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authorSteven Bennetts <steve@lindenlab.com>2008-06-27 21:02:01 +0000
committerSteven Bennetts <steve@lindenlab.com>2008-06-27 21:02:01 +0000
commit926ea0b39afd04cab469ca17b28f95ebf969e669 (patch)
tree40d5653e19160f72e7a0b80fadb9bdb93ef3575c /indra/newview/llviewerjoint.cpp
parent41877d457ab9542dca22b99f3eddb1bfcfe7c1d6 (diff)
QAR-669 1.20 Viewer RC11
QAR-648 1.20 Viewer RC10 merge Branch_1-20-Viewer-2 -r 88724:90511 -> release
Diffstat (limited to 'indra/newview/llviewerjoint.cpp')
-rw-r--r--indra/newview/llviewerjoint.cpp304
1 files changed, 153 insertions, 151 deletions
diff --git a/indra/newview/llviewerjoint.cpp b/indra/newview/llviewerjoint.cpp
index 176bf9273a..71d98b73de 100644
--- a/indra/newview/llviewerjoint.cpp
+++ b/indra/newview/llviewerjoint.cpp
@@ -118,123 +118,124 @@ void LLViewerJoint::setValid( BOOL valid, BOOL recursive )
//--------------------------------------------------------------------
// renderSkeleton()
+// DEBUG (UNUSED)
//--------------------------------------------------------------------
-void LLViewerJoint::renderSkeleton(BOOL recursive)
-{
- F32 nc = 0.57735f;
-
- //----------------------------------------------------------------
- // push matrix stack
- //----------------------------------------------------------------
- glPushMatrix();
-
- //----------------------------------------------------------------
- // render the bone to my parent
- //----------------------------------------------------------------
- if (mComponents & SC_BONE)
- {
- drawBone();
- }
-
- //----------------------------------------------------------------
- // offset to joint position and
- // rotate to our orientation
- //----------------------------------------------------------------
- glLoadIdentity();
- glMultMatrixf( &getWorldMatrix().mMatrix[0][0] );
-
- //----------------------------------------------------------------
- // render joint axes
- //----------------------------------------------------------------
- if (mComponents & SC_AXES)
- {
- gGL.begin(LLVertexBuffer::LINES);
- gGL.color3f( 1.0f, 0.0f, 0.0f );
- gGL.vertex3f( 0.0f, 0.0f, 0.0f );
- gGL.vertex3f( 0.1f, 0.0f, 0.0f );
-
- gGL.color3f( 0.0f, 1.0f, 0.0f );
- gGL.vertex3f( 0.0f, 0.0f, 0.0f );
- gGL.vertex3f( 0.0f, 0.1f, 0.0f );
-
- gGL.color3f( 0.0f, 0.0f, 1.0f );
- gGL.vertex3f( 0.0f, 0.0f, 0.0f );
- gGL.vertex3f( 0.0f, 0.0f, 0.1f );
- gGL.end();
- }
-
- //----------------------------------------------------------------
- // render the joint graphic
- //----------------------------------------------------------------
- if (mComponents & SC_JOINT)
- {
- gGL.color3f( 1.0f, 1.0f, 0.0f );
-
- gGL.begin(LLVertexBuffer::TRIANGLES);
-
- // joint top half
- glNormal3f(nc, nc, nc);
- gGL.vertex3f(0.0f, 0.0f, 0.05f);
- gGL.vertex3f(0.05f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, 0.05f, 0.0f);
-
- glNormal3f(-nc, nc, nc);
- gGL.vertex3f(0.0f, 0.0f, 0.05f);
- gGL.vertex3f(0.0f, 0.05f, 0.0f);
- gGL.vertex3f(-0.05f, 0.0f, 0.0f);
+// void LLViewerJoint::renderSkeleton(BOOL recursive)
+// {
+// F32 nc = 0.57735f;
+
+// //----------------------------------------------------------------
+// // push matrix stack
+// //----------------------------------------------------------------
+// glPushMatrix();
+
+// //----------------------------------------------------------------
+// // render the bone to my parent
+// //----------------------------------------------------------------
+// if (mComponents & SC_BONE)
+// {
+// drawBone();
+// }
+
+// //----------------------------------------------------------------
+// // offset to joint position and
+// // rotate to our orientation
+// //----------------------------------------------------------------
+// glLoadIdentity();
+// glMultMatrixf( &getWorldMatrix().mMatrix[0][0] );
+
+// //----------------------------------------------------------------
+// // render joint axes
+// //----------------------------------------------------------------
+// if (mComponents & SC_AXES)
+// {
+// gGL.begin(LLVertexBuffer::LINES);
+// gGL.color3f( 1.0f, 0.0f, 0.0f );
+// gGL.vertex3f( 0.0f, 0.0f, 0.0f );
+// gGL.vertex3f( 0.1f, 0.0f, 0.0f );
+
+// gGL.color3f( 0.0f, 1.0f, 0.0f );
+// gGL.vertex3f( 0.0f, 0.0f, 0.0f );
+// gGL.vertex3f( 0.0f, 0.1f, 0.0f );
+
+// gGL.color3f( 0.0f, 0.0f, 1.0f );
+// gGL.vertex3f( 0.0f, 0.0f, 0.0f );
+// gGL.vertex3f( 0.0f, 0.0f, 0.1f );
+// gGL.end();
+// }
+
+// //----------------------------------------------------------------
+// // render the joint graphic
+// //----------------------------------------------------------------
+// if (mComponents & SC_JOINT)
+// {
+// gGL.color3f( 1.0f, 1.0f, 0.0f );
+
+// gGL.begin(LLVertexBuffer::TRIANGLES);
+
+// // joint top half
+// glNormal3f(nc, nc, nc);
+// gGL.vertex3f(0.0f, 0.0f, 0.05f);
+// gGL.vertex3f(0.05f, 0.0f, 0.0f);
+// gGL.vertex3f(0.0f, 0.05f, 0.0f);
+
+// glNormal3f(-nc, nc, nc);
+// gGL.vertex3f(0.0f, 0.0f, 0.05f);
+// gGL.vertex3f(0.0f, 0.05f, 0.0f);
+// gGL.vertex3f(-0.05f, 0.0f, 0.0f);
- glNormal3f(-nc, -nc, nc);
- gGL.vertex3f(0.0f, 0.0f, 0.05f);
- gGL.vertex3f(-0.05f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, -0.05f, 0.0f);
-
- glNormal3f(nc, -nc, nc);
- gGL.vertex3f(0.0f, 0.0f, 0.05f);
- gGL.vertex3f(0.0f, -0.05f, 0.0f);
- gGL.vertex3f(0.05f, 0.0f, 0.0f);
+// glNormal3f(-nc, -nc, nc);
+// gGL.vertex3f(0.0f, 0.0f, 0.05f);
+// gGL.vertex3f(-0.05f, 0.0f, 0.0f);
+// gGL.vertex3f(0.0f, -0.05f, 0.0f);
+
+// glNormal3f(nc, -nc, nc);
+// gGL.vertex3f(0.0f, 0.0f, 0.05f);
+// gGL.vertex3f(0.0f, -0.05f, 0.0f);
+// gGL.vertex3f(0.05f, 0.0f, 0.0f);
- // joint bottom half
- glNormal3f(nc, nc, -nc);
- gGL.vertex3f(0.0f, 0.0f, -0.05f);
- gGL.vertex3f(0.0f, 0.05f, 0.0f);
- gGL.vertex3f(0.05f, 0.0f, 0.0f);
-
- glNormal3f(-nc, nc, -nc);
- gGL.vertex3f(0.0f, 0.0f, -0.05f);
- gGL.vertex3f(-0.05f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, 0.05f, 0.0f);
+// // joint bottom half
+// glNormal3f(nc, nc, -nc);
+// gGL.vertex3f(0.0f, 0.0f, -0.05f);
+// gGL.vertex3f(0.0f, 0.05f, 0.0f);
+// gGL.vertex3f(0.05f, 0.0f, 0.0f);
+
+// glNormal3f(-nc, nc, -nc);
+// gGL.vertex3f(0.0f, 0.0f, -0.05f);
+// gGL.vertex3f(-0.05f, 0.0f, 0.0f);
+// gGL.vertex3f(0.0f, 0.05f, 0.0f);
- glNormal3f(-nc, -nc, -nc);
- gGL.vertex3f(0.0f, 0.0f, -0.05f);
- gGL.vertex3f(0.0f, -0.05f, 0.0f);
- gGL.vertex3f(-0.05f, 0.0f, 0.0f);
-
- glNormal3f(nc, -nc, -nc);
- gGL.vertex3f(0.0f, 0.0f, -0.05f);
- gGL.vertex3f(0.05f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, -0.05f, 0.0f);
+// glNormal3f(-nc, -nc, -nc);
+// gGL.vertex3f(0.0f, 0.0f, -0.05f);
+// gGL.vertex3f(0.0f, -0.05f, 0.0f);
+// gGL.vertex3f(-0.05f, 0.0f, 0.0f);
+
+// glNormal3f(nc, -nc, -nc);
+// gGL.vertex3f(0.0f, 0.0f, -0.05f);
+// gGL.vertex3f(0.05f, 0.0f, 0.0f);
+// gGL.vertex3f(0.0f, -0.05f, 0.0f);
- gGL.end();
- }
-
- //----------------------------------------------------------------
- // render children
- //----------------------------------------------------------------
- if (recursive)
- {
- for (child_list_t::iterator iter = mChildren.begin();
- iter != mChildren.end(); ++iter)
- {
- LLViewerJoint* joint = (LLViewerJoint*)(*iter);
- joint->renderSkeleton();
- }
- }
-
- //----------------------------------------------------------------
- // pop matrix stack
- //----------------------------------------------------------------
- glPopMatrix();
-}
+// gGL.end();
+// }
+
+// //----------------------------------------------------------------
+// // render children
+// //----------------------------------------------------------------
+// if (recursive)
+// {
+// for (child_list_t::iterator iter = mChildren.begin();
+// iter != mChildren.end(); ++iter)
+// {
+// LLViewerJoint* joint = (LLViewerJoint*)(*iter);
+// joint->renderSkeleton();
+// }
+// }
+
+// //----------------------------------------------------------------
+// // pop matrix stack
+// //----------------------------------------------------------------
+// glPopMatrix();
+// }
//--------------------------------------------------------------------
@@ -330,59 +331,60 @@ U32 LLViewerJoint::render( F32 pixelArea, BOOL first_pass )
//--------------------------------------------------------------------
// drawBone()
+// DEBUG (UNUSED)
//--------------------------------------------------------------------
-void LLViewerJoint::drawBone()
-{
- if ( mParent == NULL )
- return;
+// void LLViewerJoint::drawBone()
+// {
+// if ( mParent == NULL )
+// return;
- F32 boneSize = 0.02f;
+// F32 boneSize = 0.02f;
- // rotate to point to child (bone direction)
- glPushMatrix();
+// // rotate to point to child (bone direction)
+// glPushMatrix();
- LLVector3 boneX = getPosition();
- F32 length = boneX.normVec();
+// LLVector3 boneX = getPosition();
+// F32 length = boneX.normVec();
- LLVector3 boneZ(1.0f, 0.0f, 1.0f);
+// LLVector3 boneZ(1.0f, 0.0f, 1.0f);
- LLVector3 boneY = boneZ % boneX;
- boneY.normVec();
+// LLVector3 boneY = boneZ % boneX;
+// boneY.normVec();
- boneZ = boneX % boneY;
+// boneZ = boneX % boneY;
- LLMatrix4 rotateMat;
- rotateMat.setFwdRow( boneX );
- rotateMat.setLeftRow( boneY );
- rotateMat.setUpRow( boneZ );
- glMultMatrixf( &rotateMat.mMatrix[0][0] );
+// LLMatrix4 rotateMat;
+// rotateMat.setFwdRow( boneX );
+// rotateMat.setLeftRow( boneY );
+// rotateMat.setUpRow( boneZ );
+// glMultMatrixf( &rotateMat.mMatrix[0][0] );
- // render the bone
- gGL.color3f( 0.5f, 0.5f, 0.0f );
+// // render the bone
+// gGL.color3f( 0.5f, 0.5f, 0.0f );
- gGL.begin(LLVertexBuffer::TRIANGLES);
+// gGL.begin(LLVertexBuffer::TRIANGLES);
- gGL.vertex3f( length, 0.0f, 0.0f);
- gGL.vertex3f( 0.0f, boneSize, 0.0f);
- gGL.vertex3f( 0.0f, 0.0f, boneSize);
+// gGL.vertex3f( length, 0.0f, 0.0f);
+// gGL.vertex3f( 0.0f, boneSize, 0.0f);
+// gGL.vertex3f( 0.0f, 0.0f, boneSize);
- gGL.vertex3f( length, 0.0f, 0.0f);
- gGL.vertex3f( 0.0f, 0.0f, -boneSize);
- gGL.vertex3f( 0.0f, boneSize, 0.0f);
+// gGL.vertex3f( length, 0.0f, 0.0f);
+// gGL.vertex3f( 0.0f, 0.0f, -boneSize);
+// gGL.vertex3f( 0.0f, boneSize, 0.0f);
- gGL.vertex3f( length, 0.0f, 0.0f);
- gGL.vertex3f( 0.0f, -boneSize, 0.0f);
- gGL.vertex3f( 0.0f, 0.0f, -boneSize);
+// gGL.vertex3f( length, 0.0f, 0.0f);
+// gGL.vertex3f( 0.0f, -boneSize, 0.0f);
+// gGL.vertex3f( 0.0f, 0.0f, -boneSize);
- gGL.vertex3f( length, 0.0f, 0.0f);
- gGL.vertex3f( 0.0f, 0.0f, boneSize);
- gGL.vertex3f( 0.0f, -boneSize, 0.0f);
+// gGL.vertex3f( length, 0.0f, 0.0f);
+// gGL.vertex3f( 0.0f, 0.0f, boneSize);
+// gGL.vertex3f( 0.0f, -boneSize, 0.0f);
- gGL.end();
+// gGL.end();
- // restore matrix
- glPopMatrix();
-}
+// // restore matrix
+// glPopMatrix();
+// }
//--------------------------------------------------------------------
// isTransparent()
@@ -437,13 +439,13 @@ void LLViewerJoint::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_wind)
}
}
-void LLViewerJoint::updateGeometry()
+void LLViewerJoint::updateJointGeometry()
{
for (child_list_t::iterator iter = mChildren.begin();
iter != mChildren.end(); ++iter)
{
LLViewerJoint* joint = (LLViewerJoint*)(*iter);
- joint->updateGeometry();
+ joint->updateJointGeometry();
}
}