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authorHoward Stearns <aech@lindenlab.com>2022-02-08 23:09:00 +0000
committerHoward Stearns <aech@lindenlab.com>2022-02-08 23:09:00 +0000
commit8c64cc63cd3048d60912c74a4fd3dcbb47196be0 (patch)
treeb491c9291d508a00ff9dcecc94e89916b53c44ef /indra/newview/llmodelpreview.cpp
parent1e36ef21132793b451d904de07a30c4f74a918f3 (diff)
parentb146de38de69167354da08e37dfd8903f2466f9d (diff)
Merged in SL-98 (pull request #864)
SL-98 - Render a "ground plane" in the model upload preview, so users can see any added offset Approved-by: Andrey Kleshchev Approved-by: Andrey Lihatskiy
Diffstat (limited to 'indra/newview/llmodelpreview.cpp')
-rw-r--r--indra/newview/llmodelpreview.cpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/indra/newview/llmodelpreview.cpp b/indra/newview/llmodelpreview.cpp
index a9e80ab5da..f12ddb1745 100644
--- a/indra/newview/llmodelpreview.cpp
+++ b/indra/newview/llmodelpreview.cpp
@@ -3413,6 +3413,7 @@ BOOL LLModelPreview::render()
{
getPreviewAvatar()->renderBones();
}
+ renderGroundPlane(mPelvisZOffset);
if (shader)
{
shader->bind();
@@ -3437,6 +3438,39 @@ BOOL LLModelPreview::render()
return TRUE;
}
+void LLModelPreview::renderGroundPlane(float z_offset)
+{ // Not necesarilly general - beware - but it seems to meet the needs of LLModelPreview::render
+ const LLVOAvatar* avatarp = getPreviewAvatar();
+ const LLVector3 root_pos = avatarp->mRoot->getPosition();
+ const LLVector4a* ext = avatarp->mDrawable->getSpatialExtents();
+ const LLVector4a min = ext[0], max = ext[1];
+ const F32 center = (max[2] - min[2]) * 0.5f;
+ const F32 ground = root_pos[2] - center - z_offset;
+
+ const LLVector3 vA{min[0], min[1], ground};
+ const LLVector3 vB{max[0], min[1], ground};
+ const LLVector3 vC{max[0], max[1], ground};
+ const LLVector3 vD{min[0], max[1], ground};
+
+ gGL.diffuseColor3f( 1.0f, 0.0f, 1.0f );
+
+ gGL.begin(LLRender::LINES);
+ gGL.vertex3fv(vA.mV);
+ gGL.vertex3fv(vB.mV);
+
+ gGL.vertex3fv(vB.mV);
+ gGL.vertex3fv(vC.mV);
+
+ gGL.vertex3fv(vC.mV);
+ gGL.vertex3fv(vD.mV);
+
+ gGL.vertex3fv(vD.mV);
+ gGL.vertex3fv(vA.mV);
+
+ gGL.end();
+}
+
+
//-----------------------------------------------------------------------------
// refresh()
//-----------------------------------------------------------------------------