132 lines
4.3 KiB
C++
132 lines
4.3 KiB
C++
/**
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*
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* Copyright (C) 2018, NiranV Dean
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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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*/
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#ifndef LL_BDPOSINGMOTION_H
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#define LL_BDPOSINGMOTION_H
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//-----------------------------------------------------------------------------
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// Header files
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//-----------------------------------------------------------------------------
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#include "llmotion.h"
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#include "lljointsolverrp3.h"
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#include "v3dmath.h"
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#define MIN_REQUIRED_PIXEL_AREA_POSING 500.f
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//-----------------------------------------------------------------------------
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// class BDPosingMotion
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//-----------------------------------------------------------------------------
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class BDPosingMotion :
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public LLMotion
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{
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public:
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/// <summary>
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/// Unsure why it is special. Perhaps its a low-priority animation? Perhaps it just needs to be unique?
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/// </summary>
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const LLUUID ANIM_BD_POSING_MOTION = LLUUID("fd29b117-9429-09c4-10cb-933d0b2ab653");
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BDPosingMotion(const LLUUID &id);
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virtual ~BDPosingMotion();
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public:
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//-------------------------------------------------------------------------
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// functions to support MotionController and MotionRegistry
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//-------------------------------------------------------------------------
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// static constructor
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// all subclasses must implement such a function and register it
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static LLMotion *create(const LLUUID &id) { return new BDPosingMotion(id); }
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public:
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virtual bool getLoop() { return TRUE; }
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virtual F32 getDuration() { return 0.0; }
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virtual F32 getEaseInDuration() { return 0.0f; }
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virtual F32 getEaseOutDuration() { return 0.5f; }
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// motions must report their priority
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virtual LLJoint::JointPriority getPriority() { return LLJoint::ADDITIVE_PRIORITY; }
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virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }
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// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
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virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_POSING; }
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// run-time (post constructor) initialization,
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// called after parameters have been set
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// must return true to indicate success and be available for activation
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virtual LLMotionInitStatus onInitialize(LLCharacter *character);
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// called when a motion is activated
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// must return TRUE to indicate success, or else
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// it will be deactivated
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virtual bool onActivate();
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// called per time step
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// must return TRUE while it is active, and
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// must return FALSE when the motion is completed.
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virtual bool onUpdate(F32 time, U8 *joint_mask);
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// called when a motion is deactivated
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virtual void onDeactivate();
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/// <summary>
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/// Adds the supplied joint to the current animation-state.
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/// </summary>
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/// <param name="joint">The joint to animate.</param>
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void addJointToState(LLJoint *joint);
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/// <summary>
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/// Removes the supplied joint to the current animation-state.
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/// </summary>
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/// <param name="joint">The joint to stop animating.</param>
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void removeJointFromState(LLJoint *joint);
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/// <summary>
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/// Queries whether the supplied joint is being animated.
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/// </summary>
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/// <param name="joint">The joint to query.</param>
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bool currentlyPosingJoint(LLJoint *joint);
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/// <summary>
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/// Removes the current joint state, and adds a new one.
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/// </summary>
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void setJointState(LLJoint* joint, U32 state);
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private:
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static const S32 _numberOfBonesApropoOfNothing = 134;
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// BD - functions to set/get our interpolation type
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// 0 = None,
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// 1 = Linear Interpolatioon,
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// 2 = Spherical Linear Interpolation,
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// 3 = Curve
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S32 mInterpolationType;
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F32 mInterpolationTime;
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LLFrameTimer mInterpolationTimer;
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LLCharacter *mCharacter;
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LLPointer<LLJointState> mJointState[_numberOfBonesApropoOfNothing];
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LLJoint *mTargetJoint;
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};
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#endif // LL_LLKEYFRAMEMOTION_H
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