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/** 
 * @file llmotion.h
 * @brief Implementation of LLMotion 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_LLMOTION_H
#define LL_LLMOTION_H

//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include <string>

#include "llerror.h"
#include "llpose.h"
#include "lluuid.h"

class LLCharacter;

//-----------------------------------------------------------------------------
// class LLMotion
//-----------------------------------------------------------------------------
class LLMotion
{
public:
	enum LLMotionBlendType
	{
		NORMAL_BLEND,
		ADDITIVE_BLEND
	};

	enum LLMotionInitStatus
	{
		STATUS_FAILURE,
		STATUS_SUCCESS,
		STATUS_HOLD
	};

	// Constructor
	LLMotion(const LLUUID &id);

	// Destructor
	virtual ~LLMotion();

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 NULL; }

	// get the name of this instance
	const std::string &getName() const { return mName; }

	// set the name of this instance
	void setName(const std::string &name) { mName = name; }

	const LLUUID& getID() const { return mID; }

	// returns the pose associated with the current state of this motion
	virtual LLPose* getPose() { return &mPose;}

	void fadeOut();

	void fadeIn();

	F32 getFadeWeight() const { return mFadeWeight; }

	F32 getStopTime() const { return mStopTimestamp; }

	virtual void setStopTime(F32 time) { mStopTimestamp = time; mStopped = TRUE; }

	BOOL isStopped() const { return mStopped; }

	void setStopped(BOOL stopped) { mStopped = stopped; }

	void activate();

	void deactivate();

	BOOL isActive() { return mActive; }


public:
	//-------------------------------------------------------------------------
	// animation callbacks to be implemented by subclasses
	//-------------------------------------------------------------------------

	// motions must specify whether or not they loop
	virtual BOOL getLoop() = 0;

	// motions must report their total duration
	virtual F32 getDuration() = 0;

	// motions must report their "ease in" duration
	virtual F32 getEaseInDuration() = 0;

	// motions must report their "ease out" duration.
	virtual F32 getEaseOutDuration() = 0;

	// motions must report their priority level
	virtual LLJoint::JointPriority getPriority() = 0;

	// motions must report their blend type
	virtual LLMotionBlendType getBlendType() = 0;

	// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
	virtual F32 getMinPixelArea() = 0;

	// 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) = 0;

	// called per time step
	// must return TRUE while it is active, and
	// must return FALSE when the motion is completed.
	virtual BOOL onUpdate(F32 activeTime, U8* joint_mask) = 0;

	// called when a motion is deactivated
	virtual void onDeactivate() = 0;

	// optional callback routine called when animation deactivated.
	void	setDeactivateCallback( void (*cb)(void *), void* userdata );

protected:
	// called when a motion is activated
	// must return TRUE to indicate success, or else
	// it will be deactivated
	virtual BOOL onActivate() = 0;

	void addJointState(LLJointState* jointState);

protected:
	LLPose		mPose;
	BOOL		mStopped;		// motion has been stopped;
	BOOL		mActive;		// motion is on active list (can be stopped or not stopped)

public:
	//-------------------------------------------------------------------------
	// these are set implicitly by the motion controller and
	// may be referenced (read only) in the above handlers.
	//-------------------------------------------------------------------------
	std::string		mName;			// instance name assigned by motion controller
	LLUUID			mID;

	F32 mActivationTimestamp;	// time when motion was activated
	F32 mStopTimestamp;			// time when motion was told to stop
	F32 mSendStopTimestamp;		// time when simulator should be told to stop this motion
	F32 mResidualWeight;		// blend weight at beginning of stop motion phase
	F32 mFadeWeight;			// for fading in and out based on LOD
	U8	mJointSignature[3][LL_CHARACTER_MAX_JOINTS];	// signature of which joints are animated at what priority
	void (*mDeactivateCallback)(void* data);
	void* mDeactivateCallbackUserData;
};


//-----------------------------------------------------------------------------
// LLTestMotion
//-----------------------------------------------------------------------------
class LLTestMotion : public LLMotion
{
public:
	LLTestMotion(const LLUUID &id) : LLMotion(id){}
	~LLTestMotion() {}
	static LLMotion *create(const LLUUID& id) { return new LLTestMotion(id); }
	BOOL getLoop() { return FALSE; }
	F32 getDuration() { return 0.0f; }
	F32 getEaseInDuration() { return 0.0f; }
	F32 getEaseOutDuration() { return 0.0f; }
	LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }
	LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
	F32 getMinPixelArea() { return 0.f; }
	
	LLMotionInitStatus onInitialize(LLCharacter*) { llinfos << "LLTestMotion::onInitialize()" << llendl; return STATUS_SUCCESS; }
	BOOL onActivate() { llinfos << "LLTestMotion::onActivate()" << llendl; return TRUE; }
	BOOL onUpdate(F32 time, U8* joint_mask) { llinfos << "LLTestMotion::onUpdate(" << time << ")" << llendl; return TRUE; }
	void onDeactivate() { llinfos << "LLTestMotion::onDeactivate()" << llendl; }
};


//-----------------------------------------------------------------------------
// LLNullMotion
//-----------------------------------------------------------------------------
class LLNullMotion : public LLMotion
{
public:
	LLNullMotion(const LLUUID &id) : LLMotion(id) {}
	~LLNullMotion() {}
	static LLMotion *create(const LLUUID &id) { return new LLNullMotion(id); }

	// motions must specify whether or not they loop
	/*virtual*/ BOOL getLoop() { return TRUE; }

	// motions must report their total duration
	/*virtual*/ F32 getDuration() { return 1.f; }

	// motions must report their "ease in" duration
	/*virtual*/ F32 getEaseInDuration() { return 0.f; }

	// motions must report their "ease out" duration.
	/*virtual*/ F32 getEaseOutDuration() { return 0.f; }

	// motions must report their priority level
	/*virtual*/ LLJoint::JointPriority getPriority() { return LLJoint::HIGH_PRIORITY; }

	// motions must report their blend type
	/*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 0.f; }

	// 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) { return STATUS_SUCCESS; }

	// called when a motion is activated
	// must return TRUE to indicate success, or else
	// it will be deactivated
	/*virtual*/ BOOL onActivate() { return TRUE; }

	// called per time step
	// must return TRUE while it is active, and
	// must return FALSE when the motion is completed.
	/*virtual*/ BOOL onUpdate(F32 activeTime, U8* joint_mask) { return TRUE; }

	// called when a motion is deactivated
	/*virtual*/ void onDeactivate() {}
};
#endif // LL_LLMOTION_H