/** * @file llmotion.h * @brief Implementation of LLMotion class. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLMOTION_H #define LL_LLMOTION_H #include #include "llerror.h" #include "llpose.h" #include "lluuid.h" class LLCharacter; class LLKeyframeMotion; class LLMotion { friend class LLMotionController; protected: LOG_CLASS(LLMotion); public: enum LLMotionBlendType { NORMAL_BLEND, ADDITIVE_BLEND }; enum LLMotionInitStatus { STATUS_FAILURE, STATUS_SUCCESS, STATUS_HOLD }; LLMotion(const LLUUID& id); virtual ~LLMotion() = default; LL_INLINE virtual LLKeyframeMotion* asKeyframeMotion() { return NULL; } // Gets the name of this instance LL_INLINE const std::string& getName() const { return mName; } // Sets the name of this instance LL_INLINE void setName(const std::string& name) { mName = name; } LL_INLINE const LLUUID& getID() const { return mID; } // Returns the pose associated with the current state of this motion LL_INLINE virtual LLPose* getPose() { return &mPose;} void fadeOut(); void fadeIn(); LL_INLINE F32 getFadeWeight() const { return mFadeWeight; } LL_INLINE F32 getStopTime() const { return mStopTimestamp; } virtual void setStopTime(F32 time); LL_INLINE bool isStopped() const { return mStopped; } LL_INLINE void setStopped(bool stopped) { mStopped = stopped; } bool isBlending() const; LL_INLINE virtual bool needsUpdate() const { return isBlending(); } // Activation methods. // It is OK for other classes to activate a motion, but only the controller // can deactivate it. Thus, if mActive == true, the motion *may* be on the // controllers active list, but if mActive == false, the motion is // guaranteed not to be on the active list. void activate(F32 time); LL_INLINE bool isActive() const { return mActive; } // Motions must specify whether or not they loop virtual bool getLoop() = 0; // Motions must report their total duration virtual F32 getDuration() = 0; // Motions must report their "ease in" duration virtual F32 getEaseInDuration() = 0; // Motions must report their "ease out" duration. virtual F32 getEaseOutDuration() = 0; // Motions must report their priority level virtual LLJoint::JointPriority getPriority() = 0; // Motions must report their blend type virtual LLMotionBlendType getBlendType() = 0; // Called to determine when a motion should be activated/deactivated based // on avatar pixel coverage. virtual F32 getMinPixelArea() = 0; // 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) = 0; // Called per time step. Must return true while it is active, and must // return false when the motion is completed. virtual bool onUpdate(F32 active_time, U8* joint_mask) = 0; // Called when a motion is deactivated. virtual void onDeactivate() = 0; // Can we crossfade this motion with a new instance when restarted ? // Should ultimately always be true, but lack of emote blending etc // requires this LL_INLINE virtual bool canDeprecate() { return true; } // Optional callback routine called when animation deactivated. void setDeactivateCallback(void (*cb)(void*), void* userdata); // Expose enabled status so the effects of given motion can be turned on // or off independently of their active state (only used and overridden so // far by LLHeadRotMotion). LL_INLINE virtual void enable() {} LL_INLINE virtual void disable() {} LL_INLINE virtual bool isEnabled() const { return true; } protected: // Used by LLMotionController only void deactivate(); // Called when a motion is activated. Must return true to indicate success, // or else it will be deactivated. virtual bool onActivate() = 0; void addJointState(const LLPointer& jointState); protected: LLPose mPose; // These are set implicitly by the motion controller and may be referenced // (read only) in the above handlers. std::string mName; LLUUID mID; F32 mActivationTimestamp; // Time when motion was activated F32 mStopTimestamp; // Time when motion was told to stop // Time when sim should be told to stop this motion F32 mSendStopTimestamp; // Blend weight at beginning of stop motion phase F32 mResidualWeight; F32 mFadeWeight; // For fading in and out based on LOD void (*mDeactivateCallback)(void*); void* mDeactivateCallbackUserData; // Signature of which joints are animated at what priority U8 mJointSignature[3][LL_CHARACTER_MAX_ANIMATED_JOINTS]; bool mStopped; // Motion has been stopped; // Motion is on active list (can be stopped or not stopped) bool mActive; }; class LLNullMotion final : public LLMotion { public: LLNullMotion(const LLUUID& id) : LLMotion(id) { } LL_INLINE static LLMotion* create(const LLUUID& id) { return new LLNullMotion(id); } // Motions must specify whether or not they loop LL_INLINE bool getLoop() override { return true; } // Motions must report their total duration LL_INLINE F32 getDuration() override { return 1.f; } // Motions must report their "ease in" duration LL_INLINE F32 getEaseInDuration() override { return 0.f; } // Motions must report their "ease out" duration. LL_INLINE F32 getEaseOutDuration() override { return 0.f; } // Motions must report their priority level LL_INLINE LLJoint::JointPriority getPriority() override { return LLJoint::HIGH_PRIORITY; } // Motions must report their blend type LL_INLINE LLMotionBlendType getBlendType() override { return NORMAL_BLEND; } // Called to determine when a motion should be activated/deactivated based // on avatar pixel coverage. LL_INLINE F32 getMinPixelArea() override { return 0.f; } // Run-time (post constructor) initialization, called after parameters have // been set. Must return true to indicate success and be available for // activation. LL_INLINE LLMotionInitStatus onInitialize(LLCharacter*) override { return STATUS_SUCCESS; } // Called when a motion is activated. Must return true to indicate success, // or else it will be deactivated. LL_INLINE bool onActivate() override { return true; } // Called per time step. Must return true while it is active, and must // return false when the motion is completed. LL_INLINE bool onUpdate(F32, U8*) override { return true; } // Called when a motion is deactivated LL_INLINE void onDeactivate() override {} }; #endif // LL_LLMOTION_H