STORM-1899: Avatar hand poses randomly get stuck in spread position
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3645669241
commit
08f35b6a14
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@ -174,6 +174,7 @@ Ansariel Hiller
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VWR-26150
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STORM-1685
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STORM-1713
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STORM-1899
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Aralara Rajal
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Ardy Lay
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STORM-859
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@ -132,18 +132,68 @@ BOOL LLHandMotion::onUpdate(F32 time, U8* joint_mask)
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{
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if (mNewPose != HAND_POSE_RELAXED && mNewPose != mCurrentPose)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
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// Only set param weight for poses other than
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// default (HAND_POSE_SPREAD); HAND_POSE_SPREAD
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// is not an animatable morph!
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if (mNewPose != HAND_POSE_SPREAD)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
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}
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// Reset morph weight for current pose back to its
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// full extend or it might be stuck somewhere in the middle if a
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// pose is requested and the old pose is requested again shortly
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// after while still blending to the other pose!
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if (mCurrentPose != HAND_POSE_SPREAD)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
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}
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// Update visual params now if we won't blend
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if (mCurrentPose == HAND_POSE_RELAXED)
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{
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mCharacter->updateVisualParams();
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}
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}
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mNewPose = HAND_POSE_RELAXED;
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}
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else
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{
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// this is a new morph we didn't know about before
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if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose && mNewPose != HAND_POSE_SPREAD)
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// Sometimes we seem to get garbage here, with poses that are out of bounds.
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// So check for a valid pose first.
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if (*requestedHandPose >= 0 && *requestedHandPose < NUM_HAND_POSES)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
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// This is a new morph we didn't know about before:
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// Reset morph weight for both current and new pose
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// back their starting values while still blending.
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if (*requestedHandPose != mNewPose && mNewPose != mCurrentPose)
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{
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if (mNewPose != HAND_POSE_SPREAD)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mNewPose], 0.f);
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}
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// Reset morph weight for current pose back to its full extend
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// or it might be stuck somewhere in the middle if a pose is
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// requested and the old pose is requested again shortly after
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// while still blending to the other pose!
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if (mCurrentPose != HAND_POSE_SPREAD)
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{
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mCharacter->setVisualParamWeight(gHandPoseNames[mCurrentPose], 1.f);
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}
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// Update visual params now if we won't blend
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if (mCurrentPose == *requestedHandPose)
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{
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mCharacter->updateVisualParams();
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}
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}
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mNewPose = *requestedHandPose;
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}
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else
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{
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llwarns << "Requested hand pose out of range. Ignoring requested pose." << llendl;
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}
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mNewPose = *requestedHandPose;
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}
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mCharacter->removeAnimationData("Hand Pose");
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