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authorAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 21:25:21 +0200
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-22 22:40:26 +0300
commite2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch)
tree1bb897489ce524986f6196201c10ac0d8861aa5f /indra/llappearance/llavatarjointmesh.cpp
parent069ea06848f766466f1a281144c82a0f2bd79f3a (diff)
Fix line endlings
Diffstat (limited to 'indra/llappearance/llavatarjointmesh.cpp')
-rw-r--r--indra/llappearance/llavatarjointmesh.cpp780
1 files changed, 390 insertions, 390 deletions
diff --git a/indra/llappearance/llavatarjointmesh.cpp b/indra/llappearance/llavatarjointmesh.cpp
index ebdb14fd42..69a9023994 100644
--- a/indra/llappearance/llavatarjointmesh.cpp
+++ b/indra/llappearance/llavatarjointmesh.cpp
@@ -1,390 +1,390 @@
-/**
- * @file LLAvatarJointMesh.cpp
- * @brief Implementation of LLAvatarJointMesh 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
- * $/LicenseInfo$
- */
-
-//-----------------------------------------------------------------------------
-// Header Files
-//-----------------------------------------------------------------------------
-#include "linden_common.h"
-#include "llfasttimer.h"
-#include "llrender.h"
-
-#include "llavatarjointmesh.h"
-#include "llavatarappearance.h"
-#include "lltexlayer.h"
-#include "llmath.h"
-#include "v4math.h"
-#include "m3math.h"
-#include "m4math.h"
-#include "llmatrix4a.h"
-
-
-// Utility functions added with Bento to simplify handling of extra
-// spine joints, or other new joints internal to the original
-// skeleton, and unknown to the system avatar.
-
-//-----------------------------------------------------------------------------
-// getBaseSkeletonAncestor()
-//-----------------------------------------------------------------------------
-LLAvatarJoint *getBaseSkeletonAncestor(LLAvatarJoint* joint)
-{
- LLJoint *ancestor = joint->getParent();
- while (ancestor->getParent() && (ancestor->getSupport() != LLJoint::SUPPORT_BASE))
- {
- LL_DEBUGS("Avatar") << "skipping non-base ancestor " << ancestor->getName() << LL_ENDL;
- ancestor = ancestor->getParent();
- }
- return (LLAvatarJoint*) ancestor;
-}
-
-//-----------------------------------------------------------------------------
-// totalSkinOffset()
-//-----------------------------------------------------------------------------
-LLVector3 totalSkinOffset(LLAvatarJoint *joint)
-{
- LLVector3 totalOffset;
- while (joint)
- {
- if (joint->getSupport() == LLJoint::SUPPORT_BASE)
- {
- totalOffset += joint->getSkinOffset();
- }
- joint = (LLAvatarJoint*)joint->getParent();
- }
- return totalOffset;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLAvatarJointMesh::LLSkinJoint
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// LLSkinJoint
-//-----------------------------------------------------------------------------
-LLSkinJoint::LLSkinJoint()
-{
- mJoint = NULL;
-}
-
-//-----------------------------------------------------------------------------
-// ~LLSkinJoint
-//-----------------------------------------------------------------------------
-LLSkinJoint::~LLSkinJoint()
-{
- mJoint = NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// LLSkinJoint::setupSkinJoint()
-//-----------------------------------------------------------------------------
-bool LLSkinJoint::setupSkinJoint( LLAvatarJoint *joint)
-{
- // find the named joint
- mJoint = joint;
- if ( !mJoint )
- {
- LL_INFOS() << "Can't find joint" << LL_ENDL;
- }
-
- // compute the inverse root skin matrix
- mRootToJointSkinOffset = totalSkinOffset(joint);
- mRootToJointSkinOffset = -mRootToJointSkinOffset;
-
- //mRootToParentJointSkinOffset = totalSkinOffset((LLAvatarJoint*)joint->getParent());
- mRootToParentJointSkinOffset = totalSkinOffset(getBaseSkeletonAncestor(joint));
- mRootToParentJointSkinOffset = -mRootToParentJointSkinOffset;
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-// LLAvatarJointMesh
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-
-bool LLAvatarJointMesh::sPipelineRender = false;
-U32 LLAvatarJointMesh::sClothingMaskImageName = 0;
-LLColor4 LLAvatarJointMesh::sClothingInnerColor;
-
-//-----------------------------------------------------------------------------
-// LLAvatarJointMesh()
-//-----------------------------------------------------------------------------
-LLAvatarJointMesh::LLAvatarJointMesh()
- :
- mTexture( NULL ),
- mLayerSet( NULL ),
- mTestImageName( 0 ),
- mFaceIndexCount(0)
-{
-
- mColor[0] = 1.0f;
- mColor[1] = 1.0f;
- mColor[2] = 1.0f;
- mColor[3] = 1.0f;
- mShiny = 0.0f;
- mCullBackFaces = true;
-
- mMesh = NULL;
-
- mNumSkinJoints = 0;
- mSkinJoints = NULL;
-
- mFace = NULL;
-
- mMeshID = 0;
- mUpdateXform = false;
-
- mValid = false;
-
- mIsTransparent = false;
-}
-
-
-//-----------------------------------------------------------------------------
-// ~LLAvatarJointMesh()
-// Class Destructor
-//-----------------------------------------------------------------------------
-LLAvatarJointMesh::~LLAvatarJointMesh()
-{
- mMesh = NULL;
- mTexture = NULL;
- freeSkinData();
-}
-
-
-//-----------------------------------------------------------------------------
-// LLAvatarJointMesh::allocateSkinData()
-//-----------------------------------------------------------------------------
-bool LLAvatarJointMesh::allocateSkinData( U32 numSkinJoints )
-{
- mSkinJoints = new LLSkinJoint[ numSkinJoints ];
- mNumSkinJoints = numSkinJoints;
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// LLAvatarJointMesh::freeSkinData()
-//-----------------------------------------------------------------------------
-void LLAvatarJointMesh::freeSkinData()
-{
- mNumSkinJoints = 0;
- delete [] mSkinJoints;
- mSkinJoints = NULL;
-}
-
-//--------------------------------------------------------------------
-// LLAvatarJointMesh::getColor()
-//--------------------------------------------------------------------
-void LLAvatarJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha )
-{
- *red = mColor[0];
- *green = mColor[1];
- *blue = mColor[2];
- *alpha = mColor[3];
-}
-
-//--------------------------------------------------------------------
-// LLAvatarJointMesh::setColor()
-//--------------------------------------------------------------------
-void LLAvatarJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha )
-{
- mColor[0] = red;
- mColor[1] = green;
- mColor[2] = blue;
- mColor[3] = alpha;
-}
-
-void LLAvatarJointMesh::setColor( const LLColor4& color )
-{
- mColor = color;
-}
-
-
-//--------------------------------------------------------------------
-// LLAvatarJointMesh::getTexture()
-//--------------------------------------------------------------------
-//LLViewerTexture *LLAvatarJointMesh::getTexture()
-//{
-// return mTexture;
-//}
-
-//--------------------------------------------------------------------
-// LLAvatarJointMesh::setTexture()
-//--------------------------------------------------------------------
-void LLAvatarJointMesh::setTexture( LLGLTexture *texture )
-{
- mTexture = texture;
-
- // texture and dynamic_texture are mutually exclusive
- if( texture )
- {
- mLayerSet = NULL;
- //texture->bindTexture(0);
- //texture->setClamp(true, true);
- }
-}
-
-
-bool LLAvatarJointMesh::hasGLTexture() const
-{
- return mTexture.notNull() && mTexture->hasGLTexture();
-}
-
-//--------------------------------------------------------------------
-// LLAvatarJointMesh::setLayerSet()
-// Sets the shape texture (takes precedence over normal texture)
-//--------------------------------------------------------------------
-void LLAvatarJointMesh::setLayerSet( LLTexLayerSet* layer_set )
-{
- mLayerSet = layer_set;
-
- // texture and dynamic_texture are mutually exclusive
- if( layer_set )
- {
- mTexture = NULL;
- }
-}
-
-bool LLAvatarJointMesh::hasComposite() const
-{
- return (mLayerSet && mLayerSet->hasComposite());
-}
-
-
-//--------------------------------------------------------------------
-// LLAvatarJointMesh::getMesh()
-//--------------------------------------------------------------------
-LLPolyMesh *LLAvatarJointMesh::getMesh()
-{
- return mMesh;
-}
-
-//-----------------------------------------------------------------------------
-// LLAvatarJointMesh::setMesh()
-//-----------------------------------------------------------------------------
-void LLAvatarJointMesh::setMesh( LLPolyMesh *mesh )
-{
- // set the mesh pointer
- mMesh = mesh;
-
- // release any existing skin joints
- freeSkinData();
-
- if ( mMesh == NULL )
- {
- return;
- }
-
- // acquire the transform from the mesh object
- // SL-315
- setPosition( mMesh->getPosition() );
- setRotation( mMesh->getRotation() );
- setScale( mMesh->getScale() );
-
- // create skin joints if necessary
- if ( mMesh->hasWeights() && !mMesh->isLOD())
- {
- U32 numJointNames = mMesh->getNumJointNames();
-
- allocateSkinData( numJointNames );
- std::string *jointNames = mMesh->getJointNames();
-
- U32 jn;
- for (jn = 0; jn < numJointNames; jn++)
- {
- //LL_INFOS() << "Setting up joint " << jointNames[jn] << LL_ENDL;
- LLAvatarJoint* joint = (LLAvatarJoint*)(getRoot()->findJoint(jointNames[jn]) );
- mSkinJoints[jn].setupSkinJoint( joint );
- }
- }
-
- // setup joint array
- if (!mMesh->isLOD())
- {
- setupJoint((LLAvatarJoint*)getRoot());
- LL_DEBUGS("Avatar") << getName() << " joint render entries: " << mMesh->mJointRenderData.size() << LL_ENDL;
- }
-
-}
-
-//-----------------------------------------------------------------------------
-// setupJoint()
-//-----------------------------------------------------------------------------
-void LLAvatarJointMesh::setupJoint(LLAvatarJoint* current_joint)
-{
- U32 sj;
-
- for (sj=0; sj<mNumSkinJoints; sj++)
- {
- LLSkinJoint &js = mSkinJoints[sj];
-
- if (js.mJoint != current_joint)
- {
- continue;
- }
-
- // we've found a skinjoint for this joint..
- LL_DEBUGS("Avatar") << "Mesh: " << getName() << " joint " << current_joint->getName() << " matches skinjoint " << sj << LL_ENDL;
-
- // is the last joint in the array our parent?
-
- std::vector<LLJointRenderData*> &jrd = mMesh->mJointRenderData;
-
- // SL-287 - need to update this so the results are the same if
- // additional extended-skeleton joints lie between this joint
- // and the original parent.
- LLJoint *ancestor = getBaseSkeletonAncestor(current_joint);
- if(jrd.size() && jrd.back()->mWorldMatrix == &ancestor->getWorldMatrix())
- {
- // ...then just add ourselves
- LLAvatarJoint* jointp = js.mJoint;
- jrd.push_back(new LLJointRenderData(&jointp->getWorldMatrix(), &js));
- LL_DEBUGS("Avatar") << "add joint[" << (jrd.size()-1) << "] = " << js.mJoint->getName() << LL_ENDL;
- }
- // otherwise add our ancestor and ourselves
- else
- {
- jrd.push_back(new LLJointRenderData(&ancestor->getWorldMatrix(), NULL));
- LL_DEBUGS("Avatar") << "add2 ancestor joint[" << (jrd.size()-1) << "] = " << ancestor->getName() << LL_ENDL;
- jrd.push_back(new LLJointRenderData(&current_joint->getWorldMatrix(), &js));
- LL_DEBUGS("Avatar") << "add2 joint[" << (jrd.size()-1) << "] = " << current_joint->getName() << LL_ENDL;
- }
- }
-
- // depth-first traversal
- for (LLJoint* joint : current_joint->mChildren)
- {
- LLAvatarJoint* child_joint = (LLAvatarJoint*)joint;
- setupJoint(child_joint);
- }
-}
-
-
-// End
+/**
+ * @file LLAvatarJointMesh.cpp
+ * @brief Implementation of LLAvatarJointMesh 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
+ * $/LicenseInfo$
+ */
+
+//-----------------------------------------------------------------------------
+// Header Files
+//-----------------------------------------------------------------------------
+#include "linden_common.h"
+#include "llfasttimer.h"
+#include "llrender.h"
+
+#include "llavatarjointmesh.h"
+#include "llavatarappearance.h"
+#include "lltexlayer.h"
+#include "llmath.h"
+#include "v4math.h"
+#include "m3math.h"
+#include "m4math.h"
+#include "llmatrix4a.h"
+
+
+// Utility functions added with Bento to simplify handling of extra
+// spine joints, or other new joints internal to the original
+// skeleton, and unknown to the system avatar.
+
+//-----------------------------------------------------------------------------
+// getBaseSkeletonAncestor()
+//-----------------------------------------------------------------------------
+LLAvatarJoint *getBaseSkeletonAncestor(LLAvatarJoint* joint)
+{
+ LLJoint *ancestor = joint->getParent();
+ while (ancestor->getParent() && (ancestor->getSupport() != LLJoint::SUPPORT_BASE))
+ {
+ LL_DEBUGS("Avatar") << "skipping non-base ancestor " << ancestor->getName() << LL_ENDL;
+ ancestor = ancestor->getParent();
+ }
+ return (LLAvatarJoint*) ancestor;
+}
+
+//-----------------------------------------------------------------------------
+// totalSkinOffset()
+//-----------------------------------------------------------------------------
+LLVector3 totalSkinOffset(LLAvatarJoint *joint)
+{
+ LLVector3 totalOffset;
+ while (joint)
+ {
+ if (joint->getSupport() == LLJoint::SUPPORT_BASE)
+ {
+ totalOffset += joint->getSkinOffset();
+ }
+ joint = (LLAvatarJoint*)joint->getParent();
+ }
+ return totalOffset;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+// LLAvatarJointMesh::LLSkinJoint
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// LLSkinJoint
+//-----------------------------------------------------------------------------
+LLSkinJoint::LLSkinJoint()
+{
+ mJoint = NULL;
+}
+
+//-----------------------------------------------------------------------------
+// ~LLSkinJoint
+//-----------------------------------------------------------------------------
+LLSkinJoint::~LLSkinJoint()
+{
+ mJoint = NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// LLSkinJoint::setupSkinJoint()
+//-----------------------------------------------------------------------------
+bool LLSkinJoint::setupSkinJoint( LLAvatarJoint *joint)
+{
+ // find the named joint
+ mJoint = joint;
+ if ( !mJoint )
+ {
+ LL_INFOS() << "Can't find joint" << LL_ENDL;
+ }
+
+ // compute the inverse root skin matrix
+ mRootToJointSkinOffset = totalSkinOffset(joint);
+ mRootToJointSkinOffset = -mRootToJointSkinOffset;
+
+ //mRootToParentJointSkinOffset = totalSkinOffset((LLAvatarJoint*)joint->getParent());
+ mRootToParentJointSkinOffset = totalSkinOffset(getBaseSkeletonAncestor(joint));
+ mRootToParentJointSkinOffset = -mRootToParentJointSkinOffset;
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+// LLAvatarJointMesh
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+
+bool LLAvatarJointMesh::sPipelineRender = false;
+U32 LLAvatarJointMesh::sClothingMaskImageName = 0;
+LLColor4 LLAvatarJointMesh::sClothingInnerColor;
+
+//-----------------------------------------------------------------------------
+// LLAvatarJointMesh()
+//-----------------------------------------------------------------------------
+LLAvatarJointMesh::LLAvatarJointMesh()
+ :
+ mTexture( NULL ),
+ mLayerSet( NULL ),
+ mTestImageName( 0 ),
+ mFaceIndexCount(0)
+{
+
+ mColor[0] = 1.0f;
+ mColor[1] = 1.0f;
+ mColor[2] = 1.0f;
+ mColor[3] = 1.0f;
+ mShiny = 0.0f;
+ mCullBackFaces = true;
+
+ mMesh = NULL;
+
+ mNumSkinJoints = 0;
+ mSkinJoints = NULL;
+
+ mFace = NULL;
+
+ mMeshID = 0;
+ mUpdateXform = false;
+
+ mValid = false;
+
+ mIsTransparent = false;
+}
+
+
+//-----------------------------------------------------------------------------
+// ~LLAvatarJointMesh()
+// Class Destructor
+//-----------------------------------------------------------------------------
+LLAvatarJointMesh::~LLAvatarJointMesh()
+{
+ mMesh = NULL;
+ mTexture = NULL;
+ freeSkinData();
+}
+
+
+//-----------------------------------------------------------------------------
+// LLAvatarJointMesh::allocateSkinData()
+//-----------------------------------------------------------------------------
+bool LLAvatarJointMesh::allocateSkinData( U32 numSkinJoints )
+{
+ mSkinJoints = new LLSkinJoint[ numSkinJoints ];
+ mNumSkinJoints = numSkinJoints;
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// LLAvatarJointMesh::freeSkinData()
+//-----------------------------------------------------------------------------
+void LLAvatarJointMesh::freeSkinData()
+{
+ mNumSkinJoints = 0;
+ delete [] mSkinJoints;
+ mSkinJoints = NULL;
+}
+
+//--------------------------------------------------------------------
+// LLAvatarJointMesh::getColor()
+//--------------------------------------------------------------------
+void LLAvatarJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha )
+{
+ *red = mColor[0];
+ *green = mColor[1];
+ *blue = mColor[2];
+ *alpha = mColor[3];
+}
+
+//--------------------------------------------------------------------
+// LLAvatarJointMesh::setColor()
+//--------------------------------------------------------------------
+void LLAvatarJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha )
+{
+ mColor[0] = red;
+ mColor[1] = green;
+ mColor[2] = blue;
+ mColor[3] = alpha;
+}
+
+void LLAvatarJointMesh::setColor( const LLColor4& color )
+{
+ mColor = color;
+}
+
+
+//--------------------------------------------------------------------
+// LLAvatarJointMesh::getTexture()
+//--------------------------------------------------------------------
+//LLViewerTexture *LLAvatarJointMesh::getTexture()
+//{
+// return mTexture;
+//}
+
+//--------------------------------------------------------------------
+// LLAvatarJointMesh::setTexture()
+//--------------------------------------------------------------------
+void LLAvatarJointMesh::setTexture( LLGLTexture *texture )
+{
+ mTexture = texture;
+
+ // texture and dynamic_texture are mutually exclusive
+ if( texture )
+ {
+ mLayerSet = NULL;
+ //texture->bindTexture(0);
+ //texture->setClamp(true, true);
+ }
+}
+
+
+bool LLAvatarJointMesh::hasGLTexture() const
+{
+ return mTexture.notNull() && mTexture->hasGLTexture();
+}
+
+//--------------------------------------------------------------------
+// LLAvatarJointMesh::setLayerSet()
+// Sets the shape texture (takes precedence over normal texture)
+//--------------------------------------------------------------------
+void LLAvatarJointMesh::setLayerSet( LLTexLayerSet* layer_set )
+{
+ mLayerSet = layer_set;
+
+ // texture and dynamic_texture are mutually exclusive
+ if( layer_set )
+ {
+ mTexture = NULL;
+ }
+}
+
+bool LLAvatarJointMesh::hasComposite() const
+{
+ return (mLayerSet && mLayerSet->hasComposite());
+}
+
+
+//--------------------------------------------------------------------
+// LLAvatarJointMesh::getMesh()
+//--------------------------------------------------------------------
+LLPolyMesh *LLAvatarJointMesh::getMesh()
+{
+ return mMesh;
+}
+
+//-----------------------------------------------------------------------------
+// LLAvatarJointMesh::setMesh()
+//-----------------------------------------------------------------------------
+void LLAvatarJointMesh::setMesh( LLPolyMesh *mesh )
+{
+ // set the mesh pointer
+ mMesh = mesh;
+
+ // release any existing skin joints
+ freeSkinData();
+
+ if ( mMesh == NULL )
+ {
+ return;
+ }
+
+ // acquire the transform from the mesh object
+ // SL-315
+ setPosition( mMesh->getPosition() );
+ setRotation( mMesh->getRotation() );
+ setScale( mMesh->getScale() );
+
+ // create skin joints if necessary
+ if ( mMesh->hasWeights() && !mMesh->isLOD())
+ {
+ U32 numJointNames = mMesh->getNumJointNames();
+
+ allocateSkinData( numJointNames );
+ std::string *jointNames = mMesh->getJointNames();
+
+ U32 jn;
+ for (jn = 0; jn < numJointNames; jn++)
+ {
+ //LL_INFOS() << "Setting up joint " << jointNames[jn] << LL_ENDL;
+ LLAvatarJoint* joint = (LLAvatarJoint*)(getRoot()->findJoint(jointNames[jn]) );
+ mSkinJoints[jn].setupSkinJoint( joint );
+ }
+ }
+
+ // setup joint array
+ if (!mMesh->isLOD())
+ {
+ setupJoint((LLAvatarJoint*)getRoot());
+ LL_DEBUGS("Avatar") << getName() << " joint render entries: " << mMesh->mJointRenderData.size() << LL_ENDL;
+ }
+
+}
+
+//-----------------------------------------------------------------------------
+// setupJoint()
+//-----------------------------------------------------------------------------
+void LLAvatarJointMesh::setupJoint(LLAvatarJoint* current_joint)
+{
+ U32 sj;
+
+ for (sj=0; sj<mNumSkinJoints; sj++)
+ {
+ LLSkinJoint &js = mSkinJoints[sj];
+
+ if (js.mJoint != current_joint)
+ {
+ continue;
+ }
+
+ // we've found a skinjoint for this joint..
+ LL_DEBUGS("Avatar") << "Mesh: " << getName() << " joint " << current_joint->getName() << " matches skinjoint " << sj << LL_ENDL;
+
+ // is the last joint in the array our parent?
+
+ std::vector<LLJointRenderData*> &jrd = mMesh->mJointRenderData;
+
+ // SL-287 - need to update this so the results are the same if
+ // additional extended-skeleton joints lie between this joint
+ // and the original parent.
+ LLJoint *ancestor = getBaseSkeletonAncestor(current_joint);
+ if(jrd.size() && jrd.back()->mWorldMatrix == &ancestor->getWorldMatrix())
+ {
+ // ...then just add ourselves
+ LLAvatarJoint* jointp = js.mJoint;
+ jrd.push_back(new LLJointRenderData(&jointp->getWorldMatrix(), &js));
+ LL_DEBUGS("Avatar") << "add joint[" << (jrd.size()-1) << "] = " << js.mJoint->getName() << LL_ENDL;
+ }
+ // otherwise add our ancestor and ourselves
+ else
+ {
+ jrd.push_back(new LLJointRenderData(&ancestor->getWorldMatrix(), NULL));
+ LL_DEBUGS("Avatar") << "add2 ancestor joint[" << (jrd.size()-1) << "] = " << ancestor->getName() << LL_ENDL;
+ jrd.push_back(new LLJointRenderData(&current_joint->getWorldMatrix(), &js));
+ LL_DEBUGS("Avatar") << "add2 joint[" << (jrd.size()-1) << "] = " << current_joint->getName() << LL_ENDL;
+ }
+ }
+
+ // depth-first traversal
+ for (LLJoint* joint : current_joint->mChildren)
+ {
+ LLAvatarJoint* child_joint = (LLAvatarJoint*)joint;
+ setupJoint(child_joint);
+ }
+}
+
+
+// End