921 lines
26 KiB
C++
921 lines
26 KiB
C++
/**
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* @file llmotioncontroller.cpp
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* @brief Implementation of LLMotionController class.
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*
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* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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//-----------------------------------------------------------------------------
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// Header Files
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//-----------------------------------------------------------------------------
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#include "linden_common.h"
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#include "llmotioncontroller.h"
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#include "llkeyframemotion.h"
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#include "llmath.h"
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#include "lltimer.h"
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#include "llanimationstates.h"
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#include "llstl.h"
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const S32 NUM_JOINT_SIGNATURE_STRIDES = LL_CHARACTER_MAX_JOINTS / 4;
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const U32 MAX_MOTION_INSTANCES = 32;
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//-----------------------------------------------------------------------------
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// Constants and statics
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//-----------------------------------------------------------------------------
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LLMotionRegistry LLMotionController::sRegistry;
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//-----------------------------------------------------------------------------
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// LLMotionTableEntry()
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//-----------------------------------------------------------------------------
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LLMotionTableEntry::LLMotionTableEntry()
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{
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mConstructor = NULL;
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mID.setNull();
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}
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LLMotionTableEntry::LLMotionTableEntry(LLMotionConstructor constructor, const LLUUID& id)
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: mConstructor(constructor), mID(id)
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{
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}
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//-----------------------------------------------------------------------------
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// create()
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//-----------------------------------------------------------------------------
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LLMotion* LLMotionTableEntry::create(const LLUUID &id)
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{
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LLMotion* motionp = mConstructor(id);
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return motionp;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLMotionRegistry class
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLMotionRegistry()
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// Class Constructor
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//-----------------------------------------------------------------------------
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LLMotionRegistry::LLMotionRegistry() : mMotionTable(LLMotionTableEntry::uuidEq, LLMotionTableEntry())
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{
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}
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//-----------------------------------------------------------------------------
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// ~LLMotionRegistry()
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// Class Destructor
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//-----------------------------------------------------------------------------
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LLMotionRegistry::~LLMotionRegistry()
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{
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mMotionTable.removeAll();
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}
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//-----------------------------------------------------------------------------
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// addMotion()
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//-----------------------------------------------------------------------------
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BOOL LLMotionRegistry::addMotion( const LLUUID& id, LLMotionConstructor constructor )
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{
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// llinfos << "Registering motion: " << name << llendl;
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if (!mMotionTable.check(id))
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{
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mMotionTable.set(id, LLMotionTableEntry(constructor, id));
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return TRUE;
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}
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return FALSE;
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}
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//-----------------------------------------------------------------------------
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// markBad()
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//-----------------------------------------------------------------------------
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void LLMotionRegistry::markBad( const LLUUID& id )
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{
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mMotionTable.set(id, LLMotionTableEntry());
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}
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//-----------------------------------------------------------------------------
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// createMotion()
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//-----------------------------------------------------------------------------
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LLMotion *LLMotionRegistry::createMotion( const LLUUID &id )
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{
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LLMotionTableEntry motion_entry = mMotionTable.get(id);
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LLMotion* motion = NULL;
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if ( motion_entry.getID().isNull() )
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{
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// *FIX: need to replace with a better default scheme. RN
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motion = LLKeyframeMotion::create(id);
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}
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else
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{
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motion = motion_entry.create(id);
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}
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return motion;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLMotionController class
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLMotionController()
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// Class Constructor
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//-----------------------------------------------------------------------------
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LLMotionController::LLMotionController( )
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{
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mTime = 0.f;
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mTimeOffset = 0.f;
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mLastTime = 0.0f;
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mHasRunOnce = FALSE;
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mPaused = FALSE;
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mPauseTime = 0.f;
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mTimeStep = 0.f;
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mTimeStepCount = 0;
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mLastInterp = 0.f;
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mTimeFactor = 1.f;
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}
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//-----------------------------------------------------------------------------
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// ~LLMotionController()
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// Class Destructor
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//-----------------------------------------------------------------------------
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LLMotionController::~LLMotionController()
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{
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deleteAllMotions();
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}
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//-----------------------------------------------------------------------------
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// deleteAllMotions()
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//-----------------------------------------------------------------------------
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void LLMotionController::deleteAllMotions()
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{
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mLoadingMotions.clear();
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mLoadedMotions.clear();
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mActiveMotions.clear();
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for_each(mAllMotions.begin(), mAllMotions.end(), DeletePairedPointer());
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mAllMotions.clear();
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}
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//-----------------------------------------------------------------------------
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// addLoadedMotion()
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//-----------------------------------------------------------------------------
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void LLMotionController::addLoadedMotion(LLMotion* motionp)
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{
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if (mLoadedMotions.size() > MAX_MOTION_INSTANCES)
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{
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// too many motions active this frame, kill all blenders
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mPoseBlender.clearBlenders();
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for (U32 i = 0; i < mLoadedMotions.size(); i++)
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{
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LLMotion* cur_motionp = mLoadedMotions.front();
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mLoadedMotions.pop_front();
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// motion isn't playing, delete it
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if (!isMotionActive(cur_motionp))
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{
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mCharacter->requestStopMotion(cur_motionp);
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mAllMotions.erase(cur_motionp->getID());
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delete cur_motionp;
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if (mLoadedMotions.size() <= MAX_MOTION_INSTANCES)
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{
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break;
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}
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}
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else
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{
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// put active motion on back
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mLoadedMotions.push_back(cur_motionp);
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}
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}
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}
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mLoadedMotions.push_back(motionp);
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}
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//-----------------------------------------------------------------------------
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// setTimeStep()
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//-----------------------------------------------------------------------------
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void LLMotionController::setTimeStep(F32 step)
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{
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mTimeStep = step;
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if (step != 0.f)
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{
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// make sure timestamps conform to new quantum
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for (motion_list_t::iterator iter = mActiveMotions.begin();
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iter != mActiveMotions.end(); ++iter)
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{
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LLMotion* motionp = *iter;
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motionp->mActivationTimestamp = (F32)llfloor(motionp->mActivationTimestamp / step) * step;
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BOOL stopped = motionp->isStopped();
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motionp->setStopTime((F32)llfloor(motionp->getStopTime() / step) * step);
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motionp->setStopped(stopped);
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motionp->mSendStopTimestamp = (F32)llfloor(motionp->mSendStopTimestamp / step) * step;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// setTimeFactor()
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//-----------------------------------------------------------------------------
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void LLMotionController::setTimeFactor(F32 time_factor)
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{
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mTimeOffset += mTimer.getElapsedTimeAndResetF32() * mTimeFactor;
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mTimeFactor = time_factor;
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}
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//-----------------------------------------------------------------------------
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// setCharacter()
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//-----------------------------------------------------------------------------
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void LLMotionController::setCharacter(LLCharacter *character)
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{
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mCharacter = character;
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}
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//-----------------------------------------------------------------------------
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// addMotion()
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//-----------------------------------------------------------------------------
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BOOL LLMotionController::addMotion( const LLUUID& id, LLMotionConstructor constructor )
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{
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return sRegistry.addMotion(id, constructor);
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}
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//-----------------------------------------------------------------------------
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// removeMotion()
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//-----------------------------------------------------------------------------
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void LLMotionController::removeMotion( const LLUUID& id)
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{
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LLMotion* motionp = findMotion(id);
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if (motionp)
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{
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stopMotionLocally(id, TRUE);
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mLoadingMotions.erase(motionp);
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mLoadedMotions.remove(motionp);
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mActiveMotions.remove(motionp);
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mAllMotions.erase(id);
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delete motionp;
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}
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}
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//-----------------------------------------------------------------------------
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// createMotion()
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//-----------------------------------------------------------------------------
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LLMotion* LLMotionController::createMotion( const LLUUID &id )
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{
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// do we have an instance of this motion for this character?
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LLMotion *motion = findMotion(id);
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// if not, we need to create one
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if (!motion)
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{
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// look up constructor and create it
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motion = sRegistry.createMotion(id);
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if (!motion)
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{
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return NULL;
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}
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// look up name for default motions
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const char* motion_name = gAnimLibrary.animStateToString(id);
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if (motion_name)
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{
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motion->setName(motion_name);
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}
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// initialize the new instance
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LLMotion::LLMotionInitStatus stat = motion->onInitialize(mCharacter);
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switch(stat)
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{
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case LLMotion::STATUS_FAILURE:
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llinfos << "Motion " << id << " init failed." << llendl;
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sRegistry.markBad(id);
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delete motion;
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return NULL;
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case LLMotion::STATUS_HOLD:
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mLoadingMotions.insert(motion);
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break;
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case LLMotion::STATUS_SUCCESS:
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// add motion to our list
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addLoadedMotion(motion);
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break;
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default:
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llerrs << "Invalid initialization status" << llendl;
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break;
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}
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mAllMotions[id] = motion;
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}
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return motion;
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}
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//-----------------------------------------------------------------------------
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// startMotion()
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//-----------------------------------------------------------------------------
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BOOL LLMotionController::startMotion(const LLUUID &id, F32 start_offset)
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{
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// look for motion in our list of created motions
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LLMotion *motion = createMotion(id);
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if (!motion)
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{
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return FALSE;
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}
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//if the motion is already active, then we're done
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else if (isMotionActive(motion)) // motion is playing and...
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{
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if (motion->isStopped()) // motion has been stopped
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{
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deactivateMotion(motion, false);
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}
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else if (mTime < motion->mSendStopTimestamp) // motion is still active
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{
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return TRUE;
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}
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}
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// llinfos << "Starting motion " << name << llendl;
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return activateMotion(motion, mTime - start_offset);
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}
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//-----------------------------------------------------------------------------
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// stopMotionLocally()
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//-----------------------------------------------------------------------------
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BOOL LLMotionController::stopMotionLocally(const LLUUID &id, BOOL stop_immediate)
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{
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// if already inactive, return false
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LLMotion *motion = findMotion(id);
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if (!motion)
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{
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return FALSE;
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}
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// If on active list, stop it
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if (isMotionActive(motion) && !motion->isStopped())
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{
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// when using timesteps, set stop time to last frame's time, otherwise grab current timer value
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// *FIX: should investigate this inconsistency...hints of obscure bugs
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F32 stop_time = (mTimeStep != 0.f || mPaused) ? (mTime) : mTimeOffset + (mTimer.getElapsedTimeF32() * mTimeFactor);
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motion->setStopTime(stop_time);
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if (stop_immediate)
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{
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deactivateMotion(motion, false);
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}
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return TRUE;
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}
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else if (isMotionLoading(motion))
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{
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motion->setStopped(TRUE);
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return TRUE;
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}
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return FALSE;
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}
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//-----------------------------------------------------------------------------
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// updateRegularMotions()
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//-----------------------------------------------------------------------------
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void LLMotionController::updateRegularMotions()
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{
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updateMotionsByType(LLMotion::NORMAL_BLEND);
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}
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//-----------------------------------------------------------------------------
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// updateAdditiveMotions()
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//-----------------------------------------------------------------------------
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void LLMotionController::updateAdditiveMotions()
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{
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updateMotionsByType(LLMotion::ADDITIVE_BLEND);
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}
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//-----------------------------------------------------------------------------
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// resetJointSignatures()
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//-----------------------------------------------------------------------------
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void LLMotionController::resetJointSignatures()
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{
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memset(&mJointSignature[0][0], 0, sizeof(U8) * LL_CHARACTER_MAX_JOINTS);
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memset(&mJointSignature[1][0], 0, sizeof(U8) * LL_CHARACTER_MAX_JOINTS);
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}
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//-----------------------------------------------------------------------------
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// updateMotionsByType()
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//-----------------------------------------------------------------------------
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void LLMotionController::updateMotionsByType(LLMotion::LLMotionBlendType anim_type)
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{
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BOOL update_result = TRUE;
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U8 last_joint_signature[LL_CHARACTER_MAX_JOINTS];
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memset(&last_joint_signature, 0, sizeof(U8) * LL_CHARACTER_MAX_JOINTS);
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// iterate through active motions in chronological order
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for (motion_list_t::iterator iter = mActiveMotions.begin();
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iter != mActiveMotions.end(); )
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{
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motion_list_t::iterator curiter = iter++;
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LLMotion* motionp = *curiter;
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if (motionp->getBlendType() != anim_type)
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{
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continue;
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}
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BOOL update_motion = FALSE;
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if (motionp->getPose()->getWeight() < 1.f)
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{
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update_motion = TRUE;
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}
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else
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{
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// NUM_JOINT_SIGNATURE_STRIDES should be multiple of 4
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for (S32 i = 0; i < NUM_JOINT_SIGNATURE_STRIDES; i++)
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{
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U32 *current_signature = (U32*)&(mJointSignature[0][i * 4]);
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U32 test_signature = *(U32*)&(motionp->mJointSignature[0][i * 4]);
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if ((*current_signature | test_signature) > (*current_signature))
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{
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*current_signature |= test_signature;
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update_motion = TRUE;
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}
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*((U32*)&last_joint_signature[i * 4]) = *(U32*)&(mJointSignature[1][i * 4]);
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current_signature = (U32*)&(mJointSignature[1][i * 4]);
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test_signature = *(U32*)&(motionp->mJointSignature[1][i * 4]);
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if ((*current_signature | test_signature) > (*current_signature))
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{
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*current_signature |= test_signature;
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update_motion = TRUE;
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}
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}
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}
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if (!update_motion)
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{
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if (motionp->isStopped() && mTime > motionp->getStopTime() + motionp->getEaseOutDuration())
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{
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deactivateMotion(motionp, false);
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}
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else if (motionp->isStopped() && mTime > motionp->getStopTime())
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{
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// is this the first iteration in the ease out phase?
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if (mLastTime <= motionp->getStopTime())
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{
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// store residual weight for this motion
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motionp->mResidualWeight = motionp->getPose()->getWeight();
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}
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}
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else if (mTime > motionp->mSendStopTimestamp)
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{
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// notify character of timed stop event on first iteration past sendstoptimestamp
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// this will only be called when an animation stops itself (runs out of time)
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if (mLastTime <= motionp->mSendStopTimestamp)
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{
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mCharacter->requestStopMotion( motionp );
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stopMotionLocally(motionp->getID(), FALSE);
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}
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}
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else if (mTime >= motionp->mActivationTimestamp)
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{
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if (mLastTime < motionp->mActivationTimestamp)
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{
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motionp->mResidualWeight = motionp->getPose()->getWeight();
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}
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}
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continue;
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}
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LLPose *posep = motionp->getPose();
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// only filter by LOD after running every animation at least once (to prime the avatar state)
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if (mHasRunOnce && motionp->getMinPixelArea() > mCharacter->getPixelArea())
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{
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motionp->fadeOut();
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//should we notify the simulator that this motion should be stopped (check even if skipped by LOD logic)
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if (mTime > motionp->mSendStopTimestamp)
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{
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// notify character of timed stop event on first iteration past sendstoptimestamp
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// this will only be called when an animation stops itself (runs out of time)
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if (mLastTime <= motionp->mSendStopTimestamp)
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{
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mCharacter->requestStopMotion( motionp );
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stopMotionLocally(motionp->getID(), FALSE);
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}
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}
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if (motionp->getFadeWeight() < 0.01f)
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{
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if (motionp->isStopped() && mTime > motionp->getStopTime() + motionp->getEaseOutDuration())
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{
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deactivateMotion(motionp, true);
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}
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continue;
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}
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}
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else
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{
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motionp->fadeIn();
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}
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//**********************
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// MOTION INACTIVE
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//**********************
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if (motionp->isStopped() && mTime > motionp->getStopTime() + motionp->getEaseOutDuration())
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{
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// this motion has gone on too long, deactivate it
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// did we have a chance to stop it?
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if (mLastTime <= motionp->getStopTime())
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{
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// if not, let's stop it this time through and deactivate it the next
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posep->setWeight(motionp->getFadeWeight());
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motionp->onUpdate(motionp->getStopTime() - motionp->mActivationTimestamp, last_joint_signature);
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}
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else
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{
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deactivateMotion(motionp, true);
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continue;
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}
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}
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//**********************
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// MOTION EASE OUT
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//**********************
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else if (motionp->isStopped() && mTime > motionp->getStopTime())
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{
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// is this the first iteration in the ease out phase?
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if (mLastTime <= motionp->getStopTime())
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{
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// store residual weight for this motion
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motionp->mResidualWeight = motionp->getPose()->getWeight();
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}
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if (motionp->getEaseOutDuration() == 0.f)
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{
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posep->setWeight(0.f);
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}
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else
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{
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posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight * cubic_step(1.f - ((mTime - motionp->getStopTime()) / motionp->getEaseOutDuration())));
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}
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// perform motion update
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update_result = motionp->onUpdate(mTime - motionp->mActivationTimestamp, last_joint_signature);
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}
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//**********************
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// MOTION ACTIVE
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//**********************
|
|
else if (mTime > motionp->mActivationTimestamp + motionp->getEaseInDuration())
|
|
{
|
|
posep->setWeight(motionp->getFadeWeight());
|
|
|
|
//should we notify the simulator that this motion should be stopped?
|
|
if (mTime > motionp->mSendStopTimestamp)
|
|
{
|
|
// notify character of timed stop event on first iteration past sendstoptimestamp
|
|
// this will only be called when an animation stops itself (runs out of time)
|
|
if (mLastTime <= motionp->mSendStopTimestamp)
|
|
{
|
|
mCharacter->requestStopMotion( motionp );
|
|
stopMotionLocally(motionp->getID(), FALSE);
|
|
}
|
|
}
|
|
|
|
// perform motion update
|
|
update_result = motionp->onUpdate(mTime - motionp->mActivationTimestamp, last_joint_signature);
|
|
}
|
|
|
|
//**********************
|
|
// MOTION EASE IN
|
|
//**********************
|
|
else if (mTime >= motionp->mActivationTimestamp)
|
|
{
|
|
if (mLastTime < motionp->mActivationTimestamp)
|
|
{
|
|
motionp->mResidualWeight = motionp->getPose()->getWeight();
|
|
}
|
|
if (motionp->getEaseInDuration() == 0.f)
|
|
{
|
|
posep->setWeight(motionp->getFadeWeight());
|
|
}
|
|
else
|
|
{
|
|
// perform motion update
|
|
posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight + (1.f - motionp->mResidualWeight) * cubic_step((mTime - motionp->mActivationTimestamp) / motionp->getEaseInDuration()));
|
|
}
|
|
// perform motion update
|
|
update_result = motionp->onUpdate(mTime - motionp->mActivationTimestamp, last_joint_signature);
|
|
}
|
|
else
|
|
{
|
|
posep->setWeight(0.f);
|
|
update_result = motionp->onUpdate(0.f, last_joint_signature);
|
|
}
|
|
|
|
// allow motions to deactivate themselves
|
|
if (!update_result)
|
|
{
|
|
if (!motionp->isStopped() || motionp->getStopTime() > mTime)
|
|
{
|
|
// animation has stopped itself due to internal logic
|
|
// propagate this to the network
|
|
// as not all viewers are guaranteed to have access to the same logic
|
|
mCharacter->requestStopMotion( motionp );
|
|
stopMotionLocally(motionp->getID(), FALSE);
|
|
}
|
|
|
|
}
|
|
|
|
// even if onupdate returns FALSE, add this motion in to the blend one last time
|
|
mPoseBlender.addMotion(motionp);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// updateMotion()
|
|
//-----------------------------------------------------------------------------
|
|
void LLMotionController::updateMotion()
|
|
{
|
|
BOOL use_quantum = (mTimeStep != 0.f);
|
|
|
|
// Update timing info for this time step.
|
|
if (!mPaused)
|
|
{
|
|
F32 update_time = mTimeOffset + (mTimer.getElapsedTimeF32() * mTimeFactor);
|
|
if (use_quantum)
|
|
{
|
|
F32 time_interval = fmodf(update_time, mTimeStep);
|
|
|
|
// always animate *ahead* of actual time
|
|
S32 quantum_count = llmax(0, llfloor((update_time - time_interval) / mTimeStep)) + 1;
|
|
if (quantum_count == mTimeStepCount)
|
|
{
|
|
// we're still in same time quantum as before, so just interpolate and exit
|
|
if (!mPaused)
|
|
{
|
|
F32 interp = time_interval / mTimeStep;
|
|
mPoseBlender.interpolate(interp - mLastInterp);
|
|
mLastInterp = interp;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// is calculating a new keyframe pose, make sure the last one gets applied
|
|
mPoseBlender.interpolate(1.f);
|
|
mPoseBlender.clearBlenders();
|
|
|
|
mTimeStepCount = quantum_count;
|
|
mLastTime = mTime;
|
|
mTime = (F32)quantum_count * mTimeStep;
|
|
mLastInterp = 0.f;
|
|
}
|
|
else
|
|
{
|
|
mLastTime = mTime;
|
|
mTime = update_time;
|
|
}
|
|
}
|
|
|
|
// query pending motions for completion
|
|
for (motion_set_t::iterator iter = mLoadingMotions.begin();
|
|
iter != mLoadingMotions.end(); )
|
|
{
|
|
motion_set_t::iterator curiter = iter++;
|
|
LLMotion* motionp = *curiter;
|
|
LLMotion::LLMotionInitStatus status = motionp->onInitialize(mCharacter);
|
|
if (status == LLMotion::STATUS_SUCCESS)
|
|
{
|
|
mLoadingMotions.erase(curiter);
|
|
// add motion to our loaded motion list
|
|
addLoadedMotion(motionp);
|
|
// this motion should be playing
|
|
if (!motionp->isStopped())
|
|
{
|
|
activateMotion(motionp, mTime);
|
|
}
|
|
}
|
|
else if (status == LLMotion::STATUS_FAILURE)
|
|
{
|
|
llinfos << "Motion " << motionp->getID() << " init failed." << llendl;
|
|
sRegistry.markBad(motionp->getID());
|
|
mLoadingMotions.erase(curiter);
|
|
mAllMotions.erase(motionp->getID());
|
|
delete motionp;
|
|
}
|
|
}
|
|
|
|
resetJointSignatures();
|
|
|
|
if (!mPaused)
|
|
{
|
|
// update additive motions
|
|
updateAdditiveMotions();
|
|
resetJointSignatures();
|
|
|
|
// update all regular motions
|
|
updateRegularMotions();
|
|
|
|
if (use_quantum)
|
|
{
|
|
mPoseBlender.blendAndCache(TRUE);
|
|
}
|
|
else
|
|
{
|
|
mPoseBlender.blendAndApply();
|
|
}
|
|
}
|
|
|
|
mHasRunOnce = TRUE;
|
|
// llinfos << "Motion controller time " << motionTimer.getElapsedTimeF32() << llendl;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// activateMotion()
|
|
//-----------------------------------------------------------------------------
|
|
BOOL LLMotionController::activateMotion(LLMotion *motion, F32 time)
|
|
{
|
|
if (mLoadingMotions.find(motion) != mLoadingMotions.end())
|
|
{
|
|
// we want to start this motion, but we can't yet, so flag it as started
|
|
motion->setStopped(FALSE);
|
|
// report pending animations as activated
|
|
return TRUE;
|
|
}
|
|
|
|
motion->mResidualWeight = motion->getPose()->getWeight();
|
|
motion->mActivationTimestamp = time;
|
|
|
|
// set stop time based on given duration and ease out time
|
|
if (motion->getDuration() != 0.f && !motion->getLoop())
|
|
{
|
|
F32 ease_out_time;
|
|
F32 motion_duration;
|
|
|
|
// should we stop at the end of motion duration, or a bit earlier
|
|
// to allow it to ease out while moving?
|
|
ease_out_time = motion->getEaseOutDuration();
|
|
|
|
// is the clock running when the motion is easing in?
|
|
// if not (POSTURE_EASE) then we need to wait that much longer before triggering the stop
|
|
motion_duration = llmax(motion->getDuration() - ease_out_time, 0.f);
|
|
motion->mSendStopTimestamp = time + motion_duration;
|
|
}
|
|
else
|
|
{
|
|
motion->mSendStopTimestamp = F32_MAX;
|
|
}
|
|
|
|
mActiveMotions.remove(motion); // in case it is already in the active list
|
|
mActiveMotions.push_front(motion);
|
|
|
|
motion->activate();
|
|
motion->onUpdate(0.f, mJointSignature[1]);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// deactivateMotion()
|
|
//-----------------------------------------------------------------------------
|
|
BOOL LLMotionController::deactivateMotion(LLMotion *motion, bool remove_weight)
|
|
{
|
|
if( remove_weight )
|
|
{
|
|
// immediately remove pose weighting instead of letting it time out
|
|
LLPose *posep = motion->getPose();
|
|
posep->setWeight(0.f);
|
|
}
|
|
|
|
motion->deactivate();
|
|
mActiveMotions.remove(motion);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// isMotionActive()
|
|
//-----------------------------------------------------------------------------
|
|
bool LLMotionController::isMotionActive(LLMotion *motion)
|
|
{
|
|
return (motion && motion->isActive());
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// isMotionLoading()
|
|
//-----------------------------------------------------------------------------
|
|
bool LLMotionController::isMotionLoading(LLMotion* motion)
|
|
{
|
|
return (mLoadingMotions.find(motion) != mLoadingMotions.end());
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// findMotion()
|
|
//-----------------------------------------------------------------------------
|
|
LLMotion *LLMotionController::findMotion(const LLUUID& id)
|
|
{
|
|
return mAllMotions[id];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// deactivateAllMotions()
|
|
//-----------------------------------------------------------------------------
|
|
void LLMotionController::deactivateAllMotions()
|
|
{
|
|
//They must all die, precious.
|
|
for (std::map<LLUUID, LLMotion*>::iterator iter = mAllMotions.begin();
|
|
iter != mAllMotions.end(); iter++)
|
|
{
|
|
LLMotion* motionp = iter->second;
|
|
if (motionp) motionp->deactivate();
|
|
}
|
|
|
|
// delete all motion instances
|
|
deleteAllMotions();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// flushAllMotions()
|
|
//-----------------------------------------------------------------------------
|
|
void LLMotionController::flushAllMotions()
|
|
{
|
|
std::vector<std::pair<LLUUID,F32> > active_motions;
|
|
active_motions.reserve(mActiveMotions.size());
|
|
for (motion_list_t::iterator iter = mActiveMotions.begin();
|
|
iter != mActiveMotions.end(); )
|
|
{
|
|
motion_list_t::iterator curiter = iter++;
|
|
LLMotion* motionp = *curiter;
|
|
F32 dtime = mTime - motionp->mActivationTimestamp;
|
|
active_motions.push_back(std::make_pair(motionp->getID(),dtime));
|
|
motionp->deactivate();
|
|
}
|
|
|
|
// delete all motion instances
|
|
deleteAllMotions();
|
|
|
|
// kill current hand pose that was previously called out by
|
|
// keyframe motion
|
|
mCharacter->removeAnimationData("Hand Pose");
|
|
|
|
// restart motions
|
|
for (std::vector<std::pair<LLUUID,F32> >::iterator iter = active_motions.begin();
|
|
iter != active_motions.end(); ++iter)
|
|
{
|
|
startMotion(iter->first, iter->second);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// pause()
|
|
//-----------------------------------------------------------------------------
|
|
void LLMotionController::pause()
|
|
{
|
|
if (!mPaused)
|
|
{
|
|
//llinfos << "Pausing animations..." << llendl;
|
|
mPauseTime = mTimer.getElapsedTimeF32();
|
|
mPaused = TRUE;
|
|
}
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// unpause()
|
|
//-----------------------------------------------------------------------------
|
|
void LLMotionController::unpause()
|
|
{
|
|
if (mPaused)
|
|
{
|
|
//llinfos << "Unpausing animations..." << llendl;
|
|
mTimer.reset();
|
|
mTimer.setAge(mPauseTime);
|
|
mPaused = FALSE;
|
|
}
|
|
}
|
|
// End
|