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/**
* @file llcharacter.h
* @brief Implementation of LLCharacter class.
*
* Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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.
*/
#ifndef LL_LLCHARACTER_H
#define LL_LLCHARACTER_H
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include <string>
#include "lljoint.h"
#include "llmotioncontroller.h"
#include "llassoclist.h"
#include "llvisualparam.h"
#include "linked_lists.h"
#include "string_table.h"
#include "llmemory.h"
#include "llthread.h"
class LLPolyMesh;
class LLPauseRequestHandle : public LLThreadSafeRefCount
{
public:
LLPauseRequestHandle() {};
};
typedef LLPointer<LLPauseRequestHandle> LLAnimPauseRequest;
//-----------------------------------------------------------------------------
// class LLCharacter
//-----------------------------------------------------------------------------
class LLCharacter
{
public:
// Constructor
LLCharacter();
// Destructor
virtual ~LLCharacter();
//-------------------------------------------------------------------------
// LLCharacter Interface
// These functions must be implemented by subclasses.
//-------------------------------------------------------------------------
// get the prefix to be used to lookup motion data files
// from the viewer data directory
virtual const char *getAnimationPrefix() = 0;
// get the root joint of the character
virtual LLJoint *getRootJoint() = 0;
// get the specified joint
// default implementation does recursive search,
// subclasses may optimize/cache results.
virtual LLJoint *getJoint( const std::string &name );
// get the position of the character
virtual LLVector3 getCharacterPosition() = 0;
// get the rotation of the character
virtual LLQuaternion getCharacterRotation() = 0;
// get the velocity of the character
virtual LLVector3 getCharacterVelocity() = 0;
// get the angular velocity of the character
virtual LLVector3 getCharacterAngularVelocity() = 0;
// get the height & normal of the ground under a point
virtual void getGround(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm) = 0;
// allocate an array of joints for the character skeleton
// this must be overloaded to support joint subclasses,
// and is called implicitly from buildSkeleton().
// Note this must handle reallocation as it will be called
// each time buildSkeleton() is called.
virtual BOOL allocateCharacterJoints( U32 num ) = 0;
// skeleton joint accessor to support joint subclasses
virtual LLJoint *getCharacterJoint( U32 i ) = 0;
// get the physics time dilation for the simulator
virtual F32 getTimeDilation() = 0;
// gets current pixel area of this character
virtual F32 getPixelArea() const = 0;
// gets the head mesh of the character
virtual LLPolyMesh* getHeadMesh() = 0;
// gets the upper body mesh of the character
virtual LLPolyMesh* getUpperBodyMesh() = 0;
// gets global coordinates from agent local coordinates
virtual LLVector3d getPosGlobalFromAgent(const LLVector3 &position) = 0;
// gets agent local coordinates from global coordinates
virtual LLVector3 getPosAgentFromGlobal(const LLVector3d &position) = 0;
// updates all visual parameters for this character
virtual void updateVisualParams();
virtual void addDebugText( const std::string& text ) = 0;
virtual const LLUUID& getID() = 0;
//-------------------------------------------------------------------------
// End Interface
//-------------------------------------------------------------------------
// registers a motion with the character
// returns true if successfull
BOOL addMotion( const LLUUID& id, LLMotionConstructor create );
void removeMotion( const LLUUID& id );
// returns an instance of a registered motion
LLMotion* createMotion( const LLUUID &id );
// start a motion
// returns true if successful, false if an error occurred
virtual BOOL startMotion( const LLUUID& id, F32 start_offset = 0.f);
// stop a motion
virtual BOOL stopMotion( const LLUUID& id, BOOL stop_immediate = FALSE );
// is this motion active?
BOOL isMotionActive( const LLUUID& id );
// Event handler for motion deactivation.
// Called when a motion has completely stopped and has been deactivated.
// Subclasses may optionally override this.
// The default implementation does nothing.
virtual void requestStopMotion( LLMotion* motion );
// periodic update function, steps the motion controller
void updateMotion(BOOL force_update = FALSE);
LLAnimPauseRequest requestPause();
BOOL areAnimationsPaused() { return mMotionController.isPaused(); }
void setAnimTimeFactor(F32 factor) { mMotionController.setTimeFactor(factor); }
void setTimeStep(F32 time_step) { mMotionController.setTimeStep(time_step); }
// Releases all motion instances which should result in
// no cached references to character joint data. This is
// useful if a character wants to rebuild it's skeleton.
virtual void flushAllMotions();
// dumps information for debugging
virtual void dumpCharacter( LLJoint *joint = NULL );
virtual F32 getPreferredPelvisHeight() { return mPreferredPelvisHeight; }
virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset) { return LLVector3::zero; }
virtual LLJoint* findCollisionVolume(U32 volume_id) { return NULL; }
virtual S32 getCollisionVolumeID(std::string &name) { return -1; }
void setAnimationData(std::string name, void *data);
void *getAnimationData(std::string name);
void removeAnimationData(std::string name);
void addVisualParam(LLVisualParam *param);
void addSharedVisualParam(LLVisualParam *param);
BOOL setVisualParamWeight(LLVisualParam *which_param, F32 weight, BOOL set_by_user = FALSE );
BOOL setVisualParamWeight(const char* param_name, F32 weight, BOOL set_by_user = FALSE );
BOOL setVisualParamWeight(S32 index, F32 weight, BOOL set_by_user = FALSE );
// get visual param weight by param or name
F32 getVisualParamWeight(LLVisualParam *distortion);
F32 getVisualParamWeight(const char* param_name);
F32 getVisualParamWeight(S32 index);
// set all morph weights to 0
void clearVisualParamWeights();
// visual parameter accessors
LLVisualParam* getFirstVisualParam()
{
mCurIterator = mVisualParamIndexMap.begin();
return getNextVisualParam();
}
LLVisualParam* getNextVisualParam()
{
if (mCurIterator == mVisualParamIndexMap.end())
return 0;
return (mCurIterator++)->second;
}
LLVisualParam* getVisualParam(S32 id)
{
VisualParamIndexMap_t::iterator iter = mVisualParamIndexMap.find(id);
return (iter == mVisualParamIndexMap.end()) ? 0 : iter->second;
}
S32 getVisualParamID(LLVisualParam *id)
{
VisualParamIndexMap_t::iterator iter;
for (iter = mVisualParamIndexMap.begin(); iter != mVisualParamIndexMap.end(); iter++)
{
if (iter->second == id)
return iter->first;
}
return 0;
}
S32 getVisualParamCount() { return (S32)mVisualParamIndexMap.size(); }
LLVisualParam* getVisualParam(const char *name);
ESex getSex() { return mSex; }
void setSex( ESex sex ) { mSex = sex; }
U32 getAppearanceSerialNum() const { return mAppearanceSerialNum; }
void setAppearanceSerialNum( U32 num ) { mAppearanceSerialNum = num; }
U32 getSkeletonSerialNum() const { return mSkeletonSerialNum; }
void setSkeletonSerialNum( U32 num ) { mSkeletonSerialNum = num; }
static std::vector< LLCharacter* > sInstances;
protected:
LLMotionController mMotionController;
LLAssocList<std::string, void *> mAnimationData;
F32 mPreferredPelvisHeight;
ESex mSex;
U32 mAppearanceSerialNum;
U32 mSkeletonSerialNum;
LLAnimPauseRequest mPauseRequest;
private:
// visual parameter stuff
typedef std::map<S32, LLVisualParam *> VisualParamIndexMap_t;
VisualParamIndexMap_t mVisualParamIndexMap;
VisualParamIndexMap_t::iterator mCurIterator;
typedef std::map<char *, LLVisualParam *> VisualParamNameMap_t;
VisualParamNameMap_t mVisualParamNameMap;
static LLStringTable sVisualParamNames;
};
#endif // LL_LLCHARACTER_H
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