1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
|
/**
* @file llhandmotion.h
* @brief Implementation of LLHandMotion 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.
* $/LicenseInfo$
*/
#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
|