/** * @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 "linden_common.h" #include "llviewerprecompiledheaders.h" #include "fsposeranimator.h" #include "llcharacter.h" #include "llviewercontrol.h" #include "llagent.h" #include "llvoavatarself.h" #include #include "llkeyframemotion.h" #include "fsposingmotion.h" FSPoserAnimator::FSPoserAnimator() {} FSPoserAnimator::~FSPoserAnimator() {} bool FSPoserAnimator::isPosingAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint) { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; if (posingMotion->isStopped()) return false; LLJoint* avJoint = avatar->getJoint(JointKey::construct(joint.jointName())); if (!avJoint) return false; return posingMotion->currentlyPosingJoint(avJoint); } void FSPoserAnimator::setPosingAvatarJoint(LLVOAvatar *avatar, 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; LLJoint* avJoint = avatar->getJoint(JointKey::construct(joint.jointName())); if (!avJoint) return; if (shouldPose) posingMotion->addJointToState(avJoint); else posingMotion->removeJointFromState(avJoint); } void FSPoserAnimator::resetAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint) { if (!isAvatarSafeToUse(avatar)) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; if (posingMotion->isStopped()) return; LLJoint* avJoint = avatar->getJoint(JointKey::construct(joint.jointName())); if (!avJoint) return; // this or something? motion->resetJointState(avJoint); } LLVector3 FSPoserAnimator::getJointPosition(LLVOAvatar *avatar, FSPoserJoint joint) { LLVector3 pos; if (!isAvatarSafeToUse(avatar)) return pos; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return pos; FSPosingMotion::FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return pos; pos = jointPose->getTargetPosition(); return pos; } void FSPoserAnimator::setJointPosition(LLVOAvatar *avatar, const FSPoserJoint *joint, LLVector3 position, 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; FSPosingMotion::FSJointPose* jointPose = posingMotion->getJointPoseByJointName(jn); if (!jointPose) return; jointPose->setTargetPosition(position); } LLVector3 FSPoserAnimator::getJointRotation(LLVOAvatar *avatar, FSPoserJoint joint, E_BoneAxisTranslation translation, S32 negation, bool forRecapture) { LLVector3 vec3; if (!isAvatarSafeToUse(avatar)) return vec3; LLQuaternion rot; if (forRecapture) { LLJoint* avJoint = avatar->getJoint(JointKey::construct(joint.jointName())); if (!avJoint) return vec3; rot = avJoint->getRotation(); } else { FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return vec3; FSPosingMotion::FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint.jointName()); if (!jointPose) return vec3; rot = jointPose->getTargetRotation(); } return translateRotationFromQuaternion(translation, negation, rot); } void FSPoserAnimator::setJointRotation(LLVOAvatar *avatar, const FSPoserJoint *joint, LLVector3 rotation, E_BoneDeflectionStyles style, E_BoneAxisTranslation translation, S32 negation) { if (!isAvatarSafeToUse(avatar)) return; if (!joint) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; FSPosingMotion::FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; LLQuaternion rot_quat = translateRotationToQuaternion(translation, negation, rotation); jointPose->setTargetRotation(rot_quat); if (style == NONE) return; FSPosingMotion::FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName()); if (!oppositeJointPose) return; LLQuaternion inv_quat; switch (style) { case SYMPATHETIC: oppositeJointPose->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]); oppositeJointPose->setTargetRotation(inv_quat); 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; FSPosingMotion::FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName()); if (!jointPose) return; FSPosingMotion::FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName()); if (!oppositeJointPose) return; if (!oppositeJointPose) { LLQuaternion rot_quat = jointPose->getTargetRotation(); LLQuaternion inv_quat = LLQuaternion(-rot_quat.mQ[VX], rot_quat.mQ[VY], -rot_quat.mQ[VZ], rot_quat.mQ[VW]); jointPose->setTargetRotation(inv_quat); return; } LLQuaternion first_quat = jointPose->getTargetRotation(); LLQuaternion first_inv = LLQuaternion(-first_quat.mQ[VX], first_quat.mQ[VY], -first_quat.mQ[VZ], first_quat.mQ[VW]); LLQuaternion second_quat = oppositeJointPose->getTargetRotation(); LLQuaternion second_inv = LLQuaternion(-second_quat.mQ[VX], second_quat.mQ[VY], -second_quat.mQ[VZ], second_quat.mQ[VW]); jointPose->setTargetRotation(second_inv); oppositeJointPose->setTargetRotation(first_inv); } 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, the inverse translation, the un-swap, the backwards LLQuaternion FSPoserAnimator::translateRotationToQuaternion(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; return rot_quat; } // from the bone to the UI; this is the 'forwards' use of the enum LLVector3 FSPoserAnimator::translateRotationFromQuaternion(E_BoneAxisTranslation translation, S32 negation, LLQuaternion rotation) { 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, FSPoserJoint joint) { LLVector3 vec3; LLJoint *avJoint = avatar->getJoint(JointKey::construct(joint.jointName())); if (!avJoint) return vec3; vec3 = avJoint->getScale(); return vec3; } void FSPoserAnimator::setJointScale(LLVOAvatar *avatar, const FSPoserJoint *joint, LLVector3 scale, E_BoneDeflectionStyles style) { if (!isAvatarSafeToUse(avatar)) 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) { for (size_t index = 0; index != PoserJoints.size(); ++index) { if (boost::iequals(PoserJoints[index].jointName(), jointName)) return &PoserJoints[index]; } return nullptr; } bool FSPoserAnimator::tryPosingAvatar(LLVOAvatar *avatar) { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = createPosingMotion(avatar); if (!posingMotion) return false; if (posingMotion->isStopped()) { if (avatar->isSelf()) gAgent.stopFidget(); avatar->startDefaultMotions(); avatar->startMotion(posingMotion->motionId()); // TODO: scrape motion state prior to edit, facilitating reset return true; } return false; } void FSPoserAnimator::stopPosingAvatar(LLVOAvatar *avatar) { if (!avatar || avatar->isDead()) return; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return; avatar->stopMotion(posingMotion->motionId()); } bool FSPoserAnimator::isPosingAvatar(LLVOAvatar* avatar) { if (!isAvatarSafeToUse(avatar)) return false; FSPosingMotion* posingMotion = getPosingMotion(avatar); if (!posingMotion) return false; return !posingMotion->isStopped(); } FSPosingMotion* FSPoserAnimator::getPosingMotion(LLVOAvatar* avatar) { if (!isAvatarSafeToUse(avatar)) return nullptr; if (_avatarIdToRegisteredAnimationId.find(avatar->getID()) == _avatarIdToRegisteredAnimationId.end()) return nullptr; return dynamic_cast(avatar->findMotion(_avatarIdToRegisteredAnimationId[avatar->getID()])); } FSPosingMotion* FSPoserAnimator::createPosingMotion(LLVOAvatar* avatar) { FSPosingMotion* motion = getPosingMotion(avatar); if (!motion) { LLTransactionID mTransactionID; mTransactionID.generate(); LLAssetID animationAssetId = mTransactionID.makeAssetID(gAgent.getSecureSessionID()); if (avatar->registerMotion(animationAssetId, FSPosingMotion::create)) _avatarIdToRegisteredAnimationId[avatar->getID()] = animationAssetId; return dynamic_cast(avatar->createMotion(animationAssetId)); } return motion; } bool FSPoserAnimator::isAvatarSafeToUse(LLVOAvatar *avatar) { if (!avatar) return false; if (avatar->isDead()) return false; if (avatar->getRegion() != gAgent.getRegion()) return false; return true; }