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authorRunitaiLinden <davep@lindenlab.com>2024-04-09 19:21:10 -0500
committerGitHub <noreply@github.com>2024-04-09 19:21:10 -0500
commitb2a450a3087fb8393024876f6069a7cec9855bfd (patch)
tree05a08420a5f4797ad8ce4d63668d1bf688888704 /indra/llmath/llvolumeoctree.cpp
parent5a47a3cb2366b9da9a595d37c88703497e111005 (diff)
#1126 gltf scene import prototype (#1172)
* #1126 GLTF Scene import initial prototype (working geometry import for some assets) * #1126 WIP -- Expand support for more vertex formats, PoC material import, shadow support, scale support * #1126 move GLTF implementation to newview/gltf * #1126 Refactor attribute loading to be less copy/pasta for each combination of types * #1126 Partially working object selection. Ability to have multiple scenes at once. Helpful message on how to use the preview button. * #1126 Add bounding box debug display and untangle GLTF raycast from LLVOVolume raycast * #1126 Working raycast on GLTF scenes. * #1126 Remove some #pragma optimize offs
Diffstat (limited to 'indra/llmath/llvolumeoctree.cpp')
-rw-r--r--indra/llmath/llvolumeoctree.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/llmath/llvolumeoctree.cpp b/indra/llmath/llvolumeoctree.cpp
index 6894d04d3c..95c7cb0b5c 100644
--- a/indra/llmath/llvolumeoctree.cpp
+++ b/indra/llmath/llvolumeoctree.cpp
@@ -92,15 +92,15 @@ void LLVolumeOctreeListener::handleChildAddition(const LLOctreeNode<LLVolumeTria
}
LLOctreeTriangleRayIntersect::LLOctreeTriangleRayIntersect(const LLVector4a& start, const LLVector4a& dir,
- const LLVolumeFace* face, F32* closest_t,
+ LLVolumeFace* face, F32* closest_t,
LLVector4a* intersection,LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent)
- : mFace(face),
- mStart(start),
+ : mStart(start),
mDir(dir),
mIntersection(intersection),
mTexCoord(tex_coord),
mNormal(normal),
mTangent(tangent),
+ mFace(face),
mClosestT(closest_t),
mHitFace(false)
{
@@ -139,7 +139,7 @@ void LLOctreeTriangleRayIntersect::visit(const LLOctreeNode<LLVolumeTriangle, LL
{
*mClosestT = t;
mHitFace = true;
-
+ mHitTriangle = tri;
if (mIntersection != NULL)
{
LLVector4a intersect = mDir;