320 lines
8.5 KiB
C++
320 lines
8.5 KiB
C++
/**
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* @file aoset.cpp
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* @brief Implementation of an Animation Overrider set of animations
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2011, Zi Ree @ Second Life
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "aoengine.h"
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#include "aoset.h"
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#include "llanimationstates.h"
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#include "llinventorymodel.h"
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AOSet::AOSet(const LLUUID inventoryID)
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: LLEventTimer(10000.0f),
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mInventoryID(inventoryID),
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mName("** New AO Set **"),
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mSitOverride(false),
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mSmart(false),
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mMouselookStandDisable(false),
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mComplete(false),
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mDirty(false),
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mCurrentMotion(LLUUID())
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{
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LL_DEBUGS("AOEngine") << "Creating new AO set: " << this << LL_ENDL;
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// ZHAO names first, alternate names following, separated by | characters
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// keep number and order in sync with the enum in the declaration
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const std::string stateNames[AOSTATES_MAX]=
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{
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"Standing|Stand.1|Stand.2|Stand.3",
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"Walking|Walk.N",
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"Running",
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"Sitting|Sit.N",
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"Sitting On Ground|Sit.G",
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"Crouching|Crouch",
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"Crouch Walking|Walk.C",
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"Landing|Land.N",
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"Soft Landing",
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"Standing Up|Stand.U",
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"Falling",
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"Flying Down|Hover.D",
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"Flying Up|Hover.U",
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"Flying|Fly.N",
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"Flying Slow",
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"Hovering|Hover.N",
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"Jumping|Jump.N",
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"Pre Jumping|Jump.P",
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"Turning Right|Turn.R",
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"Turning Left|Turn.L",
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"Typing",
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"Floating|Swim.H",
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"Swimming Forward|Swim.N",
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"Swimming Up|Swim.U",
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"Swimming Down|Swim.D"
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};
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// keep number and order in sync with the enum in the declaration
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const LLUUID stateUUIDs[AOSTATES_MAX]=
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{
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ANIM_AGENT_STAND,
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ANIM_AGENT_WALK,
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ANIM_AGENT_RUN,
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ANIM_AGENT_SIT,
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ANIM_AGENT_SIT_GROUND_CONSTRAINED,
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ANIM_AGENT_CROUCH,
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ANIM_AGENT_CROUCHWALK,
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ANIM_AGENT_LAND,
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ANIM_AGENT_MEDIUM_LAND,
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ANIM_AGENT_STANDUP,
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ANIM_AGENT_FALLDOWN,
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ANIM_AGENT_HOVER_DOWN,
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ANIM_AGENT_HOVER_UP,
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ANIM_AGENT_FLY,
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ANIM_AGENT_FLYSLOW,
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ANIM_AGENT_HOVER,
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ANIM_AGENT_JUMP,
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ANIM_AGENT_PRE_JUMP,
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ANIM_AGENT_TURNRIGHT,
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ANIM_AGENT_TURNLEFT,
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ANIM_AGENT_TYPE,
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ANIM_AGENT_HOVER, // needs special treatment
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ANIM_AGENT_FLY, // needs special treatment
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ANIM_AGENT_HOVER_UP, // needs special treatment
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ANIM_AGENT_HOVER_DOWN // needs special treatment
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};
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for (S32 index = 0; index < AOSTATES_MAX; ++index)
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{
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std::vector<std::string> stateNameList;
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LLStringUtil::getTokens(stateNames[index], stateNameList, "|");
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mStates[index].mName = stateNameList[0]; // for quick reference
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mStates[index].mAlternateNames = stateNameList; // to get all possible names, including mName
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mStates[index].mRemapID = stateUUIDs[index];
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mStates[index].mInventoryUUID = LLUUID::null;
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mStates[index].mCurrentAnimation = 0;
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mStates[index].mCurrentAnimationID = LLUUID::null;
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mStates[index].mCycle = false;
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mStates[index].mRandom = false;
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mStates[index].mCycleTime = 0;
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mStates[index].mDirty = false;
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mStateNames.emplace_back(stateNameList[0]);
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}
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stopTimer();
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}
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AOSet::~AOSet()
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{
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LL_DEBUGS("AOEngine") << "Set deleted: " << this << LL_ENDL;
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}
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AOSet::AOState* AOSet::getState(S32 eName)
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{
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return &mStates[eName];
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}
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AOSet::AOState* AOSet::getStateByName(const std::string& name)
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{
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for (S32 index = 0; index < AOSTATES_MAX; ++index)
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{
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AOState* state = &mStates[index];
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for (auto names = 0; names < state->mAlternateNames.size(); ++names)
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{
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if (state->mAlternateNames[names].compare(name) == 0)
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{
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return state;
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}
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}
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}
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return nullptr;
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}
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AOSet::AOState* AOSet::getStateByRemapID(const LLUUID& id)
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{
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LLUUID remap_id = id;
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if (remap_id == ANIM_AGENT_SIT_GROUND)
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{
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remap_id = ANIM_AGENT_SIT_GROUND_CONSTRAINED;
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}
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for (S32 index = 0; index < AOSTATES_MAX; ++index)
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{
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if (mStates[index].mRemapID == remap_id)
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{
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return &mStates[index];
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}
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}
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return nullptr;
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}
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const LLUUID& AOSet::getAnimationForState(AOState* state) const
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{
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if (state)
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{
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if (auto numOfAnimations = state->mAnimations.size(); numOfAnimations > 0)
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{
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if (state->mCycle)
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{
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if (state->mRandom)
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{
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state->mCurrentAnimation = (U32)(ll_frand() * numOfAnimations);
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LL_DEBUGS("AOEngine") << "randomly chosen " << state->mCurrentAnimation << " of " << numOfAnimations << LL_ENDL;
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}
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else
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{
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state->mCurrentAnimation++;
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if (state->mCurrentAnimation >= state->mAnimations.size())
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{
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state->mCurrentAnimation = 0;
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}
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LL_DEBUGS("AOEngine") << "cycle " << state->mCurrentAnimation << " of " << numOfAnimations << LL_ENDL;
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}
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}
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AOAnimation& anim = state->mAnimations[state->mCurrentAnimation];
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if (anim.mAssetUUID.isNull())
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{
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LL_DEBUGS("AOEngine") << "Asset UUID for chosen animation " << anim.mName << " not yet known, try to find it." << LL_ENDL;
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if (LLViewerInventoryItem* item = gInventory.getItem(anim.mInventoryUUID))
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{
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LL_DEBUGS("AOEngine") << "Found asset UUID for chosen animation: " << item->getAssetUUID() << " - Updating AOAnimation.mAssetUUID" << LL_ENDL;
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anim.mAssetUUID = item->getAssetUUID();
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}
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else
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{
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LL_DEBUGS("AOEngine") << "Inventory UUID " << anim.mInventoryUUID << " for chosen animation " << anim.mName << " still returns no asset." << LL_ENDL;
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}
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}
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return anim.mAssetUUID;
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}
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else
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{
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LL_DEBUGS("AOEngine") << "animation state has no animations assigned" << LL_ENDL;
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}
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}
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return LLUUID::null;
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}
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void AOSet::startTimer(F32 timeout)
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{
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mEventTimer.stop();
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mPeriod = timeout;
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mEventTimer.start();
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LL_DEBUGS("AOEngine") << "Starting state timer for " << getName() << " at " << timeout << LL_ENDL;
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}
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void AOSet::stopTimer()
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{
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LL_DEBUGS("AOEngine") << "State timer for " << getName() << " stopped." << LL_ENDL;
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mEventTimer.stop();
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}
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bool AOSet::tick()
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{
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AOEngine::instance().cycleTimeout(this);
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return false;
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}
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const LLUUID& AOSet::getInventoryUUID() const
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{
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return mInventoryID;
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}
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void AOSet::setInventoryUUID(const LLUUID& inventoryID)
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{
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mInventoryID = inventoryID;
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}
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const std::string& AOSet::getName() const
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{
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return mName;
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}
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void AOSet::setName(const std::string& name)
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{
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mName = name;
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}
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bool AOSet::getSitOverride() const
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{
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return mSitOverride;
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}
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void AOSet::setSitOverride(bool override_sit)
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{
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mSitOverride = override_sit;
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}
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bool AOSet::getSmart() const
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{
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return mSmart;
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}
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void AOSet::setSmart(bool smart)
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{
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mSmart = smart;
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}
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bool AOSet::getMouselookStandDisable() const
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{
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return mMouselookStandDisable;
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}
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void AOSet::setMouselookStandDisable(bool disable)
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{
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mMouselookStandDisable = disable;
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}
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bool AOSet::getComplete() const
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{
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return mComplete;
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}
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void AOSet::setComplete(bool complete)
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{
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mComplete = complete;
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}
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bool AOSet::getDirty() const
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{
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return mDirty;
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}
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void AOSet::setDirty(bool dirty)
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{
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mDirty = dirty;
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}
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void AOSet::setMotion(const LLUUID& motion)
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{
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mCurrentMotion = motion;
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}
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const LLUUID& AOSet::getMotion() const
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{
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return mCurrentMotion;
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}
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