diff options
author | prep linden <prep@lindenlab.com> | 2011-05-04 17:18:31 -0400 |
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committer | prep linden <prep@lindenlab.com> | 2011-05-04 17:18:31 -0400 |
commit | 91980918f0341bec0145156875d22503e8beea4e (patch) | |
tree | 9f88df92825ec4f5a6c93cc6f9b2fa22572166d9 /indra/newview | |
parent | f3b0b5f3f1654a1df30d4516aca328f3add31fa0 (diff) |
Fix for Sh-1481
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/llfloatermodelpreview.cpp | 16 | ||||
-rw-r--r-- | indra/newview/llfloatermodelpreview.h | 8 |
2 files changed, 13 insertions, 11 deletions
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index ae0e1b7d46..afe57ebb70 100644 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -1560,14 +1560,14 @@ bool LLModelLoader::doLoadModel() //(which means we have all the joints that are required for an avatar versus //a skinned asset attached to a node in a file that contains an entire skeleton, //but does not use the skeleton). - + buildJointToNodeMappingFromScene( root ); mPreview->critiqueRigForUploadApplicability( model->mSkinInfo.mJointNames ); if ( !missingSkeletonOrScene ) { //Set the joint translations on the avatar - if it's a full mapping //The joints are reset in the dtor - if ( mPreview->getResetJointFlag() ) + if ( mPreview->getRigWithSceneParity() ) { std::map<std::string, std::string> :: const_iterator masterJointIt = mJointMap.begin(); std::map<std::string, std::string> :: const_iterator masterJointItEnd = mJointMap.end(); @@ -1774,10 +1774,6 @@ bool LLModelLoader::doLoadModel() handlePivotPoint( root ); - buildJointToNodeMappingFromScene( root ); - - mPreview->critiqueJointToNodeMappingFromScene(); - return true; } @@ -2016,6 +2012,8 @@ void LLModelLoader::handlePivotPoint( daeElement* pRoot ) //----------------------------------------------------------------------------- void LLModelPreview::critiqueRigForUploadApplicability( const std::vector<std::string> &jointListFromAsset ) { + critiqueJointToNodeMappingFromScene(); + //Determines the following use cases for a rig: //1. It is suitable for upload with skin weights & joint positions, or //2. It is suitable for upload as standard av with just skin weights @@ -2034,7 +2032,7 @@ void LLModelPreview::critiqueRigForUploadApplicability( const std::vector<std::s setLegacyRigValid( true ); } - if ( isJointPositionUploadOK ) + if ( getRigWithSceneParity() && isJointPositionUploadOK ) { setResetJointFlag( true ); } @@ -2078,12 +2076,11 @@ void LLModelPreview::critiqueJointToNodeMappingFromScene( void ) if ( result ) { setResetJointFlag( true ); - //llinfos<<"Full"<<llendl; + setRigWithSceneParity( true ); } else { setResetJointFlag( false ); - //llinfos<<"Partial"<<llendl; } } //----------------------------------------------------------------------------- @@ -2650,6 +2647,7 @@ LLModelPreview::LLModelPreview(S32 width, S32 height, LLFloater* fmp) , mLegacyRigValid( false ) , mRigValidJointUpload( false ) , mResetJoints( false ) +, mRigParityWithScene( false ) , mLastJointUpdate( false ) { mNeedsUpdate = TRUE; diff --git a/indra/newview/llfloatermodelpreview.h b/indra/newview/llfloatermodelpreview.h index 7927edcd36..92104c01f4 100644 --- a/indra/newview/llfloatermodelpreview.h +++ b/indra/newview/llfloatermodelpreview.h @@ -339,8 +339,10 @@ public: U32 getLoadState() { return mLoadState; } //setRestJointFlag: If an asset comes through that changes the joints, we want the reset to persist void setResetJointFlag( bool state ) { if ( !mResetJoints ) mResetJoints = state; } - bool getResetJointFlag( void ) { return mResetJoints; } - + const bool getResetJointFlag( void ) const { return mResetJoints; } + void setRigWithSceneParity( bool state ) { mRigParityWithScene = state; } + const bool getRigWithSceneParity( void ) const { return mRigParityWithScene; } + LLVector3 getTranslationForJointOffset( std::string joint ); protected: @@ -370,6 +372,8 @@ public: bool mLoading; U32 mLoadState; bool mResetJoints; + bool mRigParityWithScene; + std::map<std::string, bool> mViewOption; //GLOD object parameters (must rebuild object if these change) |