phoenix-firestorm/indra/newview/fsposeranimator.h

623 lines
31 KiB
C++

/**
* @file fsposeranimator.h
* @brief business-layer 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 LL_FSPoserAnimator_H
#define LL_FSPoserAnimator_H
#include "fsposingmotion.h"
#include "llvoavatar.h"
/// <summary>
/// Describes how we will cluster the joints/bones/thingos.
/// Each joint/bone/thingo should have one of these, <see:"FSPoserAnimator.PoserJoints"/>.
/// </summary>
typedef enum E_BoneTypes
{
WHOLEAVATAR = 0, // required to be a single instance of, this one manipulates everything
BODY = 1,
FACE = 2,
HANDS = 3,
MISC = 4,
COL_VOLUMES = 5
} E_BoneTypes;
/// <summary>
/// When we're adjusting a bone/joint/thingo we may want to do something else simultaneously.
/// This describes the other things we might do: eg: mirror the change to the opposite joint.
/// </summary>
typedef enum E_BoneDeflectionStyles
{
NONE = 0, // do nothing additional
MIRROR = 1, // change the other joint, like in a mirror, eg: one left one right
SYMPATHETIC = 2, // change the other joint, but opposite to a mirrored way, eg: both go right or both go left
DELTAMODE = 3, // each selected joint changes by the same supplied amount relative to their current
} E_BoneDeflectionStyles;
/// <summary>
/// When getting the rotation of a joint, we can apply different considerations to the rotation.
/// </summary>
typedef enum E_BoneRotationType
{
CURRENTROTATION = 0, // the current rotation the joint has
TARGETROTATION = 1, // the rotation the we want to achieve
} E_BoneRotationType;
/// <summary>
/// When we're going from bone-rotation to the UI sliders, some of the axes need swapping so they make sense in UI-terms.
/// eg: for one bone, the X-axis may mean up and down, but for another bone, the x-axis might be left-right.
/// This is an ease-of-use option making the trackpad more 'natural' when manipulating a joint.
/// </summary>
typedef enum E_BoneAxisTranslation
{
SWAP_NOTHING = 0,
SWAP_YAW_AND_ROLL = 1,
SWAP_YAW_AND_PITCH = 2,
SWAP_ROLL_AND_PITCH = 3,
SWAP_X2Y_Y2Z_Z2X = 4,
SWAP_X2Z_Y2X_Z2Y = 5,
} E_BoneAxisTranslation;
/// <summary>
/// Similar to translating axes from LLJoint rotations to UI sliders for up/down/left/right, these
/// negate (multiply by -1) axial changes.
/// This makes using the trackpad more 'natural' when manipulating a joint.
/// </summary>
typedef enum E_BoneAxisNegation
{
NEGATE_NOTHING = 0,
NEGATE_YAW = 1,
NEGATE_PITCH = 2,
NEGATE_ROLL = 4,
NEGATE_ALL = 8,
} E_BoneAxisNegation;
class FSPoserAnimator
{
public:
FSPoserAnimator() = default;
virtual ~FSPoserAnimator() = default;
/// <summary>
/// A class encapsulating 'metadata' for a joint, such as its catagory and its opposite joint name.
/// You'll note it's privates and methods: this is just emulating { get; private set; } from C#
/// </summary>
class FSPoserJoint
{
std::string mJointName; // expected to be a match to LLJoint.getName() for a joint implementation.
std::string mMirrorJointName;
E_BoneTypes mBoneList;
std::vector<std::string> mBvhChildren;
bool mDontFlipOnMirror = false;
public:
/// <summary>
/// Gets the name of the joint.
/// </summary>
std::string jointName() const { return mJointName; }
/// <summary>
/// Gets the name of the mirror of this joint, or an empty string if there is no mirror.
/// </summary>
std::string mirrorJointName() const { return mMirrorJointName; }
/// <summary>
/// Gets the E_BoneTypes of the joint.
/// </summary>
E_BoneTypes boneType() const { return mBoneList; }
/// <summary>
/// Gets whether when mirroring the entire body, should this joint flip its counterpart.
/// </summary>
bool dontFlipOnMirror() const { return mDontFlipOnMirror; }
/// <summary>
/// Gets the collection of child bvh joints for this.
/// </summary>
std::vector<std::string> bvhChildren() const { return mBvhChildren; }
/// <summary>
/// Creates a new instance of a PoserJoint.
/// </summary>
/// <param name="joint_name">
/// The joint name, should be one of the well known bones/joints/thingos.
/// An example for an LLJoints implementation would be what LLJoint.getName() returns, like 'mChest'.
/// Very likely case-sensitive.
/// </param>
/// <param name="mirror_joint_name">The opposite joint name, if any. Also expected to be a well-known name.</param>
/// <param name="bone_list">The type of bone, often determining with which other bones the new instance would appear with.</param>
/// <param name="bhv_children">The optional array of joints, needed for BVH saving, which are the direct decendent(s) of this joint.</param>
/// <param name="dont_flip_on_mirror">The option for whether this joint should rotation-flip it counterpart when mirroring the pose of the entire body.</param>
FSPoserJoint(std::string joint_name, std::string mirror_joint_name, E_BoneTypes bone_list, std::vector<std::string> bhv_children = {}, bool dont_flip_on_mirror = false)
{
mJointName = joint_name;
mMirrorJointName = mirror_joint_name;
mBoneList = bone_list;
mBvhChildren = bhv_children;
mDontFlipOnMirror = dont_flip_on_mirror;
}
};
/// <summary>
/// An ordered list of poser joints, clustered by body-area.
/// Order is based on ease-of-use.
/// Not necessarily exhaustive, just the joints we care to edit without adding UI clutter.
/// </summary>
/// <remarks>
/// For an implementation of something other than LLJoints, different name(s) may be required.
/// </remarks>
const std::vector<FSPoserJoint> PoserJoints{
// head, torso, legs
{ "mHead", "", BODY },
{ "mNeck", "", BODY, { "mHead" } },
{ "mPelvis", "", WHOLEAVATAR, { "mTorso", "mHipLeft", "mHipRight" } },
{ "mChest", "", BODY, { "mNeck", "mCollarLeft", "mCollarRight", "mWingsRoot" } },
{ "mTorso", "", BODY, { "mChest" } },
{ "mCollarLeft", "mCollarRight", BODY, { "mShoulderLeft" } },
{ "mShoulderLeft", "mShoulderRight", BODY, { "mElbowLeft" } },
{ "mElbowLeft", "mElbowRight", BODY, { "mWristLeft" } },
{ "mWristLeft", "mWristRight", BODY },
{ "mCollarRight", "mCollarLeft", BODY, { "mShoulderRight" }, true },
{ "mShoulderRight", "mShoulderLeft", BODY, { "mElbowRight" }, true },
{ "mElbowRight", "mElbowLeft", BODY, { "mWristRight" }, true },
{ "mWristRight", "mWristLeft", BODY, {}, true },
{ "mHipLeft", "mHipRight", BODY, { "mKneeLeft" } },
{ "mKneeLeft", "mKneeRight", BODY, { "mAnkleLeft" } },
{ "mAnkleLeft", "mAnkleRight", BODY },
{ "mHipRight", "mHipLeft", BODY, { "mKneeRight" }, true },
{ "mKneeRight", "mKneeLeft", BODY, { "mAnkleRight" }, true },
{ "mAnkleRight", "mAnkleLeft", BODY, {}, true },
// face
{ "mFaceForeheadLeft", "mFaceForeheadRight", FACE },
{ "mFaceForeheadCenter", "", FACE },
{ "mFaceForeheadRight", "mFaceForeheadLeft", FACE, {}, true },
{ "mFaceEyebrowOuterLeft", "mFaceEyebrowOuterRight", FACE },
{ "mFaceEyebrowCenterLeft", "mFaceEyebrowCenterRight", FACE },
{ "mFaceEyebrowInnerLeft", "mFaceEyebrowInnerRight", FACE },
{ "mFaceEyebrowOuterRight", "mFaceEyebrowOuterLeft", FACE, {}, true },
{ "mFaceEyebrowCenterRight", "mFaceEyebrowCenterLeft", FACE, {}, true },
{ "mFaceEyebrowInnerRight", "mFaceEyebrowInnerLeft", FACE, {}, true },
{ "mEyeLeft", "mEyeRight", FACE },
{ "mEyeRight", "mEyeLeft", FACE, {}, true },
{ "mFaceEyeLidUpperLeft", "mFaceEyeLidUpperRight", FACE },
{ "mFaceEyeLidLowerLeft", "mFaceEyeLidLowerRight", FACE },
{ "mFaceEyeLidUpperRight", "mFaceEyeLidUpperLeft", FACE, {}, true },
{ "mFaceEyeLidLowerRight", "mFaceEyeLidLowerLeft", FACE, {}, true },
{ "mFaceEar1Left", "mFaceEar1Right", FACE },
{ "mFaceEar2Left", "mFaceEar2Right", FACE },
{ "mFaceEar1Right", "mFaceEar1Left", FACE, {}, true },
{ "mFaceEar2Right", "mFaceEar2Left", FACE, {}, true },
{ "mFaceCheekUpperLeft", "mFaceCheekUpperRight", FACE },
{ "mFaceCheekLowerLeft", "mFaceCheekLowerRight", FACE },
{ "mFaceCheekUpperRight", "mFaceCheekUpperLeft", FACE, {}, true },
{ "mFaceCheekLowerRight", "mFaceCheekLowerLeft", FACE, {}, true },
{ "mFaceLipUpperLeft", "mFaceLipUpperRight", FACE },
{ "mFaceLipUpperCenter", "", FACE },
{ "mFaceLipUpperRight", "mFaceLipUpperLeft", FACE, {}, true },
{ "mFaceLipCornerLeft", "mFaceLipCornerRight", FACE },
{ "mFaceLipCornerRight", "mFaceLipCornerLeft", FACE, {}, true },
{ "mFaceTongueBase", "", FACE },
{ "mFaceTongueTip", "", FACE, {}, true },
{ "mFaceLipLowerLeft", "mFaceLipLowerRight", FACE },
{ "mFaceLipLowerCenter", "", FACE },
{ "mFaceLipLowerRight", "mFaceLipLowerLeft", FACE, {}, true },
{ "mFaceJaw", "", FACE },
// left hand
{ "mHandThumb1Left", "mHandThumb1Right", HANDS },
{ "mHandThumb2Left", "mHandThumb2Right", HANDS },
{ "mHandThumb3Left", "mHandThumb3Right", HANDS },
{ "mHandIndex1Left", "mHandIndex1Right", HANDS },
{ "mHandIndex2Left", "mHandIndex2Right", HANDS },
{ "mHandIndex3Left", "mHandIndex3Right", HANDS },
{ "mHandMiddle1Left", "mHandMiddle1Right", HANDS },
{ "mHandMiddle2Left", "mHandMiddle2Right", HANDS },
{ "mHandMiddle3Left", "mHandMiddle3Right", HANDS },
{ "mHandRing1Left", "mHandRing1Right", HANDS },
{ "mHandRing2Left", "mHandRing2Right", HANDS },
{ "mHandRing3Left", "mHandRing3Right", HANDS },
{ "mHandPinky1Left", "mHandPinky1Right", HANDS },
{ "mHandPinky2Left", "mHandPinky2Right", HANDS },
{ "mHandPinky3Left", "mHandPinky3Right", HANDS },
// right hand
{ "mHandThumb1Right", "mHandThumb1Left", HANDS, {}, true },
{ "mHandThumb2Right", "mHandThumb2Left", HANDS, {}, true },
{ "mHandThumb3Right", "mHandThumb3Left", HANDS, {}, true },
{ "mHandIndex1Right", "mHandIndex1Left", HANDS, {}, true },
{ "mHandIndex2Right", "mHandIndex2Left", HANDS, {}, true },
{ "mHandIndex3Right", "mHandIndex3Left", HANDS, {}, true },
{ "mHandMiddle1Right", "mHandMiddle1Left", HANDS, {}, true },
{ "mHandMiddle2Right", "mHandMiddle2Left", HANDS, {}, true },
{ "mHandMiddle3Right", "mHandMiddle3Left", HANDS, {}, true },
{ "mHandRing1Right", "mHandRing1Left", HANDS, {}, true },
{ "mHandRing2Right", "mHandRing2Left", HANDS, {}, true },
{ "mHandRing3Right", "mHandRing3Left", HANDS, {}, true },
{ "mHandPinky1Right", "mHandPinky1Left", HANDS, {}, true },
{ "mHandPinky2Right", "mHandPinky2Left", HANDS, {}, true },
{ "mHandPinky3Right", "mHandPinky3Left", HANDS, {}, true },
// tail and hind limbs
{ "mTail1", "", MISC },
{ "mTail2", "", MISC },
{ "mTail3", "", MISC },
{ "mTail4", "", MISC },
{ "mTail5", "", MISC },
{ "mTail6", "", MISC },
{ "mGroin", "", MISC },
{ "mHindLimbsRoot", "", MISC },
{ "mHindLimb1Left", "mHindLimb1Right", MISC },
{ "mHindLimb2Left", "mHindLimb2Right", MISC },
{ "mHindLimb3Left", "mHindLimb3Right", MISC },
{ "mHindLimb4Left", "mHindLimb4Right", MISC },
{ "mHindLimb1Right", "mHindLimb1Left", MISC, {}, true },
{ "mHindLimb2Right", "mHindLimb2Left", MISC, {}, true },
{ "mHindLimb3Right", "mHindLimb3Left", MISC, {}, true },
{ "mHindLimb4Right", "mHindLimb4Left", MISC, {}, true },
// wings
{ "mWingsRoot", "", MISC },
{ "mWing1Left", "mWing1Right", MISC },
{ "mWing2Left", "mWing2Right", MISC },
{ "mWing3Left", "mWing3Right", MISC },
{ "mWing4Left", "mWing4Right", MISC },
{ "mWing4FanLeft", "mWing4FanRight", MISC },
{ "mWing1Right", "mWing1Left", MISC, {}, true },
{ "mWing2Right", "mWing2Left", MISC, {}, true },
{ "mWing3Right", "mWing3Left", MISC, {}, true },
{ "mWing4Right", "mWing4Left", MISC, {}, true },
{ "mWing4FanRight", "mWing4FanLeft", MISC, {}, true },
// Collision Volumes
{ "LEFT_PEC", "RIGHT_PEC", COL_VOLUMES },
{ "RIGHT_PEC", "LEFT_PEC", COL_VOLUMES, {}, true },
{ "BELLY", "", COL_VOLUMES },
{ "BUTT", "", COL_VOLUMES },
};
public:
/// <summary>
/// Get a PoserJoint case-insensitive-matching the supplied name.
/// </summary>
/// <param name="jointName">The name of the joint to match.</param>
/// <returns>The matching joint if found, otherwise nullptr</returns>
const FSPoserJoint* getPoserJointByName(const std::string& jointName);
/// <summary>
/// Tries to start posing the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to begin posing.</param>
/// <returns>True if the avatar was able to begin posing, otherwise false.</returns>
bool tryPosingAvatar(LLVOAvatar* avatar);
/// <summary>
/// Stops posing the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to stop posing.</param>
void stopPosingAvatar(LLVOAvatar* avatar);
/// <summary>
/// Determines if the supplied avatar is being posed by this.
/// </summary>
/// <param name="avatar">The avatar to query posing status for.</param>
/// <returns>True if this is posing the supplied avatar, otherwise false.</returns>
bool isPosingAvatar(LLVOAvatar* avatar) const;
/// <summary>
/// Determines whether the supplied PoserJoint for the supplied avatar is being posed.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint being queried for.</param>
/// <returns>True if this is joint is being posed for the supplied avatar, otherwise false.</returns>
bool isPosingAvatarJoint(LLVOAvatar* avatar, const FSPoserJoint& joint);
/// <summary>
/// Sets whether the supplied PoserJoint for the supplied avatar should be posed.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint being queried for.</param>
/// <param name="posing">Whether the joint should be posed, or not.</param>
/// <remarks>
/// If this is not posing the joint, then it is free to be posed by other things.
/// </remarks>
void setPosingAvatarJoint(LLVOAvatar* avatar, const FSPoserJoint& joint, bool shouldPose);
/// <summary>
/// Resets the supplied PoserJoint to its position/rotation/scale it was when poser was started.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint to be reset.</param>
void resetAvatarJoint(LLVOAvatar* avatar, const FSPoserJoint& joint);
/// <summary>
/// Undoes the last applied rotation to the supplied PoserJoint.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint with the rotation to undo.</param>
void undoLastJointRotation(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style);
/// <summary>
/// Undoes the last applied position to the supplied PoserJoint.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint with the position to undo.</param>
void undoLastJointPosition(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style);
/// <summary>
/// Undoes the last applied scale to the supplied PoserJoint.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint with the scale to undo.</param>
void undoLastJointScale(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style);
/// <summary>
/// Resets the position of the supplied PoserJoint.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint with the position to reset.</param>
void resetJointPosition(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style);
/// <summary>
/// Resets the scale of the supplied joint to initial values.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint with the scale to reset.</param>
void resetJointScale(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style);
/// <summary>
/// Determines if a redo action is currently permitted for the supplied joint.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint to query.</param>
/// <returns>True if a redo action is available, otherwise false.</returns>
bool canRedoJointRotation(LLVOAvatar* avatar, const FSPoserJoint& joint);
/// <summary>
/// Re-does the last undone rotation to the supplied PoserJoint.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint with the rotation to redo.</param>
void redoLastJointRotation(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style);
/// <summary>
/// Re-does the last undone position to the supplied PoserJoint.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint with the position to redo.</param>
void redoLastJointPosition(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style);
/// <summary>
/// Re-does the last undone scale to the supplied PoserJoint.
/// </summary>
/// <param name="avatar">The avatar having the joint to which we refer.</param>
/// <param name="joint">The joint with the scale to redo.</param>
void redoLastJointScale(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneDeflectionStyles style);
/// <summary>
/// Gets the position of a joint for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar whose joint is being queried.</param>
/// <param name="joint">The joint to determine the position for.</param>
/// <returns>The position of the requested joint, if determinable, otherwise a default vector.</returns>
LLVector3 getJointPosition(LLVOAvatar* avatar, const FSPoserJoint& joint, bool forRecapture = false) const;
/// <summary>
/// Sets the position of a joint for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar whose joint is to be set.</param>
/// <param name="joint">The joint to set.</param>
/// <param name="position">The position to set the joint to.</param>
/// <param name="style">Any ancilliary action to be taken with the change to be made.</param>
void setJointPosition(LLVOAvatar* avatar, const FSPoserJoint* joint, const LLVector3& position, E_BoneDeflectionStyles style);
/// <summary>
/// Gets the rotation of a joint for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar whose joint is being queried.</param>
/// <param name="joint">The joint to determine the rotation for.</param>
/// <param name="translation">The joint to determine the rotation for.</param>
/// <param name="negation">The style of negation to apply to the set.</param>
/// <param name="rotType">The type of rotation to get from the supplied joint for the supplied avatar.</param>
/// <returns>The rotation of the requested joint, if determinable, otherwise a default vector.</returns>
LLVector3 getJointRotation(LLVOAvatar* avatar, const FSPoserJoint& joint, E_BoneAxisTranslation translation, S32 negation, E_BoneRotationType rotType) const;
/// <summary>
/// Sets the rotation of a joint for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar whose joint is to be set.</param>
/// <param name="joint">The joint to set.</param>
/// <param name="rotation">The rotation to set the joint to.</param>
/// <param name="style">Any ancilliary action to be taken with the change to be made.</param>
/// <param name="translation">The axial translation form the supplied joint.</param>
void setJointRotation(LLVOAvatar* avatar, const FSPoserJoint* joint, const LLVector3& rotation, E_BoneDeflectionStyles style,
E_BoneAxisTranslation translation, S32 negation);
/// <summary>
/// Gets the scale of a joint for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar whose joint is being queried.</param>
/// <param name="joint">The joint to determine the scale for.</param>
/// <returns>The scale of the requested joint, if determinable, otherwise a default vector.</returns>
LLVector3 getJointScale(LLVOAvatar* avatar, const FSPoserJoint& joint, bool forRecapture = false) const;
/// <summary>
/// Sets the scale of a joint for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar whose joint is to be set.</param>
/// <param name="joint">The joint to set.</param>
/// <param name="scale">The scale to set the joint to.</param>
/// <param name="style">Any ancilliary action to be taken with the change to be made.</param>
void setJointScale(LLVOAvatar* avatar, const FSPoserJoint* joint, const LLVector3& scale, E_BoneDeflectionStyles style);
/// <summary>
/// Reflects the joint with its opposite if it has one, or just mirror the rotation of itself.
/// </summary>
/// <param name="avatar">The avatar whose joint should flip left-right.</param>
/// <param name="joint">The joint to mirror rotation for.</param>
void reflectJoint(LLVOAvatar* avatar, const FSPoserJoint* joint);
/// <summary>
/// Reflects every joint of the supplied avatar with its opposite if it has one, or mirrors the rotation of the joint if it does not have an opposite.
/// </summary>
/// <param name="avatar">The avatar whose pose should flip left-right.</param>
void flipEntirePose(LLVOAvatar* avatar);
/// <summary>
/// Sets all of the joint rotations of the supplied avatar to zero.
/// </summary>
/// <param name="avatar">The avatar whose joint rotations should be set to zero.</param>
void setAllAvatarStartingRotationsToZero(LLVOAvatar* avatar);
/// <summary>
/// Determines if the kind of save to perform should be a 'delta' save, or a complete save.
/// </summary>
/// <param name="avatar">The avatar whose pose-rotations are being considered for saving.</param>
/// <returns>True if the save should save only 'deltas' to the rotation, otherwise false.</returns>
/// <remarks>
/// A save of the rotation 'deltas' facilitates a user saving their changes to an existing animation.
/// Thus the save represents 'nothing other than the changes the user made', to some other pose which they may have limited rights to.
/// </remarks>
bool posingStartedFromZeroRotations(LLVOAvatar* avatar) const;
/// <summary>
/// Tries to get the rotation, position and scale changes from initial conditions, to save in some export container.
/// </summary>
/// <param name="avatar">The avatar whose pose is being considered for saving.</param>
/// <param name="joint">The joint we are considering the save for.</param>
/// <param name="rot">The quaternion to store the rotation to save in.</param>
/// <param name="pos">The vector to store the position to save in.</param>
/// <param name="scale">The vector to store the scale to save in.</param>
/// <returns>True if the joint should be saved, otherwise false.</returns>
/// <remarks>
/// Our objective is to protect peoples novel work: the poses created with this, and poses from other sources, such as in-world.
/// In all scenarios, this yeilds 'deltas' of rotation/position/scale.
/// The deltas represent the user's novel work, and may be relative to some initial values (as from a pose), or to 'nothing' (such as all rotations == 0, or, the 'T-Pose').
/// </remarks>
bool tryGetJointSaveVectors(LLVOAvatar* avatar, const FSPoserJoint& joint, LLVector3* rot, LLVector3* pos, LLVector3* scale);
/// <summary>
/// Loads a joint rotation for the supplied joint on the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to load the rotation for.</param>
/// <param name="joint">The joint to load the rotation for.</param>
/// <param name="rotation">The rotation to load.</param>
/// <remarks>
/// All rotations we load are deltas to the current rotation the supplied joint has.
/// Whether the joint already has a rotation because some animation is playing (sp possibly a non-zero rotation),
/// or whether it is a rotation relative to zero, the result is always the same: just 'add' this rotation to the existing.
/// </remarks>
void loadJointRotation(LLVOAvatar* avatar, const FSPoserJoint* joint, LLVector3 rotation);
/// <summary>
/// Loads a joint position for the supplied joint on the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to load the position for.</param>
/// <param name="joint">The joint to load the position for.</param>
/// <param name="loadPositionAsDelta">Whether to the supplied position as a delta to the current position, or not.</param>
/// <param name="position">The Position to apply to the supplied joint.</param>
/// <remarks>
/// A position is saved as an absolute if the user created the pose from 'scratch' (at present the 'T-Pose').
/// Otherwise the position is saved as a delta.
/// The primary purpose is aesthetic: the numbers inside of a 'delta save file' have 'zeros everywhere'.
/// A delta-save thus accurately reflects what the user changed, and not what the original creator of the modified pose specified.
/// 'Legacy' (pre save format version-4) poses we expect to load as absolutes.
/// </remarks>
void loadJointPosition(LLVOAvatar* avatar, const FSPoserJoint* joint, bool loadPositionAsDelta, LLVector3 position);
/// <summary>
/// Loads a joint scale for the supplied joint on the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to load the scale for.</param>
/// <param name="joint">The joint to load the scale for.</param>
/// <param name="loadScaleAsDelta">Whether to the supplied scale as a delta to the current scale, or not.</param>
/// <param name="scale">The scale to apply to the supplied joint.</param>
/// <remarks>
/// A scale is saved as an absolute if the user created the pose from 'scratch' (at present the 'T-Pose').
/// Otherwise the scale is saved as a delta.
/// The primary purpose is somewhat aesthetic: the numbers inside of a 'pose modification XML' has zeros everywhere.
/// A delta-save thus accurately reflects what the user changed, and not what the original creator of the modified pose specified.
/// </remarks>
void loadJointScale(LLVOAvatar* avatar, const FSPoserJoint* joint, bool loadScaleAsDelta, LLVector3 scale);
private:
/// <summary>
/// Translates a rotation vector from the UI to a Quaternion for the bone.
/// This also performs the axis-swapping the UI needs for up/down/left/right to make sense.
/// </summary>
/// <param name="translation">The axis translation to perform.</param>
/// <param name="rotation">The rotation to transform to quaternion.</param>
/// <returns>The rotation quaternion.</returns>
LLQuaternion translateRotationToQuaternion(E_BoneAxisTranslation translation, S32 negation, LLVector3 rotation);
/// <summary>
/// Translates a bone-rotation quaternion to a vector usable easily on the UI.
/// </summary>
/// <param name="translation">The axis translation to perform.</param>
/// <param name="rotation">The rotation to transform to matrix.</param>
/// <returns>The rotation vector.</returns>
LLVector3 translateRotationFromQuaternion(E_BoneAxisTranslation translation, S32 negation, const LLQuaternion& rotation) const;
/// <summary>
/// Creates a posing motion for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to create the posing motion for.</param>
/// <returns>The posing motion, if created, otherwise nullptr.</returns>
/// <remarks>
/// When a pose is created for the avatar, it is 'registered' with their character for use later on.
/// Thus we start & stop posing the same animation.
/// </remarks>
FSPosingMotion* findOrCreatePosingMotion(LLVOAvatar* avatar);
/// <summary>
/// Gets the poser posing-motion for the supplied avatar.
/// </summary>
/// <param name="avatar">The avatar to get the posing motion for.</param>
/// <returns>The posing motion if found, otherwise nullptr.</returns>
FSPosingMotion* getPosingMotion(LLVOAvatar* avatar) const;
/// <summary>
/// Determines if the avatar can be used.
/// </summary>
/// <param name="avatar">The avatar to test if it is safe to animate.</param>
/// <returns>True if the avatar is safe to manipulate, otherwise false.</returns>
bool isAvatarSafeToUse(LLVOAvatar* avatar) const;
/// <summary>
/// Maps the avatar's ID to the animation registered to them.
/// Thus we start/stop the same animation, and get/set the same rotations etc.
/// Among other things this provides for the 'undo' of changes to shape/position when the poser stops animating someone.
/// An avatar's animation exists so long as their session does, and there is consideration for renewal (like if they relog/crash and their character is renewed).
/// Is static, so the animationId is not lost between sessions (such as when the UI floater is closed and reopened).
/// </summary>
static std::map<LLUUID, LLAssetID> sAvatarIdToRegisteredAnimationId;
};
#endif // LL_FSPoserAnimator_H