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dos2unix line ending fix for llphysicsmotion.cpp

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indra/newview/llphysicsmotion.cpp

-/** 
- * @file llphysicsmotion.cpp
- * @brief Implementation of LLPhysicsMotion class.
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- * 
- * Copyright (c) 2001-2009, Linden Research, Inc.
- * 
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab.  Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- * 
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- * 
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- * 
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-#include "llviewerprecompiledheaders.h"
-#include "linden_common.h"
-
-#include "m3math.h"
-#include "v3dmath.h"
-
-#include "llphysicsmotion.h"
-#include "llagent.h"
-#include "llcharacter.h"
-#include "llviewercontrol.h"
-#include "llviewervisualparam.h"
-#include "llvoavatarself.h"
-
-typedef std::map<std::string, std::string> controller_map_t;
-typedef std::map<std::string, F32> default_controller_map_t;
-
-#define MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION 0.f
-#define TIME_ITERATION_STEP 0.1f
-
-inline F64 llsgn(const F64 a)
-{
-        if (a >= 0)
-                return 1;
-        return -1;
-}
-
-/* 
-   At a high level, this works by setting temporary parameters that are not stored
-   in the avatar's list of params, and are not conveyed to other users.  We accomplish
-   this by creating some new temporary driven params inside avatar_lad that are then driven
-   by the actual params that the user sees and sets.  For example, in the old system,
-   the user sets a param called breast bouyancy, which controls the Z value of the breasts.
-   In our new system, the user still sets the breast bouyancy, but that param is redefined
-   as a driver param so that affects a new temporary driven param that the bounce is applied
-   to.
-*/
-
-class LLPhysicsMotion
-{
-public:
-        /*
-          param_driver_name: The param that controls the params that are being affected by the physics.
-          joint_name: The joint that the body part is attached to.  The joint is
-          used to determine the orientation (rotation) of the body part.
-
-          character: The avatar that this physics affects.
-
-          motion_direction_vec: The direction (in world coordinates) that determines the
-          motion.  For example, (0,0,1) is up-down, and means that up-down motion is what
-          determines how this joint moves.
-
-          controllers: The various settings (e.g. spring force, mass) that determine how
-          the body part behaves.
-        */
-        LLPhysicsMotion(const std::string &param_driver_name, 
-                        const std::string &joint_name,
-                        LLCharacter *character,
-                        const LLVector3 &motion_direction_vec,
-                        const controller_map_t &controllers) :
-                mParamDriverName(param_driver_name),
-                mJointName(joint_name),
-                mMotionDirectionVec(motion_direction_vec),
-                mParamDriver(NULL),
-                mParamControllers(controllers),
-                mCharacter(character),
-                mLastTime(0),
-                mPosition_local(0),
-                mVelocityJoint_local(0),
-                mPositionLastUpdate_local(0)
-        {
-                mJointState = new LLJointState;
-        }
-
-        BOOL initialize();
-
-        ~LLPhysicsMotion() {}
-
-        BOOL onUpdate(F32 time);
-
-        LLPointer<LLJointState> getJointState() 
-        {
-                return mJointState;
-        }
-protected:
-        F32 getParamValue(const std::string& controller_key)
-        {
-                const controller_map_t::const_iterator& entry = mParamControllers.find(controller_key);
-                if (entry == mParamControllers.end())
-                {
-                        return sDefaultController[controller_key];
-                }
-                const std::string& param_name = (*entry).second.c_str();
-                return mCharacter->getVisualParamWeight(param_name.c_str());
-        }
-        void setParamValue(LLViewerVisualParam *param,
-                           const F32 new_value_local,
-						   F32 behavior_maxeffect);
-
-        F32 toLocal(const LLVector3 &world);
-        F32 calculateVelocity_local();
-        F32 calculateAcceleration_local(F32 velocity_local);
-private:
-        const std::string mParamDriverName;
-        const std::string mParamControllerName;
-        const LLVector3 mMotionDirectionVec;
-        const std::string mJointName;
-
-        F32 mPosition_local;
-        F32 mVelocityJoint_local; // How fast the joint is moving
-        F32 mAccelerationJoint_local; // Acceleration on the joint
-
-        F32 mVelocity_local; // How fast the param is moving
-        F32 mPositionLastUpdate_local;
-        LLVector3 mPosition_world;
-
-        LLViewerVisualParam *mParamDriver;
-        const controller_map_t mParamControllers;
-        
-        LLPointer<LLJointState> mJointState;
-        LLCharacter *mCharacter;
-
-        F32 mLastTime;
-        
-        static default_controller_map_t sDefaultController;
-};
-
-default_controller_map_t initDefaultController()
-{
-        default_controller_map_t controller;
-        controller["Mass"] = 0.2f;
-        controller["Gravity"] = 0.0f;
-        controller["Damping"] = .05f;
-        controller["Drag"] = 0.15f;
-        controller["MaxEffect"] = 0.1f;
-        controller["Spring"] = 0.1f;
-        controller["Gain"] = 10.0f;
-        return controller;
-}
-
-default_controller_map_t LLPhysicsMotion::sDefaultController = initDefaultController();
-
-BOOL LLPhysicsMotion::initialize()
-{
-        if (!mJointState->setJoint(mCharacter->getJoint(mJointName.c_str())))
-                return FALSE;
-        mJointState->setUsage(LLJointState::ROT);
-
-        mParamDriver = (LLViewerVisualParam*)mCharacter->getVisualParam(mParamDriverName.c_str());
-        if (mParamDriver == NULL)
-        {
-                llinfos << "Failure reading in  [ " << mParamDriverName << " ]" << llendl;
-                return FALSE;
-        }
-
-        return TRUE;
-}
-
-LLPhysicsMotionController::LLPhysicsMotionController(const LLUUID &id) : 
-        LLMotion(id),
-        mCharacter(NULL)
-{
-        mName = "breast_motion";
-}
-
-LLPhysicsMotionController::~LLPhysicsMotionController()
-{
-        for (motion_vec_t::iterator iter = mMotions.begin();
-             iter != mMotions.end();
-             ++iter)
-        {
-                delete (*iter);
-        }
-}
-
-BOOL LLPhysicsMotionController::onActivate() 
-{ 
-        return TRUE; 
-}
-
-void LLPhysicsMotionController::onDeactivate() 
-{
-}
-
-LLMotion::LLMotionInitStatus LLPhysicsMotionController::onInitialize(LLCharacter *character)
-{
-        mCharacter = character;
-
-        mMotions.clear();
-
-        // Breast Cleavage
-        {
-                controller_map_t controller;
-                controller["Mass"] = "Breast_Physics_Mass";
-                controller["Gravity"] = "Breast_Physics_Gravity";
-                controller["Drag"] = "Breast_Physics_Drag";
-                controller["Damping"] = "Breast_Physics_InOut_Damping";
-                controller["MaxEffect"] = "Breast_Physics_InOut_Max_Effect";
-                controller["Spring"] = "Breast_Physics_InOut_Spring";
-                controller["Gain"] = "Breast_Physics_InOut_Gain";
-                LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_InOut_Controller",
-                                                                                                          "mChest",
-                                                                                                          character,
-                                                                                                          LLVector3(-1,0,0),
-                                                                                                          controller);
-                if (!motion->initialize())
-                {
-                        llassert_always(FALSE);
-                        return STATUS_FAILURE;
-                }
-                addMotion(motion);
-        }
-
-        // Breast Bounce
-        {
-                controller_map_t controller;
-                controller["Mass"] = "Breast_Physics_Mass";
-                controller["Gravity"] = "Breast_Physics_Gravity";
-                controller["Drag"] = "Breast_Physics_Drag";
-                controller["Damping"] = "Breast_Physics_UpDown_Damping";
-                controller["MaxEffect"] = "Breast_Physics_UpDown_Max_Effect";
-                controller["Spring"] = "Breast_Physics_UpDown_Spring";
-                controller["Gain"] = "Breast_Physics_UpDown_Gain";
-                LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_UpDown_Controller",
-                                                                                                          "mChest",
-                                                                                                          character,
-                                                                                                          LLVector3(0,0,1),
-                                                                                                          controller);
-                if (!motion->initialize())
-                {
-                        llassert_always(FALSE);
-                        return STATUS_FAILURE;
-                }
-                addMotion(motion);
-        }
-
-        // Breast Sway
-        {
-                controller_map_t controller;
-                controller["Mass"] = "Breast_Physics_Mass";
-                controller["Gravity"] = "Breast_Physics_Gravity";
-                controller["Drag"] = "Breast_Physics_Drag";
-                controller["Damping"] = "Breast_Physics_LeftRight_Damping";
-                controller["MaxEffect"] = "Breast_Physics_LeftRight_Max_Effect";
-                controller["Spring"] = "Breast_Physics_LeftRight_Spring";
-                controller["Gain"] = "Breast_Physics_LeftRight_Gain";
-                LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_LeftRight_Controller",
-                                                                                                          "mChest",
-                                                                                                          character,
-                                                                                                          LLVector3(0,-1,0),
-                                                                                                          controller);
-                if (!motion->initialize())
-                {
-                        llassert_always(FALSE);
-                        return STATUS_FAILURE;
-                }
-                addMotion(motion);
-        }
-        // Butt Bounce
-        {
-                controller_map_t controller;
-                controller["Mass"] = "Butt_Physics_Mass";
-                controller["Gravity"] = "Butt_Physics_Gravity";
-                controller["Drag"] = "Butt_Physics_Drag";
-                controller["Damping"] = "Butt_Physics_UpDown_Damping";
-                controller["MaxEffect"] = "Butt_Physics_UpDown_Max_Effect";
-                controller["Spring"] = "Butt_Physics_UpDown_Spring";
-                controller["Gain"] = "Butt_Physics_UpDown_Gain";
-                LLPhysicsMotion *motion = new LLPhysicsMotion("Butt_Physics_UpDown_Controller",
-                                                                                                          "mPelvis",
-                                                                                                          character,
-                                                                                                          LLVector3(0,0,-1),
-                                                                                                          controller);
-                if (!motion->initialize())
-                {
-                        llassert_always(FALSE);
-                        return STATUS_FAILURE;
-                }
-                addMotion(motion);
-        }
-
-        // Butt LeftRight
-        {
-                controller_map_t controller;
-                controller["Mass"] = "Butt_Physics_Mass";
-                controller["Gravity"] = "Butt_Physics_Gravity";
-                controller["Drag"] = "Butt_Physics_Drag";
-                controller["Damping"] = "Butt_Physics_LeftRight_Damping";
-                controller["MaxEffect"] = "Butt_Physics_LeftRight_Max_Effect";
-                controller["Spring"] = "Butt_Physics_LeftRight_Spring";
-                controller["Gain"] = "Butt_Physics_LeftRight_Gain";
-                LLPhysicsMotion *motion = new LLPhysicsMotion("Butt_Physics_LeftRight_Controller",
-                                                                                                          "mPelvis",
-                                                                                                          character,
-                                                                                                          LLVector3(0,-1,0),
-                                                                                                          controller);
-                if (!motion->initialize())
-                {
-                        llassert_always(FALSE);
-                        return STATUS_FAILURE;
-                }
-                addMotion(motion);
-        }
-
-        // Belly Bounce
-        {
-                controller_map_t controller;
-                controller["Mass"] = "Belly_Physics_Mass";
-                controller["Gravity"] = "Belly_Physics_Gravity";
-                controller["Drag"] = "Belly_Physics_Drag";
-                controller["Damping"] = "Belly_Physics_UpDown_Damping";
-                controller["MaxEffect"] = "Belly_Physics_UpDown_Max_Effect";
-                controller["Spring"] = "Belly_Physics_UpDown_Spring";
-                controller["Gain"] = "Belly_Physics_UpDown_Gain";
-                LLPhysicsMotion *motion = new LLPhysicsMotion("Belly_Physics_UpDown_Controller",
-                                                                                                          "mPelvis",
-                                                                                                          character,
-                                                                                                          LLVector3(0,0,-1),
-                                                                                                          controller);
-                if (!motion->initialize())
-                {
-                        llassert_always(FALSE);
-                        return STATUS_FAILURE;
-                }
-                addMotion(motion);
-        }
-        
-        return STATUS_SUCCESS;
-}
-
-void LLPhysicsMotionController::addMotion(LLPhysicsMotion *motion)
-{
-        addJointState(motion->getJointState());
-        mMotions.push_back(motion);
-}
-
-F32 LLPhysicsMotionController::getMinPixelArea() 
-{
-        return MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION;
-}
-
-// Local space means "parameter space".
-F32 LLPhysicsMotion::toLocal(const LLVector3 &world)
-{
-        LLJoint *joint = mJointState->getJoint();
-        const LLQuaternion rotation_world = joint->getWorldRotation();
-        
-        LLVector3 dir_world = mMotionDirectionVec * rotation_world;
-        dir_world.normalize();
-        return world * dir_world;
-}
-
-F32 LLPhysicsMotion::calculateVelocity_local()
-{
-	const F32 world_to_model_scale = 100.0f;
-        LLJoint *joint = mJointState->getJoint();
-        const LLVector3 position_world = joint->getWorldPosition();
-        const LLQuaternion rotation_world = joint->getWorldRotation();
-        const LLVector3 last_position_world = mPosition_world;
-	const LLVector3 positionchange_world = (position_world-last_position_world) * world_to_model_scale;
-        const LLVector3 velocity_world = positionchange_world;
-        const F32 velocity_local = toLocal(velocity_world);
-        return velocity_local;
-}
-
-F32 LLPhysicsMotion::calculateAcceleration_local(const F32 velocity_local)
-{
-//        const F32 smoothing = getParamValue("Smoothing");
-        static const F32 smoothing = 3.0f; // Removed smoothing param since it's probably not necessary
-        const F32 acceleration_local = velocity_local - mVelocityJoint_local;
-        
-        const F32 smoothed_acceleration_local = 
-                acceleration_local * 1.0/smoothing + 
-                mAccelerationJoint_local * (smoothing-1.0)/smoothing;
-        
-        return smoothed_acceleration_local;
-}
-
-BOOL LLPhysicsMotionController::onUpdate(F32 time, U8* joint_mask)
-{
-        // Skip if disabled globally.
-        if (!gSavedSettings.getBOOL("AvatarPhysics"))
-        {
-                return TRUE;
-        }
-        
-        BOOL update_visuals = FALSE;
-        for (motion_vec_t::iterator iter = mMotions.begin();
-             iter != mMotions.end();
-             ++iter)
-        {
-                LLPhysicsMotion *motion = (*iter);
-                update_visuals |= motion->onUpdate(time);
-        }
-                
-        if (update_visuals)
-                mCharacter->updateVisualParams();
-        
-        return TRUE;
-}
-
-
-// Return TRUE if character has to update visual params.
-BOOL LLPhysicsMotion::onUpdate(F32 time)
-{
-        // static FILE *mFileWrite = fopen("c:\\temp\\avatar_data.txt","w");
-        
-        if (!mParamDriver)
-                return FALSE;
-
-        if (!mLastTime)
-        {
-                mLastTime = time;
-                return FALSE;
-        }
-
-        ////////////////////////////////////////////////////////////////////////////////
-        // Get all parameters and settings
-        //
-
-        const F32 time_delta = time - mLastTime;
-
-	// Don't update too frequently, to avoid precision errors from small time slices.
-	if (time_delta <= .01)
-	{
-		return FALSE;
-	}
-	
-	// If less than 1FPS, we don't want to be spending time updating physics at all.
-        if (time_delta > 1.0)
-        {
-                mLastTime = time;
-                return FALSE;
-        }
-
-        // Higher LOD is better.  This controls the granularity
-        // and frequency of updates for the motions.
-        const F32 lod_factor = LLVOAvatar::sPhysicsLODFactor;
-        if (lod_factor == 0)
-        {
-                return TRUE;
-        }
-
-        LLJoint *joint = mJointState->getJoint();
-
-        const F32 behavior_mass = getParamValue("Mass");
-        const F32 behavior_gravity = getParamValue("Gravity");
-        const F32 behavior_spring = getParamValue("Spring");
-        const F32 behavior_gain = getParamValue("Gain");
-        const F32 behavior_damping = getParamValue("Damping");
-        const F32 behavior_drag = getParamValue("Drag");
-        const BOOL physics_test = FALSE; // Enable this to simulate bouncing on all parts.
-        
-        F32 behavior_maxeffect = getParamValue("MaxEffect");
-        if (physics_test)
-                behavior_maxeffect = 1.0f;
-
-	// Normalize the param position to be from [0,1].
-	// We have to use normalized values because there may be more than one driven param,
-	// and each of these driven params may have its own range.
-	// This means we'll do all our calculations in normalized [0,1] local coordinates.
-	const F32 position_user_local = (mParamDriver->getWeight() - mParamDriver->getMinWeight()) / (mParamDriver->getMaxWeight() - mParamDriver->getMinWeight());
-       	
-	//
-	// End parameters and settings
-	////////////////////////////////////////////////////////////////////////////////
-	
-	
-	////////////////////////////////////////////////////////////////////////////////
-	// Calculate velocity and acceleration in parameter space.
-	//
-        
-	//const F32 velocity_joint_local = calculateVelocity_local(time_iteration_step);
-	const F32 velocity_joint_local = calculateVelocity_local();
-	const F32 acceleration_joint_local = calculateAcceleration_local(velocity_joint_local);
-	
-	//
-	// End velocity and acceleration
-	////////////////////////////////////////////////////////////////////////////////
-	
-	BOOL update_visuals = FALSE;
-	
-	// Break up the physics into a bunch of iterations so that differing framerates will show
-	// roughly the same behavior.
-	for (F32 time_iteration = 0; time_iteration <= time_delta; time_iteration += TIME_ITERATION_STEP)
-	{
-		F32 time_iteration_step = TIME_ITERATION_STEP;
-		if (time_iteration + TIME_ITERATION_STEP > time_delta)
-		{
-			time_iteration_step = time_delta-time_iteration;
-		}
-		
-		// mPositon_local should be in normalized 0,1 range already.  Just making sure...
-		const F32 position_current_local = llclamp(mPosition_local,
-							   0.0f,
-							   1.0f);
-		// If the effect is turned off then don't process unless we need one more update
-		// to set the position to the default (i.e. user) position.
-		if ((behavior_maxeffect == 0) && (position_current_local == position_user_local))
-		{
-			return update_visuals;
-		}
-
-		////////////////////////////////////////////////////////////////////////////////
-		// Calculate the total force 
-		//
-
-		// Spring force is a restoring force towards the original user-set breast position.
-		// F = kx
-		const F32 spring_length = position_current_local - position_user_local;
-		const F32 force_spring = -spring_length * behavior_spring;
-
-		// Acceleration is the force that comes from the change in velocity of the torso.
-		// F = ma
-		const F32 force_accel = behavior_gain * (acceleration_joint_local * behavior_mass);
-
-		// Gravity always points downward in world space.
-		// F = mg
-		const LLVector3 gravity_world(0,0,1);
-		const F32 force_gravity = (toLocal(gravity_world) * behavior_gravity * behavior_mass);
-                
-		// Damping is a restoring force that opposes the current velocity.
-		// F = -kv
-		const F32 force_damping = -behavior_damping * mVelocity_local;
-                
-		// Drag is a force imparted by velocity (intuitively it is similar to wind resistance)
-		// F = .5kv^2
-		const F32 force_drag = .5*behavior_drag*velocity_joint_local*velocity_joint_local*llsgn(velocity_joint_local);
-
-		const F32 force_net = (force_accel + 
-				       force_gravity +
-				       force_spring + 
-				       force_damping + 
-				       force_drag);
-
-		//
-		// End total force
-		////////////////////////////////////////////////////////////////////////////////
-
-        
-		////////////////////////////////////////////////////////////////////////////////
-		// Calculate new params
-		//
-
-		// Calculate the new acceleration based on the net force.
-		// a = F/m
-		const F32 acceleration_new_local = force_net / behavior_mass;
-		static const F32 max_velocity = 100.0f; // magic number, used to be customizable.
-		F32 velocity_new_local = mVelocity_local + acceleration_new_local*time_iteration_step;
-		velocity_new_local = llclamp(velocity_new_local, 
-					     -max_velocity, max_velocity);
-        
-		// Temporary debugging setting to cause all avatars to move, for profiling purposes.
-		if (physics_test)
-		{
-			velocity_new_local = sin(time*4.0);
-		}
-		// Calculate the new parameters, or remain unchanged if max speed is 0.
-		F32 position_new_local = position_current_local + velocity_new_local*time_iteration_step;
-		if (behavior_maxeffect == 0)
-			position_new_local = position_user_local;
-
-		// Zero out the velocity if the param is being pushed beyond its limits.
-		if ((position_new_local < 0 && velocity_new_local < 0) || 
-		    (position_new_local > 1 && velocity_new_local > 0))
-		{
-			velocity_new_local = 0;
-		}
-	
-		// Check for NaN values.  A NaN value is detected if the variables doesn't equal itself.  
-		// If NaN, then reset everything.
-		if ((mPosition_local != mPosition_local) ||
-		    (mVelocity_local != mVelocity_local) ||
-		    (position_new_local != position_new_local))
-		{
-			position_new_local = 0;
-			mVelocity_local = 0;
-			mVelocityJoint_local = 0;
-			mAccelerationJoint_local = 0;
-			mPosition_local = 0;
-			mPosition_world = LLVector3(0,0,0);
-		}
-
-		const F32 position_new_local_clamped = llclamp(position_new_local,
-							       0.0f,
-							       1.0f);
-
-		LLDriverParam *driver_param = dynamic_cast<LLDriverParam *>(mParamDriver);
-		llassert_always(driver_param);
-		if (driver_param)
-		{
-			// If this is one of our "hidden" driver params, then make sure it's
-			// the default value.
-			if ((driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE) &&
-			    (driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE_NO_TRANSMIT))
-			{
-				mCharacter->setVisualParamWeight(driver_param,
-								 0,
-								 FALSE);
-			}
-			for (LLDriverParam::entry_list_t::iterator iter = driver_param->mDriven.begin();
-			     iter != driver_param->mDriven.end();
-			     ++iter)
-			{
-				LLDrivenEntry &entry = (*iter);
-				LLViewerVisualParam *driven_param = entry.mParam;
-				setParamValue(driven_param,position_new_local_clamped, behavior_maxeffect);
-			}
-		}
-        
-		//
-		// End calculate new params
-		////////////////////////////////////////////////////////////////////////////////
-
-		////////////////////////////////////////////////////////////////////////////////
-		// Conditionally update the visual params
-		//
-        
-		// Updating the visual params (i.e. what the user sees) is fairly expensive.
-		// So only update if the params have changed enough, and also take into account
-		// the graphics LOD settings.
-        
-		// For non-self, if the avatar is small enough visually, then don't update.
-		const F32 area_for_max_settings = 0.0;
-		const F32 area_for_min_settings = 1400.0;
-		const F32 area_for_this_setting = area_for_max_settings + (area_for_min_settings-area_for_max_settings)*(1.0-lod_factor);
-		const F32 pixel_area = fsqrtf(mCharacter->getPixelArea());
-        
-		const BOOL is_self = (dynamic_cast<LLVOAvatarSelf *>(mCharacter) != NULL);
-		if ((pixel_area > area_for_this_setting) || is_self)
-		{
-			const F32 position_diff_local = llabs(mPositionLastUpdate_local-position_new_local_clamped);
-			const F32 min_delta = (1.0001f-lod_factor)*0.4f;
-			if (llabs(position_diff_local) > min_delta)
-			{
-				update_visuals = TRUE;
-				mPositionLastUpdate_local = position_new_local;
-			}
-		}
-
-		//
-		// End update visual params
-		////////////////////////////////////////////////////////////////////////////////
-
-		mVelocity_local = velocity_new_local;
-		mAccelerationJoint_local = acceleration_joint_local;
-		mPosition_local = position_new_local;
-	}
-	mLastTime = time;
-	mPosition_world = joint->getWorldPosition();
-	mVelocityJoint_local = velocity_joint_local;
-
-
-        /*
-          // Write out debugging info into a spreadsheet.
-          if (mFileWrite != NULL && is_self)
-          {
-          fprintf(mFileWrite,"%f\t%f\t%f \t\t%f \t\t%f\t%f\t%f\t \t\t%f\t%f\t%f\t%f\t%f \t\t%f\t%f\t%f\n",
-          position_new_local,
-          velocity_new_local,
-          acceleration_new_local,
-
-          time_delta,
-
-          mPosition_world[0],
-          mPosition_world[1],
-          mPosition_world[2],
-
-          force_net,
-          force_spring,
-          force_accel,
-          force_damping,
-          force_drag,
-
-          spring_length,
-          velocity_joint_local,
-          acceleration_joint_local
-          );
-          }
-        */
-
-        return update_visuals;
-}
-
-// Range of new_value_local is assumed to be [0 , 1] normalized.
-void LLPhysicsMotion::setParamValue(LLViewerVisualParam *param,
-                                    F32 new_value_normalized,
-				    F32 behavior_maxeffect)
-{
-        const F32 value_min_local = param->getMinWeight();
-        const F32 value_max_local = param->getMaxWeight();
-        const F32 min_val = 0.5f-behavior_maxeffect/2.0;
-        const F32 max_val = 0.5f+behavior_maxeffect/2.0;
-
-	// Scale from [0,1] to [min_val,max_val]
-	const F32 new_value_rescaled = min_val + (max_val-min_val) * new_value_normalized;
-	
-	// Scale from [0,1] to [value_min_local,value_max_local]
-        const F32 new_value_local = value_min_local + (value_max_local-value_min_local) * new_value_rescaled;
-
-        mCharacter->setVisualParamWeight(param,
-                                         new_value_local,
-                                         FALSE);
-}
+/** 
+ * @file llphysicsmotion.cpp
+ * @brief Implementation of LLPhysicsMotion class.
+ *
+ * $LicenseInfo:firstyear=2001&license=viewergpl$
+ * 
+ * Copyright (c) 2001-2009, Linden Research, Inc.
+ * 
+ * Second Life Viewer Source Code
+ * The source code in this file ("Source Code") is provided by Linden Lab
+ * to you under the terms of the GNU General Public License, version 2.0
+ * ("GPL"), unless you have obtained a separate licensing agreement
+ * ("Other License"), formally executed by you and Linden Lab.  Terms of
+ * the GPL can be found in doc/GPL-license.txt in this distribution, or
+ * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
+ * 
+ * There are special exceptions to the terms and conditions of the GPL as
+ * it is applied to this Source Code. View the full text of the exception
+ * in the file doc/FLOSS-exception.txt in this software distribution, or
+ * online at
+ * http://secondlifegrid.net/programs/open_source/licensing/flossexception
+ * 
+ * By copying, modifying or distributing this software, you acknowledge
+ * that you have read and understood your obligations described above,
+ * and agree to abide by those obligations.
+ * 
+ * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
+ * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
+ * COMPLETENESS OR PERFORMANCE.
+ * $/LicenseInfo$
+ */
+
+//-----------------------------------------------------------------------------
+// Header Files
+//-----------------------------------------------------------------------------
+#include "llviewerprecompiledheaders.h"
+#include "linden_common.h"
+
+#include "m3math.h"
+#include "v3dmath.h"
+
+#include "llphysicsmotion.h"
+#include "llagent.h"
+#include "llcharacter.h"
+#include "llviewercontrol.h"
+#include "llviewervisualparam.h"
+#include "llvoavatarself.h"
+
+typedef std::map<std::string, std::string> controller_map_t;
+typedef std::map<std::string, F32> default_controller_map_t;
+
+#define MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION 0.f
+#define TIME_ITERATION_STEP 0.1f
+
+inline F64 llsgn(const F64 a)
+{
+        if (a >= 0)
+                return 1;
+        return -1;
+}
+
+/* 
+   At a high level, this works by setting temporary parameters that are not stored
+   in the avatar's list of params, and are not conveyed to other users.  We accomplish
+   this by creating some new temporary driven params inside avatar_lad that are then driven
+   by the actual params that the user sees and sets.  For example, in the old system,
+   the user sets a param called breast bouyancy, which controls the Z value of the breasts.
+   In our new system, the user still sets the breast bouyancy, but that param is redefined
+   as a driver param so that affects a new temporary driven param that the bounce is applied
+   to.
+*/
+
+class LLPhysicsMotion
+{
+public:
+        /*
+          param_driver_name: The param that controls the params that are being affected by the physics.
+          joint_name: The joint that the body part is attached to.  The joint is
+          used to determine the orientation (rotation) of the body part.
+
+          character: The avatar that this physics affects.
+
+          motion_direction_vec: The direction (in world coordinates) that determines the
+          motion.  For example, (0,0,1) is up-down, and means that up-down motion is what
+          determines how this joint moves.
+
+          controllers: The various settings (e.g. spring force, mass) that determine how
+          the body part behaves.
+        */
+        LLPhysicsMotion(const std::string &param_driver_name, 
+                        const std::string &joint_name,
+                        LLCharacter *character,
+                        const LLVector3 &motion_direction_vec,
+                        const controller_map_t &controllers) :
+                mParamDriverName(param_driver_name),
+                mJointName(joint_name),
+                mMotionDirectionVec(motion_direction_vec),
+                mParamDriver(NULL),
+                mParamControllers(controllers),
+                mCharacter(character),
+                mLastTime(0),
+                mPosition_local(0),
+                mVelocityJoint_local(0),
+                mPositionLastUpdate_local(0)
+        {
+                mJointState = new LLJointState;
+        }
+
+        BOOL initialize();
+
+        ~LLPhysicsMotion() {}
+
+        BOOL onUpdate(F32 time);
+
+        LLPointer<LLJointState> getJointState() 
+        {
+                return mJointState;
+        }
+protected:
+        F32 getParamValue(const std::string& controller_key)
+        {
+                const controller_map_t::const_iterator& entry = mParamControllers.find(controller_key);
+                if (entry == mParamControllers.end())
+                {
+                        return sDefaultController[controller_key];
+                }
+                const std::string& param_name = (*entry).second.c_str();
+                return mCharacter->getVisualParamWeight(param_name.c_str());
+        }
+        void setParamValue(LLViewerVisualParam *param,
+                           const F32 new_value_local,
+						   F32 behavior_maxeffect);
+
+        F32 toLocal(const LLVector3 &world);
+        F32 calculateVelocity_local();
+        F32 calculateAcceleration_local(F32 velocity_local);
+private:
+        const std::string mParamDriverName;
+        const std::string mParamControllerName;
+        const LLVector3 mMotionDirectionVec;
+        const std::string mJointName;
+
+        F32 mPosition_local;
+        F32 mVelocityJoint_local; // How fast the joint is moving
+        F32 mAccelerationJoint_local; // Acceleration on the joint
+
+        F32 mVelocity_local; // How fast the param is moving
+        F32 mPositionLastUpdate_local;
+        LLVector3 mPosition_world;
+
+        LLViewerVisualParam *mParamDriver;
+        const controller_map_t mParamControllers;
+        
+        LLPointer<LLJointState> mJointState;
+        LLCharacter *mCharacter;
+
+        F32 mLastTime;
+        
+        static default_controller_map_t sDefaultController;
+};
+
+default_controller_map_t initDefaultController()
+{
+        default_controller_map_t controller;
+        controller["Mass"] = 0.2f;
+        controller["Gravity"] = 0.0f;
+        controller["Damping"] = .05f;
+        controller["Drag"] = 0.15f;
+        controller["MaxEffect"] = 0.1f;
+        controller["Spring"] = 0.1f;
+        controller["Gain"] = 10.0f;
+        return controller;
+}
+
+default_controller_map_t LLPhysicsMotion::sDefaultController = initDefaultController();
+
+BOOL LLPhysicsMotion::initialize()
+{
+        if (!mJointState->setJoint(mCharacter->getJoint(mJointName.c_str())))
+                return FALSE;
+        mJointState->setUsage(LLJointState::ROT);
+
+        mParamDriver = (LLViewerVisualParam*)mCharacter->getVisualParam(mParamDriverName.c_str());
+        if (mParamDriver == NULL)
+        {
+                llinfos << "Failure reading in  [ " << mParamDriverName << " ]" << llendl;
+                return FALSE;
+        }
+
+        return TRUE;
+}
+
+LLPhysicsMotionController::LLPhysicsMotionController(const LLUUID &id) : 
+        LLMotion(id),
+        mCharacter(NULL)
+{
+        mName = "breast_motion";
+}
+
+LLPhysicsMotionController::~LLPhysicsMotionController()
+{
+        for (motion_vec_t::iterator iter = mMotions.begin();
+             iter != mMotions.end();
+             ++iter)
+        {
+                delete (*iter);
+        }
+}
+
+BOOL LLPhysicsMotionController::onActivate() 
+{ 
+        return TRUE; 
+}
+
+void LLPhysicsMotionController::onDeactivate() 
+{
+}
+
+LLMotion::LLMotionInitStatus LLPhysicsMotionController::onInitialize(LLCharacter *character)
+{
+        mCharacter = character;
+
+        mMotions.clear();
+
+        // Breast Cleavage
+        {
+                controller_map_t controller;
+                controller["Mass"] = "Breast_Physics_Mass";
+                controller["Gravity"] = "Breast_Physics_Gravity";
+                controller["Drag"] = "Breast_Physics_Drag";
+                controller["Damping"] = "Breast_Physics_InOut_Damping";
+                controller["MaxEffect"] = "Breast_Physics_InOut_Max_Effect";
+                controller["Spring"] = "Breast_Physics_InOut_Spring";
+                controller["Gain"] = "Breast_Physics_InOut_Gain";
+                LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_InOut_Controller",
+                                                                                                          "mChest",
+                                                                                                          character,
+                                                                                                          LLVector3(-1,0,0),
+                                                                                                          controller);
+                if (!motion->initialize())
+                {
+                        llassert_always(FALSE);
+                        return STATUS_FAILURE;
+                }
+                addMotion(motion);
+        }
+
+        // Breast Bounce
+        {
+                controller_map_t controller;
+                controller["Mass"] = "Breast_Physics_Mass";
+                controller["Gravity"] = "Breast_Physics_Gravity";
+                controller["Drag"] = "Breast_Physics_Drag";
+                controller["Damping"] = "Breast_Physics_UpDown_Damping";
+                controller["MaxEffect"] = "Breast_Physics_UpDown_Max_Effect";
+                controller["Spring"] = "Breast_Physics_UpDown_Spring";
+                controller["Gain"] = "Breast_Physics_UpDown_Gain";
+                LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_UpDown_Controller",
+                                                                                                          "mChest",
+                                                                                                          character,
+                                                                                                          LLVector3(0,0,1),
+                                                                                                          controller);
+                if (!motion->initialize())
+                {
+                        llassert_always(FALSE);
+                        return STATUS_FAILURE;
+                }
+                addMotion(motion);
+        }
+
+        // Breast Sway
+        {
+                controller_map_t controller;
+                controller["Mass"] = "Breast_Physics_Mass";
+                controller["Gravity"] = "Breast_Physics_Gravity";
+                controller["Drag"] = "Breast_Physics_Drag";
+                controller["Damping"] = "Breast_Physics_LeftRight_Damping";
+                controller["MaxEffect"] = "Breast_Physics_LeftRight_Max_Effect";
+                controller["Spring"] = "Breast_Physics_LeftRight_Spring";
+                controller["Gain"] = "Breast_Physics_LeftRight_Gain";
+                LLPhysicsMotion *motion = new LLPhysicsMotion("Breast_Physics_LeftRight_Controller",
+                                                                                                          "mChest",
+                                                                                                          character,
+                                                                                                          LLVector3(0,-1,0),
+                                                                                                          controller);
+                if (!motion->initialize())
+                {
+                        llassert_always(FALSE);
+                        return STATUS_FAILURE;
+                }
+                addMotion(motion);
+        }
+        // Butt Bounce
+        {
+                controller_map_t controller;
+                controller["Mass"] = "Butt_Physics_Mass";
+                controller["Gravity"] = "Butt_Physics_Gravity";
+                controller["Drag"] = "Butt_Physics_Drag";
+                controller["Damping"] = "Butt_Physics_UpDown_Damping";
+                controller["MaxEffect"] = "Butt_Physics_UpDown_Max_Effect";
+                controller["Spring"] = "Butt_Physics_UpDown_Spring";
+                controller["Gain"] = "Butt_Physics_UpDown_Gain";
+                LLPhysicsMotion *motion = new LLPhysicsMotion("Butt_Physics_UpDown_Controller",
+                                                                                                          "mPelvis",
+                                                                                                          character,
+                                                                                                          LLVector3(0,0,-1),
+                                                                                                          controller);
+                if (!motion->initialize())
+                {
+                        llassert_always(FALSE);
+                        return STATUS_FAILURE;
+                }
+                addMotion(motion);
+        }
+
+        // Butt LeftRight
+        {
+                controller_map_t controller;
+                controller["Mass"] = "Butt_Physics_Mass";
+                controller["Gravity"] = "Butt_Physics_Gravity";
+                controller["Drag"] = "Butt_Physics_Drag";
+                controller["Damping"] = "Butt_Physics_LeftRight_Damping";
+                controller["MaxEffect"] = "Butt_Physics_LeftRight_Max_Effect";
+                controller["Spring"] = "Butt_Physics_LeftRight_Spring";
+                controller["Gain"] = "Butt_Physics_LeftRight_Gain";
+                LLPhysicsMotion *motion = new LLPhysicsMotion("Butt_Physics_LeftRight_Controller",
+                                                                                                          "mPelvis",
+                                                                                                          character,
+                                                                                                          LLVector3(0,-1,0),
+                                                                                                          controller);
+                if (!motion->initialize())
+                {
+                        llassert_always(FALSE);
+                        return STATUS_FAILURE;
+                }
+                addMotion(motion);
+        }
+
+        // Belly Bounce
+        {
+                controller_map_t controller;
+                controller["Mass"] = "Belly_Physics_Mass";
+                controller["Gravity"] = "Belly_Physics_Gravity";
+                controller["Drag"] = "Belly_Physics_Drag";
+                controller["Damping"] = "Belly_Physics_UpDown_Damping";
+                controller["MaxEffect"] = "Belly_Physics_UpDown_Max_Effect";
+                controller["Spring"] = "Belly_Physics_UpDown_Spring";
+                controller["Gain"] = "Belly_Physics_UpDown_Gain";
+                LLPhysicsMotion *motion = new LLPhysicsMotion("Belly_Physics_UpDown_Controller",
+                                                                                                          "mPelvis",
+                                                                                                          character,
+                                                                                                          LLVector3(0,0,-1),
+                                                                                                          controller);
+                if (!motion->initialize())
+                {
+                        llassert_always(FALSE);
+                        return STATUS_FAILURE;
+                }
+                addMotion(motion);
+        }
+        
+        return STATUS_SUCCESS;
+}
+
+void LLPhysicsMotionController::addMotion(LLPhysicsMotion *motion)
+{
+        addJointState(motion->getJointState());
+        mMotions.push_back(motion);
+}
+
+F32 LLPhysicsMotionController::getMinPixelArea() 
+{
+        return MIN_REQUIRED_PIXEL_AREA_AVATAR_PHYSICS_MOTION;
+}
+
+// Local space means "parameter space".
+F32 LLPhysicsMotion::toLocal(const LLVector3 &world)
+{
+        LLJoint *joint = mJointState->getJoint();
+        const LLQuaternion rotation_world = joint->getWorldRotation();
+        
+        LLVector3 dir_world = mMotionDirectionVec * rotation_world;
+        dir_world.normalize();
+        return world * dir_world;
+}
+
+F32 LLPhysicsMotion::calculateVelocity_local()
+{
+	const F32 world_to_model_scale = 100.0f;
+        LLJoint *joint = mJointState->getJoint();
+        const LLVector3 position_world = joint->getWorldPosition();
+        const LLQuaternion rotation_world = joint->getWorldRotation();
+        const LLVector3 last_position_world = mPosition_world;
+	const LLVector3 positionchange_world = (position_world-last_position_world) * world_to_model_scale;
+        const LLVector3 velocity_world = positionchange_world;
+        const F32 velocity_local = toLocal(velocity_world);
+        return velocity_local;
+}
+
+F32 LLPhysicsMotion::calculateAcceleration_local(const F32 velocity_local)
+{
+//        const F32 smoothing = getParamValue("Smoothing");
+        static const F32 smoothing = 3.0f; // Removed smoothing param since it's probably not necessary
+        const F32 acceleration_local = velocity_local - mVelocityJoint_local;
+        
+        const F32 smoothed_acceleration_local = 
+                acceleration_local * 1.0/smoothing + 
+                mAccelerationJoint_local * (smoothing-1.0)/smoothing;
+        
+        return smoothed_acceleration_local;
+}
+
+BOOL LLPhysicsMotionController::onUpdate(F32 time, U8* joint_mask)
+{
+        // Skip if disabled globally.
+        if (!gSavedSettings.getBOOL("AvatarPhysics"))
+        {
+                return TRUE;
+        }
+        
+        BOOL update_visuals = FALSE;
+        for (motion_vec_t::iterator iter = mMotions.begin();
+             iter != mMotions.end();
+             ++iter)
+        {
+                LLPhysicsMotion *motion = (*iter);
+                update_visuals |= motion->onUpdate(time);
+        }
+                
+        if (update_visuals)
+                mCharacter->updateVisualParams();
+        
+        return TRUE;
+}
+
+
+// Return TRUE if character has to update visual params.
+BOOL LLPhysicsMotion::onUpdate(F32 time)
+{
+        // static FILE *mFileWrite = fopen("c:\\temp\\avatar_data.txt","w");
+        
+        if (!mParamDriver)
+                return FALSE;
+
+        if (!mLastTime)
+        {
+                mLastTime = time;
+                return FALSE;
+        }
+
+        ////////////////////////////////////////////////////////////////////////////////
+        // Get all parameters and settings
+        //
+
+        const F32 time_delta = time - mLastTime;
+
+	// Don't update too frequently, to avoid precision errors from small time slices.
+	if (time_delta <= .01)
+	{
+		return FALSE;
+	}
+	
+	// If less than 1FPS, we don't want to be spending time updating physics at all.
+        if (time_delta > 1.0)
+        {
+                mLastTime = time;
+                return FALSE;
+        }
+
+        // Higher LOD is better.  This controls the granularity
+        // and frequency of updates for the motions.
+        const F32 lod_factor = LLVOAvatar::sPhysicsLODFactor;
+        if (lod_factor == 0)
+        {
+                return TRUE;
+        }
+
+        LLJoint *joint = mJointState->getJoint();
+
+        const F32 behavior_mass = getParamValue("Mass");
+        const F32 behavior_gravity = getParamValue("Gravity");
+        const F32 behavior_spring = getParamValue("Spring");
+        const F32 behavior_gain = getParamValue("Gain");
+        const F32 behavior_damping = getParamValue("Damping");
+        const F32 behavior_drag = getParamValue("Drag");
+        const BOOL physics_test = FALSE; // Enable this to simulate bouncing on all parts.
+        
+        F32 behavior_maxeffect = getParamValue("MaxEffect");
+        if (physics_test)
+                behavior_maxeffect = 1.0f;
+
+	// Normalize the param position to be from [0,1].
+	// We have to use normalized values because there may be more than one driven param,
+	// and each of these driven params may have its own range.
+	// This means we'll do all our calculations in normalized [0,1] local coordinates.
+	const F32 position_user_local = (mParamDriver->getWeight() - mParamDriver->getMinWeight()) / (mParamDriver->getMaxWeight() - mParamDriver->getMinWeight());
+       	
+	//
+	// End parameters and settings
+	////////////////////////////////////////////////////////////////////////////////
+	
+	
+	////////////////////////////////////////////////////////////////////////////////
+	// Calculate velocity and acceleration in parameter space.
+	//
+        
+	//const F32 velocity_joint_local = calculateVelocity_local(time_iteration_step);
+	const F32 velocity_joint_local = calculateVelocity_local();
+	const F32 acceleration_joint_local = calculateAcceleration_local(velocity_joint_local);
+	
+	//
+	// End velocity and acceleration
+	////////////////////////////////////////////////////////////////////////////////
+	
+	BOOL update_visuals = FALSE;
+	
+	// Break up the physics into a bunch of iterations so that differing framerates will show
+	// roughly the same behavior.
+	for (F32 time_iteration = 0; time_iteration <= time_delta; time_iteration += TIME_ITERATION_STEP)
+	{
+		F32 time_iteration_step = TIME_ITERATION_STEP;
+		if (time_iteration + TIME_ITERATION_STEP > time_delta)
+		{
+			time_iteration_step = time_delta-time_iteration;
+		}
+		
+		// mPositon_local should be in normalized 0,1 range already.  Just making sure...
+		const F32 position_current_local = llclamp(mPosition_local,
+							   0.0f,
+							   1.0f);
+		// If the effect is turned off then don't process unless we need one more update
+		// to set the position to the default (i.e. user) position.
+		if ((behavior_maxeffect == 0) && (position_current_local == position_user_local))
+		{
+			return update_visuals;
+		}
+
+		////////////////////////////////////////////////////////////////////////////////
+		// Calculate the total force 
+		//
+
+		// Spring force is a restoring force towards the original user-set breast position.
+		// F = kx
+		const F32 spring_length = position_current_local - position_user_local;
+		const F32 force_spring = -spring_length * behavior_spring;
+
+		// Acceleration is the force that comes from the change in velocity of the torso.
+		// F = ma
+		const F32 force_accel = behavior_gain * (acceleration_joint_local * behavior_mass);
+
+		// Gravity always points downward in world space.
+		// F = mg
+		const LLVector3 gravity_world(0,0,1);
+		const F32 force_gravity = (toLocal(gravity_world) * behavior_gravity * behavior_mass);
+                
+		// Damping is a restoring force that opposes the current velocity.
+		// F = -kv
+		const F32 force_damping = -behavior_damping * mVelocity_local;
+                
+		// Drag is a force imparted by velocity (intuitively it is similar to wind resistance)
+		// F = .5kv^2
+		const F32 force_drag = .5*behavior_drag*velocity_joint_local*velocity_joint_local*llsgn(velocity_joint_local);
+
+		const F32 force_net = (force_accel + 
+				       force_gravity +
+				       force_spring + 
+				       force_damping + 
+				       force_drag);
+
+		//
+		// End total force
+		////////////////////////////////////////////////////////////////////////////////
+
+        
+		////////////////////////////////////////////////////////////////////////////////
+		// Calculate new params
+		//
+
+		// Calculate the new acceleration based on the net force.
+		// a = F/m
+		const F32 acceleration_new_local = force_net / behavior_mass;
+		static const F32 max_velocity = 100.0f; // magic number, used to be customizable.
+		F32 velocity_new_local = mVelocity_local + acceleration_new_local*time_iteration_step;
+		velocity_new_local = llclamp(velocity_new_local, 
+					     -max_velocity, max_velocity);
+        
+		// Temporary debugging setting to cause all avatars to move, for profiling purposes.
+		if (physics_test)
+		{
+			velocity_new_local = sin(time*4.0);
+		}
+		// Calculate the new parameters, or remain unchanged if max speed is 0.
+		F32 position_new_local = position_current_local + velocity_new_local*time_iteration_step;
+		if (behavior_maxeffect == 0)
+			position_new_local = position_user_local;
+
+		// Zero out the velocity if the param is being pushed beyond its limits.
+		if ((position_new_local < 0 && velocity_new_local < 0) || 
+		    (position_new_local > 1 && velocity_new_local > 0))
+		{
+			velocity_new_local = 0;
+		}
+	
+		// Check for NaN values.  A NaN value is detected if the variables doesn't equal itself.  
+		// If NaN, then reset everything.
+		if ((mPosition_local != mPosition_local) ||
+		    (mVelocity_local != mVelocity_local) ||
+		    (position_new_local != position_new_local))
+		{
+			position_new_local = 0;
+			mVelocity_local = 0;
+			mVelocityJoint_local = 0;
+			mAccelerationJoint_local = 0;
+			mPosition_local = 0;
+			mPosition_world = LLVector3(0,0,0);
+		}
+
+		const F32 position_new_local_clamped = llclamp(position_new_local,
+							       0.0f,
+							       1.0f);
+
+		LLDriverParam *driver_param = dynamic_cast<LLDriverParam *>(mParamDriver);
+		llassert_always(driver_param);
+		if (driver_param)
+		{
+			// If this is one of our "hidden" driver params, then make sure it's
+			// the default value.
+			if ((driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE) &&
+			    (driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE_NO_TRANSMIT))
+			{
+				mCharacter->setVisualParamWeight(driver_param,
+								 0,
+								 FALSE);
+			}
+			for (LLDriverParam::entry_list_t::iterator iter = driver_param->mDriven.begin();
+			     iter != driver_param->mDriven.end();
+			     ++iter)
+			{
+				LLDrivenEntry &entry = (*iter);
+				LLViewerVisualParam *driven_param = entry.mParam;
+				setParamValue(driven_param,position_new_local_clamped, behavior_maxeffect);
+			}
+		}
+        
+		//
+		// End calculate new params
+		////////////////////////////////////////////////////////////////////////////////
+
+		////////////////////////////////////////////////////////////////////////////////
+		// Conditionally update the visual params
+		//
+        
+		// Updating the visual params (i.e. what the user sees) is fairly expensive.
+		// So only update if the params have changed enough, and also take into account
+		// the graphics LOD settings.
+        
+		// For non-self, if the avatar is small enough visually, then don't update.
+		const F32 area_for_max_settings = 0.0;
+		const F32 area_for_min_settings = 1400.0;
+		const F32 area_for_this_setting = area_for_max_settings + (area_for_min_settings-area_for_max_settings)*(1.0-lod_factor);
+		const F32 pixel_area = fsqrtf(mCharacter->getPixelArea());
+        
+		const BOOL is_self = (dynamic_cast<LLVOAvatarSelf *>(mCharacter) != NULL);
+		if ((pixel_area > area_for_this_setting) || is_self)
+		{
+			const F32 position_diff_local = llabs(mPositionLastUpdate_local-position_new_local_clamped);
+			const F32 min_delta = (1.0001f-lod_factor)*0.4f;
+			if (llabs(position_diff_local) > min_delta)
+			{
+				update_visuals = TRUE;
+				mPositionLastUpdate_local = position_new_local;
+			}
+		}
+
+		//
+		// End update visual params
+		////////////////////////////////////////////////////////////////////////////////
+
+		mVelocity_local = velocity_new_local;
+		mAccelerationJoint_local = acceleration_joint_local;
+		mPosition_local = position_new_local;
+	}
+	mLastTime = time;
+	mPosition_world = joint->getWorldPosition();
+	mVelocityJoint_local = velocity_joint_local;
+
+
+        /*
+          // Write out debugging info into a spreadsheet.
+          if (mFileWrite != NULL && is_self)
+          {
+          fprintf(mFileWrite,"%f\t%f\t%f \t\t%f \t\t%f\t%f\t%f\t \t\t%f\t%f\t%f\t%f\t%f \t\t%f\t%f\t%f\n",
+          position_new_local,
+          velocity_new_local,
+          acceleration_new_local,
+
+          time_delta,
+
+          mPosition_world[0],
+          mPosition_world[1],
+          mPosition_world[2],
+
+          force_net,
+          force_spring,
+          force_accel,
+          force_damping,
+          force_drag,
+
+          spring_length,
+          velocity_joint_local,
+          acceleration_joint_local
+          );
+          }
+        */
+
+        return update_visuals;
+}
+
+// Range of new_value_local is assumed to be [0 , 1] normalized.
+void LLPhysicsMotion::setParamValue(LLViewerVisualParam *param,
+                                    F32 new_value_normalized,
+				    F32 behavior_maxeffect)
+{
+        const F32 value_min_local = param->getMinWeight();
+        const F32 value_max_local = param->getMaxWeight();
+        const F32 min_val = 0.5f-behavior_maxeffect/2.0;
+        const F32 max_val = 0.5f+behavior_maxeffect/2.0;
+
+	// Scale from [0,1] to [min_val,max_val]
+	const F32 new_value_rescaled = min_val + (max_val-min_val) * new_value_normalized;
+	
+	// Scale from [0,1] to [value_min_local,value_max_local]
+        const F32 new_value_local = value_min_local + (value_max_local-value_min_local) * new_value_rescaled;
+
+        mCharacter->setVisualParamWeight(param,
+                                         new_value_local,
+                                         FALSE);
+}
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