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lljoint.h 7.66 KiB
/**
* @file lljoint.h
* @brief Implementation of LLJoint class.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* 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_LLJOINT_H
#define LL_LLJOINT_H
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include <string>
#include <list>
#include "v3math.h"
#include "v4math.h"
#include "m4math.h"
#include "llquaternion.h"
#include "xform.h"
const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15;
// BENTO JOINT COUNT LIMIT - need to set this to final skeleton size
// (bones + attachments) + 2, rounded to next multiple of 4.
const U32 LL_CHARACTER_MAX_ANIMATED_JOINTS = 192; // must be divisible by 4!
const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 110;
// These should be higher than the joint_num of any
// other joint, to avoid conflicts in updateMotionsByType()
const U32 LL_HAND_JOINT_NUM = (LL_CHARACTER_MAX_ANIMATED_JOINTS-1);
const U32 LL_FACE_JOINT_NUM = (LL_CHARACTER_MAX_ANIMATED_JOINTS-2);
const S32 LL_CHARACTER_MAX_PRIORITY = 7;
const F32 LL_MAX_PELVIS_OFFSET = 5.f;
class LLPosOverrideMap
{
public:
LLPosOverrideMap() {}
bool findActiveOverride(LLUUID& mesh_id, LLVector3& pos) const;
void showJointPosOverrides(std::ostringstream& os) const;
U32 count() const;
void add(const LLUUID& mesh_id, const LLVector3& pos);
bool remove(const LLUUID& mesh_id);
void clear();
private:
typedef std::map<LLUUID,LLVector3> map_type;
map_type m_map;
};
//-----------------------------------------------------------------------------
// class LLJoint
//-----------------------------------------------------------------------------
class LLJoint
{
public:
// priority levels, from highest to lowest
enum JointPriority
{
USE_MOTION_PRIORITY = -1,
LOW_PRIORITY = 0,
MEDIUM_PRIORITY,
HIGH_PRIORITY,
HIGHER_PRIORITY,
HIGHEST_PRIORITY,
ADDITIVE_PRIORITY = LL_CHARACTER_MAX_PRIORITY
};
enum DirtyFlags
{
MATRIX_DIRTY = 0x1 << 0,
ROTATION_DIRTY = 0x1 << 1,
POSITION_DIRTY = 0x1 << 2,
ALL_DIRTY = 0x7
};
public:
enum SupportCategory
{
SUPPORT_BASE,
SUPPORT_EXTENDED
};
protected:
std::string mName;
SupportCategory mSupport;
// parent joint
LLJoint *mParent;
// explicit transformation members
LLXformMatrix mXform;
LLUUID mId;
public:
U32 mDirtyFlags;
BOOL mUpdateXform;
// describes the skin binding pose
LLVector3 mSkinOffset;
// Endpoint of the bone, if applicable. This is only relevant for
// external programs like Blender, and for diagnostic display.
LLVector3 mEnd;
S32 mJointNum;
// child joints
typedef std::list<LLJoint*> child_list_t;
child_list_t mChildren;
// debug statics
static S32 sNumTouches;
static S32 sNumUpdates;
typedef std::set<std::string> debug_joint_name_t;
static debug_joint_name_t s_debugJointNames;
static void setDebugJointNames(const debug_joint_name_t& names);
static void setDebugJointNames(const std::string& names_string);
LLPosOverrideMap m_attachmentOverrides;
LLVector3 m_posBeforeOverrides;
void updatePos(const std::string& av_info);
public:
LLJoint();
// Note: these joint_num constructors are a bad idea because there
// are only a couple of places in the code where it is useful to
// have a joint num for a joint (for joints that are used in
// animations), and including them as part of the constructor then
// forces us to maintain an alternate path through the entire
// large-ish class hierarchy of joint types. The only reason they
// are still here now is to avoid breaking the baking service
// (appearanceutility) builds; these constructors are not used in
// the viewer. Once the appearance utility is updated to remove
// these joint num references, which it shouldn't ever need, from
// its own classes, we can also remove all the joint_num
// constructors from LLJoint, LLViewerJoint, LLAvatarJoint, and
// createAvatarJoint.
LLJoint(S32 joint_num);
// *TODO: Only used for LLVOAvatarSelf::mScreenp. *DOES NOT INITIALIZE mResetAfterRestoreOldXform*
LLJoint( const std::string &name, LLJoint *parent=NULL );
virtual ~LLJoint();
private:
void init();
public:
// set name and parent
void setup( const std::string &name, LLJoint *parent=NULL );
void touch(U32 flags = ALL_DIRTY);
// get/set name
const std::string& getName() const { return mName; }
void setName( const std::string &name ) { mName = name; }
// joint num
S32 getJointNum() const { return mJointNum; }
void setJointNum(S32 joint_num);
// get/set support
SupportCategory getSupport() const { return mSupport; }
void setSupport( const SupportCategory& support) { mSupport = support; }
void setSupport( const std::string& support_string);
// get/set end point
void setEnd( const LLVector3& end) { mEnd = end; }
const LLVector3& getEnd() const { return mEnd; }
// getParent
LLJoint *getParent() { return mParent; }
// getRoot
LLJoint *getRoot();
// search for child joints by name
LLJoint *findJoint( const std::string &name );
// add/remove children
void addChild( LLJoint *joint );
void removeChild( LLJoint *joint );
void removeAllChildren();
// get/set local position
const LLVector3& getPosition();
void setPosition( const LLVector3& pos );
// BENTO - history? Not implemented or used.
void setDefaultPosition( const LLVector3& pos );
// get/set world position
LLVector3 getWorldPosition();
LLVector3 getLastWorldPosition();
void setWorldPosition( const LLVector3& pos );
// get/set local rotation
const LLQuaternion& getRotation();
void setRotation( const LLQuaternion& rot );
// get/set world rotation
LLQuaternion getWorldRotation();
LLQuaternion getLastWorldRotation();
void setWorldRotation( const LLQuaternion& rot );
// get/set local scale
const LLVector3& getScale();
void setScale( const LLVector3& scale );
// get/set world matrix
const LLMatrix4 &getWorldMatrix();
void setWorldMatrix( const LLMatrix4& mat );
void updateWorldMatrixChildren();
void updateWorldMatrixParent();
void updateWorldPRSParent();
void updateWorldMatrix();
// get/set skin offset
const LLVector3 &getSkinOffset();
void setSkinOffset( const LLVector3 &offset);
LLXformMatrix *getXform() { return &mXform; }
void clampRotation(LLQuaternion old_rot, LLQuaternion new_rot);
virtual BOOL isAnimatable() const { return TRUE; }
void addAttachmentPosOverride( const LLVector3& pos, const LLUUID& mesh_id, const std::string& av_info );
void removeAttachmentPosOverride( const LLUUID& mesh_id, const std::string& av_info );
bool hasAttachmentPosOverride( LLVector3& pos, LLUUID& mesh_id ) const;
void clearAttachmentPosOverrides();
//Accessor for the joint id
LLUUID getId( void ) { return mId; }
//Setter for the joints id
void setId( const LLUUID& id ) { mId = id;}
};
#endif // LL_LLJOINT_H