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/**
* @file LLAvatarJointMesh.cpp
* @brief Implementation of LLAvatarJointMesh class
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
//-----------------------------------------------------------------------------
// Header Files
//-----------------------------------------------------------------------------
#include "linden_common.h"
#include "llfasttimer.h"
#include "llrender.h"
#include "llavatarjointmesh.h"
#include "llavatarappearance.h"
//#include "llapr.h"
//#include "llbox.h"
//#include "lldrawable.h"
//#include "lldrawpoolavatar.h"
//#include "lldrawpoolbump.h"
//#include "lldynamictexture.h"
//#include "llface.h"
//#include "llgldbg.h"
//#include "llglheaders.h"
#include "lltexlayer.h"
//#include "llviewercamera.h"
//#include "llviewercontrol.h"
//#include "llviewertexturelist.h"
//#include "llsky.h"
//#include "pipeline.h"
//#include "llviewershadermgr.h"
#include "llmath.h"
#include "v4math.h"
#include "m3math.h"
#include "m4math.h"
#include "llmatrix4a.h"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLAvatarJointMesh::LLSkinJoint
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLSkinJoint
//-----------------------------------------------------------------------------
LLSkinJoint::LLSkinJoint()
{
mJoint = NULL;
}
//-----------------------------------------------------------------------------
// ~LLSkinJoint
//-----------------------------------------------------------------------------
LLSkinJoint::~LLSkinJoint()
{
mJoint = NULL;
}
//-----------------------------------------------------------------------------
// LLSkinJoint::setupSkinJoint()
//-----------------------------------------------------------------------------
BOOL LLSkinJoint::setupSkinJoint( LLAvatarJoint *joint)
{
// find the named joint
mJoint = joint;
if ( !mJoint )
{
LL_INFOS() << "Can't find joint" << LL_ENDL;
}
// compute the inverse root skin matrix
mRootToJointSkinOffset.clearVec();
LLVector3 rootSkinOffset;
while (joint)
{
rootSkinOffset += joint->getSkinOffset();
joint = (LLAvatarJoint*)joint->getParent();
}
mRootToJointSkinOffset = -rootSkinOffset;
mRootToParentJointSkinOffset = mRootToJointSkinOffset;
mRootToParentJointSkinOffset += mJoint->getSkinOffset();
return TRUE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// LLAvatarJointMesh
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
BOOL LLAvatarJointMesh::sPipelineRender = FALSE;
U32 LLAvatarJointMesh::sClothingMaskImageName = 0;
LLColor4 LLAvatarJointMesh::sClothingInnerColor;
//-----------------------------------------------------------------------------
// LLAvatarJointMesh()
//-----------------------------------------------------------------------------
LLAvatarJointMesh::LLAvatarJointMesh()
:
mTexture( NULL ),
mLayerSet( NULL ),
mTestImageName( 0 ),
mFaceIndexCount(0)
{
mColor[0] = 1.0f;
mColor[1] = 1.0f;
mColor[2] = 1.0f;
mColor[3] = 1.0f;
mShiny = 0.0f;
mCullBackFaces = TRUE;
mMesh = NULL;
mNumSkinJoints = 0;
mSkinJoints = NULL;
mFace = NULL;
mMeshID = 0;
mUpdateXform = FALSE;
mValid = FALSE;
mIsTransparent = FALSE;
}
//-----------------------------------------------------------------------------
// ~LLAvatarJointMesh()
// Class Destructor
//-----------------------------------------------------------------------------
LLAvatarJointMesh::~LLAvatarJointMesh()
{
mMesh = NULL;
mTexture = NULL;
freeSkinData();
}
//-----------------------------------------------------------------------------
// LLAvatarJointMesh::allocateSkinData()
//-----------------------------------------------------------------------------
BOOL LLAvatarJointMesh::allocateSkinData( U32 numSkinJoints )
{
mSkinJoints = new LLSkinJoint[ numSkinJoints ];
mNumSkinJoints = numSkinJoints;
return TRUE;
}
//-----------------------------------------------------------------------------
// LLAvatarJointMesh::freeSkinData()
//-----------------------------------------------------------------------------
void LLAvatarJointMesh::freeSkinData()
{
mNumSkinJoints = 0;
delete [] mSkinJoints;
mSkinJoints = NULL;
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::getColor()
//--------------------------------------------------------------------
void LLAvatarJointMesh::getColor( F32 *red, F32 *green, F32 *blue, F32 *alpha )
{
*red = mColor[0];
*green = mColor[1];
*blue = mColor[2];
*alpha = mColor[3];
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::setColor()
//--------------------------------------------------------------------
void LLAvatarJointMesh::setColor( F32 red, F32 green, F32 blue, F32 alpha )
{
mColor[0] = red;
mColor[1] = green;
mColor[2] = blue;
mColor[3] = alpha;
}
void LLAvatarJointMesh::setColor( const LLColor4& color )
{
mColor = color;
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::getTexture()
//--------------------------------------------------------------------
//LLViewerTexture *LLAvatarJointMesh::getTexture()
//{
// return mTexture;
//}
//--------------------------------------------------------------------
// LLAvatarJointMesh::setTexture()
//--------------------------------------------------------------------
void LLAvatarJointMesh::setTexture( LLGLTexture *texture )
{
mTexture = texture;
// texture and dynamic_texture are mutually exclusive
if( texture )
{
mLayerSet = NULL;
//texture->bindTexture(0);
//texture->setClamp(TRUE, TRUE);
}
}
BOOL LLAvatarJointMesh::hasGLTexture() const
{
return mTexture.notNull() && mTexture->hasGLTexture();
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::setLayerSet()
// Sets the shape texture (takes precedence over normal texture)
//--------------------------------------------------------------------
void LLAvatarJointMesh::setLayerSet( LLTexLayerSet* layer_set )
{
mLayerSet = layer_set;
// texture and dynamic_texture are mutually exclusive
if( layer_set )
{
mTexture = NULL;
}
}
BOOL LLAvatarJointMesh::hasComposite() const
{
return (mLayerSet && mLayerSet->hasComposite());
}
//--------------------------------------------------------------------
// LLAvatarJointMesh::getMesh()
//--------------------------------------------------------------------
LLPolyMesh *LLAvatarJointMesh::getMesh()
{
return mMesh;
}
//-----------------------------------------------------------------------------
// LLAvatarJointMesh::setMesh()
//-----------------------------------------------------------------------------
void LLAvatarJointMesh::setMesh( LLPolyMesh *mesh )
{
// set the mesh pointer
mMesh = mesh;
// release any existing skin joints
freeSkinData();
if ( mMesh == NULL )
{
return;
}
// acquire the transform from the mesh object
setPosition( mMesh->getPosition() );
setRotation( mMesh->getRotation() );
setScale( mMesh->getScale() );
// create skin joints if necessary
if ( mMesh->hasWeights() && !mMesh->isLOD())
{
U32 numJointNames = mMesh->getNumJointNames();
allocateSkinData( numJointNames );
std::string *jointNames = mMesh->getJointNames();
U32 jn;
for (jn = 0; jn < numJointNames; jn++)
{
//LL_INFOS() << "Setting up joint " << jointNames[jn] << LL_ENDL;
LLAvatarJoint* joint = (LLAvatarJoint*)(getRoot()->findJoint(jointNames[jn]) );
mSkinJoints[jn].setupSkinJoint( joint );
}
}
// setup joint array
if (!mMesh->isLOD())
{
setupJoint((LLAvatarJoint*)getRoot());
}
LL_DEBUGS() << "joint render entries: " << mMesh->mJointRenderData.size() << LL_ENDL;
}
//-----------------------------------------------------------------------------
// setupJoint()
//-----------------------------------------------------------------------------
void LLAvatarJointMesh::setupJoint(LLAvatarJoint* current_joint)
{
LL_DEBUGS() << "Mesh: " << getName() << LL_ENDL;
S32 joint_count = 0;
U32 sj;
for (sj=0; sj<mNumSkinJoints; sj++)
{
LLSkinJoint &js = mSkinJoints[sj];
if (js.mJoint != current_joint)
{
continue;
}
// we've found a skinjoint for this joint..
// is the last joint in the array our parent?
if(mMesh->mJointRenderData.size() && mMesh->mJointRenderData[mMesh->mJointRenderData.size() - 1]->mWorldMatrix == ¤t_joint->getParent()->getWorldMatrix())
{
// ...then just add ourselves
LLAvatarJoint* jointp = js.mJoint;
mMesh->mJointRenderData.push_back(new LLJointRenderData(&jointp->getWorldMatrix(), &js));
LL_DEBUGS() << "joint " << joint_count++ << js.mJoint->getName() << LL_ENDL;
}
// otherwise add our parent and ourselves
else
{
mMesh->mJointRenderData.push_back(new LLJointRenderData(¤t_joint->getParent()->getWorldMatrix(), NULL));
LL_DEBUGS() << "joint " << joint_count++ << current_joint->getParent()->getName() << LL_ENDL;
mMesh->mJointRenderData.push_back(new LLJointRenderData(¤t_joint->getWorldMatrix(), &js));
LL_DEBUGS() << "joint " << joint_count++ << current_joint->getName() << LL_ENDL;
}
}
// depth-first traversal
for (LLJoint::child_list_t::iterator iter = current_joint->mChildren.begin();
iter != current_joint->mChildren.end(); ++iter)
{
LLAvatarJoint* child_joint = (LLAvatarJoint*)(*iter);
setupJoint(child_joint);
}
}
// End
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