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/**
* @file lltargetingmotion.cpp
* @brief Implementation of LLTargetingMotion class.
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2008, 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.
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "lltargetingmotion.h"
#include "llcharacter.h"
#include "v3dmath.h"
#include "llcriticaldamp.h"
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
const F32 TORSO_TARGET_HALF_LIFE = 0.25f;
const F32 MAX_TIME_DELTA = 2.f; //max two seconds a frame for calculating interpolation
const F32 TARGET_PLANE_THRESHOLD_DOT = 0.6f;
const F32 TORSO_ROT_FRACTION = 0.5f;
//-----------------------------------------------------------------------------
// LLTargetingMotion()
// Class Constructor
//-----------------------------------------------------------------------------
LLTargetingMotion::LLTargetingMotion(const LLUUID &id) : LLMotion(id)
{
mCharacter = NULL;
mName = "targeting";
}
//-----------------------------------------------------------------------------
// ~LLTargetingMotion()
// Class Destructor
//-----------------------------------------------------------------------------
LLTargetingMotion::~LLTargetingMotion()
{
}
//-----------------------------------------------------------------------------
// LLTargetingMotion::onInitialize(LLCharacter *character)
//-----------------------------------------------------------------------------
LLMotion::LLMotionInitStatus LLTargetingMotion::onInitialize(LLCharacter *character)
{
// save character for future use
mCharacter = character;
mPelvisJoint = mCharacter->getJoint("mPelvis");
mTorsoJoint = mCharacter->getJoint("mTorso");
mRightHandJoint = mCharacter->getJoint("mWristRight");
// make sure character skeleton is copacetic
if (!mPelvisJoint ||
!mTorsoJoint ||
!mRightHandJoint)
{
llwarns << "Invalid skeleton for targeting motion!" << llendl;
return STATUS_FAILURE;
}
mTorsoState.setJoint( mTorsoJoint );
// add joint states to the pose
mTorsoState.setUsage(LLJointState::ROT);
addJointState( &mTorsoState );
return STATUS_SUCCESS;
}
//-----------------------------------------------------------------------------
// LLTargetingMotion::onActivate()
//-----------------------------------------------------------------------------
BOOL LLTargetingMotion::onActivate()
{
return TRUE;
}
//-----------------------------------------------------------------------------
// LLTargetingMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLTargetingMotion::onUpdate(F32 time, U8* joint_mask)
{
F32 slerp_amt = LLCriticalDamp::getInterpolant(TORSO_TARGET_HALF_LIFE);
LLVector3 target;
LLVector3* lookAtPoint = (LLVector3*)mCharacter->getAnimationData("LookAtPoint");
BOOL result = TRUE;
if (!lookAtPoint)
{
return TRUE;
}
else
{
target = *lookAtPoint;
target.normVec();
}
//LLVector3 target_plane_normal = LLVector3(1.f, 0.f, 0.f) * mPelvisJoint->getWorldRotation();
//LLVector3 torso_dir = LLVector3(1.f, 0.f, 0.f) * (mTorsoJoint->getWorldRotation() * mTorsoState.getRotation());
LLVector3 skyward(0.f, 0.f, 1.f);
LLVector3 left(skyward % target);
left.normVec();
LLVector3 up(target % left);
up.normVec();
LLQuaternion target_aim_rot(target, left, up);
LLQuaternion cur_torso_rot = mTorsoJoint->getWorldRotation();
LLVector3 right_hand_at = LLVector3(0.f, -1.f, 0.f) * mRightHandJoint->getWorldRotation();
left.setVec(skyward % right_hand_at);
left.normVec();
up.setVec(right_hand_at % left);
up.normVec();
LLQuaternion right_hand_rot(right_hand_at, left, up);
LLQuaternion new_torso_rot = (cur_torso_rot * ~right_hand_rot) * target_aim_rot;
// find ideal additive rotation to make torso point in correct direction
new_torso_rot = new_torso_rot * ~cur_torso_rot;
// slerp from current additive rotation to ideal additive rotation
new_torso_rot = nlerp(slerp_amt, mTorsoState.getRotation(), new_torso_rot);
// constraint overall torso rotation
LLQuaternion total_rot = new_torso_rot * mTorsoJoint->getRotation();
total_rot.constrain(F_PI_BY_TWO * 0.8f);
new_torso_rot = total_rot * ~mTorsoJoint->getRotation();
mTorsoState.setRotation(new_torso_rot);
return result;
}
//-----------------------------------------------------------------------------
// LLTargetingMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLTargetingMotion::onDeactivate()
{
}
// End
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