llhandmotion.cpp
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- /**
- * @file llhandmotion.cpp
- * @brief Implementation of LLHandMotion 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 "llhandmotion.h"
- #include "llcharacter.h"
- #include "m3math.h"
- //-----------------------------------------------------------------------------
- // Constants
- //-----------------------------------------------------------------------------
- const char *gHandPoseNames[LLHandMotion::NUM_HAND_POSES] = /* Flawfinder: ignore */
- {
- "",
- "Hands_Relaxed",
- "Hands_Point",
- "Hands_Fist",
- "Hands_Relaxed_L",
- "Hands_Point_L",
- "Hands_Fist_L",
- "Hands_Relaxed_R",
- "Hands_Point_R",
- "Hands_Fist_R",
- "Hands_Salute_R",
- "Hands_Typing",
- "Hands_Peace_R",
- "Hands_Spread_R"
- };
- const F32 HAND_MORPH_BLEND_TIME = 0.2f;
- //-----------------------------------------------------------------------------
- // LLHandMotion()
- // Class Constructor
- //-----------------------------------------------------------------------------
- LLHandMotion::LLHandMotion(const LLUUID &id) : LLMotion(id)
- {
- mCharacter = NULL;
- mLastTime = 0.f;
- mCurrentPose = HAND_POSE_RELAXED;
- mNewPose = HAND_POSE_RELAXED;
- mName = "hand_motion";
- //RN: flag hand joint as highest priority for now, until we implement a proper animation track
- mJointSignature[0][LL_HAND_JOINT_NUM] = 0xff;
- mJointSignature[1][LL_HAND_JOINT_NUM] = 0xff;
- mJointSignature[2][LL_HAND_JOINT_NUM] = 0xff;
- }
- //-----------------------------------------------------------------------------
- // ~LLHandMotion()
- // Class Destructor
- //-----------------------------------------------------------------------------
- LLHandMotion::~LLHandMotion()
- {
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::onInitialize(LLCharacter *character)
- //-----------------------------------------------------------------------------
- LLMotion::LLMotionInitStatus LLHandMotion::onInitialize(LLCharacter *character)
- {
- mCharacter = character;
- return STATUS_SUCCESS;
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::onActivate()
- //-----------------------------------------------------------------------------
- BOOL LLHandMotion::onActivate()
- {
- LLPolyMesh *upperBodyMesh = mCharacter->getUpperBodyMesh();
- if (upperBodyMesh)
- {
- // Note: 0 is the default
- for (S32 i = 1; i < LLHandMotion::NUM_HAND_POSES; i++)
- {
- mCharacter->setVisualParamWeight(gHandPoseNames[i], 0.f);
- }
- mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
- mCharacter->updateVisualParams();
- }
- return TRUE;
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::onUpdate()
- //-----------------------------------------------------------------------------
- BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask)
- {
- eHandPose *requestedHandPose;
- F32 timeDelta = time - mLastTime;
- mLastTime = time;
- requestedHandPose = (eHandPose *)mCharacter->getAnimationData("Hand Pose");
- // check to see if requested pose has changed
- if (!requestedHandPose)
- {
- if (mNewPose != HAND_POSE_RELAXED && mNewPose != mCurrentPose)
- {
- mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
- }
- mNewPose = HAND_POSE_RELAXED;
- }
- else
- {
- // this is a new morph we didn't know about before
- if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose && mNewPose != HAND_POSE_SPREAD)
- {
- mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
- }
- mNewPose = *requestedHandPose;
- }
- mCharacter->removeAnimationData("Hand Pose");
- mCharacter->removeAnimationData("Hand Pose Priority");
- // if (requestedHandPose)
- // llinfos << "Hand Pose " << *requestedHandPose << llendl;
- // if we are still blending...
- if (mCurrentPose != mNewPose)
- {
- F32 incomingWeight = 1.f;
- F32 outgoingWeight = 0.f;
- if (mNewPose != HAND_POSE_SPREAD)
- {
- incomingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mNewPose]);
- incomingWeight += (timeDelta / HAND_MORPH_BLEND_TIME);
- incomingWeight = llclamp(incomingWeight, 0.f, 1.f);
- mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], incomingWeight);
- }
- if (mCurrentPose != HAND_POSE_SPREAD)
- {
- outgoingWeight = mCharacter->getVisualParamWeight(gHandPoseNames[mCurrentPose]);
- outgoingWeight -= (timeDelta / HAND_MORPH_BLEND_TIME);
- outgoingWeight = llclamp(outgoingWeight, 0.f, 1.f);
- mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], outgoingWeight);
- }
- mCharacter->updateVisualParams();
-
- if (incomingWeight == 1.f && outgoingWeight == 0.f)
- {
- mCurrentPose = mNewPose;
- }
- }
- return TRUE;
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::onDeactivate()
- //-----------------------------------------------------------------------------
- void LLHandMotion::onDeactivate()
- {
- }
- //-----------------------------------------------------------------------------
- // LLHandMotion::getHandPoseName()
- //-----------------------------------------------------------------------------
- std::string LLHandMotion::getHandPoseName(eHandPose pose)
- {
- if ((S32)pose < LLHandMotion::NUM_HAND_POSES && (S32)pose >= 0)
- {
- return std::string(gHandPoseNames[pose]);
- }
- return LLStringUtil::null;
- }
- LLHandMotion::eHandPose LLHandMotion::getHandPose(std::string posename)
- {
- for (S32 pose = 0; pose < LLHandMotion::NUM_HAND_POSES; ++pose)
- {
- if (gHandPoseNames[pose] == posename)
- {
- return (eHandPose)pose;
- }
- }
- return (eHandPose)0;
- }
- // End