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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2025-06-27 17:18:00 -0400
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2025-06-27 17:18:00 -0400
commit6dd8a02ed1fa4c34b477a1106333c12dc7efe5cd (patch)
tree2d008a281c4c0a4d925bc6dec53e909259ddff42 /indra/llprimitive/llmodelloader.h
parentdb4994734dd485eda64cccc0c05b50aff82d3914 (diff)
parent895db142ee9224e1b8e4d2fc6348dc1801bea0dc (diff)
Merge branch 'project/gltf_mesh_import' into geenz/develop-to-gltf-mesh
Diffstat (limited to 'indra/llprimitive/llmodelloader.h')
-rw-r--r--indra/llprimitive/llmodelloader.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/indra/llprimitive/llmodelloader.h b/indra/llprimitive/llmodelloader.h
index aece922111..caffa34676 100644
--- a/indra/llprimitive/llmodelloader.h
+++ b/indra/llprimitive/llmodelloader.h
@@ -111,6 +111,7 @@ public:
bool mCacheOnlyHitIfRigged; // ignore cached SLM if it does not contain rig info (and we want rig info)
model_list mModelList;
+ // The scene is pretty much what ends up getting loaded for upload. Basically assign things to this guy if you want something uploaded.
scene mScene;
typedef std::queue<LLPointer<LLModel> > model_queue;
@@ -119,9 +120,14 @@ public:
model_queue mPhysicsQ;
//map of avatar joints as named in COLLADA assets to internal joint names
+ // Do not use this for anything other than looking up the name of a joint. This is populated elsewhere.
JointMap mJointMap;
+
+ // The joint list is what you want to use to actually setup the specific joint transformations.
JointTransformMap& mJointList;
JointNameSet& mJointsFromNode;
+
+
U32 mMaxJointsPerMesh;
LLModelLoader(
@@ -192,6 +198,7 @@ public:
const LLSD logOut() const { return mWarningsArray; }
void clearLog() { mWarningsArray.clear(); }
+ void dumpDebugData();
protected: