/** * @file llhandmotion.h * @brief Implementation of LLHandMotion class. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2008, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLHANDMOTION_H #define LL_LLHANDMOTION_H //----------------------------------------------------------------------------- // Header files //----------------------------------------------------------------------------- #include "llmotion.h" #include "lltimer.h" #define MIN_REQUIRED_PIXEL_AREA_HAND 10000.f; //----------------------------------------------------------------------------- // class LLHandMotion //----------------------------------------------------------------------------- class LLHandMotion : public LLMotion { public: typedef enum e_hand_pose { HAND_POSE_SPREAD, HAND_POSE_RELAXED, HAND_POSE_POINT, HAND_POSE_FIST, HAND_POSE_RELAXED_L, HAND_POSE_POINT_L, HAND_POSE_FIST_L, HAND_POSE_RELAXED_R, HAND_POSE_POINT_R, HAND_POSE_FIST_R, HAND_POSE_SALUTE_R, HAND_POSE_TYPING, HAND_POSE_PEACE_R, HAND_POSE_PALM_R, NUM_HAND_POSES } eHandPose; // Constructor LLHandMotion(const LLUUID &id); // Destructor virtual ~LLHandMotion(); public: //------------------------------------------------------------------------- // functions to support MotionController and MotionRegistry //------------------------------------------------------------------------- // static constructor // all subclasses must implement such a function and register it static LLMotion *create(const LLUUID &id) { return new LLHandMotion(id); } public: //------------------------------------------------------------------------- // animation callbacks to be implemented by subclasses //------------------------------------------------------------------------- // motions must specify whether or not they loop virtual BOOL getLoop() { return TRUE; } // motions must report their total duration virtual F32 getDuration() { return 0.0; } // motions must report their "ease in" duration virtual F32 getEaseInDuration() { return 0.0; } // motions must report their "ease out" duration. virtual F32 getEaseOutDuration() { return 0.0; } // called to determine when a motion should be activated/deactivated based on avatar pixel coverage virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_HAND; } // motions must report their priority virtual LLJoint::JointPriority getPriority() { return LLJoint::MEDIUM_PRIORITY; } virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; } // run-time (post constructor) initialization, // called after parameters have been set // must return true to indicate success and be available for activation virtual LLMotionInitStatus onInitialize(LLCharacter *character); // called when a motion is activated // must return TRUE to indicate success, or else // it will be deactivated virtual BOOL onActivate(); // called per time step // must return TRUE while it is active, and // must return FALSE when the motion is completed. virtual BOOL onUpdate(F32 time, U8* joint_mask); // called when a motion is deactivated virtual void onDeactivate(); virtual BOOL canDeprecate() { return FALSE; } static std::string getHandPoseName(eHandPose pose); static eHandPose getHandPose(std::string posename); public: //------------------------------------------------------------------------- // joint states to be animated //------------------------------------------------------------------------- LLCharacter *mCharacter; F32 mLastTime; eHandPose mCurrentPose; eHandPose mNewPose; }; #endif // LL_LLHANDMOTION_H