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1/**
2 * @file lleditingmotion.h
3 * @brief Implementation of LLEditingMotion 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_LLEDITINGMOTION_H
29#define LL_LLEDITINGMOTION_H
30
31//-----------------------------------------------------------------------------
32// Header files
33//-----------------------------------------------------------------------------
34#include "llmotion.h"
35#include "lljointsolverrp3.h"
36#include "v3dmath.h"
37
38#define EDITING_EASEIN_DURATION 0.0f
39#define EDITING_EASEOUT_DURATION 0.5f
40#define EDITING_PRIORITY LLJoint::HIGH_PRIORITY
41#define MIN_REQUIRED_PIXEL_AREA_EDITING 500.f
42
43//-----------------------------------------------------------------------------
44// class LLEditingMotion
45//-----------------------------------------------------------------------------
46class LLEditingMotion :
47 public LLMotion
48{
49public:
50 // Constructor
51 LLEditingMotion(const LLUUID &id);
52
53 // Destructor
54 virtual ~LLEditingMotion();
55
56public:
57 //-------------------------------------------------------------------------
58 // functions to support MotionController and MotionRegistry
59 //-------------------------------------------------------------------------
60
61 // static constructor
62 // all subclasses must implement such a function and register it
63 static LLMotion *create(const LLUUID &id) { return new LLEditingMotion(id); }
64
65public:
66 //-------------------------------------------------------------------------
67 // animation callbacks to be implemented by subclasses
68 //-------------------------------------------------------------------------
69
70 // motions must specify whether or not they loop
71 virtual BOOL getLoop() { return TRUE; }
72
73 // motions must report their total duration
74 virtual F32 getDuration() { return 0.0; }
75
76 // motions must report their "ease in" duration
77 virtual F32 getEaseInDuration() { return EDITING_EASEIN_DURATION; }
78
79 // motions must report their "ease out" duration.
80 virtual F32 getEaseOutDuration() { return EDITING_EASEOUT_DURATION; }
81
82 // motions must report their priority
83 virtual LLJoint::JointPriority getPriority() { return EDITING_PRIORITY; }
84
85 virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
86
87 // called to determine when a motion should be activated/deactivated based on avatar pixel coverage
88 virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EDITING; }
89
90 // run-time (post constructor) initialization,
91 // called after parameters have been set
92 // must return true to indicate success and be available for activation
93 virtual LLMotionInitStatus onInitialize(LLCharacter *character);
94
95 // called when a motion is activated
96 // must return TRUE to indicate success, or else
97 // it will be deactivated
98 virtual BOOL onActivate();
99
100 // called per time step
101 // must return TRUE while it is active, and
102 // must return FALSE when the motion is completed.
103 virtual BOOL onUpdate(F32 time, U8* joint_mask);
104
105 // called when a motion is deactivated
106 virtual void onDeactivate();
107
108public:
109 //-------------------------------------------------------------------------
110 // joint states to be animated
111 //-------------------------------------------------------------------------
112 LLCharacter *mCharacter;
113 LLVector3 mWristOffset;
114
115 LLJointState mParentState;
116 LLJointState mShoulderState;
117 LLJointState mElbowState;
118 LLJointState mWristState;
119 LLJointState mTorsoState;
120
121 LLJoint mParentJoint;
122 LLJoint mShoulderJoint;
123 LLJoint mElbowJoint;
124 LLJoint mWristJoint;
125 LLJoint mTarget;
126 LLJointSolverRP3 mIKSolver;
127
128 static S32 sHandPose;
129 static S32 sHandPosePriority;
130 LLVector3 mLastSelectPt;
131};
132
133#endif // LL_LLKEYFRAMEMOTION_H
134