diff options
-rw-r--r-- | indra/newview/llvoavatar.cpp | 232 | ||||
-rw-r--r-- | indra/newview/llvoavatar.h | 2 |
2 files changed, 122 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; } diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h index 6fb305816f..1a39c3a3d9 100644 --- a/indra/newview/llvoavatar.h +++ b/indra/newview/llvoavatar.h @@ -249,6 +249,8 @@ public: void computeUpdatePeriod(); void updateOrientation(LLAgent &agent, F32 speed, F32 delta_time); void updateTimeStep(); + void updateRootPositionAndRotation(LLAgent &agent, F32 speed, bool was_sit_ground_constrained); + void idleUpdateVoiceVisualizer(bool voice_enabled); void idleUpdateMisc(bool detailed_update); virtual void idleUpdateAppearanceAnimation(); |