//----------------------------------------------------------------------------- // LLTargetingMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLTargetingMotion::onUpdate(F32 time, U8* joint_mask) { F32 slerp_amt = LLCriticalDamp::getInterpolant(TORSO_TARGET_HALF_LIFE); LLVector3 target; LLVector3* lookAtPoint = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); BOOL result = TRUE; if (!lookAtPoint) { return TRUE; } else { target = *lookAtPoint; target.normVec(); } //LLVector3 target_plane_normal = LLVector3(1.f, 0.f, 0.f) * mPelvisJoint->getWorldRotation(); //LLVector3 torso_dir = LLVector3(1.f, 0.f, 0.f) * (mTorsoJoint->getWorldRotation() * mTorsoState->getRotation()); LLVector3 skyward(0.f, 0.f, 1.f); LLVector3 left(skyward % target); left.normVec(); LLVector3 up(target % left); up.normVec(); LLQuaternion target_aim_rot(target, left, up); LLQuaternion cur_torso_rot = mTorsoJoint->getWorldRotation(); LLVector3 right_hand_at = LLVector3(0.f, -1.f, 0.f) * mRightHandJoint->getWorldRotation(); left.setVec(skyward % right_hand_at); left.normVec(); up.setVec(right_hand_at % left); up.normVec(); LLQuaternion right_hand_rot(right_hand_at, left, up); LLQuaternion new_torso_rot = (cur_torso_rot * ~right_hand_rot) * target_aim_rot; // find ideal additive rotation to make torso point in correct direction new_torso_rot = new_torso_rot * ~cur_torso_rot; // slerp from current additive rotation to ideal additive rotation new_torso_rot = nlerp(slerp_amt, mTorsoState->getRotation(), new_torso_rot); // constraint overall torso rotation LLQuaternion total_rot = new_torso_rot * mTorsoJoint->getRotation(); total_rot.constrain(F_PI_BY_TWO * 0.8f); new_torso_rot = total_rot * ~mTorsoJoint->getRotation(); mTorsoState->setRotation(new_torso_rot); return result; }
//----------------------------------------------------------------------------- // LLEyeMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLEyeMotion::onUpdate(F32 time, U8* joint_mask) { // Compute eye rotation. LLQuaternion target_eye_rot; LLVector3 eye_look_at; F32 vergence; //calculate jitter if (mEyeJitterTimer.getElapsedTimeF32() > mEyeJitterTime) { mEyeJitterTime = EYE_JITTER_MIN_TIME + ll_frand(EYE_JITTER_MAX_TIME - EYE_JITTER_MIN_TIME); mEyeJitterYaw = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_YAW; mEyeJitterPitch = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_PITCH; // make sure lookaway time count gets updated, because we're resetting the timer mEyeLookAwayTime -= llmax(0.f, mEyeJitterTimer.getElapsedTimeF32()); mEyeJitterTimer.reset(); } else if (mEyeJitterTimer.getElapsedTimeF32() > mEyeLookAwayTime) { if (ll_frand() > 0.1f) { // blink while moving eyes some percentage of the time mEyeBlinkTime = mEyeBlinkTimer.getElapsedTimeF32(); } if (mEyeLookAwayYaw == 0.f && mEyeLookAwayPitch == 0.f) { mEyeLookAwayYaw = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_YAW; mEyeLookAwayPitch = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_PITCH; mEyeLookAwayTime = EYE_LOOK_BACK_MIN_TIME + ll_frand(EYE_LOOK_BACK_MAX_TIME - EYE_LOOK_BACK_MIN_TIME); } else { mEyeLookAwayYaw = 0.f; mEyeLookAwayPitch = 0.f; mEyeLookAwayTime = EYE_LOOK_AWAY_MIN_TIME + ll_frand(EYE_LOOK_AWAY_MAX_TIME - EYE_LOOK_AWAY_MIN_TIME); } } // do blinking if (!mEyesClosed && mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime) { F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime; F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA; leftEyeBlinkMorph = llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); rightEyeBlinkMorph = llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph); mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph); mCharacter->updateVisualParams(); if (rightEyeBlinkMorph == 1.f) { mEyesClosed = TRUE; mEyeBlinkTime = EYE_BLINK_CLOSE_TIME; mEyeBlinkTimer.reset(); } } else if (mEyesClosed) { if (mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime) { F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime; F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA; leftEyeBlinkMorph = 1.f - llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); rightEyeBlinkMorph = 1.f - llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f); mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph); mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph); mCharacter->updateVisualParams(); if (rightEyeBlinkMorph == 0.f) { mEyesClosed = FALSE; mEyeBlinkTime = EYE_BLINK_MIN_TIME + ll_frand(EYE_BLINK_MAX_TIME - EYE_BLINK_MIN_TIME); mEyeBlinkTimer.reset(); } } } BOOL has_eye_target = FALSE; LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint"); if (targetPos) { LLVector3 skyward(0.f, 0.f, 1.f); LLVector3 left; LLVector3 up; eye_look_at = *targetPos; has_eye_target = TRUE; F32 lookAtDistance = eye_look_at.normVec(); left.setVec(skyward % eye_look_at); up.setVec(eye_look_at % left); target_eye_rot = LLQuaternion(eye_look_at, left, up); // convert target rotation to head-local coordinates target_eye_rot *= ~mHeadJoint->getWorldRotation(); // eliminate any Euler roll - we're lucky that roll is applied last. F32 roll, pitch, yaw; target_eye_rot.getEulerAngles(&roll, &pitch, &yaw); target_eye_rot.setQuat(0.0f, pitch, yaw); // constrain target orientation to be in front of avatar's face target_eye_rot.constrain(EYE_ROT_LIMIT_ANGLE); // calculate vergence F32 interocular_dist = (mLeftEyeState->getJoint()->getWorldPosition() - mRightEyeState->getJoint()->getWorldPosition()).magVec(); vergence = -atan2((interocular_dist / 2.f), lookAtDistance); llclamp(vergence, -F_PI_BY_TWO, 0.f); } else { target_eye_rot = LLQuaternion::DEFAULT; vergence = 0.f; } //RN: subtract 4 degrees to account for foveal angular offset relative to pupil vergence += 4.f * DEG_TO_RAD; // calculate eye jitter LLQuaternion eye_jitter_rot; // vergence not too high... if (vergence > -0.05f) { //...go ahead and jitter eye_jitter_rot.setQuat(0.f, mEyeJitterPitch + mEyeLookAwayPitch, mEyeJitterYaw + mEyeLookAwayYaw); } else { //...or don't eye_jitter_rot.loadIdentity(); } // calculate vergence of eyes as an object gets closer to the avatar's head LLQuaternion vergence_quat; if (has_eye_target) { vergence_quat.setQuat(vergence, LLVector3(0.f, 0.f, 1.f)); } else { vergence_quat.loadIdentity(); } // calculate eye rotations LLQuaternion left_eye_rot = target_eye_rot; left_eye_rot = vergence_quat * eye_jitter_rot * left_eye_rot; LLQuaternion right_eye_rot = target_eye_rot; vergence_quat.transQuat(); right_eye_rot = vergence_quat * eye_jitter_rot * right_eye_rot; //if in appearance, set the eyes straight forward if(mCharacter->getAppearanceFlag()) // no idea why this variable is reversed { LLVector3 forward(1.f, 0.0, 0.0); LLVector3 left; LLVector3 up; left.setVec(forward % forward); up.setVec(forward % left); target_eye_rot = LLQuaternion(forward, left, up); mLeftEyeState->setRotation( target_eye_rot ); mRightEyeState->setRotation( target_eye_rot ); return TRUE; } mLeftEyeState->setRotation( left_eye_rot ); mRightEyeState->setRotation( right_eye_rot ); return TRUE; }