52//-----------------------------------------------------------------------------
53// LLMotionRegistry
54//-----------------------------------------------------------------------------
55typedef LLMotion*(*LLMotionConstructor)(const LLUUID &id);
56
57class LLMotionTableEntry
58{
59public:
60 LLMotionTableEntry();
61 LLMotionTableEntry(LLMotionConstructor constructor, const LLUUID& id);
62 ~LLMotionTableEntry(){};
63
64 LLMotion* create(const LLUUID& id);
65 static BOOL uuidEq(const LLUUID &uuid, const LLMotionTableEntry &id_pair)
66 {
67 if (uuid == id_pair.mID)
68 {
69 return TRUE;
70 }
71 return FALSE;
72 }
73
74 const LLUUID& getID() { return mID; }
75
76protected:
77 LLMotionConstructor mConstructor;
78 LLUUID mID;
79};
80
81class LLMotionRegistry
82{
83public:
84 // Constructor
85 LLMotionRegistry();
86
87 // Destructor
88 ~LLMotionRegistry();
89
90 // adds motion classes to the registry
91 // returns true if successfull
92 BOOL addMotion( const LLUUID& id, LLMotionConstructor create);
93
94 // creates a new instance of a named motion
95 // returns NULL motion is not registered
96 LLMotion *createMotion( const LLUUID &id );
97
98 // initialization of motion failed, don't try to create this motion again
99 void markBad( const LLUUID& id );
100
101
102protected:
103 LLUUIDHashMap<LLMotionTableEntry, 32> mMotionTable;
104};
105
106//-----------------------------------------------------------------------------
107// class LLMotionController
108//-----------------------------------------------------------------------------
109class LLMotionController
110{
111public:
112 // Constructor
113 LLMotionController();
114
115 // Destructor
116 virtual ~LLMotionController();
117
118 // set associated character
119 // this must be called exactly once by the containing character class.
120 // this is generally done in the Character constructor
121 void setCharacter( LLCharacter *character );
122
123 // registers a motion with the controller
124 // (actually just forwards call to motion registry)
125 // returns true if successfull
126 BOOL addMotion( const LLUUID& id, LLMotionConstructor create );
127
128 // creates a motion from the registry
129 LLMotion *createMotion( const LLUUID &id );
130
131 // unregisters a motion with the controller
132 // (actually just forwards call to motion registry)
133 // returns true if successfull
134 void removeMotion( const LLUUID& id );
135
136 // start motion
137 // begins playing the specified motion
138 // returns true if successful
139 BOOL startMotion( const LLUUID &id, F32 start_offset );
140
141 // stop motion
142 // stops a playing motion
143 // in reality, it begins the ease out transition phase
144 // returns true if successful
145 BOOL stopMotionLocally( const LLUUID &id, BOOL stop_immediate );
146
147 // update motions
148 // invokes the update handlers for each active motion
149 // activates sequenced motions
150 // deactivates terminated motions`
151 void updateMotion();
152
153 // flush motions
154 // releases all motion instances
155 void flushAllMotions();
156
157 // pause and continue all motions
158 void pause();
159 void unpause();
160 BOOL isPaused() { return mPaused; }
161
162 void setTimeStep(F32 step);
163
164 void setTimeFactor(F32 time_factor);
165 F32 getTimeFactor() { return mTimeFactor; }
166
167 LLMotion* getFirstActiveMotion();
168 LLMotion* getNextActiveMotion();
169
170//protected:
171 BOOL isMotionActive( LLMotion *motion );
172 BOOL isMotionLoading( LLMotion *motion );
173 LLMotion *findMotion( const LLUUID& id );
174
175protected:
176 void deleteAllMotions();
177 void addLoadedMotion(LLMotion *motion);
178 BOOL activateMotion(LLMotion *motion, F32 time);
179 BOOL deactivateMotion(LLMotion *motion);
180 void updateRegularMotions();
181 void updateAdditiveMotions();
182 void resetJointSignatures();
183 void updateMotionsByType(LLMotion::LLMotionBlendType motion_type);
184protected:
185
186 F32 mTimeFactor;
187 static LLMotionRegistry sRegistry;
188 LLPoseBlender mPoseBlender;
189
190 LLCharacter *mCharacter;
191
192// Life cycle of an animation:
193//
194// Animations are instantiated and immediately put in the mAllMotions map for their entire lifetime.
195// If the animations depend on any asset data, the appropriate data is fetched from the data server,
196// and the animation is put on the mLoadingMotions list.
197// Once an animations is loaded, it will be initialized and put on the mLoadedMotions deque.
198// Any animation that is currently playing also sits in the mActiveMotions list.
199
200 std::map<LLUUID, LLMotion*> mAllMotions;
201
202 LLLinkedList<LLMotion> mLoadingMotions;
203 std::deque<LLMotion*> mLoadedMotions;
204 LLLinkedList<LLMotion> mActiveMotions;
205
206 LLFrameTimer mTimer;
207 F32 mTime;
208 F32 mTimeOffset;
209 F32 mLastTime;
210 BOOL mHasRunOnce;
211 BOOL mPaused;
212 F32 mTimeStep;
213 S32 mTimeStepCount;
214 F32 mLastInterp;
215 F32 mPauseTime;
216
217 U8 mJointSignature[2][LL_CHARACTER_MAX_JOINTS];
218};
219
220//-----------------------------------------------------------------------------
221// Class declaractions
222//-----------------------------------------------------------------------------
223#include "llcharacter.h"
224
225#endif // LL_LLMOTIONCONTROLLER_H
226