/** * @file fsposeranimator.cpp * @brief business-layer for posing your (and other) avatar(s) and animeshes. * * $LicenseInfo:firstyear=2024&license=viewerlgpl$ * Phoenix Firestorm Viewer Source Code * Copyright (c) 2024 Angeldark Raymaker @ Second Life * * 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. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include #include #include "fsposeranimator.h" #include "llcharacter.h" #include "llagent.h" #include "llagentcamera.h" #include "fsposingmotion.h" std::map FSPoserAnimator::sAvatarIdToRegisteredAnimationId; bool FSPoserAnimator::isPosingAvatarJoint(LLVOAvatar* avatar, const FSPoserJoint& joint) { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; if (posingMotion->isStopped()) return false; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return false; return posingMotion->currentlyPosingJoint(jointPose); } bool FSPoserAnimator::hasJointBeenChanged(LLVOAvatar* avatar, const FSPoserJoint& joint) { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; if (posingMotion->isStopped()) return false; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return false; return jointPose->getJointModified(); } void FSPoserAnimator::setPosingAvatarJoint(LLVOAvatar* avatar, const FSPoserJoint& joint, bool shouldPose) { if (!isAvatarSafeToUse(avatar)) return; bool arePosing = isPosingAvatarJoint(avatar, joint); if ( (arePosing && shouldPose) || (!arePosing && !shouldPose) ) // could !XOR, but this is readable return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; if (posingMotion->isStopped()) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return; if (shouldPose) posingMotion->addJointToState(jointPose); else posingMotion->removeJointFromState(jointPose); } void FSPoserAnimator::undoLastJointChange(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; if (posingMotion->isStopped()) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return; if (jointPose->undoLastChange()) undoOrRedoWorldLockedDescendants(joint, posingMotion, false); if (style == NONE || style == DELTAMODE) return; FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint.mirrorJointName()); if (!oppositeJointPose) return; if (!oppositeJointPose->undoLastChange()) return; auto oppositePoserJoint = getPoserJointByName(joint.mirrorJointName()); if (oppositePoserJoint) undoOrRedoWorldLockedDescendants(*oppositePoserJoint, posingMotion, false); } void FSPoserAnimator::resetJoint(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; if (posingMotion->isStopped()) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return; jointPose->resetJoint(); if (style == NONE || style == DELTAMODE) return; FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint.mirrorJointName()); if (!oppositeJointPose) return; oppositeJointPose->resetJoint(); } bool FSPoserAnimator::canRedoOrUndoJointChange(LLVOAvatar* avatar, const FSPoserJoint& joint, bool canUndo) { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; if (posingMotion->isStopped()) return false; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return false; if (canUndo) return jointPose->canPerformUndo(); return jointPose->canPerformRedo(); } void FSPoserAnimator::redoLastJointChange(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; if (posingMotion->isStopped()) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return; jointPose->redoLastChange(); undoOrRedoWorldLockedDescendants(joint, posingMotion, true); if (style == NONE || style == DELTAMODE) return; FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint.mirrorJointName()); if (!oppositeJointPose) return; oppositeJointPose->redoLastChange(); auto oppositePoserJoint = getPoserJointByName(joint.mirrorJointName()); if (oppositePoserJoint) undoOrRedoWorldLockedDescendants(*oppositePoserJoint, posingMotion, true); } LLVector3 FSPoserAnimator::getJointPosition(LLVOAvatar* avatar, const FSPoserJoint& joint) const { LLVector3 pos; if (!isAvatarSafeToUse(avatar)) return pos; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return pos; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return pos; return jointPose->getPublicPosition(); } void FSPoserAnimator::setJointPosition(LLVOAvatar* avatar, const FSPoserJoint* joint, const LLVector3& position, E_PoserReferenceFrame frame, E_BoneDeflectionStyles style) { if (!isAvatarSafeToUse(avatar)) return; if (!joint) return; std::string jn = joint->jointName(); if (jn.empty()) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(jn); if (!jointPose) return; LLVector3 jointPosition = jointPose->getPublicPosition(); LLVector3 positionDelta = jointPosition - position; switch (style) { case MIRROR: case MIRROR_DELTA: case SYMPATHETIC_DELTA: case SYMPATHETIC: jointPose->setPublicPosition(jointPosition - positionDelta); break; case DELTAMODE: case NONE: default: jointPose->setPublicPosition(jointPosition - positionDelta); return; } FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName()); if (!oppositeJointPose) return; LLVector3 oppositeJointPosition = oppositeJointPose->getPublicPosition(); switch (style) { case MIRROR: case MIRROR_DELTA: oppositeJointPose->setPublicPosition(oppositeJointPosition + positionDelta); break; case SYMPATHETIC_DELTA: case SYMPATHETIC: oppositeJointPose->setPublicPosition(oppositeJointPosition - positionDelta); break; default: break; } } bool FSPoserAnimator::getRotationIsMirrored(LLVOAvatar* avatar, const FSPoserJoint& joint) const { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return false; return jointPose->getRotationMirrorState(); } void FSPoserAnimator::setRotationIsMirrored(LLVOAvatar* avatar, const FSPoserJoint& joint, bool newState) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return; jointPose->setRotationMirrorState(newState); } bool FSPoserAnimator::getRotationIsWorldLocked(LLVOAvatar* avatar, const FSPoserJoint& joint) const { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return false; return jointPose->getWorldRotationLockState(); } void FSPoserAnimator::setRotationIsWorldLocked(LLVOAvatar* avatar, const FSPoserJoint& joint, bool newState) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return; jointPose->setWorldRotationLockState(newState); } bool FSPoserAnimator::exportRotationWillLockJoint(LLVOAvatar* avatar, const FSPoserJoint& joint) const { const F32 ROTATION_KEYFRAME_THRESHOLD = 0.01f; // this is a guestimate: see BVH loader if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return false; if (!jointPose->userHasSetBaseRotationToZero()) return false; F32 rot_threshold = ROTATION_KEYFRAME_THRESHOLD / llmax((F32)getChildJointDepth(&joint, 0) * 0.33f, 1.f); LLQuaternion rotToExport = jointPose->getPublicRotation(); F32 x_delta = dist_vec(LLVector3::x_axis * LLQuaternion::DEFAULT, LLVector3::x_axis * rotToExport); // when exporting multiple frames this will need to compare frames. F32 y_delta = dist_vec(LLVector3::y_axis * LLQuaternion::DEFAULT, LLVector3::y_axis * rotToExport); F32 rot_test = x_delta + y_delta; return rot_test > rot_threshold; } bool FSPoserAnimator::userSetBaseRotationToZero(LLVOAvatar* avatar, const FSPoserJoint& joint) const { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return false; return jointPose->userHasSetBaseRotationToZero(); } bool FSPoserAnimator::allBaseRotationsAreZero(LLVOAvatar* avatar) const { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; bool allStartingRotationsAreZero = posingMotion->allStartingRotationsAreZero(); if (allStartingRotationsAreZero) return true; return false; } void FSPoserAnimator::setAllAvatarStartingRotationsToZero(LLVOAvatar* avatar) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; posingMotion->setAllRotationsToZeroAndClearUndo(); mPosingState.purgeMotionStates(avatar); for (size_t index = 0; index != PoserJoints.size(); ++index) { auto boneType = PoserJoints[index].boneType(); bool setBvhToLock = boneType == BODY || boneType == WHOLEAVATAR; if (setBvhToLock) continue; // setAllRotationsToZeroAndClearUndo specified this is the default behaviour FSJointPose* jointPose = posingMotion->getJointPoseByJointName(PoserJoints[index].jointName()); if (!jointPose) continue; posingMotion->setJointBvhLock(jointPose, false); } } void FSPoserAnimator::recaptureJoint(LLVOAvatar* avatar, const FSPoserJoint& joint) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return; jointPose->recaptureJoint(); setPosingAvatarJoint(avatar, joint, true); } void FSPoserAnimator::updateJointFromManip(LLVOAvatar* avatar, const FSPoserJoint* joint, bool resetBaseRotationToZero, E_BoneDeflectionStyles style, E_PoserReferenceFrame frame, const LLQuaternion& rotation, const LLVector3& position, const LLVector3& scale) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; LLQuaternion framedRotation = changeToRotationFrame(avatar, rotation, frame, jointPose); jointPose->setPublicRotation(resetBaseRotationToZero, framedRotation * jointPose->getPublicRotation()); deRotateWorldLockedDescendants(joint, posingMotion, framedRotation); if (style == NONE || style == DELTAMODE) return; auto oppositePoserJoint = getPoserJointByName(joint->mirrorJointName()); FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName()); if (!oppositeJointPose) return; LLQuaternion mirroredRotation = LLQuaternion(-framedRotation.mQ[VX], framedRotation.mQ[VY], -framedRotation.mQ[VZ], framedRotation.mQ[VW]); switch (style) { case SYMPATHETIC: case SYMPATHETIC_DELTA: oppositeJointPose->setPublicRotation(resetBaseRotationToZero, framedRotation * oppositeJointPose->getPublicRotation()); if (oppositePoserJoint) deRotateWorldLockedDescendants(oppositePoserJoint, posingMotion, framedRotation); break; case MIRROR: case MIRROR_DELTA: oppositeJointPose->setPublicRotation(resetBaseRotationToZero, mirroredRotation * oppositeJointPose->getPublicRotation()); if (oppositePoserJoint) deRotateWorldLockedDescendants(oppositePoserJoint, posingMotion, mirroredRotation); break; default: break; } } LLQuaternion FSPoserAnimator::getManipGimbalRotation(LLVOAvatar* avatar, const FSPoserJoint* joint, E_PoserReferenceFrame frame) { LLQuaternion globalRot(-1.f, 0.f, 0.f, 0.f); if (frame == POSER_FRAME_WORLD) return globalRot; if (!joint) return globalRot; if (!isAvatarSafeToUse(avatar)) return globalRot; if (frame == POSER_FRAME_AVATAR) { LLJoint* pelvis = avatar->getJoint("mPelvis"); if (pelvis) return pelvis->getWorldRotation(); return globalRot; } FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return globalRot; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return globalRot; LLJoint* llJoint = jointPose->getJointState()->getJoint(); if (!llJoint) return globalRot; if (frame == POSER_FRAME_BONE) return llJoint->getWorldRotation(); LLVector3 skyward(0.f, 0.f, 1.f); LLVector3 left(1.f, 0.f, 0.f); LLVector3 up, jointToCameraPosition, jointPosition; jointPosition = llJoint->getWorldPosition(); jointToCameraPosition = jointPosition - gAgentCamera.getCameraPositionAgent(); jointToCameraPosition.normalize(); left.setVec(skyward % jointToCameraPosition); up.setVec(jointToCameraPosition % left); return LLQuaternion(jointToCameraPosition, left, up); } LLVector3 FSPoserAnimator::getJointExportRotation(LLVOAvatar* avatar, const FSPoserJoint& joint, bool lockWholeAvatar) const { auto rotation = getJointRotation(avatar, joint, SWAP_NOTHING, NEGATE_NOTHING); if (exportRotationWillLockJoint(avatar, joint)) return rotation; LLVector3 vec3; if (!isAvatarSafeToUse(avatar)) return vec3; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return vec3; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return vec3; if (!jointPose->userHasSetBaseRotationToZero()) return vec3; if (lockWholeAvatar && joint.boneType() == WHOLEAVATAR) return LLVector3(DEG_TO_RAD * 0.295f, 0.f, 0.f); F32 minimumRotation = DEG_TO_RAD * 0.65f / llmax((F32)getChildJointDepth(&joint, 0) * 0.33f, 1.f); return LLVector3(minimumRotation, 0.f, 0.f); } LLVector3 FSPoserAnimator::getJointRotation(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneAxisTranslation translation, S32 negation) const { LLVector3 vec3; if (!isAvatarSafeToUse(avatar)) return vec3; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return vec3; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return vec3; return translateRotationFromQuaternion(jointPose, translation, negation, jointPose->getPublicRotation()); } void FSPoserAnimator::setJointRotation(LLVOAvatar* avatar, const FSPoserJoint* joint, const LLVector3& absRotation, const LLVector3& deltaRotation, E_BoneDeflectionStyles style, E_PoserReferenceFrame frame, E_BoneAxisTranslation translation, S32 negation, bool resetBaseRotationToZero, E_RotationStyle rotationStyle) { if (!isAvatarSafeToUse(avatar)) return; if (!joint) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; bool translationRequiresDelta = frame != POSER_FRAME_BONE; LLQuaternion absRot = translateRotationToQuaternion(avatar, jointPose, frame, translation, negation, absRotation); LLQuaternion deltaRot = translateRotationToQuaternion(avatar, jointPose, frame, translation, negation, deltaRotation); switch (style) { case SYMPATHETIC: case MIRROR: if (rotationStyle == DELTAIC_ROT || translationRequiresDelta) jointPose->setPublicRotation(resetBaseRotationToZero, deltaRot * jointPose->getPublicRotation()); else jointPose->setPublicRotation(resetBaseRotationToZero, absRot); break; case SYMPATHETIC_DELTA: case MIRROR_DELTA: jointPose->setPublicRotation(resetBaseRotationToZero, deltaRot * jointPose->getPublicRotation()); break; case DELTAMODE: jointPose->setPublicRotation(resetBaseRotationToZero, deltaRot * jointPose->getPublicRotation()); deRotateWorldLockedDescendants(joint, posingMotion, deltaRot); return; case NONE: default: if (rotationStyle == DELTAIC_ROT || translationRequiresDelta) jointPose->setPublicRotation(resetBaseRotationToZero, deltaRot * jointPose->getPublicRotation()); else jointPose->setPublicRotation(resetBaseRotationToZero, absRot); deRotateWorldLockedDescendants(joint, posingMotion, deltaRot); return; } deRotateWorldLockedDescendants(joint, posingMotion, deltaRot); auto oppositePoserJoint = getPoserJointByName(joint->mirrorJointName()); FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName()); if (!oppositeJointPose) return; LLQuaternion mirroredRotation = LLQuaternion(-deltaRot.mQ[VX], deltaRot.mQ[VY], -deltaRot.mQ[VZ], deltaRot.mQ[VW]); switch (style) { case SYMPATHETIC: oppositeJointPose->cloneRotationFrom(jointPose); if (oppositePoserJoint) deRotateWorldLockedDescendants(oppositePoserJoint, posingMotion, deltaRot); break; case SYMPATHETIC_DELTA: oppositeJointPose->setPublicRotation(resetBaseRotationToZero, deltaRot * oppositeJointPose->getPublicRotation()); if (oppositePoserJoint) deRotateWorldLockedDescendants(oppositePoserJoint, posingMotion, deltaRot); break; case MIRROR: oppositeJointPose->mirrorRotationFrom(jointPose); if (oppositePoserJoint) deRotateWorldLockedDescendants(oppositePoserJoint, posingMotion, mirroredRotation); break; case MIRROR_DELTA: oppositeJointPose->setPublicRotation(resetBaseRotationToZero, mirroredRotation * oppositeJointPose->getPublicRotation()); if (oppositePoserJoint) deRotateWorldLockedDescendants(oppositePoserJoint, posingMotion, mirroredRotation); break; default: break; } } void FSPoserAnimator::reflectJoint(LLVOAvatar* avatar, const FSPoserJoint* joint) { if (!isAvatarSafeToUse(avatar)) return; if (!joint) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; jointPose->reflectRotation(); FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName()); if (oppositeJointPose) { oppositeJointPose->reflectRotation(); jointPose->swapRotationWith(oppositeJointPose); } } void FSPoserAnimator::symmetrizeLeftToRightOrRightToLeft(LLVOAvatar* avatar, bool rightToLeft) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; for (size_t index = 0; index != PoserJoints.size(); ++index) { if (!PoserJoints[index].dontFlipOnMirror()) continue; bool currentlyPosing = isPosingAvatarJoint(avatar, PoserJoints[index]); if (!currentlyPosing) continue; auto oppositeJoint = getPoserJointByName(PoserJoints[index].mirrorJointName()); if (!oppositeJoint) continue; bool currentlyPosingOppositeJoint = isPosingAvatarJoint(avatar, *oppositeJoint); if (!currentlyPosingOppositeJoint) continue; FSJointPose* rightJointPose = posingMotion->getJointPoseByJointName(PoserJoints[index].jointName()); FSJointPose* leftJointPose = posingMotion->getJointPoseByJointName(oppositeJoint->jointName()); if (!leftJointPose || !rightJointPose) return; if (rightToLeft) leftJointPose->mirrorRotationFrom(rightJointPose); else rightJointPose->mirrorRotationFrom(leftJointPose); } } void FSPoserAnimator::flipEntirePose(LLVOAvatar* avatar) { if (!isAvatarSafeToUse(avatar)) return; for (size_t index = 0; index != PoserJoints.size(); ++index) { if (PoserJoints[index].dontFlipOnMirror()) // we only flip one side. continue; bool currentlyPosing = isPosingAvatarJoint(avatar, PoserJoints[index]); if (!currentlyPosing) continue; auto oppositeJoint = getPoserJointByName(PoserJoints[index].mirrorJointName()); if (oppositeJoint) { bool currentlyPosingOppositeJoint = isPosingAvatarJoint(avatar, *oppositeJoint); if (!currentlyPosingOppositeJoint) continue; } reflectJoint(avatar, &PoserJoints[index]); } } // from the UI to the bone. Bone rotations we store are relative to the skeleton (or to T-Pose, if you want to visualize). LLQuaternion FSPoserAnimator::translateRotationToQuaternion(LLVOAvatar* avatar, FSJointPose* joint, E_PoserReferenceFrame frame, E_BoneAxisTranslation translation, S32 negation, LLVector3 rotation) { if (negation & NEGATE_ALL) { rotation.mV[VX] *= -1; rotation.mV[VY] *= -1; rotation.mV[VZ] *= -1; } else { if (negation & NEGATE_YAW) rotation.mV[VX] *= -1; if (negation & NEGATE_PITCH) rotation.mV[VY] *= -1; if (negation & NEGATE_ROLL) rotation.mV[VZ] *= -1; } LLMatrix3 rot_mat; switch (translation) { case SWAP_YAW_AND_ROLL: rot_mat = LLMatrix3(rotation.mV[VZ], rotation.mV[VY], rotation.mV[VX]); break; case SWAP_YAW_AND_PITCH: rot_mat = LLMatrix3(rotation.mV[VY], rotation.mV[VX], rotation.mV[VZ]); break; case SWAP_ROLL_AND_PITCH: rot_mat = LLMatrix3(rotation.mV[VX], rotation.mV[VZ], rotation.mV[VY]); break; case SWAP_X2Y_Y2Z_Z2X: rot_mat = LLMatrix3(rotation.mV[VZ], rotation.mV[VX], rotation.mV[VY]); break; case SWAP_X2Z_Y2X_Z2Y: rot_mat = LLMatrix3(rotation.mV[VY], rotation.mV[VZ], rotation.mV[VX]); break; case SWAP_NOTHING: default: rot_mat = LLMatrix3(rotation.mV[VX], rotation.mV[VY], rotation.mV[VZ]); break; } LLQuaternion rot_quat; rot_quat = LLQuaternion(rot_mat) * rot_quat; rot_quat.normalize(); rot_quat = changeToRotationFrame(avatar, rot_quat, frame, joint); return rot_quat; } LLQuaternion FSPoserAnimator::changeToRotationFrame(LLVOAvatar* avatar, const LLQuaternion& rotation, E_PoserReferenceFrame frame, FSJointPose* joint) { if (!joint || !avatar) return rotation; LLJoint* pelvis = avatar->getJoint("mPelvis"); if (!pelvis) return rotation; LLVector3 skyward(0.f, 0.f, 1.f); LLVector3 left(1.f, 0.f, 0.f); LLVector3 forwards(0.f, 1.f, 0.f); LLVector3 up, jointToCameraPosition, jointPosition; LLQuaternion worldRotOfWorld(forwards, left, skyward); LLQuaternion differenceInWorldRot, rotDiffInChildFrame, worldRotOfPelvis, worldRotOfCamera; LLQuaternion worldRotOfThisJoint = joint->getJointState()->getJoint()->getWorldRotation(); switch (frame) { case POSER_FRAME_WORLD: differenceInWorldRot = worldRotOfThisJoint * ~worldRotOfWorld; break; case POSER_FRAME_AVATAR: worldRotOfPelvis = pelvis->getWorldRotation(); differenceInWorldRot = worldRotOfThisJoint * ~worldRotOfPelvis; break; case POSER_FRAME_CAMERA: jointPosition = joint->getJointState()->getJoint()->getWorldPosition(); jointToCameraPosition = jointPosition - gAgentCamera.getCameraPositionAgent(); jointToCameraPosition.normalize(); left.setVec(skyward % jointToCameraPosition); up.setVec(jointToCameraPosition % left); worldRotOfCamera = LLQuaternion(jointToCameraPosition, left, up); differenceInWorldRot = worldRotOfThisJoint * ~worldRotOfCamera; break; case POSER_FRAME_BONE: default: return rotation; } rotDiffInChildFrame = differenceInWorldRot * rotation * ~differenceInWorldRot; rotDiffInChildFrame.conjugate(); return rotDiffInChildFrame; } // from the bone to the UI; this is the 'forwards' use of the enum LLVector3 FSPoserAnimator::translateRotationFromQuaternion(FSJointPose* joint, E_BoneAxisTranslation translation, S32 negation, const LLQuaternion& rotation) const { LLVector3 vec3; switch (translation) { case SWAP_YAW_AND_ROLL: rotation.getEulerAngles(&vec3.mV[VZ], &vec3.mV[VY], &vec3.mV[VX]); break; case SWAP_YAW_AND_PITCH: rotation.getEulerAngles(&vec3.mV[VY], &vec3.mV[VX], &vec3.mV[VZ]); break; case SWAP_ROLL_AND_PITCH: rotation.getEulerAngles(&vec3.mV[VX], &vec3.mV[VZ], &vec3.mV[VY]); break; case SWAP_X2Y_Y2Z_Z2X: rotation.getEulerAngles(&vec3.mV[VZ], &vec3.mV[VX], &vec3.mV[VY]); break; case SWAP_X2Z_Y2X_Z2Y: rotation.getEulerAngles(&vec3.mV[VY], &vec3.mV[VZ], &vec3.mV[VX]); break; case SWAP_NOTHING: default: rotation.getEulerAngles(&vec3.mV[VX], &vec3.mV[VY], &vec3.mV[VZ]); break; } if (negation & NEGATE_ALL) { vec3.mV[VX] *= -1; vec3.mV[VY] *= -1; vec3.mV[VZ] *= -1; } else { if (negation & NEGATE_YAW) vec3.mV[VX] *= -1; if (negation & NEGATE_PITCH) vec3.mV[VY] *= -1; if (negation & NEGATE_ROLL) vec3.mV[VZ] *= -1; } return vec3; } LLVector3 FSPoserAnimator::getJointScale(LLVOAvatar* avatar, const FSPoserJoint& joint) const { LLVector3 scale; if (!isAvatarSafeToUse(avatar)) return scale; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return scale; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return scale; return jointPose->getPublicScale(); } void FSPoserAnimator::setJointScale(LLVOAvatar* avatar, const FSPoserJoint* joint, const LLVector3& scale, E_PoserReferenceFrame frame, E_BoneDeflectionStyles style) { if (!isAvatarSafeToUse(avatar)) return; if (!joint) return; std::string jn = joint->jointName(); if (jn.empty()) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(jn); if (!jointPose) return; LLVector3 jointScale = jointPose->getPublicScale(); LLVector3 scaleDelta = jointScale - scale; switch (style) { case MIRROR: case MIRROR_DELTA: case SYMPATHETIC_DELTA: case SYMPATHETIC: jointPose->setPublicScale(jointScale - scaleDelta); break; case DELTAMODE: case NONE: default: jointPose->setPublicScale(jointScale - scaleDelta); return; } FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName()); if (!oppositeJointPose) return; LLVector3 oppositeJointScale = oppositeJointPose->getPublicScale(); switch (style) { case MIRROR: case MIRROR_DELTA: oppositeJointPose->setPublicScale(oppositeJointScale + scaleDelta); break; case SYMPATHETIC_DELTA: case SYMPATHETIC: oppositeJointPose->setPublicScale(oppositeJointScale - scaleDelta); break; default: break; } } bool FSPoserAnimator::tryGetJointSaveVectors(LLVOAvatar* avatar, const FSPoserJoint& joint, LLVector3* rot, LLVector3* pos, LLVector3* scale, bool* baseRotationIsZero) { if (!rot || !pos || !scale) return false; if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return false; LLQuaternion rotationDelta = jointPose->getPublicRotation(); rotationDelta.getEulerAngles(&rot->mV[VX], &rot->mV[VY], &rot->mV[VZ]); pos->set(jointPose->getPublicPosition()); scale->set(jointPose->getPublicScale()); *baseRotationIsZero = jointPose->isBaseRotationZero(); return true; } void FSPoserAnimator::loadJointRotation(LLVOAvatar* avatar, const FSPoserJoint* joint, bool setBaseToZero, LLVector3 rotation) { if (!isAvatarSafeToUse(avatar) || !joint) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; jointPose->purgeUndoQueue(); LLQuaternion rot = translateRotationToQuaternion(avatar, jointPose, POSER_FRAME_BONE, SWAP_NOTHING, NEGATE_NOTHING, rotation); jointPose->setPublicRotation(setBaseToZero, rot); } void FSPoserAnimator::loadJointPosition(LLVOAvatar* avatar, const FSPoserJoint* joint, bool loadPositionAsDelta, LLVector3 position) { if (!isAvatarSafeToUse(avatar) || !joint) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; if (loadPositionAsDelta) jointPose->setPublicPosition(position); else { jointPose->setJointPriority(LLJoint::LOW_PRIORITY); jointPose->setBasePosition(position, LLJoint::LOW_PRIORITY); } } void FSPoserAnimator::loadJointScale(LLVOAvatar* avatar, const FSPoserJoint* joint, bool loadScaleAsDelta, LLVector3 scale) { if (!isAvatarSafeToUse(avatar) || !joint) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; if (loadScaleAsDelta) jointPose->setPublicScale(scale); else { jointPose->setJointPriority(LLJoint::LOW_PRIORITY); jointPose->setBaseScale(scale, LLJoint::LOW_PRIORITY); jointPose->setPublicScale(LLVector3::zero); } } bool FSPoserAnimator::loadPosingState(LLVOAvatar* avatar, bool ignoreOwnership, LLSD pose) { if (!isAvatarSafeToUse(avatar)) return false; mPosingState.purgeMotionStates(avatar); mPosingState.restoreMotionStates(avatar, ignoreOwnership, pose); return applyStatesToPosingMotion(avatar); } bool FSPoserAnimator::applyStatesToPosingMotion(LLVOAvatar* avatar) { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; bool loadSuccess = mPosingState.applyMotionStatesToPosingMotion(avatar, posingMotion); if (loadSuccess) applyJointMirrorToBaseRotations(posingMotion); return loadSuccess; } void FSPoserAnimator::applyJointMirrorToBaseRotations(FSPosingMotion* posingMotion) { for (size_t index = 0; index != PoserJoints.size(); ++index) { FSJointPose* jointPose = posingMotion->getJointPoseByJointName(PoserJoints[index].jointName()); if (!jointPose) continue; if (!jointPose->getRotationMirrorState()) continue; if (PoserJoints[index].dontFlipOnMirror()) // we only flip one side. continue; jointPose->reflectBaseRotation(); FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(PoserJoints[index].mirrorJointName()); if (!oppositeJointPose) continue; oppositeJointPose->reflectBaseRotation(); jointPose->swapBaseRotationWith(oppositeJointPose); } } void FSPoserAnimator::savePosingState(LLVOAvatar* avatar, bool ignoreOwnership, LLSD* saveRecord) { mPosingState.writeMotionStates(avatar, ignoreOwnership, saveRecord); } const FSPoserAnimator::FSPoserJoint* FSPoserAnimator::getPoserJointByName(const std::string& jointName) const { for (size_t index = 0; index != PoserJoints.size(); ++index) { if (boost::iequals(PoserJoints[index].jointName(), jointName)) return &PoserJoints[index]; } return nullptr; } const FSPoserAnimator::FSPoserJoint* FSPoserAnimator::getPoserJointByNumber(LLVOAvatar* avatar, const S32 jointNumber) const { if (!avatar) return nullptr; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return nullptr; FSJointPose* parentJoint = posingMotion->getJointPoseByJointNumber(jointNumber); if (!parentJoint) return nullptr; return getPoserJointByName(parentJoint->jointName()); } bool FSPoserAnimator::tryGetJointNumber(LLVOAvatar* avatar, const FSPoserJoint &poserJoint, S32& jointNumber) { if (!avatar) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; FSJointPose* parentJoint = posingMotion->getJointPoseByJointName(poserJoint.jointName()); if (!parentJoint) return false; jointNumber = parentJoint->getJointNumber(); return jointNumber >= 0; } bool FSPoserAnimator::tryPosingAvatar(LLVOAvatar* avatar) { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = findOrCreatePosingMotion(avatar); if (!posingMotion) return false; if (posingMotion->isStopped()) { if (avatar->isSelf()) gAgent.stopFidget(); mPosingState.captureMotionStates(avatar); avatar->startDefaultMotions(); avatar->startMotion(posingMotion->motionId()); return true; } return false; } void FSPoserAnimator::updatePosingState(LLVOAvatar* avatar, const std::vector& jointsRecaptured) { if (!avatar) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; std::vector jointNumbersRecaptured; for (auto item : jointsRecaptured) { auto poserJoint = posingMotion->getJointPoseByJointName(item->jointName()); if (!poserJoint) continue; jointNumbersRecaptured.push_back(poserJoint->getJointNumber()); } mPosingState.updateMotionStates(avatar, posingMotion, jointNumbersRecaptured); } void FSPoserAnimator::stopPosingAvatar(LLVOAvatar* avatar) { if (!avatar || avatar->isDead()) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; mPosingState.purgeMotionStates(avatar); avatar->stopMotion(posingMotion->motionId()); } bool FSPoserAnimator::isPosingAvatar(LLVOAvatar* avatar) const { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; return !posingMotion->isStopped(); } FSPosingMotion* FSPoserAnimator::getPosingMotion(LLVOAvatar* avatar) const { if (!isAvatarSafeToUse(avatar)) return nullptr; if (sAvatarIdToRegisteredAnimationId.find(avatar->getID()) == sAvatarIdToRegisteredAnimationId.end()) return nullptr; return dynamic_cast(avatar->findMotion(sAvatarIdToRegisteredAnimationId[avatar->getID()])); } FSPosingMotion* FSPoserAnimator::findOrCreatePosingMotion(LLVOAvatar* avatar) { FSPosingMotion* motion = getPosingMotion(avatar); if (motion) return motion; LLTransactionID mTransactionID; mTransactionID.generate(); LLAssetID animationAssetId = mTransactionID.makeAssetID(gAgent.getSecureSessionID()); if (avatar->registerMotion(animationAssetId, FSPosingMotion::create)) sAvatarIdToRegisteredAnimationId[avatar->getID()] = animationAssetId; return dynamic_cast(avatar->createMotion(animationAssetId)); } bool FSPoserAnimator::isAvatarSafeToUse(LLVOAvatar* avatar) const { if (!avatar) return false; if (avatar->isDead()) return false; if (avatar->getRegion() != gAgent.getRegion()) return false; return true; } int FSPoserAnimator::getChildJointDepth(const FSPoserJoint* joint, S32 depth) const { size_t numberOfBvhChildNodes = joint->bvhChildren().size(); if (numberOfBvhChildNodes < 1) return depth; depth++; for (size_t index = 0; index != numberOfBvhChildNodes; ++index) { auto nextJoint = getPoserJointByName(joint->bvhChildren().at(index)); if (!nextJoint) continue; depth = llmax(depth, getChildJointDepth(nextJoint, depth)); } return depth; } void FSPoserAnimator::deRotateWorldLockedDescendants(const FSPoserJoint* joint, FSPosingMotion* posingMotion, LLQuaternion rotationChange) { size_t numberOfBvhChildNodes = joint->bvhChildren().size(); if (numberOfBvhChildNodes < 1) return; FSJointPose* parentJoint = posingMotion->getJointPoseByJointName(joint->jointName()); if (!parentJoint) return; LLJoint* pJoint = parentJoint->getJointState()->getJoint(); for (size_t index = 0; index != numberOfBvhChildNodes; ++index) { auto nextJoint = getPoserJointByName(joint->bvhChildren().at(index)); if (!nextJoint) continue; deRotateJointOrFirstLockedChild(nextJoint, posingMotion, pJoint->getWorldRotation(), rotationChange); } } void FSPoserAnimator::deRotateJointOrFirstLockedChild(const FSPoserJoint* joint, FSPosingMotion* posingMotion, LLQuaternion rotatedParentWorldRot, LLQuaternion rotationChange) { FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; if (jointPose->getWorldRotationLockState()) { LLQuaternion worldRotOfThisJoint = jointPose->getJointState()->getJoint()->getWorldRotation(); LLQuaternion differenceInWorldRot = worldRotOfThisJoint * ~rotatedParentWorldRot; LLQuaternion rotDiffInChildFrame = differenceInWorldRot * rotationChange * ~differenceInWorldRot; rotDiffInChildFrame.conjugate(); jointPose->setPublicRotation(false, rotDiffInChildFrame * jointPose->getPublicRotation()); return; } size_t numberOfBvhChildNodes = joint->bvhChildren().size(); if (numberOfBvhChildNodes < 1) return; for (size_t index = 0; index != numberOfBvhChildNodes; ++index) { auto nextJoint = getPoserJointByName(joint->bvhChildren().at(index)); if (!nextJoint) continue; deRotateJointOrFirstLockedChild(nextJoint, posingMotion, rotatedParentWorldRot, rotationChange); } } void FSPoserAnimator::undoOrRedoWorldLockedDescendants(const FSPoserJoint& joint, FSPosingMotion* posingMotion, bool redo) { size_t numberOfBvhChildNodes = joint.bvhChildren().size(); if (numberOfBvhChildNodes < 1) return; for (size_t index = 0; index != numberOfBvhChildNodes; ++index) { auto nextJoint = getPoserJointByName(joint.bvhChildren().at(index)); if (!nextJoint) continue; undoOrRedoJointOrFirstLockedChild(*nextJoint, posingMotion, redo); } } void FSPoserAnimator::undoOrRedoJointOrFirstLockedChild(const FSPoserJoint& joint, FSPosingMotion* posingMotion, bool redo) { if (!posingMotion) return; FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return; if (jointPose->getWorldRotationLockState()) { if (redo) jointPose->redoLastChange(); else jointPose->undoLastChange(); return; } size_t numberOfBvhChildNodes = joint.bvhChildren().size(); if (numberOfBvhChildNodes < 1) return; for (size_t index = 0; index != numberOfBvhChildNodes; ++index) { auto nextJoint = getPoserJointByName(joint.bvhChildren().at(index)); if (!nextJoint) continue; undoOrRedoJointOrFirstLockedChild(*nextJoint, posingMotion, redo); } }