Esempio n. 1
0
//-----------------------------------------------------------------------------
// 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;
}