phoenix-firestorm/indra/newview/fsposingmotion.h

284 lines
13 KiB
C++

/**
* @file fsposingmotion.h
* @brief Model for posing your (and other) avatar(s).
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#ifndef FS_POSINGMOTION_H
#define FS_POSINGMOTION_H
//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include "llmotion.h"
#include "fsjointpose.h"
#include "llkeyframemotion.h"
#define MIN_REQUIRED_PIXEL_AREA_POSING 500.f
//-----------------------------------------------------------------------------
// class FSPosingMotion
//-----------------------------------------------------------------------------
class FSPosingMotion :
public LLKeyframeMotion
{
public:
FSPosingMotion(const LLUUID &id);
FSPosingMotion(const LLKeyframeMotion& kfm) : LLKeyframeMotion{ kfm } { }
virtual ~FSPosingMotion(){};
public:
static LLMotion *create(const LLUUID &id) { return new FSPosingMotion(id); }
virtual bool getLoop() { return true; }
virtual F32 getDuration() { return 0.0; }
virtual F32 getEaseInDuration() { return 0.0f; }
virtual F32 getEaseOutDuration() { return 0.5f; }
virtual LLJoint::JointPriority getPriority() { return LLJoint::ADDITIVE_PRIORITY; }
virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_POSING; }
// run-time (post constructor) initialization,
// called after parameters have been set
// must return true to indicate success and be available for activation
virtual LLMotionInitStatus onInitialize(LLCharacter *character);
// called when a motion is activated
// must return TRUE to indicate success, or else
// it will be deactivated
virtual bool onActivate();
// called per time step
// must return TRUE while it is active, and
// must return FALSE when the motion is completed.
virtual bool onUpdate(F32 time, U8 *joint_mask);
// called when a motion is deactivated
virtual void onDeactivate();
/// <summary>
/// Queries whether the supplied joint is being animated.
/// </summary>
/// <param name="joint">The joint to query.</param>
bool currentlyPosingJoint(FSJointPose* joint);
/// <summary>
/// Adds the supplied joint to the current animation-state.
/// </summary>
/// <param name="joint">The joint to animate.</param>
void addJointToState(FSJointPose* joint);
/// <summary>
/// Removes the supplied joint to the current animation-state.
/// </summary>
/// <param name="joint">The joint to stop animating.</param>
void removeJointFromState(FSJointPose* joint);
/// <summary>
/// Gets the joint pose by name.
/// </summary>
/// <param name="name">The name of the joint to get the pose for.</param>
/// <returns>The matching joint pose, if found, otherwise null.</returns>
FSJointPose* getJointPoseByJointName(const std::string& name);
/// <summary>
/// Gets the motion identity for this animation.
/// </summary>
/// <returns>The unique, per-session, per-character motion identity.</returns>
LLAssetID motionId() const { return mMotionID; }
/// <summary>
/// Gets whether all starting rotations are zero.
/// </summary>
/// <returns>True if all starting rotations are zero, otherwise false.</returns>
bool allStartingRotationsAreZero() const;
/// <summary>
/// Sets all of the non-Collision Volume base-and-delta rotations to zero, and clears the undo/redo queue.
/// </summary>
/// <remarks>
/// By default, sets the joint to lock in BVH export.
/// </remarks>
void setAllRotationsToZeroAndClearUndo();
/// <summary>
/// Sets the BVH export state for the supplied joint.
/// </summary>
/// <param name="lockInBvh">Whether the joint should be locked if exported to BVH.</param>
void setJointBvhLock(FSJointPose* joint, bool lockInBvh);
/// <summary>
/// Loads the rotations of the supplied motion at the supplied time to the base
/// </summary>
/// <param name="motionToLoad">The motion whose joint rotations (etc) we want to copy to this.</param>
/// <param name="timeToLoadAt">The play-time the animation should be advanced to derive the correct joint state.</param>
/// <param name="selectedJointNames">If only some of the joints should be animated by this motion, name them here.</param>
/// <returns></returns>
bool loadOtherMotionToBaseOfThisMotion(LLKeyframeMotion* motionToLoad, F32 timeToLoadAt, std::string selectedJointNames);
/// <summary>
/// Tries to get the rotation, position and scale for the supplied joint name at the supplied time.
/// </summary>
/// <param name="jointPoseName">The name of the joint. Example: "mPelvis".</param>
/// <param name="timeToLoadAt">The time to get the rotation at.</param>
/// <param name="hasRotation">Output of whether the animation has a rotation for the supplied joint name.</param>
/// <param name="jointRotation">The output rotation of the named joint.</param>
/// <param name="hasPosition">Output of whether the animation has a position for the supplied joint name.</param>
/// <param name="jointPosition">The output position of the named joint.</param>
/// <param name="hasScale">Output of whether the animation has a scale for the supplied joint name.</param>
/// <param name="jointScale">The output scale of the named joint.</param>
/// <remarks>
/// The most significant thing this method does is provide access to protected properties of some other LLPosingMotion.
/// Thus its most common usage would be to access those properties for an arbitrary animation 'from' the poser's instance of one of these.
/// </remarks>
void getJointStateAtTime(std::string jointPoseName, F32 timeToLoadAt, bool* hasRotation, LLQuaternion* jointRotation,
bool* hasPosition, LLVector3* jointPosition, bool* hasScale, LLVector3* jointScale);
/// <summary>
/// Resets the bone priority to zero for the joints named in the supplied string.
/// </summary>
/// <param name="boneNamesToReset">The string containg bone names (like mPelvis).</param>
void resetBonePriority(std::string boneNamesToReset);
/// <summary>
/// Queries whether the supplied motion animates any of the joints named in the supplied string.
/// </summary>
/// <param name="motionToQuery">The motion to query.</param>
/// <param name="recapturedJointNames">A string containing all of the joint names.</param>
/// <returns>True if the motion animates any of the bones named, otherwise false.</returns>
bool otherMotionAnimatesJoints(LLKeyframeMotion* motionToQuery, std::string recapturedJointNames);
/// <summary>
/// Queries whether the this motion animates any of the joints named in the supplied string.
/// </summary>
/// <param name="recapturedJointNames">A string containing all of the joint names.</param>
/// <returns>True if the motion animates any of the bones named, otherwise false.</returns>
/// <remarks>
/// The most significant thing this method does is provide access to protected properties of an LLPosingMotion.
/// Thus its most common usage would be to access those properties for an arbitrary animation.
/// </remarks>
bool motionAnimatesJoints(std::string recapturedJointNames);
private:
/// <summary>
/// The axial difference considered close enough to be the same.
/// </summary>
/// <remarks>
/// This is intended to minimize lerps and slerps, preventing wasted CPU time over fractionally small rotation/position/scale differences.
/// Too small and it's inefficient. Too large and there is noticeable error in the pose.
/// This takes advantage of how the actual vector migrates to equality with the target vector.
/// Certain physics settings (bouncing whatnots) account for some longer term work, but as this is applied per joint, it tends to reduce a lot of work.
/// </remarks>
const F32 closeEnough = 1e-6f; // <FS:minerjr> add missing f for float
/// <summary>
/// The kind of joint state this animation is concerned with changing.
/// </summary>
static const U32 POSER_JOINT_STATE = LLJointState::POS | LLJointState::ROT | LLJointState::SCALE;
/// <summary>
/// The unique identity of this motion.
/// </summary>
LLAssetID mMotionID;
/// <summary>
/// Constructor and usage requires this not be NULL.
/// </summary>
JointMotionList dummyMotionList;
/// <summary>
/// The time constant, in seconds, we use for transitioning between one animation-state to another; this affects the 'damping'
/// of motion between changes to a joint. 'Constant' in this context is not a reference to the language-idea of 'const' value.
/// Smaller is less damping => faster transition.
/// As implemented, the actual rotation of a joint decays towards the target rotation in something akin to (if not) an exponential.
/// This time constant effects how fast this decay occurs rather than how long it takes to complete (it often never completes).
/// This contributes to the fact that actual rotation != target rotation (in addition to rotation being non-monotonic).
/// Use caution making this larger than the subjective amount of time between adjusting a joint and then choosing to use 'undo' it.
/// Undo-function waits an amount of time after the last user-incited joint change to add a 'restore point'.
/// Important to note is that the actual rotation/position/scale never reaches the target, which seems absurd, however
/// it's the user that closes the feedback loop here: if they want more change, they input more until the result is as they like it.
/// </summary>
const F32 mInterpolationTime = 0.25f;
/// <summary>
/// The collection of joint poses this motion uses to pose the joints of the character this is animating.
/// </summary>
std::vector<FSJointPose> mJointPoses;
/// <summary>
/// Removes the current joint state for the supplied joint, and adds a new one.
/// </summary>
void setJointState(LLJoint* joint, U32 state);
/// <summary>
/// Because changes to positions, scales and collision volumes do not end when the animation stops,
/// this is required to revert them manually.
/// </summary>
void revertJointsAndCollisionVolumes();
/// <summary>
/// Queries whether the supplied joint is being animated.
/// </summary>
/// <param name="joint">The joint to query.</param>
bool currentlyPosingJoint(LLJoint* joint);
/// <summary>
/// Adds the supplied joint to the current animation-state.
/// </summary>
/// <param name="joint">The joint to animate.</param>
void addJointToState(LLJoint* joint);
/// <summary>
/// Removes the supplied joint to the current animation-state.
/// </summary>
/// <param name="joint">The joint to stop animating.</param>
void removeJointFromState(LLJoint* joint);
/// <summary>
/// Determines if two vectors are near enough to equal.
/// </summary>
/// <param name="v1">The first vector to compare.</param>
/// <param name="v2">The sceond vector to compare.</param>
/// <returns>true if the vectors are "close enough", otherwise false.</returns>
bool vectorsNotQuiteEqual(LLVector3 v1, LLVector3 v2) const;
/// <summary>
/// Determines if two quaternions are near enough to equal.
/// </summary>
/// <param name="v1">The first quaternion to compare.</param>
/// <param name="v2">The sceond quaternion to compare.</param>
/// <returns>true if the quaternion are "close enough", otherwise false.</returns>
bool quatsNotQuiteEqual(const LLQuaternion& q1, const LLQuaternion& q2) const;
bool vectorAxesAlmostEqual(F32 qA, F32 qB) const { return llabs(qA - qB) < closeEnough; }
};
#endif // FS_POSINGMOTION_H