phoenix-firestorm/indra/newview/bdposingmotion.h

132 lines
4.3 KiB
C++

/**
*
* Copyright (C) 2018, NiranV Dean
*
* 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.
*
*/
#ifndef LL_BDPOSINGMOTION_H
#define LL_BDPOSINGMOTION_H
//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include "llmotion.h"
#include "lljointsolverrp3.h"
#include "v3dmath.h"
#define MIN_REQUIRED_PIXEL_AREA_POSING 500.f
//-----------------------------------------------------------------------------
// class BDPosingMotion
//-----------------------------------------------------------------------------
class BDPosingMotion :
public LLMotion
{
public:
/// <summary>
/// Unsure why it is special. Perhaps its a low-priority animation? Perhaps it just needs to be unique?
/// </summary>
const LLUUID ANIM_BD_POSING_MOTION = LLUUID("fd29b117-9429-09c4-10cb-933d0b2ab653");
BDPosingMotion(const LLUUID &id);
virtual ~BDPosingMotion();
public:
//-------------------------------------------------------------------------
// functions to support MotionController and MotionRegistry
//-------------------------------------------------------------------------
// static constructor
// all subclasses must implement such a function and register it
static LLMotion *create(const LLUUID &id) { return new BDPosingMotion(id); }
public:
virtual bool getLoop() { return TRUE; }
virtual F32 getDuration() { return 0.0; }
virtual F32 getEaseInDuration() { return 0.0f; }
virtual F32 getEaseOutDuration() { return 0.5f; }
// motions must report their priority
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>
/// 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>
/// Queries whether the supplied joint is being animated.
/// </summary>
/// <param name="joint">The joint to query.</param>
bool currentlyPosingJoint(LLJoint *joint);
/// <summary>
/// Removes the current joint state, and adds a new one.
/// </summary>
void setJointState(LLJoint* joint, U32 state);
private:
static const S32 _numberOfBonesApropoOfNothing = 134;
// BD - functions to set/get our interpolation type
// 0 = None,
// 1 = Linear Interpolatioon,
// 2 = Spherical Linear Interpolation,
// 3 = Curve
S32 mInterpolationType;
F32 mInterpolationTime;
LLFrameTimer mInterpolationTimer;
LLCharacter *mCharacter;
LLPointer<LLJointState> mJointState[_numberOfBonesApropoOfNothing];
LLJoint *mTargetJoint;
};
#endif // LL_LLKEYFRAMEMOTION_H