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path: root/indra/newview/llvoavatar.cpp
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Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r--indra/newview/llvoavatar.cpp39
1 files changed, 0 insertions, 39 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index 7746af5a58..f4fa94eade 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -176,8 +176,6 @@ const F32 MAX_STANDOFF_DISTANCE_CHANGE = 32;
// Should probably be 4 or 3, but didn't want to change it while change other logic - SJB
const S32 SWITCH_TO_BAKED_DISCARD = 5;
-const F32 FOOT_COLLIDE_FUDGE = 0.04f;
-
const F32 HOVER_EFFECT_MAX_SPEED = 3.f;
const F32 HOVER_EFFECT_STRENGTH = 0.f;
const F32 UNDERWATER_EFFECT_STRENGTH = 0.1f;
@@ -600,7 +598,6 @@ S32 LLVOAvatar::sNumVisibleChatBubbles = 0;
BOOL LLVOAvatar::sDebugInvisible = FALSE;
BOOL LLVOAvatar::sShowAttachmentPoints = FALSE;
BOOL LLVOAvatar::sShowAnimationDebug = FALSE;
-BOOL LLVOAvatar::sShowFootPlane = FALSE;
BOOL LLVOAvatar::sVisibleInFirstPerson = FALSE;
F32 LLVOAvatar::sLODFactor = 1.f;
F32 LLVOAvatar::sPhysicsLODFactor = 1.f;
@@ -5008,42 +5005,6 @@ U32 LLVOAvatar::renderSkinned()
return num_indices;
}
- // render collision normal
- // *NOTE: this is disabled (there is no UI for enabling sShowFootPlane) due
- // to DEV-14477. the code is left here to aid in tracking down the cause
- // of the crash in the future. -brad
- if (sShowFootPlane && mDrawable.notNull())
- {
- LLVector3 slaved_pos = mDrawable->getPositionAgent();
- LLVector3 foot_plane_normal(mFootPlane.mV[VX], mFootPlane.mV[VY], mFootPlane.mV[VZ]);
- F32 dist_from_plane = (slaved_pos * foot_plane_normal) - mFootPlane.mV[VW];
- LLVector3 collide_point = slaved_pos;
- collide_point.mV[VZ] -= foot_plane_normal.mV[VZ] * (dist_from_plane + COLLISION_TOLERANCE - FOOT_COLLIDE_FUDGE);
-
- gGL.begin(LLRender::LINES);
- {
- F32 SQUARE_SIZE = 0.2f;
- gGL.color4f(1.f, 0.f, 0.f, 1.f);
-
- gGL.vertex3f(collide_point.mV[VX] - SQUARE_SIZE, collide_point.mV[VY] - SQUARE_SIZE, collide_point.mV[VZ]);
- gGL.vertex3f(collide_point.mV[VX] + SQUARE_SIZE, collide_point.mV[VY] - SQUARE_SIZE, collide_point.mV[VZ]);
-
- gGL.vertex3f(collide_point.mV[VX] + SQUARE_SIZE, collide_point.mV[VY] - SQUARE_SIZE, collide_point.mV[VZ]);
- gGL.vertex3f(collide_point.mV[VX] + SQUARE_SIZE, collide_point.mV[VY] + SQUARE_SIZE, collide_point.mV[VZ]);
-
- gGL.vertex3f(collide_point.mV[VX] + SQUARE_SIZE, collide_point.mV[VY] + SQUARE_SIZE, collide_point.mV[VZ]);
- gGL.vertex3f(collide_point.mV[VX] - SQUARE_SIZE, collide_point.mV[VY] + SQUARE_SIZE, collide_point.mV[VZ]);
-
- gGL.vertex3f(collide_point.mV[VX] - SQUARE_SIZE, collide_point.mV[VY] + SQUARE_SIZE, collide_point.mV[VZ]);
- gGL.vertex3f(collide_point.mV[VX] - SQUARE_SIZE, collide_point.mV[VY] - SQUARE_SIZE, collide_point.mV[VZ]);
-
- gGL.vertex3f(collide_point.mV[VX], collide_point.mV[VY], collide_point.mV[VZ]);
- gGL.vertex3f(collide_point.mV[VX] + mFootPlane.mV[VX], collide_point.mV[VY] + mFootPlane.mV[VY], collide_point.mV[VZ] + mFootPlane.mV[VZ]);
-
- }
- gGL.end();
- gGL.flush();
- }
//--------------------------------------------------------------------
// render all geometry attached to the skeleton
//--------------------------------------------------------------------