//-----------------------------------------------------------------------------
// updateLoadingMotions()
//-----------------------------------------------------------------------------
void LLMotionController::updateLoadingMotions()
{
	// query pending motions for completion
	for (motion_set_t::iterator iter = mLoadingMotions.begin();
		 iter != mLoadingMotions.end(); )
	{
		motion_set_t::iterator curiter = iter++;
		LLMotion* motionp = *curiter;
		if( !motionp)
		{
			continue; // maybe shouldn't happen but i've seen it -MG
		}
		LLMotion::LLMotionInitStatus status = motionp->onInitialize(mCharacter);
		if (status == LLMotion::STATUS_SUCCESS)
		{
			mLoadingMotions.erase(curiter);
			// add motion to our loaded motion list
			mLoadedMotions.insert(motionp);
			// this motion should be playing
			if (!motionp->isStopped())
			{
				//<singu>
				F32 start_time = mAnimTime;
				if (!mDisableSyncing)
				{
				  motionp->aisync_loaded();
				  start_time = motionp->syncActivationTime(start_time);
				}
				++mDisableSyncing;
				//</singu>
				activateMotionInstance(motionp, start_time);
				//<singu>
				--mDisableSyncing;
				//</singu>
			}
		}
		else if (status == LLMotion::STATUS_FAILURE)
		{
			llinfos << "Motion " << motionp->getID() << " init failed." << llendl;
			sRegistry.markBad(motionp->getID());
			mLoadingMotions.erase(curiter);
			// Singu note: a motion in mLoadingMotions will not be in mActiveMotions
			// and therefore not be in mDeprecatedMotions. So, we don't have to
			// check for it's existence there.
			llassert(mDeprecatedMotions.find(motionp) == mDeprecatedMotions.end());
			mAllMotions.erase(motionp->getID());
			//<singu>
			// Make sure we're not registered anymore.
			motionp->unregister_client();
			//</singu>
			delete motionp;
		}
	}
}
//-----------------------------------------------------------------------------
// flushAllMotions()
//-----------------------------------------------------------------------------
void LLMotionController::flushAllMotions()
{
	std::vector<std::pair<LLUUID,F32> > active_motions;
	active_motions.reserve(mActiveMotions.size());
	for (motion_list_t::iterator iter = mActiveMotions.begin();
		 iter != mActiveMotions.end(); )
	{
		motion_list_t::iterator curiter = iter++;
		LLMotion* motionp = *curiter;
		F32 dtime = mAnimTime - motionp->mActivationTimestamp;
		active_motions.push_back(std::make_pair(motionp->getID(),dtime));
		motionp->deactivate(); // don't call deactivateMotionInstance() because we are going to reactivate it
	}
 	mActiveMotions.clear();
	
	// delete all motion instances
	deleteAllMotions();

	// kill current hand pose that was previously called out by
	// keyframe motion
	mCharacter->removeAnimationData("Hand Pose");

	// restart motions
	for (std::vector<std::pair<LLUUID,F32> >::iterator iter = active_motions.begin();
		 iter != active_motions.end(); ++iter)
	{
		startMotion(iter->first, iter->second);
	}
}
//-----------------------------------------------------------------------------
// updateLoadingMotions()
//-----------------------------------------------------------------------------
void LLMotionController::updateLoadingMotions()
{
	// query pending motions for completion
	for (motion_set_t::iterator iter = mLoadingMotions.begin();
		 iter != mLoadingMotions.end(); )
	{
		motion_set_t::iterator curiter = iter++;
		LLMotion* motionp = *curiter;
		if( !motionp)
		{
			continue; // maybe shouldn't happen but i've seen it -MG
		}
		LLMotion::LLMotionInitStatus status = motionp->onInitialize(mCharacter);
		if (status == LLMotion::STATUS_SUCCESS)
		{
			mLoadingMotions.erase(curiter);
			// add motion to our loaded motion list
			mLoadedMotions.insert(motionp);
			// this motion should be playing
			if (!motionp->isStopped())
			{
				activateMotionInstance(motionp, mAnimTime);
			}
		}
		else if (status == LLMotion::STATUS_FAILURE)
		{
			llinfos << "Motion " << motionp->getID() << " init failed." << llendl;
			sRegistry.markBad(motionp->getID());
			mLoadingMotions.erase(curiter);
			motion_set_t::iterator found_it = mDeprecatedMotions.find(motionp);
			if (found_it != mDeprecatedMotions.end())
			{
				mDeprecatedMotions.erase(found_it);
			}
			mAllMotions.erase(motionp->getID());
			delete motionp;
		}
	}
}
//-----------------------------------------------------------------------------
// dumpMotions()
//-----------------------------------------------------------------------------
void LLMotionController::dumpMotions()
{
	llinfos << "=====================================" << llendl;
	for (motion_map_t::iterator iter = mAllMotions.begin();
		 iter != mAllMotions.end(); iter++)
	{
		LLUUID id = iter->first;
		std::string state_string;
		LLMotion *motion = iter->second;
		if (mLoadingMotions.find(motion) != mLoadingMotions.end())
			state_string += std::string("l");
		if (mLoadedMotions.find(motion) != mLoadedMotions.end())
			state_string += std::string("L");
		if (std::find(mActiveMotions.begin(), mActiveMotions.end(), motion)!=mActiveMotions.end())
			state_string += std::string("A");
		llassert(mDeprecatedMotions.find(motion) == mDeprecatedMotions.end());	// singu: it's impossible that a motion is in mAllMotions and mDeprecatedMotions at the same time.
		llinfos << gAnimLibrary.animationName(id) << " " << state_string << llendl;
	}
	//<singu>
	// Also dump the deprecated motions.
	for (motion_set_t::iterator iter = mDeprecatedMotions.begin();
		 iter != mDeprecatedMotions.end(); ++iter)
	{
		std::string state_string;
		LLMotion* motion = *iter;
		LLUUID id = motion->getID();
		llassert(mLoadingMotions.find(motion) == mLoadingMotions.end());
		if (mLoadedMotions.find(motion) != mLoadedMotions.end())
			state_string += std::string("L");
		if (std::find(mActiveMotions.begin(), mActiveMotions.end(), motion)!=mActiveMotions.end())
			state_string += std::string("A");
		state_string += "D";
		llinfos << gAnimLibrary.animationName(id) << " " << state_string << llendl;
	}
	//</singu>
}
示例#5
0
//-----------------------------------------------------------------------------
// updateMotion()
//-----------------------------------------------------------------------------
void LLMotionController::updateMotion()
{
	BOOL use_quantum = (mTimeStep != 0.f);

	// Update timing info for this time step.
	if (!mPaused)
	{
		F32 update_time = mTimeOffset + (mTimer.getElapsedTimeF32() * mTimeFactor);
		if (use_quantum)
		{
			F32 time_interval = fmodf(update_time, mTimeStep);

			// always animate *ahead* of actual time
			S32 quantum_count = llmax(0, llfloor((update_time - time_interval) / mTimeStep)) + 1;
			if (quantum_count == mTimeStepCount)
			{
				// we're still in same time quantum as before, so just interpolate and exit
				if (!mPaused)
				{
					F32 interp = time_interval / mTimeStep;
					mPoseBlender.interpolate(interp - mLastInterp);
					mLastInterp = interp;
				}
				
				return;
			}
			
			// is calculating a new keyframe pose, make sure the last one gets applied
			mPoseBlender.interpolate(1.f);
			mPoseBlender.clearBlenders();

			mTimeStepCount = quantum_count;
			mLastTime = mTime;
			mTime = (F32)quantum_count * mTimeStep;
			mLastInterp = 0.f;
		}
		else
		{
			mLastTime = mTime;
			mTime = update_time;
		}
	}

	// query pending motions for completion
	for (motion_set_t::iterator iter = mLoadingMotions.begin();
		 iter != mLoadingMotions.end(); )
	{
		motion_set_t::iterator curiter = iter++;
		LLMotion* motionp = *curiter;
		if( !motionp)
		{
			continue; // maybe shouldn't happen but i've seen it -MG
		}
		LLMotion::LLMotionInitStatus status = motionp->onInitialize(mCharacter);
		if (status == LLMotion::STATUS_SUCCESS)
		{
			mLoadingMotions.erase(curiter);
			// add motion to our loaded motion list
			addLoadedMotion(motionp);
			// this motion should be playing
			if (!motionp->isStopped())
			{
				activateMotion(motionp, mTime);
			}
		}
		else if (status == LLMotion::STATUS_FAILURE)
		{
			llinfos << "Motion " << motionp->getID() << " init failed." << llendl;
			sRegistry.markBad(motionp->getID());
			mLoadingMotions.erase(curiter);
			mAllMotions.erase(motionp->getID());
			delete motionp;
		}
	}

	resetJointSignatures();

	if (!mPaused)
	{
		// update additive motions
		updateAdditiveMotions();
		resetJointSignatures();

		// update all regular motions
		updateRegularMotions();

		if (use_quantum)
		{
			mPoseBlender.blendAndCache(TRUE);
		}
		else
		{
			mPoseBlender.blendAndApply();
		}
	}

	mHasRunOnce = TRUE;
//	llinfos << "Motion controller time " << motionTimer.getElapsedTimeF32() << llendl;
}
示例#6
0
//-----------------------------------------------------------------------------
// updateMotionsByType()
//-----------------------------------------------------------------------------
void LLMotionController::updateMotionsByType(LLMotion::LLMotionBlendType anim_type)
{
	BOOL update_result = TRUE;
	U8 last_joint_signature[LL_CHARACTER_MAX_JOINTS];

	memset(&last_joint_signature, 0, sizeof(U8) * LL_CHARACTER_MAX_JOINTS);

	// iterate through active motions in chronological order
	for (motion_list_t::iterator iter = mActiveMotions.begin();
		 iter != mActiveMotions.end(); )
	{
		motion_list_t::iterator curiter = iter++;
		LLMotion* motionp = *curiter;
		if (motionp->getBlendType() != anim_type)
		{
			continue;
		}

		BOOL update_motion = FALSE;

		if (motionp->getPose()->getWeight() < 1.f)
		{
			update_motion = TRUE;
		}
		else
		{
			// NUM_JOINT_SIGNATURE_STRIDES should be multiple of 4
			for (S32 i = 0; i < NUM_JOINT_SIGNATURE_STRIDES; i++)
			{
		 		U32 *current_signature = (U32*)&(mJointSignature[0][i * 4]);
				U32 test_signature = *(U32*)&(motionp->mJointSignature[0][i * 4]);
				
				if ((*current_signature | test_signature) > (*current_signature))
				{
					*current_signature |= test_signature;
					update_motion = TRUE;
				}

				*((U32*)&last_joint_signature[i * 4]) = *(U32*)&(mJointSignature[1][i * 4]);
				current_signature = (U32*)&(mJointSignature[1][i * 4]);
				test_signature = *(U32*)&(motionp->mJointSignature[1][i * 4]);

				if ((*current_signature | test_signature) > (*current_signature))
				{
					*current_signature |= test_signature;
					update_motion = TRUE;
				}
			}
		}

		if (!update_motion)
		{
			if (motionp->isStopped() && mTime > motionp->getStopTime() + motionp->getEaseOutDuration())
			{
				deactivateMotion(motionp, false);
			}
			else if (motionp->isStopped() && mTime > motionp->getStopTime())
			{
				// is this the first iteration in the ease out phase?
				if (mLastTime <= motionp->getStopTime())
				{
					// store residual weight for this motion
					motionp->mResidualWeight = motionp->getPose()->getWeight();
				}
			}
			else if (mTime > motionp->mSendStopTimestamp)
			{
				// notify character of timed stop event on first iteration past sendstoptimestamp
				// this will only be called when an animation stops itself (runs out of time)
				if (mLastTime <= motionp->mSendStopTimestamp)
				{
					mCharacter->requestStopMotion( motionp );
					stopMotionLocally(motionp->getID(), FALSE);
				}
			}
			else if (mTime >= motionp->mActivationTimestamp)
			{
				if (mLastTime < motionp->mActivationTimestamp)
				{
					motionp->mResidualWeight = motionp->getPose()->getWeight();
				}
			}
			continue;
		}

		LLPose *posep = motionp->getPose();

		// only filter by LOD after running every animation at least once (to prime the avatar state)
		if (mHasRunOnce && motionp->getMinPixelArea() > mCharacter->getPixelArea())
		{
			motionp->fadeOut();

			//should we notify the simulator that this motion should be stopped (check even if skipped by LOD logic)
			if (mTime > motionp->mSendStopTimestamp)
			{
				// notify character of timed stop event on first iteration past sendstoptimestamp
				// this will only be called when an animation stops itself (runs out of time)
				if (mLastTime <= motionp->mSendStopTimestamp)
				{
					mCharacter->requestStopMotion( motionp );
					stopMotionLocally(motionp->getID(), FALSE);
				}
			}

			if (motionp->getFadeWeight() < 0.01f)
			{
				if (motionp->isStopped() && mTime > motionp->getStopTime() + motionp->getEaseOutDuration())
				{
					deactivateMotion(motionp, true);
				}
				continue;
			}
		}
		else
		{
			motionp->fadeIn();
		}

		//**********************
		// MOTION INACTIVE
		//**********************
		if (motionp->isStopped() && mTime > motionp->getStopTime() + motionp->getEaseOutDuration())
		{
			// this motion has gone on too long, deactivate it
			// did we have a chance to stop it?
			if (mLastTime <= motionp->getStopTime())
			{
				// if not, let's stop it this time through and deactivate it the next

				posep->setWeight(motionp->getFadeWeight());
				motionp->onUpdate(motionp->getStopTime() - motionp->mActivationTimestamp, last_joint_signature);
			}
			else
			{
				deactivateMotion(motionp, true);
				continue;
			}
		}

		//**********************
		// MOTION EASE OUT
		//**********************
		else if (motionp->isStopped() && mTime > motionp->getStopTime())
		{
			// is this the first iteration in the ease out phase?
			if (mLastTime <= motionp->getStopTime())
			{
				// store residual weight for this motion
				motionp->mResidualWeight = motionp->getPose()->getWeight();
			}

			if (motionp->getEaseOutDuration() == 0.f)
			{
				posep->setWeight(0.f);
			}
			else
			{
				posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight * cubic_step(1.f - ((mTime - motionp->getStopTime()) / motionp->getEaseOutDuration())));
			}

			// perform motion update
			update_result = motionp->onUpdate(mTime - motionp->mActivationTimestamp, last_joint_signature);
		}

		//**********************
		// MOTION ACTIVE
		//**********************
		else if (mTime > motionp->mActivationTimestamp + motionp->getEaseInDuration())
		{
			posep->setWeight(motionp->getFadeWeight());

			//should we notify the simulator that this motion should be stopped?
			if (mTime > motionp->mSendStopTimestamp)
			{
				// notify character of timed stop event on first iteration past sendstoptimestamp
				// this will only be called when an animation stops itself (runs out of time)
				if (mLastTime <= motionp->mSendStopTimestamp)
				{
					mCharacter->requestStopMotion( motionp );
					stopMotionLocally(motionp->getID(), FALSE);
				}
			}

			// perform motion update
			update_result = motionp->onUpdate(mTime - motionp->mActivationTimestamp, last_joint_signature);
		}

		//**********************
		// MOTION EASE IN
		//**********************
		else if (mTime >= motionp->mActivationTimestamp)
		{
			if (mLastTime < motionp->mActivationTimestamp)
			{
				motionp->mResidualWeight = motionp->getPose()->getWeight();
			}
			if (motionp->getEaseInDuration() == 0.f)
			{
				posep->setWeight(motionp->getFadeWeight());
			}
			else
			{
				// perform motion update
				posep->setWeight(motionp->getFadeWeight() * motionp->mResidualWeight + (1.f - motionp->mResidualWeight) * cubic_step((mTime - motionp->mActivationTimestamp) / motionp->getEaseInDuration()));
			}
			// perform motion update
			update_result = motionp->onUpdate(mTime - motionp->mActivationTimestamp, last_joint_signature);
		}
		else
		{
			posep->setWeight(0.f);
			update_result = motionp->onUpdate(0.f, last_joint_signature);
		}
		
		// allow motions to deactivate themselves 
		if (!update_result)
		{
			if (!motionp->isStopped() || motionp->getStopTime() > mTime)
			{
				// animation has stopped itself due to internal logic
				// propagate this to the network
				// as not all viewers are guaranteed to have access to the same logic
				mCharacter->requestStopMotion( motionp );
				stopMotionLocally(motionp->getID(), FALSE);
			}

		}

		// even if onupdate returns FALSE, add this motion in to the blend one last time
		mPoseBlender.addMotion(motionp);
	}
}