llheadrotmotion.cpp
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- /**
- * @file llheadrotmotion.cpp
- * @brief Implementation of LLHeadRotMotion class.
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2010, 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.
- if(mNeckState->getJoint() && mNeckState->getJoint()->getParent())
- {
- 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