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authorJacek Antonelli2008-08-15 23:44:46 -0500
committerJacek Antonelli2008-08-15 23:44:46 -0500
commit38d6d37f2d982fa959e9e8a4a3f7e1ccfad7b5d4 (patch)
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Second Life viewer sources 1.13.2.12
Diffstat (limited to 'linden/indra/llcharacter/lltargetingmotion.cpp')
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1/**
2 * @file lltargetingmotion.cpp
3 * @brief Implementation of LLTargetingMotion 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//-----------------------------------------------------------------------------
29// Header Files
30//-----------------------------------------------------------------------------
31#include "linden_common.h"
32
33#include "lltargetingmotion.h"
34#include "llcharacter.h"
35#include "v3dmath.h"
36#include "llcriticaldamp.h"
37
38//-----------------------------------------------------------------------------
39// Constants
40//-----------------------------------------------------------------------------
41const F32 TORSO_TARGET_HALF_LIFE = 0.25f;
42const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
43const F32 TARGET_PLANE_THRESHOLD_DOT = 0.6f;
44const F32 TORSO_ROT_FRACTION = 0.5f;
45
46//-----------------------------------------------------------------------------
47// LLTargetingMotion()
48// Class Constructor
49//-----------------------------------------------------------------------------
50LLTargetingMotion::LLTargetingMotion(const LLUUID &id) : LLMotion(id)
51{
52 mCharacter = NULL;
53 mName = "targeting";
54}
55
56
57//-----------------------------------------------------------------------------
58// ~LLTargetingMotion()
59// Class Destructor
60//-----------------------------------------------------------------------------
61LLTargetingMotion::~LLTargetingMotion()
62{
63}
64
65//-----------------------------------------------------------------------------
66// LLTargetingMotion::onInitialize(LLCharacter *character)
67//-----------------------------------------------------------------------------
68LLMotion::LLMotionInitStatus LLTargetingMotion::onInitialize(LLCharacter *character)
69{
70 // save character for future use
71 mCharacter = character;
72
73 mPelvisJoint = mCharacter->getJoint("mPelvis");
74 mTorsoJoint = mCharacter->getJoint("mTorso");
75 mRightHandJoint = mCharacter->getJoint("mWristRight");
76
77 // make sure character skeleton is copacetic
78 if (!mPelvisJoint ||
79 !mTorsoJoint ||
80 !mRightHandJoint)
81 {
82 llwarns << "Invalid skeleton for targeting motion!" << llendl;
83 return STATUS_FAILURE;
84 }
85
86 mTorsoState.setJoint( mTorsoJoint );
87
88 // add joint states to the pose
89 mTorsoState.setUsage(LLJointState::ROT);
90 addJointState( &mTorsoState );
91
92 return STATUS_SUCCESS;
93}
94
95//-----------------------------------------------------------------------------
96// LLTargetingMotion::onActivate()
97//-----------------------------------------------------------------------------
98BOOL LLTargetingMotion::onActivate()
99{
100 return TRUE;
101}
102
103//-----------------------------------------------------------------------------
104// LLTargetingMotion::onUpdate()
105//-----------------------------------------------------------------------------
106BOOL LLTargetingMotion::onUpdate(F32 time, U8* joint_mask)
107{
108 F32 slerp_amt = LLCriticalDamp::getInterpolant(TORSO_TARGET_HALF_LIFE);
109
110 LLVector3 target;
111 LLVector3* lookAtPoint = (LLVector3*)mCharacter->getAnimationData("LookAtPoint");
112
113 BOOL result = TRUE;
114
115 if (!lookAtPoint)
116 {
117 return TRUE;
118 }
119 else
120 {
121 target = *lookAtPoint;
122 target.normVec();
123 }
124
125 //LLVector3 target_plane_normal = LLVector3(1.f, 0.f, 0.f) * mPelvisJoint->getWorldRotation();
126 //LLVector3 torso_dir = LLVector3(1.f, 0.f, 0.f) * (mTorsoJoint->getWorldRotation() * mTorsoState.getRotation());
127
128 LLVector3 skyward(0.f, 0.f, 1.f);
129 LLVector3 left(skyward % target);
130 left.normVec();
131 LLVector3 up(target % left);
132 up.normVec();
133 LLQuaternion target_aim_rot(target, left, up);
134
135 LLQuaternion cur_torso_rot = mTorsoJoint->getWorldRotation();
136
137 LLVector3 right_hand_at = LLVector3(0.f, -1.f, 0.f) * mRightHandJoint->getWorldRotation();
138 left.setVec(skyward % right_hand_at);
139 left.normVec();
140 up.setVec(right_hand_at % left);
141 up.normVec();
142 LLQuaternion right_hand_rot(right_hand_at, left, up);
143
144 LLQuaternion new_torso_rot = (cur_torso_rot * ~right_hand_rot) * target_aim_rot;
145
146 // find ideal additive rotation to make torso point in correct direction
147 new_torso_rot = new_torso_rot * ~cur_torso_rot;
148
149 // slerp from current additive rotation to ideal additive rotation
150 new_torso_rot = nlerp(slerp_amt, mTorsoState.getRotation(), new_torso_rot);
151
152 // constraint overall torso rotation
153 LLQuaternion total_rot = new_torso_rot * mTorsoJoint->getRotation();
154 total_rot.constrain(F_PI_BY_TWO * 0.8f);
155 new_torso_rot = total_rot * ~mTorsoJoint->getRotation();
156
157 mTorsoState.setRotation(new_torso_rot);
158
159 return result;
160}
161
162//-----------------------------------------------------------------------------
163// LLTargetingMotion::onDeactivate()
164//-----------------------------------------------------------------------------
165void LLTargetingMotion::onDeactivate()
166{
167}
168
169
170// End