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-rwxr-xr-xindra/newview/app_settings/settings.xml11
-rwxr-xr-xindra/newview/llfloatermodelpreview.cpp257
2 files changed, 129 insertions, 139 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index e2ccb89a29..f926720c51 100755
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -13,6 +13,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>ImporterLegacyMatching</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable index based model matching.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>ImporterModelLimit</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp
index 78794d3942..eacc8d87e3 100755
--- a/indra/newview/llfloatermodelpreview.cpp
+++ b/indra/newview/llfloatermodelpreview.cpp
@@ -1372,6 +1372,7 @@ void LLModelPreview::rebuildUploadData()
F32 max_scale = 0.f;
BOOL importerDebug = gSavedSettings.getBOOL("ImporterDebug");
+ BOOL legacyMatching = gSavedSettings.getBOOL("ImporterLegacyMatching");
for (LLModelLoader::scene::iterator iter = mBaseScene.begin(); iter != mBaseScene.end(); ++iter)
{ //for each transform in scene
@@ -1404,155 +1405,133 @@ void LLModelPreview::rebuildUploadData()
base_model->mMetric = metric;
}
- for (int i = LLModel::NUM_LODS - 1; i >= LLModel::LOD_IMPOSTOR; i--)
- { // Fill LOD slots by finding matching meshes by label with name extensions
- // in the appropriate scene for each LOD. This fixes all kinds of issues
- // where the indexed method below fails in spectacular fashion.
- // If you don't take the time to name your LOD and PHYS meshes
- // with the name of their corresponding mesh in the HIGH LOD,
- // then the indexed method will be attempted below.
+ for (int i = LLModel::NUM_LODS - 1; i >= LLModel::LOD_IMPOSTOR; i--)
+ {
+ LLModel* lod_model = NULL;
+ if (!legacyMatching)
+ {
+ // Fill LOD slots by finding matching meshes by label with name extensions
+ // in the appropriate scene for each LOD. This fixes all kinds of issues
+ // where the indexed method below fails in spectacular fashion.
+ // If you don't take the time to name your LOD and PHYS meshes
+ // with the name of their corresponding mesh in the HIGH LOD,
+ // then the indexed method will be attempted below.
- LLModel* lod_model = NULL;
- LLMatrix4 transform;
+ LLMatrix4 transform;
- std::string name_to_match = instance.mLabel;
- llassert(!name_to_match.empty());
+ std::string name_to_match = instance.mLabel;
+ llassert(!name_to_match.empty());
- std::string toAdd;
- switch (i)
- {
- case LLModel::LOD_IMPOSTOR: toAdd = "_LOD0"; break;
- case LLModel::LOD_LOW: toAdd = "_LOD1"; break;
- case LLModel::LOD_MEDIUM: toAdd = "_LOD2"; break;
- case LLModel::LOD_PHYSICS: toAdd = "_PHYS"; break;
- case LLModel::LOD_HIGH: break;
- }
+ std::string toAdd;
+ switch (i)
+ {
+ case LLModel::LOD_IMPOSTOR: toAdd = "_LOD0"; break;
+ case LLModel::LOD_LOW: toAdd = "_LOD1"; break;
+ case LLModel::LOD_MEDIUM: toAdd = "_LOD2"; break;
+ case LLModel::LOD_PHYSICS: toAdd = "_PHYS"; break;
+ case LLModel::LOD_HIGH: break;
+ }
- if (name_to_match.find(toAdd) == -1)
- {
- name_to_match += toAdd;
- }
+ if (name_to_match.find(toAdd) == -1)
+ {
+ name_to_match += toAdd;
+ }
- FindModel(mScene[i], name_to_match, lod_model, transform);
+ FindModel(mScene[i], name_to_match, lod_model, transform);
- // Fall back to old method of index-based association if
- // we could not find a match based on the mesh names
- //
- if (lod_model)
- {
-
- if (i == LLModel::LOD_PHYSICS)
- {
- if (importerDebug)
- {
- LL_INFOS() << "Assigning collision for " << instance.mLabel << " to match " << lod_model->mLabel << LL_ENDL;
- }
- instance.mLOD[i] = lod_model;
- }
- else
- {
- if (importerDebug)
- {
- LL_INFOS() << "Assigning LOD" << i << " for " << instance.mLabel << " to found match " << lod_model->mLabel << LL_ENDL;
- }
- instance.mLOD[i] = lod_model;
- }
- }
- else
- {
+ if (!lod_model && i != LLModel::LOD_PHYSICS)
+ {
+ if (importerDebug)
+ {
+ LL_INFOS() << "Search of" << name_to_match << " in LOD" << i << " list failed. Searching for alternative among LOD lists." << LL_ENDL;
+ }
- if (i != LLModel::LOD_PHYSICS)
- {
- int searchLOD = (i > LLModel::LOD_HIGH) ? LLModel::LOD_HIGH : i;
- while ((searchLOD <= LLModel::LOD_HIGH) && !lod_model)
- {
- std::string name_to_match = instance.mLabel;
- llassert(!name_to_match.empty());
-
- std::string toAdd;
- switch (searchLOD)
- {
- case LLModel::LOD_IMPOSTOR: toAdd = "_LOD0"; break;
- case LLModel::LOD_LOW: toAdd = "_LOD1"; break;
- case LLModel::LOD_MEDIUM: toAdd = "_LOD2"; break;
- case LLModel::LOD_PHYSICS: toAdd = "_PHYS"; break;
- case LLModel::LOD_HIGH: break;
- }
-
- if (name_to_match.find(toAdd) == -1)
- {
- name_to_match += toAdd;
- }
-
- // See if we can find an appropriately named model in LOD 'searchLOD'
- //
- FindModel(mScene[searchLOD], name_to_match, lod_model, transform);
- searchLOD++;
- }
- }
+ int searchLOD = (i > LLModel::LOD_HIGH) ? LLModel::LOD_HIGH : i;
+ while ((searchLOD <= LLModel::LOD_HIGH) && !lod_model)
+ {
+ std::string name_to_match = instance.mLabel;
+ llassert(!name_to_match.empty());
- // Fall back to old method of index-based association if
- // we could not find a match based on the mesh names at all.
- //
- if (lod_model)
- {
- if (importerDebug)
- {
- LL_INFOS() << "Falling back LOD" << i << " for " << instance.mLabel << " to found " << lod_model->mLabel << LL_ENDL;
- }
- instance.mLOD[i] = lod_model;
- }
- else
- {
- S32 idx = 0;
- for (idx = 0; idx < mBaseModel.size(); ++idx)
- { //find reference instance for this model
- if (mBaseModel[idx] == base_model)
- {
- if (importerDebug)
- {
- LL_INFOS() << "Falling back to model index " << idx << " for LOD " << i << " of " << instance.mLabel << LL_ENDL;
- }
- break;
- }
- }
-
- // If the model list for the current LOD includes that index...
- //
- if (mModel[i].size() > idx)
- {
- // Assign that index from the model list for our LOD as the LOD model for this instance
- //
- lod_model = mModel[i][idx];
- instance.mLOD[i] = lod_model;
- if (i == LLModel::LOD_PHYSICS)
- {
- if (importerDebug)
- {
- LL_INFOS() << "Indexed fallback to model index " << idx << ": LOD " << i << " named " << lod_model->mLabel << " for collision for " << instance.mLabel << LL_ENDL;
- }
- }
- else
- {
- if (importerDebug)
- {
- LL_INFOS() << "Indexed fallback to model index " << idx << " LOD " << i << " named " << lod_model->mLabel << " for LOD " << i << " for " << instance.mLabel << LL_ENDL;
- }
- }
- }
- else
- {
- if (importerDebug)
- {
- LL_INFOS() << "List of models for LOD " << i << " did not include index " << idx << LL_ENDL;
- }
- }
- }
- }
+ std::string toAdd;
+ switch (searchLOD)
+ {
+ case LLModel::LOD_IMPOSTOR: toAdd = "_LOD0"; break;
+ case LLModel::LOD_LOW: toAdd = "_LOD1"; break;
+ case LLModel::LOD_MEDIUM: toAdd = "_LOD2"; break;
+ case LLModel::LOD_PHYSICS: toAdd = "_PHYS"; break;
+ case LLModel::LOD_HIGH: break;
+ }
+
+ if (name_to_match.find(toAdd) == -1)
+ {
+ name_to_match += toAdd;
+ }
+
+ // See if we can find an appropriately named model in LOD 'searchLOD'
+ //
+ FindModel(mScene[searchLOD], name_to_match, lod_model, transform);
+ searchLOD++;
+ }
+ }
+ }
+ else
+ {
+ // Use old method of index-based association
+ U32 idx = 0;
+ for (idx = 0; idx < mBaseModel.size(); ++idx)
+ {
+ // find reference instance for this model
+ if (mBaseModel[idx] == base_model)
+ {
+ if (importerDebug)
+ {
+ LL_INFOS() << "Attempting to use model index " << idx << " for LOD " << i << " of " << instance.mLabel << LL_ENDL;
+ }
+ break;
+ }
+ }
+
+ // If the model list for the current LOD includes that index...
+ //
+ if (mModel[i].size() > idx)
+ {
+ // Assign that index from the model list for our LOD as the LOD model for this instance
+ //
+ lod_model = mModel[i][idx];
+ if (importerDebug)
+ {
+ LL_INFOS() << "Indexed match of model index " << idx << " at LOD " << i << " to model named " << lod_model->mLabel << LL_ENDL;
+ }
+ }
+ else if (importerDebug)
+ {
+ LL_INFOS() << "List of models does not include index " << idx << LL_ENDL;
+ }
+ }
+
+ if (lod_model)
+ {
+ if (importerDebug)
+ {
+ if (i == LLModel::LOD_PHYSICS)
+ {
+ LL_INFOS() << "Assigning collision for " << instance.mLabel << " to match " << lod_model->mLabel << LL_ENDL;
+ }
+ else
+ {
+ LL_INFOS() << "Assigning LOD" << i << " for " << instance.mLabel << " to found match " << lod_model->mLabel << LL_ENDL;
+ }
+ }
+ instance.mLOD[i] = lod_model;
+ }
+ else if (importerDebug)
+ {
+ LL_INFOS() << "List of models does not include " << instance.mLabel << LL_ENDL;
+ }
}
- LLModel* high_lod_model = instance.mLOD[LLModel::LOD_HIGH];
- if (!high_lod_model)
+ LLModel* high_lod_model = instance.mLOD[LLModel::LOD_HIGH];
+ if (!high_lod_model)
{
setLoadState( LLModelLoader::ERROR_MATERIALS );
mFMP->childDisable( "calculate_btn" );