/** * @file lltargetingmotion.cpp * @brief Implementation of LLTargetingMotion 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 "lltargetingmotion.h" #include "llcharacter.h" #include "v3dmath.h" #include "llcriticaldamp.h" //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- const F32 TORSO_TARGET_HALF_LIFE = 0.25f; const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation const F32 TARGET_PLANE_THRESHOLD_DOT = 0.6f; const F32 TORSO_ROT_FRACTION = 0.5f; //----------------------------------------------------------------------------- // LLTargetingMotion() // Class Constructor //----------------------------------------------------------------------------- LLTargetingMotion::LLTargetingMotion(const LLUUID &id) : LLMotion(id) { mCharacter = NULL; mName = "targeting"; mTorsoState = new LLJointState; } //----------------------------------------------------------------------------- // ~LLTargetingMotion() // Class Destructor //----------------------------------------------------------------------------- LLTargetingMotion::~LLTargetingMotion() { } //----------------------------------------------------------------------------- // LLTargetingMotion::onInitialize(LLCharacter *character) //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLTargetingMotion::onInitialize(LLCharacter *character) { // save character for future use mCharacter = character; mPelvisJoint = mCharacter->getJoint("mPelvis"); mTorsoJoint = mCharacter->getJoint("mTorso"); mRightHandJoint = mCharacter->getJoint("mWristRight"); // make sure character skeleton is copacetic if (!mPelvisJoint || !mTorsoJoint || !mRightHandJoint) { llwarns << "Invalid skeleton for targeting motion!" << llendl; return STATUS_FAILURE; } mTorsoState->setJoint( mTorsoJoint ); // add joint states to the pose mTorsoState->setUsage(LLJointState::ROT); addJointState( mTorsoState ); return STATUS_SUCCESS; } //----------------------------------------------------------------------------- // LLTargetingMotion::onActivate() //----------------------------------------------------------------------------- BOOL LLTargetingMotion::onActivate() { return TRUE; } //----------------------------------------------------------------------------- // LLTargetingMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLTargetingMotion::onUpdate(F32 time, U8* joint_mask) { F32 slerp_amt = LLCriticalDamp::getInterpolant(TORSO_TARGET_HALF_LIFE); LLVector3 target; LLVector3* lookAtPoint = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); BOOL result = TRUE; if (!lookAtPoint) { return TRUE; } else { target = *lookAtPoint; target.normVec(); } //LLVector3 target_plane_normal = LLVector3(1.f, 0.f, 0.f) * mPelvisJoint->getWorldRotation(); //LLVector3 torso_dir = LLVector3(1.f, 0.f, 0.f) * (mTorsoJoint->getWorldRotation() * mTorsoState->getRotation()); LLVector3 skyward(0.f, 0.f, 1.f); LLVector3 left(skyward % target); left.normVec(); LLVector3 up(target % left); up.normVec(); LLQuaternion target_aim_rot(target, left, up); LLQuaternion cur_torso_rot = mTorsoJoint->getWorldRotation(); LLVector3 right_hand_at = LLVector3(0.f, -1.f, 0.f) * mRightHandJoint->getWorldRotation(); left.setVec(skyward % right_hand_at); left.normVec(); up.setVec(right_hand_at % left); up.normVec(); LLQuaternion right_hand_rot(right_hand_at, left, up); LLQuaternion new_torso_rot = (cur_torso_rot * ~right_hand_rot) * target_aim_rot; // find ideal additive rotation to make torso point in correct direction new_torso_rot = new_torso_rot * ~cur_torso_rot; // slerp from current additive rotation to ideal additive rotation new_torso_rot = nlerp(slerp_amt, mTorsoState->getRotation(), new_torso_rot); // constraint overall torso rotation LLQuaternion total_rot = new_torso_rot * mTorsoJoint->getRotation(); total_rot.constrain(F_PI_BY_TWO * 0.8f); new_torso_rot = total_rot * ~mTorsoJoint->getRotation(); mTorsoState->setRotation(new_torso_rot); return result; } //----------------------------------------------------------------------------- // LLTargetingMotion::onDeactivate() //----------------------------------------------------------------------------- void LLTargetingMotion::onDeactivate() { } // End