diff options
Diffstat (limited to 'indra/newview/llmodelpreview.cpp')
-rw-r--r-- | indra/newview/llmodelpreview.cpp | 71 |
1 files changed, 63 insertions, 8 deletions
diff --git a/indra/newview/llmodelpreview.cpp b/indra/newview/llmodelpreview.cpp index 3bca4fde83..642df7f931 100644 --- a/indra/newview/llmodelpreview.cpp +++ b/indra/newview/llmodelpreview.cpp @@ -86,6 +86,7 @@ static const LLColor4 PREVIEW_DEG_FILL_COL(1.f, 0.f, 0.f, 0.5f); static const F32 PREVIEW_DEG_EDGE_WIDTH(3.f); static const F32 PREVIEW_DEG_POINT_SIZE(8.f); static const F32 PREVIEW_ZOOM_LIMIT(10.f); +static const std::string DEFAULT_PHYSICS_MESH_NAME = "default_physics_shape"; const F32 SKIN_WEIGHT_CAMERA_DISTANCE = 16.f; @@ -432,6 +433,20 @@ void LLModelPreview::rebuildUploadData() LLFloaterModelPreview::addStringToLog(out, false); } } + if (mWarnOfUnmatchedPhyicsMeshes && !lod_model && (i == LLModel::LOD_PHYSICS)) + { + // Despite the various strategies above, if we don't now have a physics model, we're going to end up with decomposition. + // That's ok, but might not what they wanted. Use default_physics_shape if found. + std::ostringstream out; + out << "No physics model specified for " << instance.mLabel; + if (mDefaultPhysicsShapeP) + { + out << " - using: " << DEFAULT_PHYSICS_MESH_NAME; + lod_model = mDefaultPhysicsShapeP; + } + LL_WARNS() << out.str() << LL_ENDL; + LLFloaterModelPreview::addStringToLog(out, !mDefaultPhysicsShapeP); // Flash log tab if no default. + } if (lod_model) { @@ -1034,6 +1049,13 @@ void LLModelPreview::loadModelCallback(S32 loaded_lod) } else { + if (loaded_lod == LLModel::LOD_PHYSICS) + { // Explicitly loading physics. See if there is a default mesh. + LLMatrix4 ignored_transform; // Each mesh that uses this will supply their own. + mDefaultPhysicsShapeP = nullptr; + FindModel(mScene[loaded_lod], DEFAULT_PHYSICS_MESH_NAME + getLodSuffix(loaded_lod), mDefaultPhysicsShapeP, ignored_transform); + mWarnOfUnmatchedPhyicsMeshes = true; + } BOOL legacyMatching = gSavedSettings.getBOOL("ImporterLegacyMatching"); if (!legacyMatching) { @@ -1104,7 +1126,6 @@ void LLModelPreview::loadModelCallback(S32 loaded_lod) LL_WARNS() << out.str() << LL_ENDL; LLFloaterModelPreview::addStringToLog(out, false); } - mModel[loaded_lod][idx]->mLabel = name; } } @@ -2680,8 +2701,6 @@ void LLModelPreview::clearBuffers() void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights) { - U32 tri_count = 0; - U32 vertex_count = 0; U32 mesh_count = 0; @@ -2714,7 +2733,6 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights) continue; } - LLModel* base_mdl = *base_iter; base_iter++; S32 num_faces = mdl->getNumVolumeFaces(); @@ -2789,7 +2807,7 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights) //find closest weight to vf.mVertices[i].mPosition LLVector3 pos(vf.mPositions[i].getF32ptr()); - const LLModel::weight_list& weight_list = base_mdl->getJointInfluences(pos); + const LLModel::weight_list& weight_list = mdl->getJointInfluences(pos); llassert(weight_list.size()>0 && weight_list.size() <= 4); // LLModel::loadModel() should guarantee this LLVector4 w(0, 0, 0, 0); @@ -2817,10 +2835,7 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights) mVertexBuffer[lod][mdl].push_back(vb); - vertex_count += num_vertices; - tri_count += num_indices / 3; ++mesh_count; - } } } @@ -2916,6 +2931,20 @@ void LLModelPreview::loadedCallback( { pPreview->lookupLODModelFiles(lod); } + + const LLVOAvatar* avatarp = pPreview->getPreviewAvatar(); + if (avatarp) { // set up ground plane for possible rendering + const LLVector3 root_pos = avatarp->mRoot->getPosition(); + const LLVector4a* ext = avatarp->mDrawable->getSpatialExtents(); + const LLVector4a min = ext[0], max = ext[1]; + const F32 center = (max[2] - min[2]) * 0.5f; + const F32 ground = root_pos[2] - center; + auto plane = pPreview->mGroundPlane; + plane[0] = {min[0], min[1], ground}; + plane[1] = {max[0], min[1], ground}; + plane[2] = {max[0], max[1], ground}; + plane[3] = {min[0], max[1], ground}; + } } } @@ -3123,6 +3152,9 @@ BOOL LLModelPreview::render() // (note: all these UI updates need to be somewhere that is not render) fmp->childSetValue("upload_skin", true); mFirstSkinUpdate = false; + upload_skin = true; + skin_weight = true; + mViewOption["show_skin_weight"] = true; } fmp->enableViewOption("show_skin_weight"); @@ -3727,6 +3759,7 @@ BOOL LLModelPreview::render() { getPreviewAvatar()->renderBones(); } + renderGroundPlane(mPelvisZOffset); if (shader) { shader->bind(); @@ -3748,6 +3781,28 @@ BOOL LLModelPreview::render() return TRUE; } +void LLModelPreview::renderGroundPlane(float z_offset) +{ // Not necesarilly general - beware - but it seems to meet the needs of LLModelPreview::render + + gGL.diffuseColor3f( 1.0f, 0.0f, 1.0f ); + + gGL.begin(LLRender::LINES); + gGL.vertex3fv(mGroundPlane[0].mV); + gGL.vertex3fv(mGroundPlane[1].mV); + + gGL.vertex3fv(mGroundPlane[1].mV); + gGL.vertex3fv(mGroundPlane[2].mV); + + gGL.vertex3fv(mGroundPlane[2].mV); + gGL.vertex3fv(mGroundPlane[3].mV); + + gGL.vertex3fv(mGroundPlane[3].mV); + gGL.vertex3fv(mGroundPlane[0].mV); + + gGL.end(); +} + + //----------------------------------------------------------------------------- // refresh() //----------------------------------------------------------------------------- |