phoenix-firestorm/indra/newview/fsposestate.h

173 lines
7.2 KiB
C++

/**
* @file fsposestate.h
* @brief a means to save and restore the instantaneous state of animations posing an avatar.
*
* $LicenseInfo:firstyear=2025&license=viewerlgpl$
* Phoenix Firestorm Viewer Source Code
* Copyright (c) 2025 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
* $/LicenseInfo$
*/
#ifndef LL_FSPoseState_H
#define LL_FSPoseState_H
#include "llvoavatar.h"
#include "fsposingmotion.h"
class FSPoseState
{
public:
FSPoseState() = default;
virtual ~FSPoseState() = default;
public:
/// <summary>
/// Captures the current animations posing the supplied avatar and how long they have been playing.
/// </summary>
/// <param name="avatar">The avatar whose animations are to be captured.</param>
void captureMotionStates(LLVOAvatar* avatar);
/// <summary>
/// Updates the stored list of animations posing the avatar.
/// </summary>
/// <param name="avatar">The avatar whose animations are to be captured.</param>
/// <param name="posingMotion">The posing motion.</param>
/// <param name="jointNamesRecaptured">The names of the joints being recaptured.</param>
void updateMotionStates(LLVOAvatar* avatar, FSPosingMotion* posingMotion, std::string jointNamesRecaptured);
/// <summary>
/// Add a new posing state, or updates the matching posing state with the supplied data.
/// </summary>
/// <param name="avatar">The avatar the posing state is intended for.</param>
/// <param name="animId">The ID of the animation.</param>
/// <param name="updateTime">The frame-time of the animation.</param>
/// <param name="jointNames">The names of the joints, if any, the animation should specifically be applied to.</param>
/// <param name="captureOrder">The capture order.</param>
/// <returns>True if the posing state was added or changed by the update data, otherwise false.</returns>
bool addOrUpdatePosingMotionState(LLVOAvatar* avatar, LLUUID animId, F32 updateTime, std::string jointNames, int captureOrder);
/// <summary>
/// Removes all current animation states for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar whose animations are to be purged.</param>
void purgeMotionStates(LLVOAvatar* avatar);
/// <summary>
/// Writes any documented poses for the supplied avatar to the supplied stream.
/// </summary>
/// <param name="avatar">The avatar whose animations may have been captured.</param>
/// <param name="saveRecord">The record to add to.</param>
void writeMotionStates(LLVOAvatar* avatar, LLSD* saveRecord);
/// <summary>
/// Restores pose state(s) from the supplied record.
/// </summary>
/// <param name="avatar">The avatar whose animations may have been captured.</param>
/// <param name="posingMotion">The posing motion.</param>
/// <param name="pose">The record to read from.</param>
void restoreMotionStates(LLVOAvatar* avatar, LLSD pose);
/// <summary>
/// Applies the motion states for the supplied avatar to the supplied motion.
/// </summary>
/// <param name="avatar">The avatar to apply the motion state(s) to.</param>
/// <param name="posingMotion">The posing motion to apply the state(s) to.</param>
/// <returns>True if all the motion states for the supplied avatar have been applied, otherwise false.</returns>
/// <remarks>
/// In some ways this is like an AO: loading LLKeyframeMotions.
/// Once loaded, the LLKeyframeMotion is put at time fsMotionState.lastUpdateTime.
/// The joint-rotations for that LLKeyframeMotion are then restored to the base.
/// This examines sMotionStates for any avatarId matches; such as after a restoreMotionStates(...).
/// This could result in loading assets, thus a particular member of sMotionStates may take several attempts to load.
/// Motion(s) that the avatar does not have permissions for are not considered in the return boolean.
/// </remarks>
bool applyMotionStatesToPosingMotion(LLVOAvatar* avatar, FSPosingMotion* posingMotion);
private:
/// <summary>
/// A class documenting the state of an animation for an avatar.
/// </summary>
class fsMotionState
{
public:
/// <summary>
/// The motion ID recorded animating the avatar ID.
/// </summary>
LLAssetID motionId;
/// <summary>
/// The play-time the motionId had progressed until the motion was captured.
/// </summary>
F32 lastUpdateTime = 0.f;
/// <summary>
/// Upon reloading, whether this record has been applied to the avatar.
/// </summary>
bool motionApplied = false;
/// <summary>
/// Whether the avatar owns the pose, or the pose was loaded.
/// </summary>
bool avatarOwnsPose = false;
/// <summary>
/// When reloading, larger numbers are loaded last, nesting order and priority.
/// This is used to represent recaptures, where joints could be animated with different poses.
/// </summary>
int captureOrder = 0;
/// <summary>
/// When reloading, and if not-empty, the names of the bones this motionId should affect.
/// </summary>
std ::string jointNamesAnimated;
};
/// <summary>
/// Resets the priority for the named joints for the supplied posing motion at the supplied capture order.
/// </summary>
/// <param name="avatar">The avatar being posed by the motion.</param>
/// <param name="posingMotion">The posing motion.</param>
/// <param name="captureOrder">The order of the capture.</param>
void resetPriorityForCaptureOrder(LLVOAvatar* avatar, FSPosingMotion* posingMotion, int captureOrder);
/// <summary>
/// Gets whether the supplied avatar owns, and thus can save information about the supplied asset ID.
/// </summary>
/// <param name="avatar">The avatar to query ownership for.</param>
/// <param name="motionId">The asset ID of the object.</param>
/// <returns>True if the avatar owns the asset, otherwise false.</returns>
bool canSaveMotionId(LLVOAvatar* avatar, LLAssetID motionId);
struct compareByCaptureOrder
{
bool operator()(const fsMotionState& a, const fsMotionState& b)
{
if (a.captureOrder < b.captureOrder)
return true; // Ascending order
return false;
}
};
static std::map <LLUUID, std::vector<fsMotionState>> sMotionStates;
static std::map<LLUUID, int> sCaptureOrder;
};
#endif // LL_FSPoseState_H