summaryrefslogtreecommitdiff
path: root/indra/newview/llvoavatar.cpp
diff options
context:
space:
mode:
authorBrad Payne (Vir Linden) <vir@lindenlab.com>2017-09-12 13:06:29 +0100
committerBrad Payne (Vir Linden) <vir@lindenlab.com>2017-09-12 13:06:29 +0100
commit6bf5c172a62ff045b6076960de6b498e2d7009fd (patch)
tree9d74b4376e6b93d8b4a1740b39ba1338e404ec0f /indra/newview/llvoavatar.cpp
parentfff9dde8a8ec5f3afb2ebd32fc0d54827671fc2a (diff)
SL-726 - more refactoring on updateCharacter()
Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r--indra/newview/llvoavatar.cpp232
1 files changed, 120 insertions, 112 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index ede6d7bd32..ac8b133bb7 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -3514,6 +3514,11 @@ void LLVOAvatar::updateDebugText()
//------------------------------------------------------------------------
void LLVOAvatar::updateFootstepSounds()
{
+ if (mIsDummy)
+ {
+ return;
+ }
+
//-------------------------------------------------------------------------
// Find the ground under each foot, these are used for a variety
// of things that follow
@@ -3845,6 +3850,116 @@ void LLVOAvatar::updateTimeStep()
}
+void LLVOAvatar::updateRootPositionAndRotation(LLAgent& agent, F32 speed, bool was_sit_ground_constrained)
+{
+ if (!(isSitting() && getParent()))
+ {
+ // This case includes all configurations except sitting on an
+ // object, so does include ground sit.
+
+ //--------------------------------------------------------------------
+ // get timing info
+ // handle initial condition case
+ //--------------------------------------------------------------------
+ F32 animation_time = mAnimTimer.getElapsedTimeF32();
+ if (mTimeLast == 0.0f)
+ {
+ mTimeLast = animation_time;
+
+ // Initially put the pelvis at slaved position/mRotation
+ // SL-315
+ mRoot->setWorldPosition( getPositionAgent() ); // first frame
+ mRoot->setWorldRotation( getRotation() );
+ }
+
+ //--------------------------------------------------------------------
+ // dont' let dT get larger than 1/5th of a second
+ //--------------------------------------------------------------------
+ F32 delta_time = animation_time - mTimeLast;
+
+ delta_time = llclamp( delta_time, DELTA_TIME_MIN, DELTA_TIME_MAX );
+ mTimeLast = animation_time;
+
+ mSpeedAccum = (mSpeedAccum * 0.95f) + (speed * 0.05f);
+
+ //--------------------------------------------------------------------
+ // compute the position of the avatar's root
+ //--------------------------------------------------------------------
+ LLVector3d root_pos;
+ LLVector3d ground_under_pelvis;
+
+ if (isSelf())
+ {
+ gAgent.setPositionAgent(getRenderPosition());
+ }
+
+ root_pos = gAgent.getPosGlobalFromAgent(getRenderPosition());
+ root_pos.mdV[VZ] += getVisualParamWeight(AVATAR_HOVER);
+
+ // AXON need to review mInAir calcs for animated objects, if the value even matters.
+ LLVector3 normal;
+ resolveHeightGlobal(root_pos, ground_under_pelvis, normal);
+ F32 foot_to_ground = (F32) (root_pos.mdV[VZ] - mPelvisToFoot - ground_under_pelvis.mdV[VZ]);
+ BOOL in_air = ((!LLWorld::getInstance()->getRegionFromPosGlobal(ground_under_pelvis)) ||
+ foot_to_ground > FOOT_GROUND_COLLISION_TOLERANCE);
+
+ if (in_air && !mInAir)
+ {
+ mTimeInAir.reset();
+ }
+ mInAir = in_air;
+
+ // SL-402: with the ability to animate the position of joints
+ // that affect the body size calculation, computed body size
+ // can get stale much more easily. Simplest fix is to update
+ // it frequently.
+ // SL-427: this appears to be too frequent, moving to only do on animation state change.
+ //computeBodySize();
+
+ // correct for the fact that the pelvis is not necessarily the center
+ // of the agent's physical representation
+ root_pos.mdV[VZ] -= (0.5f * mBodySize.mV[VZ]) - mPelvisToFoot;
+ if (!isSitting() && !was_sit_ground_constrained)
+ {
+ root_pos += LLVector3d(getHoverOffset());
+ }
+
+ LLControlAvatar *cav = dynamic_cast<LLControlAvatar*>(this);
+ if (cav)
+ {
+ cav->matchVolumeTransform();
+ }
+ else
+ {
+ LLVector3 newPosition = gAgent.getPosAgentFromGlobal(root_pos);
+ if (newPosition != mRoot->getXform()->getWorldPosition())
+ {
+ mRoot->touch();
+ // SL-315
+ mRoot->setWorldPosition( newPosition ); // regular update
+ }
+ }
+
+ //--------------------------------------------------------------------
+ // Propagate viewer object rotation to root of avatar
+ //--------------------------------------------------------------------
+ if (!isControlAvatar() && !isAnyAnimationSignaled(AGENT_NO_ROTATE_ANIMS, NUM_AGENT_NO_ROTATE_ANIMS))
+ {
+ // AXON - should we always skip for control avatars? Rotation fixups for avatars in motion, some may be relevant.
+ updateOrientation(agent, speed, delta_time);
+ }
+ }
+ else if (mDrawable.notNull())
+ {
+ // Sitting on an object - mRoot is slaved to mDrawable orientation.
+ LLVector3 pos = mDrawable->getPosition();
+ pos += getHoverOffset() * mDrawable->getRotation();
+ // SL-315
+ mRoot->setPosition(pos);
+ mRoot->setRotation(mDrawable->getRotation());
+ }
+}
+
//------------------------------------------------------------------------
// updateCharacter()
//
@@ -3937,12 +4052,9 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
//--------------------------------------------------------------------
// create local variables in world coords for region position values
//--------------------------------------------------------------------
- F32 speed;
- LLVector3 normal;
-
LLVector3 xyVel = getVelocity();
xyVel.mV[VZ] = 0.0f;
- speed = xyVel.length();
+ F32 speed = xyVel.length();
// remembering the value here prevents a display glitch if the
// animation gets toggled during this update.
bool was_sit_ground_constrained = isMotionActive(ANIM_AGENT_SIT_GROUND_CONSTRAINED);
@@ -3953,111 +4065,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
// In some cases, calls updateOrientation() for a lot of the
// work
// --------------------------------------------------------------------
- if (!(isSitting() && getParent()))
- {
- // This case includes all configurations except sitting on an
- // object, so does include ground sit.
-
- //--------------------------------------------------------------------
- // get timing info
- // handle initial condition case
- //--------------------------------------------------------------------
- F32 animation_time = mAnimTimer.getElapsedTimeF32();
- if (mTimeLast == 0.0f)
- {
- mTimeLast = animation_time;
-
- // Initially put the pelvis at slaved position/mRotation
- // SL-315
- mRoot->setWorldPosition( getPositionAgent() ); // first frame
- mRoot->setWorldRotation( getRotation() );
- }
-
- //--------------------------------------------------------------------
- // dont' let dT get larger than 1/5th of a second
- //--------------------------------------------------------------------
- F32 delta_time = animation_time - mTimeLast;
-
- delta_time = llclamp( delta_time, DELTA_TIME_MIN, DELTA_TIME_MAX );
- mTimeLast = animation_time;
-
- mSpeedAccum = (mSpeedAccum * 0.95f) + (speed * 0.05f);
-
- //--------------------------------------------------------------------
- // compute the position of the avatar's root
- //--------------------------------------------------------------------
- LLVector3d root_pos;
- LLVector3d ground_under_pelvis;
-
- if (isSelf())
- {
- gAgent.setPositionAgent(getRenderPosition());
- }
-
- root_pos = gAgent.getPosGlobalFromAgent(getRenderPosition());
- root_pos.mdV[VZ] += getVisualParamWeight(AVATAR_HOVER);
-
-
- resolveHeightGlobal(root_pos, ground_under_pelvis, normal);
- F32 foot_to_ground = (F32) (root_pos.mdV[VZ] - mPelvisToFoot - ground_under_pelvis.mdV[VZ]);
- BOOL in_air = ((!LLWorld::getInstance()->getRegionFromPosGlobal(ground_under_pelvis)) ||
- foot_to_ground > FOOT_GROUND_COLLISION_TOLERANCE);
-
- if (in_air && !mInAir)
- {
- mTimeInAir.reset();
- }
- mInAir = in_air;
-
- // SL-402: with the ability to animate the position of joints
- // that affect the body size calculation, computed body size
- // can get stale much more easily. Simplest fix is to update
- // it frequently.
- // SL-427: this appears to be too frequent, moving to only do on animation state change.
- //computeBodySize();
-
- // correct for the fact that the pelvis is not necessarily the center
- // of the agent's physical representation
- root_pos.mdV[VZ] -= (0.5f * mBodySize.mV[VZ]) - mPelvisToFoot;
- if (!isSitting() && !was_sit_ground_constrained)
- {
- root_pos += LLVector3d(getHoverOffset());
- }
-
- LLControlAvatar *cav = dynamic_cast<LLControlAvatar*>(this);
- if (cav)
- {
- cav->matchVolumeTransform();
- }
- else
- {
- LLVector3 newPosition = gAgent.getPosAgentFromGlobal(root_pos);
- if (newPosition != mRoot->getXform()->getWorldPosition())
- {
- mRoot->touch();
- // SL-315
- mRoot->setWorldPosition( newPosition ); // regular update
- }
- }
-
- //--------------------------------------------------------------------
- // Propagate viewer object rotation to root of avatar
- //--------------------------------------------------------------------
- if (!is_control_avatar && !isAnyAnimationSignaled(AGENT_NO_ROTATE_ANIMS, NUM_AGENT_NO_ROTATE_ANIMS))
- {
- // AXON - should we always skip for control avatars? Rotation fixups for avatars in motion, some may be relevant.
- updateOrientation(agent, speed, delta_time);
- }
- }
- else if (mDrawable.notNull())
- {
- // Sitting on an object - mRoot is slaved to mDrawable orientation.
- LLVector3 pos = mDrawable->getPosition();
- pos += getHoverOffset() * mDrawable->getRotation();
- // SL-315
- mRoot->setPosition(pos);
- mRoot->setRotation(mDrawable->getRotation());
- }
+ updateRootPositionAndRotation(agent, speed, was_sit_ground_constrained);
//-------------------------------------------------------------------------
// Update character motions
@@ -4096,12 +4104,12 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent)
// Generate footstep sounds when feet hit the ground
updateFootstepSounds();
-
// Update child joints as needed.
mRoot->updateWorldMatrixChildren();
- // system avatar mesh vertices need to be reskinned
- mNeedsSkin = TRUE;
+ // System avatar mesh vertices need to be reskinned.
+ mNeedsSkin = TRUE;
+
return TRUE;
}