flagflag  
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Setting of Animation Data by SL Viewer anchor.png

  • llcharacter/llkeyframemotion.cpp
  1. BOOL LLKeyframeMotion::onUpdate(F32 time, U8* joint_mask)
  2. void LLKeyframeMotion::applyKeyframes(F32 time)
  3. void LLKeyframeMotion::JointMotion::update(LL​JointState* joint_state, F32 time, F32 duration)
     
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Memo anchor.png

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Hippo anchor.png
  • llcharacter/llmotion.cpp
  • llcharacter/llchractor.cpp
  • llcharacter/llmotioncontroller.cpp
    • flushAllMotions -> startMotion -> activateMotionInstance
  • llcharacter/llkeyframemotion.cpp
    • LLMotion::LLMotionInitStatus LLKeyframeMotion::onInitialize(LLCharact​er *character)
llerrs << "Must call LLKeyframeMotion::setVFS() first before loading a keyframe file!" << llendl;
  • llcharacter/lleditingmotion.cpp
  • llcharacter/llkeyframemotionparam.cpp
 
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Imprudence anchor.png

motion は LLKeyframeMotionのsuper class

LLKeyframeMotion::onInitialize
  if mAssetStatus==ASSET_UNDEFINED
      LLKeyframeMotion::JointMotionList* joint_motion_list = LLKeyframeDataCache::getKeyframeData(getID());
      if joint_motion_list != null
          mJointMotionList = joint_motion_list;
          mAssetStatus = ASSET_LOADED;
          return
      
      Read Data or recieve UDP
      deserialize(dp)
           mJointMotionList を生成
           mJointMotionList にデータをセット
           LLKeyframeDataCache::addKeyframeData(getID(),  mJointMotionList); キャッシュ  getID(): mID (アッセットのUUID)
      mAssetStatus = ASSET_LOADED;
llcharacter.cpp
   LLMotionController::createMotion() 
       motion->onInitialize
llcharacter.cpp
   LLMotionController::updateLoadingMotions
       motion->onInitialize
       LLMotionController::activateMotionInstance
           motion->activate
               LLkeyFrameMotion::onActive
           motion->onUpdate
llcharacter.cpp
   LLMotionController::startMotion()
       if motion==null
           LLMotionController::createMotion() 
               motion->onInitialize
       LLMotionController::activateMotionInstance
           motion->activate
               LLkeyFrameMotion::onActive
           motion->onUpdate
LLKeyframeDataCache::removeKeyframeData(getID());
mAssetStatus = ASSET_UNDEFINED;

以下没
キャッシュさせない
motion->onUpdate でデータをクリアすれば,onInitializeで毎回データを読みに行く <- Kinectのデータをぶち込む

 
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UUID of Animation anchor.png
  • 320209e6-6d42-42ff-a30f-9b7610598f24 : Yatta
  • 0e58b0de-34cd-4712-9d96-f9fe85b211c1 : sexywalk
     

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Last-modified: 2011-11-03 (Thu) 14:27:43 (JST) (4565d) by iseki

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