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/**
* @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;
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
|