phoenix-firestorm/indra/newview/fsposeranimator.cpp

290 lines
8.1 KiB
C++

/**
* @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 <llanimationstates.h>
FSPoserAnimator::FSPoserAnimator() {}
FSPoserAnimator::~FSPoserAnimator() {}
bool FSPoserAnimator::isPosingAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint)
{
if (!avatar || avatar->isDead())
return false;
return _currentlyPosingSelf;
}
void FSPoserAnimator::setPosingAvatarJoint(LLVOAvatar *avatar, FSPoserJoint joint, bool shouldPose)
{
if (!avatar || avatar->isDead())
return;
// TODO: Bust a move. Or don't.
}
LLVector3 FSPoserAnimator::getJointPosition(LLVOAvatar *avatar, FSPoserJoint joint)
{
LLVector3 pos;
if (!avatar || avatar->isDead())
return pos;
LLJoint *avJoint = gAgentAvatarp->getJoint(JointKey::construct(joint.jointName()));
if (!avJoint)
return pos;
pos = avJoint->getPosition();
return pos;
}
void FSPoserAnimator::setJointPosition(LLVOAvatar *avatar, const FSPoserJoint *joint, LLVector3 position, E_BoneDeflectionStyles style)
{
if (!avatar || avatar->isDead())
return;
if (!joint)
return;
std::string jn = joint->jointName();
if (jn.empty())
return;
JointKey key = JointKey::construct(jn);
LLJoint *avJoint = avatar->getJoint(key);
if (!avJoint)
return;
}
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;
LLJoint *avJoint = avatar->getJoint(JointKey::construct(joint.jointName()));
if (!avJoint)
return vec3;
LLQuaternion rot = avJoint->getRotation();
return translateRotationFromQuaternion(translation, negation, rot);
}
void FSPoserAnimator::setJointRotation(LLVOAvatar *avatar, const FSPoserJoint *joint, LLVector3 rotation, E_BoneDeflectionStyles style,
E_BoneAxisTranslation translation, S32 negation)
{
if (!avatar || avatar->isDead())
return;
if (!joint)
return;
LLJoint *avJoint = avatar->getJoint(JointKey::construct(joint->jointName()));
if (!avJoint)
return;
LLQuaternion rot_quat = translateRotationToQuaternion(translation, negation, rotation);
avJoint->setRotation(rot_quat);
}
// 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;
return vec3;
}
void FSPoserAnimator::setJointScale(LLVOAvatar *avatar, const FSPoserJoint *joint, LLVector3 scale, E_BoneDeflectionStyles style)
{
if (!avatar || avatar->isDead())
return;
if (!joint)
return;
}
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 (!avatar || avatar->isDead())
return false;
LLMotion *motion = avatar->findMotion(ANIM_AGENT_TARGET);
gAgent.stopFidget();
avatar->startDefaultMotions();
_currentlyPosingSelf = avatar->startMotion(ANIM_AGENT_TARGET);
return _currentlyPosingSelf;
}
void FSPoserAnimator::stopPosingAvatar(LLVOAvatar *avatar)
{
if (!_currentlyPosingSelf)
return;
if (!avatar || avatar->isDead())
return;
bool result = avatar->stopMotion(ANIM_AGENT_TARGET);
_currentlyPosingSelf = false;
}
bool FSPoserAnimator::isPosingAvatar(LLVOAvatar* avatar)
{
if (!avatar || avatar->isDead())
return false;
if (avatar->isSelf())
return _currentlyPosingSelf;
return false;
}