phoenix-firestorm/indra/newview/fsposeranimator.cpp

1250 lines
37 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 <deque>
#include <boost/algorithm/string.hpp>
#include "fsposeranimator.h"
#include "llcharacter.h"
#include "llagent.h"
#include "fsposingmotion.h"
std::map<LLUUID, LLAssetID> 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);
}
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_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 positionDelta = jointPose->getPublicPosition() - position;
switch (style)
{
case MIRROR:
case MIRROR_DELTA:
case SYMPATHETIC_DELTA:
case SYMPATHETIC:
jointPose->setPublicPosition(position);
break;
case DELTAMODE:
case NONE:
default:
jointPose->setPublicPosition(position);
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();
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, E_BoneAxisTranslation translation, S32 negation)
{
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::recaptureJointAsDelta(LLVOAvatar* avatar, const FSPoserJoint* joint, bool resetBaseRotationToZero,
E_BoneDeflectionStyles style)
{
if (!isAvatarSafeToUse(avatar))
return;
FSPosingMotion* posingMotion = getPosingMotion(avatar);
if (!posingMotion)
return;
FSJointPose* jointPose = posingMotion->getJointPoseByJointName(joint->jointName());
if (!jointPose)
return;
LLQuaternion deltaRot = jointPose->recaptureJointAsDelta(resetBaseRotationToZero);
deRotateWorldLockedDescendants(joint, posingMotion, deltaRot);
if (style == NONE || style == DELTAMODE)
return;
FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName());
if (!oppositeJointPose)
return;
switch (style)
{
case SYMPATHETIC:
case SYMPATHETIC_DELTA:
oppositeJointPose->cloneRotationFrom(jointPose);
break;
case MIRROR:
case MIRROR_DELTA:
oppositeJointPose->mirrorRotationFrom(jointPose);
break;
default:
break;
}
}
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(translation, negation, jointPose->getPublicRotation());
}
void FSPoserAnimator::setJointRotation(LLVOAvatar* avatar, const FSPoserJoint* joint, const LLVector3& absRotation,
const LLVector3& deltaRotation, E_BoneDeflectionStyles deflectionStyle,
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;
LLQuaternion absRot = translateRotationToQuaternion(translation, negation, absRotation);
LLQuaternion deltaRot = translateRotationToQuaternion(translation, negation, deltaRotation);
switch (deflectionStyle)
{
case SYMPATHETIC:
case MIRROR:
if (rotationStyle == DELTAIC_ROT)
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)
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 inv_quat = LLQuaternion(-deltaRot.mQ[VX], deltaRot.mQ[VY], -deltaRot.mQ[VZ], deltaRot.mQ[VW]);
switch (deflectionStyle)
{
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, inv_quat);
break;
case MIRROR_DELTA:
oppositeJointPose->setPublicRotation(resetBaseRotationToZero, inv_quat * oppositeJointPose->getPublicRotation());
if (oppositePoserJoint)
deRotateWorldLockedDescendants(oppositePoserJoint, posingMotion, 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;
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, 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;
rot_quat.normalize();
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, 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_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;
jointPose->setPublicScale(scale);
FSJointPose* oppositeJointPose = posingMotion->getJointPoseByJointName(joint->mirrorJointName());
if (!oppositeJointPose)
return;
switch (style)
{
case SYMPATHETIC:
case MIRROR:
case SYMPATHETIC_DELTA:
case MIRROR_DELTA:
oppositeJointPose->setPublicScale(scale);
break;
case DELTAMODE:
case NONE:
default:
return;
}
}
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(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);
jointPose->setPublicPosition(LLVector3::zero);
}
}
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, LLSD pose)
{
if (!isAvatarSafeToUse(avatar))
return false;
mPosingState.purgeMotionStates(avatar);
mPosingState.restoreMotionStates(avatar, pose);
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, LLSD* saveRecord)
{
mPosingState.writeMotionStates(avatar, 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;
}
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, std::vector<FSPoserAnimator::FSPoserJoint*> jointsRecaptured)
{
if (!avatar)
return;
FSPosingMotion* posingMotion = getPosingMotion(avatar);
if (!posingMotion)
return;
std::string jointNamesRecaptured;
for (auto item : jointsRecaptured)
jointNamesRecaptured += item->jointName();
mPosingState.updateMotionStates(avatar, posingMotion, jointNamesRecaptured);
}
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<FSPosingMotion*>(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<FSPosingMotion*>(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, int 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()[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()[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()[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()[index]);
if (!nextJoint)
continue;
undoOrRedoJointOrFirstLockedChild(*nextJoint, posingMotion, redo);
}
}
void FSPoserAnimator::undoOrRedoJointOrFirstLockedChild(const FSPoserJoint& joint, FSPosingMotion* posingMotion, bool redo)
{
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()[index]);
if (!nextJoint)
continue;
undoOrRedoJointOrFirstLockedChild(*nextJoint, posingMotion, redo);
}
}