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/**
* @file lleditingmotion.h
* @brief Implementation of LLEditingMotion 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_LLEDITINGMOTION_H
#define LL_LLEDITINGMOTION_H
//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include "llmotion.h"
#include "lljointsolverrp3.h"
#include "v3dmath.h"
#define EDITING_EASEIN_DURATION 0.0f
#define EDITING_EASEOUT_DURATION 0.5f
#define EDITING_PRIORITY LLJoint::HIGH_PRIORITY
#define MIN_REQUIRED_PIXEL_AREA_EDITING 500.f
//-----------------------------------------------------------------------------
// class LLEditingMotion
//-----------------------------------------------------------------------------
class LLEditingMotion :
public LLMotion
{
public:
// Constructor
LLEditingMotion(const LLUUID &id);
// Destructor
virtual ~LLEditingMotion();
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 LLEditingMotion(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 EDITING_EASEIN_DURATION; }
// motions must report their "ease out" duration.
virtual F32 getEaseOutDuration() { return EDITING_EASEOUT_DURATION; }
// motions must report their priority
virtual LLJoint::JointPriority getPriority() { return EDITING_PRIORITY; }
virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EDITING; }
// 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();
public:
//-------------------------------------------------------------------------
// joint states to be animated
//-------------------------------------------------------------------------
LLCharacter *mCharacter;
LLVector3 mWristOffset;
LLJointState mParentState;
LLJointState mShoulderState;
LLJointState mElbowState;
LLJointState mWristState;
LLJointState mTorsoState;
LLJoint mParentJoint;
LLJoint mShoulderJoint;
LLJoint mElbowJoint;
LLJoint mWristJoint;
LLJoint mTarget;
LLJointSolverRP3 mIKSolver;
static S32 sHandPose;
static S32 sHandPosePriority;
LLVector3 mLastSelectPt;
};
#endif // LL_LLKEYFRAMEMOTION_H
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