Exemplo n.º 1
0
//--------------------------------------------------------------------
// setRotation()
//--------------------------------------------------------------------
void LLJoint::setRotation( const LLQuaternion& rot )
{
	if (rot.isFinite())
	{
	//	if (mXform.getRotation() != rot)
		{
			mXform.setRotation(rot);
			touch(MATRIX_DIRTY | ROTATION_DIRTY);
		}
	}
}
//-----------------------------------------------------------------------------
// LLEditingMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
{
	LLVector3 focus_pt;
	LLVector3* pointAtPt = (LLVector3*)mCharacter->getAnimationData("PointAtPoint");


	BOOL result = TRUE;

	if (!pointAtPt)
	{
		focus_pt = mLastSelectPt;
		result = FALSE;
	}
	else
	{
		focus_pt = *pointAtPt;
		mLastSelectPt = focus_pt;
	}

	focus_pt += mCharacter->getCharacterPosition();

	// propagate joint positions to kinematic chain
	mParentJoint.setPosition(	mParentState->getJoint()->getWorldPosition() );
	mShoulderJoint.setPosition(	mShoulderState->getJoint()->getPosition() );
	mElbowJoint.setPosition(	mElbowState->getJoint()->getPosition() );
	mWristJoint.setPosition(	mWristState->getJoint()->getPosition() + mWristOffset );

	// propagate current joint rotations to kinematic chain
	mParentJoint.setRotation(	mParentState->getJoint()->getWorldRotation() );
	mShoulderJoint.setRotation(	mShoulderState->getJoint()->getRotation() );
	mElbowJoint.setRotation(	mElbowState->getJoint()->getRotation() );

	// update target position from character
	LLVector3 target = focus_pt - mParentJoint.getPosition();
	F32 target_dist = target.normVec();
	
	LLVector3 edit_plane_normal(1.f / F_SQRT2, 1.f / F_SQRT2, 0.f);
	edit_plane_normal.normVec();

	edit_plane_normal.rotVec(mTorsoState->getJoint()->getWorldRotation());
	
	F32 dot = edit_plane_normal * target;

	if (dot < 0.f)
	{
		target = target + (edit_plane_normal * (dot * 2.f));
		target.mV[VZ] += clamp_rescale(dot, 0.f, -1.f, 0.f, 5.f);
		target.normVec();
	}

	target = target * target_dist;
	if (!target.isFinite())
	{
		LL_WARNS() << "Non finite target in editing motion with target distance of " << target_dist << 
			" and focus point " << focus_pt << " and pointAtPt: ";
		if (pointAtPt)
		{
		  LL_CONT << *pointAtPt;
		}
		else
		{
		  LL_CONT << "NULL";
		}
		LL_CONT << LL_ENDL;
		target.setVec(1.f, 1.f, 1.f);
	}
	
	mTarget.setPosition( target + mParentJoint.getPosition());

//	LL_INFOS() << "Point At: " << mTarget.getPosition() << LL_ENDL;

	// update the ikSolver
	if (!mTarget.getPosition().isExactlyZero())
	{
		LLQuaternion shoulderRot = mShoulderJoint.getRotation();
		LLQuaternion elbowRot = mElbowJoint.getRotation();
		mIKSolver.solve();

		// use blending...
		F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TARGET_LAG_HALF_LIFE);
		shoulderRot = slerp(slerp_amt, mShoulderJoint.getRotation(), shoulderRot);
		elbowRot = slerp(slerp_amt, mElbowJoint.getRotation(), elbowRot);

		// now put blended values back into joints
		llassert(shoulderRot.isFinite());
		llassert(elbowRot.isFinite());
		mShoulderState->setRotation(shoulderRot);
		mElbowState->setRotation(elbowRot);
		mWristState->setRotation(LLQuaternion::DEFAULT);
	}

	mCharacter->setAnimationData("Hand Pose", &sHandPose);
	mCharacter->setAnimationData("Hand Pose Priority", &sHandPosePriority);
	return result;
}