/** * @file llheadrotmotion.cpp * @brief Implementation of LLHeadRotMotion class. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, 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. * $/LicenseInfo$ */ //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include "linden_common.h" #include "llheadrotmotion.h" #include "llcharacter.h" #include "llrand.h" #include "m3math.h" #include "v3dmath.h" #include "llcriticaldamp.h" //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- const F32 TORSO_LAG = 0.35f; // torso rotation factor const F32 NECK_LAG = 0.5f; // neck rotation factor const F32 HEAD_LOOKAT_LAG_HALF_LIFE = 0.15f; // half-life of lookat targeting for head const F32 TORSO_LOOKAT_LAG_HALF_LIFE = 0.27f; // half-life of lookat targeting for torso const F32 EYE_LOOKAT_LAG_HALF_LIFE = 0.06f; // half-life of lookat targeting for eye const F32 HEAD_ROTATION_CONSTRAINT = F_PI_BY_TWO * 0.8f; // limit angle for head rotation const F32 MIN_HEAD_LOOKAT_DISTANCE = 0.3f; // minimum distance from head before we turn to look at it const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation const F32 EYE_JITTER_MIN_TIME = 0.3f; // min amount of time between eye "jitter" motions const F32 EYE_JITTER_MAX_TIME = 2.5f; // max amount of time between eye "jitter" motions const F32 EYE_JITTER_MAX_YAW = 0.08f; // max yaw of eye jitter motion const F32 EYE_JITTER_MAX_PITCH = 0.015f; // max pitch of eye jitter motion const F32 EYE_LOOK_AWAY_MIN_TIME = 5.f; // min amount of time between eye "look away" motions const F32 EYE_LOOK_AWAY_MAX_TIME = 15.f; // max amount of time between eye "look away" motions const F32 EYE_LOOK_BACK_MIN_TIME = 1.f; // min amount of time before looking back after looking away const F32 EYE_LOOK_BACK_MAX_TIME = 5.f; // max amount of time before looking back after looking away const F32 EYE_LOOK_AWAY_MAX_YAW = 0.15f; // max yaw of eye look away motion const F32 EYE_LOOK_AWAY_MAX_PITCH = 0.12f; // max pitch of look away motion const F32 EYE_ROT_LIMIT_ANGLE = F_PI_BY_TWO * 0.3f; //max angle in radians for eye rotation const F32 EYE_BLINK_MIN_TIME = 0.5f; // minimum amount of time between blinks const F32 EYE_BLINK_MAX_TIME = 8.f; // maximum amount of time between blinks const F32 EYE_BLINK_CLOSE_TIME = 0.03f; // how long the eye stays closed in a blink const F32 EYE_BLINK_SPEED = 0.015f; // seconds it takes for a eye open/close movement const F32 EYE_BLINK_TIME_DELTA = 0.005f; // time between one eye starting a blink and the other following //----------------------------------------------------------------------------- // LLHeadRotMotion() // Class Constructor //----------------------------------------------------------------------------- LLHeadRotMotion::LLHeadRotMotion(const LLUUID &id) : LLMotion(id), mCharacter(NULL), mTorsoJoint(NULL), mHeadJoint(NULL) { mName = "head_rot"; mTorsoState = new LLJointState; mNeckState = new LLJointState; mHeadState = new LLJointState; } //----------------------------------------------------------------------------- // ~LLHeadRotMotion() // Class Destructor //----------------------------------------------------------------------------- LLHeadRotMotion::~LLHeadRotMotion() { } //----------------------------------------------------------------------------- // LLHeadRotMotion::onInitialize(LLCharacter *character) //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLHeadRotMotion::onInitialize(LLCharacter *character) { if (!character) return STATUS_FAILURE; mCharacter = character; mPelvisJoint = character->getJoint("mPelvis"); if ( ! mPelvisJoint ) { llinfos << getName() << ": Can't get pelvis joint." << llendl; return STATUS_FAILURE; } mRootJoint = character->getJoint("mRoot"); if ( ! mRootJoint ) { llinfos << getName() << ": Can't get root joint." << llendl; return STATUS_FAILURE; } mTorsoJoint = character->getJoint("mTorso"); if ( ! mTorsoJoint ) { llinfos << getName() << ": Can't get torso joint." << llendl; return STATUS_FAILURE; } mHeadJoint = character->getJoint("mHead"); if ( ! mHeadJoint ) { llinfos << getName() << ": Can't get head joint." << llendl; return STATUS_FAILURE; } mTorsoState->setJoint( character->getJoint("mTorso") ); if ( ! mTorsoState->getJoint() ) { llinfos << getName() << ": Can't get torso joint." << llendl; return STATUS_FAILURE; } mNeckState->setJoint( character->getJoint("mNeck") ); if ( ! mNeckState->getJoint() ) { llinfos << getName() << ": Can't get neck joint." << llendl; return STATUS_FAILURE; } mHeadState->setJoint( character->getJoint("mHead") ); if ( ! mHeadState->getJoint() ) { llinfos << getName() << ": Can't get head joint." << llendl; return STATUS_FAILURE; } mTorsoState->setUsage(LLJointState::ROT); mNeckState->setUsage(LLJointState::ROT); mHeadState->setUsage(LLJointState::ROT); addJointState( mTorsoState ); addJointState( mNeckState ); addJointState( mHeadState ); mLastHeadRot.loadIdentity(); return STATUS_SUCCESS; } //----------------------------------------------------------------------------- // LLHeadRotMotion::onActivate() //----------------------------------------------------------------------------- BOOL LLHeadRotMotion::onActivate() { return TRUE; } //----------------------------------------------------------------------------- // LLHeadRotMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLHeadRotMotion::onUpdate(F32 time, U8* joint_mask) { LLQuaternion targetHeadRotWorld; LLQuaternion currentRootRotWorld = mRootJoint->getWorldRotation(); LLQuaternion currentInvRootRotWorld = ~currentRootRotWorld; F32 head_slerp_amt = LLCriticalDamp::getInterpolant(HEAD_LOOKAT_LAG_HALF_LIFE); F32 torso_slerp_amt = LLCriticalDamp::getInterpolant(TORSO_LOOKAT_LAG_HALF_LIFE); LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); if (targetPos) { LLVector3 headLookAt = *targetPos; // llinfos << "Look At: " << headLookAt + mHeadJoint->getWorldPosition() << llendl; F32 lookatDistance = headLookAt.normVec(); if (lookatDistance < MIN_HEAD_LOOKAT_DISTANCE) { targetHeadRotWorld = mPelvisJoint->getWorldRotation(); } else { LLVector3 root_up = LLVector3(0.f, 0.f, 1.f) * currentRootRotWorld; LLVector3 left(root_up % headLookAt); // if look_at has zero length, fail // if look_at and skyward are parallel, fail // // Test both of these conditions with a cross product. if (left.magVecSquared() < 0.15f) { LLVector3 root_at = LLVector3(1.f, 0.f, 0.f) * currentRootRotWorld; root_at.mV[VZ] = 0.f; root_at.normVec(); headLookAt = lerp(headLookAt, root_at, 0.4f); headLookAt.normVec(); left = root_up % headLookAt; } // Make sure look_at and skyward and not parallel // and neither are zero length LLVector3 up(headLookAt % left); targetHeadRotWorld = LLQuaternion(headLookAt, left, up); } } else { targetHeadRotWorld = currentRootRotWorld; } LLQuaternion head_rot_local = targetHeadRotWorld * currentInvRootRotWorld; head_rot_local.constrain(HEAD_ROTATION_CONSTRAINT); // set final torso rotation // Set torso target rotation such that it lags behind the head rotation // by a fixed amount. LLQuaternion torso_rot_local = nlerp(TORSO_LAG, LLQuaternion::DEFAULT, head_rot_local ); mTorsoState->setRotation( nlerp(torso_slerp_amt, mTorsoState->getRotation(), torso_rot_local) ); head_rot_local = nlerp(head_slerp_amt, mLastHeadRot, head_rot_local); mLastHeadRot = head_rot_local; // Set the head rotation. LLQuaternion torsoRotLocal = mNeckState->getJoint()->getParent()->getWorldRotation() * currentInvRootRotWorld; head_rot_local = head_rot_local * ~torsoRotLocal; mNeckState->setRotation( nlerp(NECK_LAG, LLQuaternion::DEFAULT, head_rot_local) ); mHeadState->setRotation( nlerp(1.f - NECK_LAG, LLQuaternion::DEFAULT, head_rot_local)); return TRUE; } //----------------------------------------------------------------------------- // LLHeadRotMotion::onDeactivate() //----------------------------------------------------------------------------- void LLHeadRotMotion::onDeactivate() { } //----------------------------------------------------------------------------- // LLEyeMotion() // Class Constructor //----------------------------------------------------------------------------- LLEyeMotion::LLEyeMotion(const LLUUID &id) : LLMotion(id) { mCharacter = NULL; mEyeJitterTime = 0.f; mEyeJitterYaw = 0.f; mEyeJitterPitch = 0.f; mEyeLookAwayTime = 0.f; mEyeLookAwayYaw = 0.f; mEyeLookAwayPitch = 0.f; mEyeBlinkTime = 0.f; mEyesClosed = FALSE; mHeadJoint = NULL; mName = "eye_rot"; mLeftEyeState = new LLJointState; mRightEyeState = new LLJointState; } //----------------------------------------------------------------------------- // ~LLEyeMotion() // Class Destructor //----------------------------------------------------------------------------- LLEyeMotion::~LLEyeMotion() { } //----------------------------------------------------------------------------- // LLEyeMotion::onInitialize(LLCharacter *character) //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLEyeMotion::onInitialize(LLCharacter *character) { mCharacter = character; mHeadJoint = character->getJoint("mHead"); if ( ! mHeadJoint ) { llinfos << getName() << ": Can't get head joint." << llendl; return STATUS_FAILURE; } mLeftEyeState->setJoint( character->getJoint("mEyeLeft") ); if ( ! mLeftEyeState->getJoint() ) { llinfos << getName() << ": Can't get left eyeball joint." << llendl; return STATUS_FAILURE; } mRightEyeState->setJoint( character->getJoint("mEyeRight") ); if ( ! mRightEyeState->getJoint() ) { llinfos << getName() << ": Can't get Right eyeball joint." << llendl; return STATUS_FAILURE; } mLeftEyeState->setUsage(LLJointState::ROT); mRightEyeState->setUsage(LLJointState::ROT); addJointState( mLeftEyeState ); addJointState( mRightEyeState ); return STATUS_SUCCESS; } //----------------------------------------------------------------------------- // LLEyeMotion::onActivate() //----------------------------------------------------------------------------- BOOL LLEyeMotion::onActivate() { return TRUE; } //----------------------------------------------------------------------------- // LLEyeMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLEyeMotion::onUpdate(F32 time, U8* joint_mask) { // Compute eye rotation. LLQuaternion target_eye_rot; LLVector3 eye_look_at; F32 vergence; //calculate jitter if (mEyeJitterTimer.getElapsedTimeF32() > mEyeJitterTime) { mEyeJitterTime = EYE_JITTER_MIN_TIME + ll_frand(EYE_JITTER_MAX_TIME - EYE_JITTER_MIN_TIME); mEyeJitterYaw = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_YAW; mEyeJitterPitch = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_PITCH; // make sure lookaway time count gets updated, because we're resetting the timer mEyeLookAwayTime -= llmax(0.f, mEyeJitterTimer.getElapsedTimeF32()); mEyeJitterTimer.reset(); } else if (mEyeJitterTimer.getElapsedTimeF32() > mEyeLookAwayTime) { if (ll_frand() > 0.1f) { // blink while moving eyes some percentage of the time mEyeBlinkTime = mEyeBlinkTimer.getElapsedTimeF32(); } if (mEyeLookAwayYaw == 0.f && mEyeLookAwayPitch == 0.f) { mEyeLookAwayYaw = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_YAW; mEyeLookAwayPitch = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_PITCH; mEyeLookAwayTime = EYE_LOOK_BACK_MIN_TIME + ll_frand(EYE_LOOK_BACK_MAX_TIME - EYE_LOOK_BACK_MIN_TIME); } else { mEyeLookAwayYaw = 0.f; mEyeLookAwayPitch = 0.f; mEyeLookAwayTime = EYE_LOOK_AWAY_MIN_TIME + ll_frand(EYE_LOOK_AWAY_MAX_TIME - EYE_LOOK_AWAY_MIN_TIME); } } // do blinking if (!mEyesClosed && mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime) { F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime; F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA; leftEyeBlinkMorph = llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); rightEyeBlinkMorph = llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph); mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph); mCharacter->updateVisualParams(); if (rightEyeBlinkMorph == 1.f) { mEyesClosed = TRUE; mEyeBlinkTime = EYE_BLINK_CLOSE_TIME; mEyeBlinkTimer.reset(); } } else if (mEyesClosed) { if (mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime) { F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime; F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA; leftEyeBlinkMorph = 1.f - llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); rightEyeBlinkMorph = 1.f - llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph); mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph); mCharacter->updateVisualParams(); if (rightEyeBlinkMorph == 0.f) { mEyesClosed = FALSE; mEyeBlinkTime = EYE_BLINK_MIN_TIME + ll_frand(EYE_BLINK_MAX_TIME - EYE_BLINK_MIN_TIME); mEyeBlinkTimer.reset(); } } } BOOL has_eye_target = FALSE; LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); if (targetPos) { LLVector3 skyward(0.f, 0.f, 1.f); LLVector3 left; LLVector3 up; eye_look_at = *targetPos; has_eye_target = TRUE; F32 lookAtDistance = eye_look_at.normVec(); left.setVec(skyward % eye_look_at); up.setVec(eye_look_at % left); target_eye_rot = LLQuaternion(eye_look_at, left, up); // convert target rotation to head-local coordinates target_eye_rot *= ~mHeadJoint->getWorldRotation(); // eliminate any Euler roll - we're lucky that roll is applied last. F32 roll, pitch, yaw; target_eye_rot.getEulerAngles(&roll, &pitch, &yaw); target_eye_rot.setQuat(0.0f, pitch, yaw); // constrain target orientation to be in front of avatar's face target_eye_rot.constrain(EYE_ROT_LIMIT_ANGLE); // calculate vergence F32 interocular_dist = (mLeftEyeState->getJoint()->getWorldPosition() - mRightEyeState->getJoint()->getWorldPosition()).magVec(); vergence = -atan2((interocular_dist / 2.f), lookAtDistance); llclamp(vergence, -F_PI_BY_TWO, 0.f); } else { target_eye_rot = LLQuaternion::DEFAULT; vergence = 0.f; } //RN: subtract 4 degrees to account for foveal angular offset relative to pupil vergence += 4.f * DEG_TO_RAD; // calculate eye jitter LLQuaternion eye_jitter_rot; // vergence not too high... if (vergence > -0.05f) { //...go ahead and jitter eye_jitter_rot.setQuat(0.f, mEyeJitterPitch + mEyeLookAwayPitch, mEyeJitterYaw + mEyeLookAwayYaw); } else { //...or don't eye_jitter_rot.loadIdentity(); } // calculate vergence of eyes as an object gets closer to the avatar's head LLQuaternion vergence_quat; if (has_eye_target) { vergence_quat.setQuat(vergence, LLVector3(0.f, 0.f, 1.f)); } else { vergence_quat.loadIdentity(); } // calculate eye rotations LLQuaternion left_eye_rot = target_eye_rot; left_eye_rot = vergence_quat * eye_jitter_rot * left_eye_rot; LLQuaternion right_eye_rot = target_eye_rot; vergence_quat.transQuat(); right_eye_rot = vergence_quat * eye_jitter_rot * right_eye_rot; //if in appearance, set the eyes straight forward if(mCharacter->getAppearanceFlag()) // no idea why this variable is reversed { LLVector3 forward(1.f, 0.0, 0.0); LLVector3 left; LLVector3 up; left.setVec(forward % forward); up.setVec(forward % left); target_eye_rot = LLQuaternion(forward, left, up); mLeftEyeState->setRotation( target_eye_rot ); mRightEyeState->setRotation( target_eye_rot ); return TRUE; } mLeftEyeState->setRotation( left_eye_rot ); mRightEyeState->setRotation( right_eye_rot ); return TRUE; } //----------------------------------------------------------------------------- // LLEyeMotion::onDeactivate() //----------------------------------------------------------------------------- void LLEyeMotion::onDeactivate() { LLJoint* joint = mLeftEyeState->getJoint(); if (joint) { joint->setRotation(LLQuaternion::DEFAULT); } joint = mRightEyeState->getJoint(); if (joint) { joint->setRotation(LLQuaternion::DEFAULT); } } // End