/** 
 * @file lleditingmotion.h
 * @brief Implementation of LLEditingMotion class.
 *
 * $LicenseInfo:firstyear=2001&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2010, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#ifndef LL_LLEDITINGMOTION_H
#define LL_LLEDITINGMOTION_H

//-----------------------------------------------------------------------------
// Header files
//-----------------------------------------------------------------------------
#include "llmotion.h"
#include "lljointsolverrp3.h"
#include "v3dmath.h"

#define EDITING_EASEIN_DURATION	0.0f
#define EDITING_EASEOUT_DURATION 0.5f
#define EDITING_PRIORITY LLJoint::HIGH_PRIORITY
#define MIN_REQUIRED_PIXEL_AREA_EDITING 500.f

//-----------------------------------------------------------------------------
// class LLEditingMotion
//-----------------------------------------------------------------------------
class alignas(16) LLEditingMotion final :
	public LLMotion
{
    LL_ALIGN_NEW
public:
	// Constructor
	LLEditingMotion(const LLUUID &id);

	// Destructor
	virtual ~LLEditingMotion() = default;

public:
	//-------------------------------------------------------------------------
	// functions to support MotionController and MotionRegistry
	//-------------------------------------------------------------------------

	// static constructor
	// all subclasses must implement such a function and register it
	static LLMotion::ptr_t create(const LLUUID &id) { return ptr_t(new LLEditingMotion(id)); }

public:
	//-------------------------------------------------------------------------
	// animation callbacks to be implemented by subclasses
	//-------------------------------------------------------------------------

	// motions must specify whether or not they loop
	virtual BOOL getLoop() { return TRUE; }

	// motions must report their total duration
	virtual F32 getDuration() { return 0.0; }

	// motions must report their "ease in" duration
	virtual F32 getEaseInDuration() { return EDITING_EASEIN_DURATION; }

	// motions must report their "ease out" duration.
	virtual F32 getEaseOutDuration() { return EDITING_EASEOUT_DURATION; }

	// motions must report their priority
	virtual LLJoint::JointPriority getPriority() { return EDITING_PRIORITY; }

	virtual LLMotionBlendType getBlendType() { return NORMAL_BLEND; }

	// called to determine when a motion should be activated/deactivated based on avatar pixel coverage
	virtual F32 getMinPixelArea() { return MIN_REQUIRED_PIXEL_AREA_EDITING; }

	// run-time (post constructor) initialization,
	// called after parameters have been set
	// must return true to indicate success and be available for activation
	virtual LLMotionInitStatus onInitialize(LLCharacter *character);

	// called when a motion is activated
	// must return TRUE to indicate success, or else
	// it will be deactivated
	virtual BOOL onActivate();

	// called per time step
	// must return TRUE while it is active, and
	// must return FALSE when the motion is completed.
	virtual BOOL onUpdate(F32 time, U8* joint_mask);

	// called when a motion is deactivated
	virtual void onDeactivate();

public:
	//-------------------------------------------------------------------------
	// joint states to be animated
	//-------------------------------------------------------------------------
    LL_ALIGN_16(LLJoint				mParentJoint);
    LL_ALIGN_16(LLJoint				mShoulderJoint);
    LL_ALIGN_16(LLJoint				mElbowJoint);
    LL_ALIGN_16(LLJoint				mWristJoint);
    LL_ALIGN_16(LLJoint				mTarget);
    LLJointSolverRP3	mIKSolver;

	LLCharacter			*mCharacter;
	LLVector3			mWristOffset;

	LLPointer<LLJointState> mParentState;
	LLPointer<LLJointState> mShoulderState;
	LLPointer<LLJointState> mElbowState;
	LLPointer<LLJointState> mWristState;
	LLPointer<LLJointState> mTorsoState;

	static S32			sHandPose;
	static S32			sHandPosePriority;
	LLVector3			mLastSelectPt;
} LL_ALIGN_POSTFIX(16);

#endif // LL_LLKEYFRAMEMOTION_H

