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-rw-r--r--indra/newview/llfloatermodelpreview.cpp53
-rw-r--r--indra/newview/llfloatermodelpreview.h2
2 files changed, 40 insertions, 15 deletions
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index e045cf6729..5ea8dd07ff 100644
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -1543,8 +1543,7 @@ bool LLModelLoader::doLoadModel()
LLMatrix4 trans = normalized_transformation;
trans *= skin_info.mBindShapeMatrix;
- skin_info.mBindShapeMatrix = trans;
-
+ skin_info.mBindShapeMatrix = trans;
}
@@ -1747,15 +1746,15 @@ bool LLModelLoader::doLoadModel()
}
}
- model->mSkinInfo.mInvBindMatrix.push_back(mat);
+ model->mSkinInfo.mInvBindMatrix.push_back(mat);
}
}
}
}
}
- //Now that we've parsed the joint array, let's determine if we have a full rig
- //(which means we have all the joints that are required for an avatar versus
+ //Now that we've parsed the jointa werray, let's determine if we have a full rig
+ //(which means we have all the joint sthat 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 );
@@ -2159,15 +2158,29 @@ void LLModelLoader::processJointToNodeMapping( domNode* pNode )
mJointsFromNode.push_front( pNode->getName() );
}
//2. Handle the kiddo's
- daeTArray< daeSmartRef<daeElement> > childOfChild = pNode->getChildren();
- S32 childOfChildCount = childOfChild.getCount();
- for (S32 i = 0; i < childOfChildCount; ++i)
+ processChildJoints( pNode );
+ }
+ else
+ {
+ //Determine if the're any children wrt to this failed node.
+ //This occurs when an armature is exported and ends up being what essentially amounts to
+ //as the root for the visual_scene
+ processChildJoints( pNode );
+ }
+}
+//-----------------------------------------------------------------------------
+// processChildJoint()
+//-----------------------------------------------------------------------------
+void LLModelLoader::processChildJoints( domNode* pParentNode )
+{
+ daeTArray< daeSmartRef<daeElement> > childOfChild = pParentNode->getChildren();
+ S32 childOfChildCount = childOfChild.getCount();
+ for (S32 i = 0; i < childOfChildCount; ++i)
+ {
+ domNode* pChildNode = daeSafeCast<domNode>( childOfChild[i] );
+ if ( pChildNode )
{
- domNode* pChildNode = daeSafeCast<domNode>( childOfChild[i] );
- if ( pChildNode )
- {
- processJointToNodeMapping( pChildNode );
- }
+ processJointToNodeMapping( pChildNode );
}
}
}
@@ -2353,8 +2366,20 @@ void LLModelLoader::loadTextures()
//-----------------------------------------------------------------------------
bool LLModelLoader::isNodeAJoint( domNode* pNode )
{
- if ( !pNode || pNode->getName() == NULL)
+ if ( !pNode )
{
+ llinfos<<"Created node is NULL"<<llendl;
+ return false;
+ }
+
+ if ( pNode->getName() == NULL )
+ {
+ llinfos<<"Parsed node has no name "<<llendl;
+ //Attempt to write the node id, if possible (aids in debugging the visual scene)
+ if ( pNode->getId() )
+ {
+ llinfos<<"Parsed node ID: "<<pNode->getId()<<llendl;
+ }
return false;
}
diff --git a/indra/newview/llfloatermodelpreview.h b/indra/newview/llfloatermodelpreview.h
index c24e171024..f383b3fe98 100644
--- a/indra/newview/llfloatermodelpreview.h
+++ b/indra/newview/llfloatermodelpreview.h
@@ -125,7 +125,7 @@ public:
void buildJointToNodeMappingFromScene( daeElement* pRoot );
void processJointToNodeMapping( domNode* pNode );
-
+ void processChildJoints( domNode* pParentNode );
//map of avatar joints as named in COLLADA assets to internal joint names
std::map<std::string, std::string> mJointMap;