diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h
index 8118752bfc..b8799c2570 100644
--- a/indra/llcharacter/lljoint.h
+++ b/indra/llcharacter/lljoint.h
@@ -169,6 +169,16 @@ public:
S32 mJointNum;
+ // [FIRE-30873]: Poser
+ LLQuaternion mNextRotation;
+ LLQuaternion mTargetRotation;
+ LLQuaternion mLastRotation;
+ LLVector3 mNextPosition;
+ LLVector3 mTargetPosition;
+ LLVector3 mLastPosition;
+ bool mHasPosition;
+ //
+
// child joints
typedef std::vector joints_t;
joints_t mChildren;
@@ -284,6 +294,29 @@ public:
const LLVector3& getScale();
void setScale( const LLVector3& scale, bool apply_attachment_overrides = false );
+ // [FIRE-30873]: Poser
+ void setTargetPosition(const LLVector3 &pos) { mTargetPosition = pos; }
+ LLVector3 getTargetPosition() const { return mTargetPosition; }
+
+ void setTargetRotation(const LLQuaternion &rot) { mTargetRotation = rot; }
+ LLQuaternion getTargetRotation() const { return mTargetRotation; }
+
+ void setLastPosition(const LLVector3 &pos) { mLastPosition = pos; }
+ LLVector3 getLastPosition() const { return mLastPosition; }
+
+ void setLastRotation(const LLQuaternion &rot) { mLastRotation = rot; }
+ LLQuaternion getLastRotation() const { return mLastRotation; }
+
+ void setCanReposition(const bool can_reposition) { mHasPosition = can_reposition; }
+ bool canReposition() const { return mHasPosition; }
+
+ void setNextPosition(const LLVector3 &pos) { mNextPosition = pos; }
+ LLVector3 getNextPosition() const { return mNextPosition; }
+
+ void setNextRotation(const LLQuaternion &rot) { mNextRotation = rot; }
+ LLQuaternion getNextRotation() const { return mNextRotation; }
+ //
+
// get/set world matrix
const LLMatrix4 &getWorldMatrix();
void setWorldMatrix( const LLMatrix4& mat );
diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt
index 5a50e75b1f..b7bd154964 100644
--- a/indra/newview/CMakeLists.txt
+++ b/indra/newview/CMakeLists.txt
@@ -91,6 +91,7 @@ set(viewer_SOURCE_FILES
ao.cpp
aoengine.cpp
aoset.cpp
+ bdposingmotion.cpp
chatbar_as_cmdline.cpp
daeexport.cpp
dialogstack.cpp
diff --git a/indra/newview/bdposingmotion.cpp b/indra/newview/bdposingmotion.cpp
new file mode 100644
index 0000000000..618113ad04
--- /dev/null
+++ b/indra/newview/bdposingmotion.cpp
@@ -0,0 +1,220 @@
+/**
+*
+* Copyright (C) 2018, NiranV Dean
+*
+* This library is free software; you can redistribute it and/or
+* modify it under the terms of the GNU Lesser General Public
+* License as published by the Free Software Foundation;
+* version 2.1 of the License only.
+*
+* This library is distributed in the hope that it will be useful,
+* but WITHOUT ANY WARRANTY; without even the implied warranty of
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+* Lesser General Public License for more details.
+*
+*/
+
+#include "linden_common.h"
+#include "llviewerprecompiledheaders.h"
+#include "bdposingmotion.h"
+#include "llcharacter.h"
+#include "llviewercontrol.h"
+
+BDPosingMotion::BDPosingMotion(const LLUUID &id) :
+LLMotion(id),
+ mCharacter(NULL),
+ mTargetJoint(NULL)
+{
+ mName = "custom_pose";
+ //BD - Use slight spherical linear interpolation by default.
+ mInterpolationTime = 0.25f;
+ mInterpolationType = 2;
+
+ for (auto& entry : mJointState)
+ entry = new LLJointState;
+}
+
+BDPosingMotion::~BDPosingMotion() {}
+
+LLMotion::LLMotionInitStatus BDPosingMotion::onInitialize(LLCharacter *character)
+{
+ // save character for future use
+ mCharacter = character;
+
+ for (S32 i = 0; (mTargetJoint = mCharacter->getCharacterJoint(i)); ++i) // this seems poorly constrained
+ {
+ mJointState[i]->setJoint(mTargetJoint);
+ mJointState[i]->setUsage(LLJointState::POS | LLJointState::ROT /* | LLJointState::SCALE*/);
+
+ addJointState(mJointState[i]);
+ }
+
+ return STATUS_SUCCESS;
+}
+
+bool BDPosingMotion::onActivate()
+{
+ for (auto joint_state : mJointState)
+ {
+ LLJoint* joint = joint_state->getJoint();
+ if (!joint)
+ continue;
+
+ joint->setTargetRotation(joint->getRotation());
+ joint->setTargetPosition(joint->getPosition());
+ }
+
+ return true;
+}
+
+bool BDPosingMotion::onUpdate(F32 time, U8* joint_mask)
+{
+ LLQuaternion target_quat;
+ LLQuaternion joint_quat;
+ LLQuaternion last_quat;
+ LLQuaternion next_quat;
+ LLVector3 joint_pos;
+ LLVector3 last_pos;
+ LLVector3 target_pos;
+ LLVector3 next_pos;
+ F32 perc = 0.0f;
+
+ for (auto joint_state : mJointState)
+ {
+ LLJoint* joint = joint_state->getJoint();
+ if (!joint)
+ continue;
+
+ target_quat = joint->getTargetRotation();
+ joint_quat = joint->getRotation();
+ last_quat = joint->getLastRotation();
+
+ //BD - Merge these two together?
+ perc = llclamp(mInterpolationTimer.getElapsedTimeF32() / mInterpolationTime, 0.0f, 1.0f);
+ //BD - All bones support positions now.
+ joint_pos = joint->getPosition();
+ target_pos = joint->getTargetPosition();
+ last_pos = joint->getLastPosition();
+ if (target_pos != joint_pos)
+ {
+ if (mInterpolationType == 2)
+ {
+ //BD - Do spherical linear interpolation.
+ // We emulate the spherical linear interpolation here because
+ // slerp() does not support LLVector3. mInterpolationTime is always
+ // in a range between 0.00 and 1.00 which makes it perfect to use
+ // as percentage directly.
+ // We use the current joint position rather than the original like
+ // in linear interpolation to take a fraction of the fraction, this
+ // re-creates spherical linear interpolation's behavior.
+ joint_pos = lerp(joint_pos, target_pos, mInterpolationTime);
+ }
+ else if (mInterpolationType == 3)
+ {
+ next_pos = joint->getNextPosition();
+ //BD - Do curve interpolation.
+ // This is a special kind of interpolation where we interpolate towards
+ // a "middle" pose to a given degree while on our way to the actual final
+ // pose.
+ joint_pos = lerp(joint_pos, next_pos, perc);
+ joint_pos = lerp(joint_pos, target_pos, 0.5f - abs(0.5f - perc));
+ }
+ else
+ {
+ if (perc >= 1.0f)
+ {
+ //BD - Can be used to do no interpolation too.
+ joint_pos = target_pos;
+ last_pos = joint_pos;
+ }
+ else
+ {
+ //BD - Do linear interpolation.
+ joint_pos = lerp(last_pos, target_pos, perc);
+ }
+ }
+ joint_state->setPosition(joint_pos);
+ }
+
+ if (target_quat != joint_quat)
+ {
+ if (mInterpolationType == 2)
+ {
+ //BD - Do spherical linear interpolation.
+ joint_quat = slerp(mInterpolationTime, joint_quat, target_quat);
+ }
+ else if (mInterpolationType == 3)
+ {
+ next_pos = joint->getNextPosition();
+ //BD - Do curve interpolation.
+ // This is a special kind of interpolation where we interpolate towards
+ // a "middle" pose to a given degree while on our way to the actual final
+ // pose.
+ joint_quat = lerp(perc, joint_quat, next_quat);
+ joint_quat = lerp(0.5f - abs(0.5f - perc), joint_quat, target_quat);
+ }
+ else
+ {
+ if (perc >= 1.0f)
+ {
+ //BD - Can be used to do no interpolation too.
+ joint_quat = target_quat;
+ last_quat = joint_quat;
+ }
+ else
+ {
+ //BD - Do linear interpolation.
+ joint_quat = lerp(perc, last_quat, target_quat);
+ }
+ }
+ joint_state->setRotation(joint_quat);
+ }
+ }
+
+ if (perc >= 1.0f && mInterpolationTimer.getStarted()
+ && (last_quat == joint_quat
+ && (last_pos == joint_pos)))
+ {
+ mInterpolationTimer.stop();
+ }
+
+ return true;
+}
+
+void BDPosingMotion::onDeactivate() {}
+
+///
+/// Adds the supplied joint to the current animation.
+///
+void BDPosingMotion::addJointToState(LLJoint *joint) { setJointState(joint, LLJointState::POS | LLJointState::ROT); }
+
+void BDPosingMotion::removeJointFromState(LLJoint *joint) { setJointState(joint, 0); }
+
+void BDPosingMotion::setJointState(LLJoint *joint, U32 state)
+{
+ if (!joint)
+ return;
+
+ S32 jointNumber = joint->getJointNum();
+ if (jointNumber < 0 || jointNumber >= _numberOfBonesApropoOfNothing)
+ return;
+
+ mJointState[jointNumber]->setJoint(joint);
+ mJointState[jointNumber]->setUsage(state);
+
+ addJointState(mJointState[jointNumber]);
+}
+
+bool BDPosingMotion::currentlyPosingJoint(LLJoint* joint)
+{
+ if (!joint)
+ return false;
+
+ S32 jointNumber = joint->getJointNum();
+ if (jointNumber < 0 || jointNumber >= _numberOfBonesApropoOfNothing)
+ return false;
+
+ U32 state = mJointState[jointNumber]->getUsage();
+
+ return (state & LLJointState::POS) && (state & LLJointState::ROT);
+}
diff --git a/indra/newview/bdposingmotion.h b/indra/newview/bdposingmotion.h
new file mode 100644
index 0000000000..eb95304317
--- /dev/null
+++ b/indra/newview/bdposingmotion.h
@@ -0,0 +1,128 @@
+/**
+*
+* Copyright (C) 2018, NiranV Dean
+*
+* This library is free software; you can redistribute it and/or
+* modify it under the terms of the GNU Lesser General Public
+* License as published by the Free Software Foundation;
+* version 2.1 of the License only.
+*
+* This library is distributed in the hope that it will be useful,
+* but WITHOUT ANY WARRANTY; without even the implied warranty of
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+* Lesser General Public License for more details.
+*
+*/
+
+#ifndef LL_BDPOSINGMOTION_H
+#define LL_BDPOSINGMOTION_H
+
+//-----------------------------------------------------------------------------
+// Header files
+//-----------------------------------------------------------------------------
+#include "llmotion.h"
+#include "lljointsolverrp3.h"
+#include "v3dmath.h"
+
+#define MIN_REQUIRED_PIXEL_AREA_POSING 500.f
+
+//-----------------------------------------------------------------------------
+// class BDPosingMotion
+//-----------------------------------------------------------------------------
+class BDPosingMotion :
+ public LLMotion
+{
+public:
+ ///
+ /// Unsure why it is special. Perhaps its a low-priority animation? Perhaps it just needs to be unique?
+ ///
+ const LLUUID ANIM_BD_POSING_MOTION = LLUUID("fd29b117-9429-09c4-10cb-933d0b2ab653");
+
+ BDPosingMotion(const LLUUID &id);
+ virtual ~BDPosingMotion();
+
+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 new BDPosingMotion(id); }
+
+public:
+ virtual bool getLoop() { return TRUE; }
+
+ virtual F32 getDuration() { return 0.0; }
+
+ virtual F32 getEaseInDuration() { return 0.0f; }
+
+ virtual F32 getEaseOutDuration() { return 0.5f; }
+
+ // motions must report their priority
+ virtual LLJoint::JointPriority getPriority() { return LLJoint::ADDITIVE_PRIORITY; }
+
+ 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 MIN_REQUIRED_PIXEL_AREA_POSING; }
+
+ // 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);
+
+ // called when a motion is activated
+ // must return TRUE to indicate success, or else
+ // it will be deactivated
+ virtual bool onActivate();
+
+ // called per time step
+ // must return TRUE while it is active, and
+ // must return FALSE when the motion is completed.
+ virtual bool onUpdate(F32 time, U8 *joint_mask);
+
+ // called when a motion is deactivated
+ virtual void onDeactivate();
+
+ ///
+ /// Adds the supplied joint to the current animation-state.
+ ///
+ /// The joint to animate.
+ void addJointToState(LLJoint *joint);
+
+ ///
+ /// Removes the supplied joint to the current animation-state.
+ ///
+ /// The joint to stop animating.
+ void removeJointFromState(LLJoint *joint);
+
+ void setJointState(LLJoint *joint, U32 state);
+
+ ///
+ /// Queries whether the supplied joint is being animated.
+ ///
+ /// The joint to query.
+ bool currentlyPosingJoint(LLJoint *joint);
+
+private:
+ static const S32 _numberOfBonesApropoOfNothing = 134;
+
+ // BD - functions to set/get our interpolation type
+ // 0 = None,
+ // 1 = Linear Interpolatioon,
+ // 2 = Spherical Linear Interpolation,
+ // 3 = Curve
+ S32 mInterpolationType;
+ F32 mInterpolationTime;
+ LLFrameTimer mInterpolationTimer;
+
+ LLCharacter *mCharacter;
+
+ LLPointer mJointState[_numberOfBonesApropoOfNothing];
+
+ LLJoint *mTargetJoint;
+};
+
+#endif // LL_LLKEYFRAMEMOTION_H
+
diff --git a/indra/newview/fsfloaterposer.cpp b/indra/newview/fsfloaterposer.cpp
index 9ed9cc8452..656f00a703 100644
--- a/indra/newview/fsfloaterposer.cpp
+++ b/indra/newview/fsfloaterposer.cpp
@@ -334,7 +334,7 @@ bool FSFloaterPoser::savePoseToXml(std::string poseFileName)
{
std::string bone_name = pj.jointName();
- LLVector3 vec3 = _poserAnimator.getJointRotation(avatar, pj, getJointTranslation(bone_name), getJointNegation(bone_name));
+ LLVector3 vec3 = _poserAnimator.getJointRotation(avatar, pj, SWAP_NOTHING, NEGATE_NOTHING); // no swap, it might load into BD; though BD likes interpolation numbers
record[bone_name] = pj.jointName();
record[bone_name]["rotation"] = vec3.getValue();
@@ -556,7 +556,7 @@ void FSFloaterPoser::loadPoseFromXml(std::string poseFileName, E_LoadPoseMethods
if (loadRotations && control_map.has("rotation"))
{
vec3.setValue(control_map["rotation"]);
- _poserAnimator.setJointRotation(avatar, poserJoint, vec3, NONE, getJointTranslation(name), getJointNegation(name)); // I think if we keep defaults it will load BD poses
+ _poserAnimator.setJointRotation(avatar, poserJoint, vec3, NONE, SWAP_NOTHING, NEGATE_NOTHING); // If we keep defaults it will load BD poses
}
if (loadPositions && control_map.has("position"))
diff --git a/indra/newview/fsfloaterposer.h b/indra/newview/fsfloaterposer.h
index efc1e20082..3d332bc680 100644
--- a/indra/newview/fsfloaterposer.h
+++ b/indra/newview/fsfloaterposer.h
@@ -144,6 +144,11 @@ class FSFloaterPoser : public LLFloater
/// There are several control-callbacks manipulating rotations etc, they all devolve to these.
/// In these are the appeals to the posing business layer.
///
+ ///
+ /// Using a set, then a get does not guarantee the value you just set.
+ /// There may be +/- PI difference two axes, because harmonics.
+ /// Thus keep your UI synced with less gets.
+ ///
void setSelectedJointsRotation(F32 yawInRadians, F32 pitchInRadians, F32 rollInRadians);
void setSelectedJointsPosition(F32 x, F32 y, F32 z);
void setSelectedJointsScale(F32 x, F32 y, F32 z);
@@ -151,6 +156,11 @@ class FSFloaterPoser : public LLFloater
///
/// Yeilds the rotation of the first selected joint (one may multi-select).
///
+ ///
+ /// Using a set, then a get does not guarantee the value you just set.
+ /// There may be +/- PI difference two axes, because harmonics.
+ /// Thus keep your UI synced with less gets.
+ ///
LLVector3 getRotationOfFirstSelectedJoint();
LLVector3 getPositionOfFirstSelectedJoint();
LLVector3 getScaleOfFirstSelectedJoint();
@@ -179,6 +189,9 @@ class FSFloaterPoser : public LLFloater
void onAdvancedPositionSet();
void onAdvancedRotationSet();
void onAdvancedScaleSet();
+ void onClickToggleSelectedBoneEnabled();
+ void onClickRecaptureSelectedBones();
+ void onPoseResetMenuAction(const LLSD ¶m);
// UI Refreshments
void refreshRotationSliders();
diff --git a/indra/newview/fsposeranimator.cpp b/indra/newview/fsposeranimator.cpp
index a0cff54a1f..ff39666652 100644
--- a/indra/newview/fsposeranimator.cpp
+++ b/indra/newview/fsposeranimator.cpp
@@ -33,6 +33,11 @@
#include "llvoavatarself.h"
#include
+#include "bdposingmotion.h" // BD - Use Black Dragon posing piece
+
+///
+/// This has turned into a shim-class rather than the business of posing. *shrug*
+///
FSPoserAnimator::FSPoserAnimator() {}
FSPoserAnimator::~FSPoserAnimator() {}
@@ -41,7 +46,15 @@ bool FSPoserAnimator::isPosingAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint
if (!avatar || avatar->isDead())
return false;
- return _currentlyPosingSelf;
+ BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
+ if (!motion || motion->isStopped())
+ return false;
+
+ LLJoint *avJoint = gAgentAvatarp->getJoint(JointKey::construct(joint.jointName()));
+ if (!avJoint)
+ return false;
+
+ return motion->currentlyPosingJoint(avJoint);
}
void FSPoserAnimator::setPosingAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint, bool shouldPose)
@@ -49,7 +62,38 @@ void FSPoserAnimator::setPosingAvatarJoint(LLVOAvatar *avatar, FSPoserJoint join
if (!avatar || avatar->isDead())
return;
- // TODO: Bust a move. Or don't.
+ bool arePosing = isPosingAvatarJoint(avatar, joint);
+ if (arePosing && shouldPose || !arePosing && !shouldPose) // could !XOR, but this is readable
+ return;
+
+ BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
+ if (!motion || motion->isStopped())
+ return;
+
+ LLJoint *avJoint = gAgentAvatarp->getJoint(JointKey::construct(joint.jointName()));
+ if (!avJoint)
+ return;
+
+ if (shouldPose)
+ motion->addJointToState(avJoint);
+ else
+ motion->removeJointFromState(avJoint);
+}
+
+void FSPoserAnimator::resetAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint)
+{
+ if (!avatar || avatar->isDead())
+ return;
+
+ BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
+ if (!motion || motion->isStopped())
+ return;
+
+ LLJoint *avJoint = gAgentAvatarp->getJoint(JointKey::construct(joint.jointName()));
+ if (!avJoint)
+ return;
+
+ // this or something? motion->resetJointState(avJoint);
}
LLVector3 FSPoserAnimator::getJointPosition(LLVOAvatar *avatar, FSPoserJoint joint)
@@ -62,7 +106,7 @@ LLVector3 FSPoserAnimator::getJointPosition(LLVOAvatar *avatar, FSPoserJoint joi
if (!avJoint)
return pos;
- pos = avJoint->getPosition();
+ pos = avJoint->getTargetPosition();
return pos;
}
@@ -82,14 +126,12 @@ void FSPoserAnimator::setJointPosition(LLVOAvatar *avatar, const FSPoserJoint *j
LLJoint *avJoint = avatar->getJoint(key);
if (!avJoint)
return;
+
+ avJoint->setTargetPosition(position);
}
LLVector3 FSPoserAnimator::getJointRotation(LLVOAvatar *avatar, FSPoserJoint joint, E_BoneAxisTranslation translation, S32 negation, bool forRecapture)
{
- // this needs to do this, to be compatible in some part with BD poses
- // LLQuaternion rot = _poserAnimator.getJointRotation(avatar, pj);
- // rot.getEulerAngles(&vec3.mV[VX], &vec3.mV[VZ], &vec3.mV[VY]);
-
LLVector3 vec3;
if (!avatar || avatar->isDead())
return vec3;
@@ -98,7 +140,7 @@ LLVector3 FSPoserAnimator::getJointRotation(LLVOAvatar *avatar, FSPoserJoint joi
if (!avJoint)
return vec3;
- LLQuaternion rot = avJoint->getRotation();
+ LLQuaternion rot = forRecapture ? avJoint->getRotation() : avJoint->getTargetRotation();
return translateRotationFromQuaternion(translation, negation, rot);
}
@@ -116,7 +158,30 @@ void FSPoserAnimator::setJointRotation(LLVOAvatar *avatar, const FSPoserJoint *j
return;
LLQuaternion rot_quat = translateRotationToQuaternion(translation, negation, rotation);
- avJoint->setRotation(rot_quat);
+ avJoint->setTargetRotation(rot_quat);
+
+ if (style == NONE)
+ return;
+
+ LLJoint *oppositeJoint = avatar->getJoint(JointKey::construct(joint->mirrorJointName()));
+ if (!oppositeJoint)
+ return;
+
+ LLQuaternion inv_quat;
+ switch (style)
+ {
+ case SYMPATHETIC:
+ oppositeJoint->setTargetRotation(rot_quat);
+ break;
+
+ case MIRROR:
+ inv_quat = LLQuaternion(-rot_quat.mQ[VX], rot_quat.mQ[VY], -rot_quat.mQ[VZ], rot_quat.mQ[VW]);
+ oppositeJoint->setTargetRotation(inv_quat);
+ break;
+
+ default:
+ break;
+ }
}
// from the UI to the bone, the inverse translation, the un-swap, the backwards
@@ -229,6 +294,13 @@ LLVector3 FSPoserAnimator::translateRotationFromQuaternion(E_BoneAxisTranslation
LLVector3 FSPoserAnimator::getJointScale(LLVOAvatar *avatar, FSPoserJoint joint)
{
LLVector3 vec3;
+
+ LLJoint *avJoint = avatar->getJoint(JointKey::construct(joint.jointName()));
+ if (!avJoint)
+ return vec3;
+
+ vec3 = avJoint->getScale();
+
return vec3;
}
@@ -238,6 +310,12 @@ void FSPoserAnimator::setJointScale(LLVOAvatar *avatar, const FSPoserJoint *join
return;
if (!joint)
return;
+
+ LLJoint *avJoint = avatar->getJoint(JointKey::construct(joint->jointName()));
+ if (!avJoint)
+ return;
+
+ avJoint->setScale(scale);
}
const FSPoserAnimator::FSPoserJoint* FSPoserAnimator::getPoserJointByName(std::string jointName)
@@ -256,24 +334,35 @@ bool FSPoserAnimator::tryPosingAvatar(LLVOAvatar *avatar)
if (!avatar || avatar->isDead())
return false;
- LLMotion *motion = avatar->findMotion(ANIM_AGENT_TARGET);
- gAgent.stopFidget();
- avatar->startDefaultMotions();
- _currentlyPosingSelf = avatar->startMotion(ANIM_AGENT_TARGET);
+ if (avatar->getPosing())
+ return false;
- return _currentlyPosingSelf;
+ BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
+ if (!motion || motion->isStopped())
+ {
+ avatar->setPosing();
+
+ if (avatar->isSelf())
+ gAgent.stopFidget();
+
+ avatar->startDefaultMotions();
+ avatar->startMotion(ANIM_BD_POSING_MOTION);
+
+ // TODO: scrape motion state prior to edit, facilitating reset
+
+ return true;
+ }
+
+ return false;
}
void FSPoserAnimator::stopPosingAvatar(LLVOAvatar *avatar)
{
- if (!_currentlyPosingSelf)
- return;
if (!avatar || avatar->isDead())
return;
- bool result = avatar->stopMotion(ANIM_AGENT_TARGET);
-
- _currentlyPosingSelf = false;
+ avatar->clearPosing();
+ avatar->stopMotion(ANIM_BD_POSING_MOTION);
}
bool FSPoserAnimator::isPosingAvatar(LLVOAvatar* avatar)
@@ -281,9 +370,13 @@ bool FSPoserAnimator::isPosingAvatar(LLVOAvatar* avatar)
if (!avatar || avatar->isDead())
return false;
- if (avatar->isSelf())
- return _currentlyPosingSelf;
+ if (!avatar->getPosing())
+ return false;
- return false;
+ BDPosingMotion *motion = (BDPosingMotion *) avatar->findMotion(ANIM_BD_POSING_MOTION);
+ if (!motion)
+ return false;
+
+ return !motion->isStopped();
}
diff --git a/indra/newview/fsposeranimator.h b/indra/newview/fsposeranimator.h
index 6f1fd40ae8..6a09763ca9 100644
--- a/indra/newview/fsposeranimator.h
+++ b/indra/newview/fsposeranimator.h
@@ -143,8 +143,8 @@ public:
{"mPelvis", "", WHOLEAVATAR}, {"mTorso", "", BODY}, {"mChest", "", BODY}, {"mNeck", "", BODY}, {"mHead", "", BODY},
{"mCollarLeft", "mCollarRight", BODY}, {"mShoulderLeft", "mShoulderRight", BODY}, {"mElbowLeft", "mElbowRight", BODY}, {"mWristLeft", "mWristRight", BODY},
{"mCollarRight", "mCollarLeft", BODY}, {"mShoulderRight", "mShoulderLeft", BODY}, {"mElbowRight", "mElbowLeft", BODY}, {"mWristRight", "mWristLeft", BODY},
- {"mHipLeft", "", BODY}, {"mKneeLeft", "", BODY}, {"mAnkleLeft", "", BODY},
- {"mHipRight", "", BODY}, {"mKneeRight", "", BODY}, {"mAnkleRight", "", BODY},
+ {"mHipLeft", "mHipRight", BODY}, {"mKneeLeft", "mKneeRight", BODY}, {"mAnkleLeft", "mAnkleRight", BODY},
+ {"mHipRight", "mHipLeft", BODY}, {"mKneeRight", "mKneeLeft", BODY}, {"mAnkleRight", "mAnkleLeft", BODY},
// face
{"mFaceForeheadLeft", "mFaceForeheadRight", FACE}, {"mFaceForeheadCenter", "", FACE}, {"mFaceForeheadRight", "mFaceForeheadLeft", FACE},
@@ -298,8 +298,6 @@ public:
void setJointScale(LLVOAvatar *avatar, const FSPoserJoint *joint, LLVector3 scale, E_BoneDeflectionStyles style);
private:
- bool _currentlyPosingSelf = false;
-
///
/// Translates a rotation vector from the UI to a Quaternion for the bone.
/// This also performs the axis-swapping the UI needs for up/down/left/right to make sense.
diff --git a/indra/newview/llagent.h b/indra/newview/llagent.h
index c7b2711e89..a9dfe15e0d 100644
--- a/indra/newview/llagent.h
+++ b/indra/newview/llagent.h
@@ -412,6 +412,8 @@ private:
LLUUID mLastChatterID;
F32 mNearChatRadius;
+ bool mIsPosing; // [FIRE-30873]: Poser
+
//--------------------------------------------------------------------
// Typing
//--------------------------------------------------------------------
@@ -425,6 +427,13 @@ public:
private:
LLFrameTimer mTypingTimer;
+// [FIRE-30873]: Poser
+public:
+ void setPosing() { mIsPosing = true; }
+ void clearPosing() { mIsPosing = false; }
+ bool getPosing() const { return mIsPosing; }
+// [FIRE-30873]: Poser
+
//--------------------------------------------------------------------
// AFK
//--------------------------------------------------------------------
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index b2d6d6e141..38ac664307 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -138,6 +138,10 @@
#include "fsdiscordconnect.h" // tapping a place that happens on landing in world to start up discord
+// [FIRE-30873]: Poser
+#include "bdposingmotion.h"
+//
+
extern F32 SPEED_ADJUST_MAX;
extern F32 SPEED_ADJUST_MAX_SEC;
extern F32 ANIM_SPEED_MAX;
@@ -173,6 +177,7 @@ const LLUUID ANIM_AGENT_TARGET = LLUUID("0e4896cb-fba4-926c-f355-8720189d5b55");
const LLUUID ANIM_AGENT_WALK_ADJUST = LLUUID("829bc85b-02fc-ec41-be2e-74cc6dd7215d"); //"walk_adjust"
const LLUUID ANIM_AGENT_PHYSICS_MOTION = LLUUID("7360e029-3cb8-ebc4-863e-212df440d987"); //"physics_motion"
+const LLUUID ANIM_BD_POSING_MOTION = LLUUID("fd29b117-9429-09c4-10cb-933d0b2ab653"); // [FIRE-30873]: Poser: "custom_motion"
//-----------------------------------------------------------------------------
// Constants
@@ -1254,6 +1259,7 @@ void LLVOAvatar::initClass()
gAnimLibrary.animStateSetString(ANIM_AGENT_PELVIS_FIX,"pelvis_fix");
gAnimLibrary.animStateSetString(ANIM_AGENT_TARGET,"target");
gAnimLibrary.animStateSetString(ANIM_AGENT_WALK_ADJUST,"walk_adjust");
+ gAnimLibrary.animStateSetString(ANIM_BD_POSING_MOTION, "custom_pose"); // [FIRE-30873]: Poser
// Where should this be set initially?
LLJoint::setDebugJointNames(gSavedSettings.getString("DebugAvatarJoints"));
@@ -1376,6 +1382,8 @@ void LLVOAvatar::initInstance()
registerMotion( ANIM_AGENT_SIT_FEMALE, LLKeyframeMotion::create );
registerMotion( ANIM_AGENT_TARGET, LLTargetingMotion::create );
registerMotion( ANIM_AGENT_WALK_ADJUST, LLWalkAdjustMotion::create );
+
+ registerMotion(ANIM_BD_POSING_MOTION, BDPosingMotion::create); // [FIRE-30873]: Poser
}
LLAvatarAppearance::initInstance();
@@ -2289,6 +2297,15 @@ void LLVOAvatar::resetSkeleton(bool reset_animations)
return;
}
+ // [FIRE-30873]: Poser: BD - We need to clear posing here otherwise we'll crash.
+ LLMotion *pose_motion = findMotion(ANIM_BD_POSING_MOTION);
+ if (pose_motion)
+ {
+ gAgent.clearPosing();
+ removeMotion(ANIM_BD_POSING_MOTION);
+ }
+ //
+
// Save mPelvis state
//LLVector3 pelvis_pos = getJoint("mPelvis")->getPosition();
//LLQuaternion pelvis_rot = getJoint("mPelvis")->getRotation();
diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h
index 19cb28502e..1c7626857a 100644
--- a/indra/newview/llvoavatar.h
+++ b/indra/newview/llvoavatar.h
@@ -67,6 +67,8 @@ extern const LLUUID ANIM_AGENT_PELVIS_FIX;
extern const LLUUID ANIM_AGENT_TARGET;
extern const LLUUID ANIM_AGENT_WALK_ADJUST;
+extern const LLUUID ANIM_BD_POSING_MOTION; // [FIRE-30873]: Poser
+
class LLViewerWearable;
class LLVoiceVisualizer;
class LLHUDNameTag;
@@ -1270,6 +1272,7 @@ private:
std::string mDebugText;
std::string mBakedTextureDebugText;
+ bool mIsPosing = false; // [FIRE-30873]: Poser: Custom Posing
//--------------------------------------------------------------------
// Avatar Rez Metrics
@@ -1298,6 +1301,13 @@ public:
** **
*******************************************************************************/
+// [FIRE-30873]: Poser: Custom Posing
+ public:
+ void setPosing() { mIsPosing = true; }
+ void clearPosing() { mIsPosing = false; }
+ bool getPosing() const { return mIsPosing; }
+// [FIRE - 30873] : Poser
+
/********************************************************************************
** **
** SUPPORT CLASSES