Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// clampRotation()
//-----------------------------------------------------------------------------
void LLJoint::clampRotation(LLQuaternion old_rot, LLQuaternion new_rot)
{
	LLVector3 main_axis(1.f, 0.f, 0.f);

	for (child_list_t::iterator iter = mChildren.begin();
		 iter != mChildren.end(); ++iter)
	{
		LLJoint* joint = *iter;
		if (joint->isAnimatable())
		{
			main_axis = joint->getPosition();
			main_axis.normVec();
			// only care about first animatable child
			break;
		}
	}

	// 2003.03.26 - This code was just using up cpu cycles. AB

//	LLVector3 old_axis = main_axis * old_rot;
//	LLVector3 new_axis = main_axis * new_rot;

//	for (S32 i = 0; i < mConstraintSilhouette.count() - 1; i++)
//	{
//		LLVector3 vert1 = mConstraintSilhouette[i];
//		LLVector3 vert2 = mConstraintSilhouette[i + 1];

		// figure out how to clamp rotation to line on 3-sphere

//	}
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// apply()
//-----------------------------------------------------------------------------
void LLPolySkeletalDistortion::apply( ESex avatar_sex )
{
	F32 effective_weight = ( getSex() & avatar_sex ) ? mCurWeight : getDefaultWeight();

	LLJoint* joint;
	joint_vec_map_t::iterator iter;

	for (iter = mJointScales.begin();
		 iter != mJointScales.end();
		 iter++)
	{
		joint = iter->first;
		LLVector3 newScale = joint->getScale();
		LLVector3 scaleDelta = iter->second;
		newScale = newScale + (effective_weight * scaleDelta) - (mLastWeight * scaleDelta);
		joint->setScale(newScale);
	}

	for (iter = mJointOffsets.begin();
		 iter != mJointOffsets.end();
		 iter++)
	{
		joint = iter->first;
		LLVector3 newPosition = joint->getPosition();
		LLVector3 positionDelta = iter->second;
		newPosition = newPosition + (effective_weight * positionDelta) - (mLastWeight * positionDelta);
		joint->setPosition(newPosition);
	}

	if (mLastWeight != mCurWeight && !mIsAnimating)
	{
		mAvatar->setSkeletonSerialNum(mAvatar->getSkeletonSerialNum() + 1);
	}
	mLastWeight = mCurWeight;
}
Ejemplo n.º 3
0
	void lljoint_object::test<5>()
	{
		LLJoint lljoint;
		LLVector3 vec3(2.3f,30.f,10.f);
		lljoint.setPosition(vec3);
		LLVector3 pos = lljoint.getPosition();
		ensure("setPosition()/getPosition() failed ", (vec3 == pos));
	}
Ejemplo n.º 4
0
//-----------------------------------------------------------------------------
// clampRotation()
//-----------------------------------------------------------------------------
void LLJoint::clampRotation(LLQuaternion old_rot, LLQuaternion new_rot)
{
	LLVector3 main_axis(1.f, 0.f, 0.f);

	for (child_list_t::iterator iter = mChildren.begin();
		 iter != mChildren.end(); ++iter)
	{
		LLJoint* joint = *iter;
		if (joint->isAnimatable())
		{
			main_axis = joint->getPosition();
			main_axis.normVec();
			// only care about first animatable child
			break;
		}
	}
}
void LLPolySkeletalDistortion::apply( ESex avatar_sex )
{
	LL_RECORD_BLOCK_TIME(FTM_POLYSKELETAL_DISTORTION_APPLY);

        F32 effective_weight = ( getSex() & avatar_sex ) ? mCurWeight : getDefaultWeight();

        LLJoint* joint;
        joint_vec_map_t::iterator iter;

	for (iter = mJointScales.begin();
		 iter != mJointScales.end();
		 iter++)
	{
		joint = iter->first;
		LLVector3 newScale = joint->getScale();
		LLVector3 scaleDelta = iter->second;
		newScale = newScale + (effective_weight * scaleDelta) - (mLastWeight * scaleDelta);
				//An aspect of attached mesh objects (which contain joint offsets) that need to be cleaned up when detached
				// needed? // joint->storeScaleForReset( newScale );				
		joint->setScale(newScale);
	}

	for (iter = mJointOffsets.begin();
		 iter != mJointOffsets.end();
		 iter++)
	{
		joint = iter->first;
		LLVector3 newPosition = joint->getPosition();
		LLVector3 positionDelta = iter->second;
		newPosition = newPosition + (effective_weight * positionDelta) - (mLastWeight * positionDelta);
		joint->setPosition(newPosition);
	}

	if (mLastWeight != mCurWeight && !mIsAnimating)
	{
		mAvatar->setSkeletonSerialNum(mAvatar->getSkeletonSerialNum() + 1);
	}
	mLastWeight = mCurWeight;
}