Exemple #1
0
	void lljoint_object::test<1>()
	{
		LLJoint lljoint;
		LLJoint* jnt = lljoint.getParent();
		ensure("getParent() failed ", (NULL == jnt));
		ensure("getRoot() failed ", (&lljoint == lljoint.getRoot()));
	}
//-----------------------------------------------------------------------------
// 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;
}
//-----------------------------------------------------------------------------
// 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

//	}
}
Exemple #4
0
	void lljoint_object::test<9>()
	{
		LLJoint lljoint;
		LLVector3 vec3(2.3f,30.f,10.f);
		lljoint.setScale(vec3);
		LLVector3 scale = lljoint.getScale();
		ensure("setScale()/getScale failed ", (vec3 == scale));
	}
Exemple #5
0
	void lljoint_object::test<12>()
	{
		LLJoint lljoint;
		LLVector3 vec3(2.3f,30.f,10.f);
		lljoint.setSkinOffset(vec3);
		LLVector3 offset = lljoint.getSkinOffset();
		ensure("1:setSkinOffset()/getSkinOffset() failed ", (vec3 == offset));
	}
Exemple #6
0
	void lljoint_object::test<4>()
	{
		LLJoint parent;
		std::string str1 = "LLJoint", str2;
		parent.setName(str1);
		str2 = parent.getName();
		ensure("setName() failed ", (str1 == str2));
	}
Exemple #7
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));
	}
// Local space means "parameter space".
F32 LLPhysicsMotion::toLocal(const LLVector3 &world)
{
        LLJoint *joint = mJointState->getJoint();
        const LLQuaternion rotation_world = joint->getWorldRotation();
        
        LLVector3 dir_world = mMotionDirectionVec * rotation_world;
        dir_world.normalize();
        return world * dir_world;
}
Exemple #9
0
	void lljoint_object::test<6>()
	{
		LLJoint lljoint;
		LLVector3 vec3(2.3f,30.f,10.f);
		lljoint.setWorldPosition(vec3);
		LLVector3 pos = lljoint.getWorldPosition();
		ensure("1:setWorldPosition()/getWorldPosition() failed ", (vec3 == pos));
		LLVector3 lastPos = lljoint.getLastWorldPosition();
		ensure("2:getLastWorldPosition failed ", (vec3 == lastPos));
	}
Exemple #10
0
F32 LLPhysicsMotion::calculateVelocity_local()
{
    const F32 world_to_model_scale = 100.0f;
    LLJoint *joint = mJointState->getJoint();
    const LLVector3 position_world = joint->getWorldPosition();
    const LLVector3 last_position_world = mPosition_world;
    const LLVector3 positionchange_world = (position_world-last_position_world) * world_to_model_scale;
    const LLVector3 velocity_world = positionchange_world;
    const F32 velocity_local = toLocal(velocity_world);
    return velocity_local;
}
//-----------------------------------------------------------------------------
// updateWorldMatrixParent()
//-----------------------------------------------------------------------------
void LLJoint::updateWorldMatrixParent()
{
	if (mDirtyFlags & MATRIX_DIRTY)
	{
		LLJoint *parent = getParent();
		if (parent)
		{
			parent->updateWorldMatrixParent();
		}
		updateWorldMatrix();
	}
}
BOOL LLPolySkeletalDistortion::setInfo(LLPolySkeletalDistortionInfo *info)
{
	llassert(mInfo == NULL);
	if (info->mID < 0)
		return FALSE;
	mInfo = info;
	mID = info->mID;
	setWeight(getDefaultWeight(), FALSE );

	LLPolySkeletalDistortionInfo::bone_info_list_t::iterator iter;
	for (iter = getInfo()->mBoneInfoList.begin(); iter != getInfo()->mBoneInfoList.end(); iter++)
	{
		LLPolySkeletalBoneInfo *bone_info = &(*iter);
		LLJoint* joint = mAvatar->getJoint(bone_info->mBoneName);
		if (!joint)
		{
			llwarns << "Joint " << bone_info->mBoneName << " not found." << llendl;
			continue;
		}

		if (mJointScales.find(joint) != mJointScales.end())
		{
			llwarns << "Scale deformation already supplied for joint " << joint->getName() << "." << llendl;
		}

		// store it
		mJointScales[joint] = bone_info->mScaleDeformation;

		// apply to children that need to inherit it
		for (LLJoint::child_list_t::iterator iter = joint->mChildren.begin();
			 iter != joint->mChildren.end(); ++iter)
		{
			LLViewerJoint* child_joint = (LLViewerJoint*)(*iter);
			if (child_joint->inheritScale())
			{
				LLVector3 childDeformation = LLVector3(child_joint->getScale());
				childDeformation.scaleVec(bone_info->mScaleDeformation);
				mJointScales[child_joint] = childDeformation;
			}
		}

		if (bone_info->mHasPositionDeformation)
		{
			if (mJointOffsets.find(joint) != mJointOffsets.end())
			{
				llwarns << "Offset deformation already supplied for joint " << joint->getName() << "." << llendl;
			}
			mJointOffsets[joint] = bone_info->mPositionDeformation;
		}
	}
	return TRUE;
}
//--------------------------------------------------------------------
// removeAllChildren()
//--------------------------------------------------------------------
void LLJoint::removeAllChildren()
{
	for (child_list_t::iterator iter = mChildren.begin();
		 iter != mChildren.end();)
	{
		child_list_t::iterator curiter = iter++;
		LLJoint* joint = *curiter;
		mChildren.erase(curiter);
		joint->mXform.setParent(NULL);
		joint->mParent = NULL;
		joint->touch();
	}
}
//-----------------------------------------------------------------------------
// LLEyeMotion::onDeactivate()
//-----------------------------------------------------------------------------
void LLEyeMotion::onDeactivate()
{
	LLJoint* joint = mLeftEyeState->getJoint();
	if (joint)
	{
		joint->setRotation(LLQuaternion::DEFAULT);
	}

	joint = mRightEyeState->getJoint();
	if (joint)
	{
		joint->setRotation(LLQuaternion::DEFAULT);
	}
}
//-----------------------------------------------------------------------------
// updateWorldPRSParent()
//-----------------------------------------------------------------------------
void LLJoint::updateWorldPRSParent()
{
	if (mDirtyFlags & (ROTATION_DIRTY | POSITION_DIRTY))
	{
		LLJoint *parent = getParent();
		if (parent)
		{
			parent->updateWorldPRSParent();
		}

		mXform.update();
		mDirtyFlags &= ~(ROTATION_DIRTY | POSITION_DIRTY);
	}
}
//-----------------------------------------------------------------------------
// updateWorldMatrixChildren()
//-----------------------------------------------------------------------------
void LLJoint::updateWorldMatrixChildren()
{	
	if (!this->mUpdateXform) return;

	if (mDirtyFlags & MATRIX_DIRTY)
	{
		updateWorldMatrix();
	}
	for (child_list_t::iterator iter = mChildren.begin();
		 iter != mChildren.end(); ++iter)
	{
		LLJoint* joint = *iter;
		joint->updateWorldMatrixChildren();
	}
}
void showJointPosOverrides( const LLJoint& joint, const std::string& note, const std::string& av_info )
{
        std::ostringstream os;
        os << joint.m_posBeforeOverrides;
        joint.m_attachmentOverrides.showJointPosOverrides(os);
        LL_DEBUGS("Avatar") << av_info << " joint " << joint.getName() << " " << note << " " << os.str() << LL_ENDL;
}
Exemple #18
0
//-----------------------------------------------------------------------------
// getJoint()
//-----------------------------------------------------------------------------
LLJoint *LLCharacter::getJoint( const std::string &name )
{
	LLJoint* joint = NULL;

	LLJoint *root = getRootJoint();
	if (root)
	{
		joint = root->findJoint(name);
	}

	if (!joint)
	{
		llwarns << "Failed to find joint." << llendl;
	}
	return joint;
}
Exemple #19
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;
		}
	}
}
//-----------------------------------------------------------------------------
// findJoint()
//-----------------------------------------------------------------------------
LLJoint *LLJoint::findJoint( const std::string &name )
{
	if (name == getName())
		return this;

	for (child_list_t::iterator iter = mChildren.begin();
		 iter != mChildren.end(); ++iter)
	{
		LLJoint* joint = *iter;
		LLJoint *found = joint->findJoint(name);
		if (found)
		{
			return found;
		}
	}

	return NULL;	
}
//-----------------------------------------------------------------------------
// touch()
// Sets all dirty flags for all children, recursively.
//-----------------------------------------------------------------------------
void LLJoint::touch(U32 flags)
{
	if ((flags | mDirtyFlags) != mDirtyFlags)
	{
		sNumTouches++;
		mDirtyFlags |= flags;
		U32 child_flags = flags;
		if (flags & ROTATION_DIRTY)
		{
			child_flags |= POSITION_DIRTY;
		}

		for (child_list_t::iterator iter = mChildren.begin();
			 iter != mChildren.end(); ++iter)
		{
			LLJoint* joint = *iter;
			joint->touch(child_flags);
		}
	}
}
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;
}
// Return TRUE if character has to update visual params.
BOOL LLPhysicsMotion::onUpdate(F32 time)
{
        // static FILE *mFileWrite = fopen("c:\\temp\\avatar_data.txt","w");
        
        if (!mParamDriver)
                return FALSE;

        if (!mLastTime)
        {
                mLastTime = time;
                return FALSE;
        }

        ////////////////////////////////////////////////////////////////////////////////
        // Get all parameters and settings
        //

        const F32 time_delta = time - mLastTime;

	// Don't update too frequently, to avoid precision errors from small time slices.
	if (time_delta <= .01)
	{
		return FALSE;
	}
	
	// If less than 1FPS, we don't want to be spending time updating physics at all.
        if (time_delta > 1.0)
        {
                mLastTime = time;
                return FALSE;
        }

        // Higher LOD is better.  This controls the granularity
        // and frequency of updates for the motions.
        const F32 lod_factor = LLVOAvatar::sPhysicsLODFactor;
        if (lod_factor == 0)
        {
                return TRUE;
        }

        LLJoint *joint = mJointState->getJoint();

        const F32 behavior_mass = getParamValue("Mass");
        const F32 behavior_gravity = getParamValue("Gravity");
        const F32 behavior_spring = getParamValue("Spring");
        const F32 behavior_gain = getParamValue("Gain");
        const F32 behavior_damping = getParamValue("Damping");
        const F32 behavior_drag = getParamValue("Drag");
        const BOOL physics_test = FALSE; // Enable this to simulate bouncing on all parts.
        
        F32 behavior_maxeffect = getParamValue("MaxEffect");
        if (physics_test)
                behavior_maxeffect = 1.0f;

	// Normalize the param position to be from [0,1].
	// We have to use normalized values because there may be more than one driven param,
	// and each of these driven params may have its own range.
	// This means we'll do all our calculations in normalized [0,1] local coordinates.
	const F32 position_user_local = (mParamDriver->getWeight() - mParamDriver->getMinWeight()) / (mParamDriver->getMaxWeight() - mParamDriver->getMinWeight());
       	
	//
	// End parameters and settings
	////////////////////////////////////////////////////////////////////////////////
	
	
	////////////////////////////////////////////////////////////////////////////////
	// Calculate velocity and acceleration in parameter space.
	//
        
	//const F32 velocity_joint_local = calculateVelocity_local(time_iteration_step);
	const F32 velocity_joint_local = calculateVelocity_local();
	const F32 acceleration_joint_local = calculateAcceleration_local(velocity_joint_local);
	
	//
	// End velocity and acceleration
	////////////////////////////////////////////////////////////////////////////////
	
	BOOL update_visuals = FALSE;
	
	// Break up the physics into a bunch of iterations so that differing framerates will show
	// roughly the same behavior.
	for (F32 time_iteration = 0; time_iteration <= time_delta; time_iteration += TIME_ITERATION_STEP)
	{
		F32 time_iteration_step = TIME_ITERATION_STEP;
		if (time_iteration + TIME_ITERATION_STEP > time_delta)
		{
			time_iteration_step = time_delta-time_iteration;
		}
		
		// mPositon_local should be in normalized 0,1 range already.  Just making sure...
		const F32 position_current_local = llclamp(mPosition_local,
							   0.0f,
							   1.0f);
		// If the effect is turned off then don't process unless we need one more update
		// to set the position to the default (i.e. user) position.
		if ((behavior_maxeffect == 0) && (position_current_local == position_user_local))
		{
			return update_visuals;
		}

		////////////////////////////////////////////////////////////////////////////////
		// Calculate the total force 
		//

		// Spring force is a restoring force towards the original user-set breast position.
		// F = kx
		const F32 spring_length = position_current_local - position_user_local;
		const F32 force_spring = -spring_length * behavior_spring;

		// Acceleration is the force that comes from the change in velocity of the torso.
		// F = ma
		const F32 force_accel = behavior_gain * (acceleration_joint_local * behavior_mass);

		// Gravity always points downward in world space.
		// F = mg
		const LLVector3 gravity_world(0,0,1);
		const F32 force_gravity = (toLocal(gravity_world) * behavior_gravity * behavior_mass);
                
		// Damping is a restoring force that opposes the current velocity.
		// F = -kv
		const F32 force_damping = -behavior_damping * mVelocity_local;
                
		// Drag is a force imparted by velocity (intuitively it is similar to wind resistance)
		// F = .5kv^2
		const F32 force_drag = .5*behavior_drag*velocity_joint_local*velocity_joint_local*llsgn(velocity_joint_local);

		const F32 force_net = (force_accel + 
				       force_gravity +
				       force_spring + 
				       force_damping + 
				       force_drag);

		//
		// End total force
		////////////////////////////////////////////////////////////////////////////////

        
		////////////////////////////////////////////////////////////////////////////////
		// Calculate new params
		//

		// Calculate the new acceleration based on the net force.
		// a = F/m
		const F32 acceleration_new_local = force_net / behavior_mass;
		static const F32 max_velocity = 100.0f; // magic number, used to be customizable.
		F32 velocity_new_local = mVelocity_local + acceleration_new_local*time_iteration_step;
		velocity_new_local = llclamp(velocity_new_local, 
					     -max_velocity, max_velocity);
        
		// Temporary debugging setting to cause all avatars to move, for profiling purposes.
		if (physics_test)
		{
			velocity_new_local = sin(time*4.0);
		}
		// Calculate the new parameters, or remain unchanged if max speed is 0.
		F32 position_new_local = position_current_local + velocity_new_local*time_iteration_step;
		if (behavior_maxeffect == 0)
			position_new_local = position_user_local;

		// Zero out the velocity if the param is being pushed beyond its limits.
		if ((position_new_local < 0 && velocity_new_local < 0) || 
		    (position_new_local > 1 && velocity_new_local > 0))
		{
			velocity_new_local = 0;
		}
	
		// Check for NaN values.  A NaN value is detected if the variables doesn't equal itself.  
		// If NaN, then reset everything.
		if ((mPosition_local != mPosition_local) ||
		    (mVelocity_local != mVelocity_local) ||
		    (position_new_local != position_new_local))
		{
			position_new_local = 0;
			mVelocity_local = 0;
			mVelocityJoint_local = 0;
			mAccelerationJoint_local = 0;
			mPosition_local = 0;
			mPosition_world = LLVector3(0,0,0);
		}

		const F32 position_new_local_clamped = llclamp(position_new_local,
							       0.0f,
							       1.0f);

		LLDriverParam *driver_param = dynamic_cast<LLDriverParam *>(mParamDriver);
		llassert_always(driver_param);
		if (driver_param)
		{
			// If this is one of our "hidden" driver params, then make sure it's
			// the default value.
			if ((driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE) &&
			    (driver_param->getGroup() != VISUAL_PARAM_GROUP_TWEAKABLE_NO_TRANSMIT))
			{
				mCharacter->setVisualParamWeight(driver_param,
								 0,
								 FALSE);
			}
			for (LLDriverParam::entry_list_t::iterator iter = driver_param->mDriven.begin();
			     iter != driver_param->mDriven.end();
			     ++iter)
			{
				LLDrivenEntry &entry = (*iter);
				LLViewerVisualParam *driven_param = entry.mParam;
				setParamValue(driven_param,position_new_local_clamped, behavior_maxeffect);
			}
		}
        
		//
		// End calculate new params
		////////////////////////////////////////////////////////////////////////////////

		////////////////////////////////////////////////////////////////////////////////
		// Conditionally update the visual params
		//
        
		// Updating the visual params (i.e. what the user sees) is fairly expensive.
		// So only update if the params have changed enough, and also take into account
		// the graphics LOD settings.
        
		// For non-self, if the avatar is small enough visually, then don't update.
		const F32 area_for_max_settings = 0.0;
		const F32 area_for_min_settings = 1400.0;
		const F32 area_for_this_setting = area_for_max_settings + (area_for_min_settings-area_for_max_settings)*(1.0-lod_factor);
		const F32 pixel_area = (F32)sqrt(mCharacter->getPixelArea());
        
		const BOOL is_self = (dynamic_cast<LLVOAvatar *>(mCharacter) != NULL && ((LLVOAvatar*)mCharacter)->isSelf());
		if ((pixel_area > area_for_this_setting) || is_self)
		{
			const F32 position_diff_local = llabs(mPositionLastUpdate_local-position_new_local_clamped);
			const F32 min_delta = (1.0001f-lod_factor)*0.4f;
			if (llabs(position_diff_local) > min_delta)
			{
				update_visuals = TRUE;
				mPositionLastUpdate_local = position_new_local;
			}
		}

		//
		// End update visual params
		////////////////////////////////////////////////////////////////////////////////

		mVelocity_local = velocity_new_local;
		mAccelerationJoint_local = acceleration_joint_local;
		mPosition_local = position_new_local;
	}
	mLastTime = time;
	mPosition_world = joint->getWorldPosition();
	mVelocityJoint_local = velocity_joint_local;


        /*
          // Write out debugging info into a spreadsheet.
          if (mFileWrite != NULL && is_self)
          {
          fprintf(mFileWrite,"%f\t%f\t%f \t\t%f \t\t%f\t%f\t%f\t \t\t%f\t%f\t%f\t%f\t%f \t\t%f\t%f\t%f\n",
          position_new_local,
          velocity_new_local,
          acceleration_new_local,

          time_delta,

          mPosition_world[0],
          mPosition_world[1],
          mPosition_world[2],

          force_net,
          force_spring,
          force_accel,
          force_damping,
          force_drag,

          spring_length,
          velocity_joint_local,
          acceleration_joint_local
          );
          }
        */

        return update_visuals;
}
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
	if (avatar->isSelf() && !gAgent.needsRenderAvatar() || !gMeshRepo.meshRezEnabled())
	{
		return;
	}

	stop_glerror();

	for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
	{
		LLFace* face = mRiggedFace[type][i];
		LLDrawable* drawable = face->getDrawable();
		if (!drawable)
		{
			continue;
		}
		LLVOVolume* vobj = drawable->getVOVolume();

		if (!vobj)
		{
			continue;
		}
	
		LLVolume* volume = vobj->getVolume();
		S32 te = face->getTEOffset();

		if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
		{
			continue;
		}

		LLUUID mesh_id = volume->getParams().getSculptID();
		if (mesh_id.isNull())
		{
			continue;
		}

		const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
		if (!skin)
		{
			continue;
		}

		stop_glerror();

		const LLVolumeFace& vol_face = volume->getVolumeFace(te);
		updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face, vobj);

		stop_glerror();

		U32 data_mask = LLFace::getRiggedDataMask(type);

		LLVertexBuffer* buff = face->getVertexBuffer();

		if (buff)
		{
			if (sShaderLevel > 0)
			{ //upload matrix palette to shader
				LLMatrix4 mat[64];

				for (U32 i = 0; i < skin->mJointNames.size(); ++i)
				{
					LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
					if (joint)
					{
						mat[i] = skin->mInvBindMatrix[i];
						mat[i] *= joint->getWorldMatrix();
					}
				}

				stop_glerror();

				LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv("matrixPalette",
																   skin->mJointNames.size(),
																   FALSE,
																   (GLfloat*) mat[0].mMatrix);

				stop_glerror();
			}
			else
			{
				data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
			}

			buff->setBuffer(data_mask);

			U16 start = face->getGeomStart();
			U16 end = start + face->getGeomCount()-1;
			S32 offset = face->getIndicesStart();
			U32 count = face->getIndicesCount();

			if (glow)
			{
				glColor4f(0,0,0,face->getTextureEntry()->getGlow());
			}

			gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
			if (normal_channel > -1)
			{
				LLDrawPoolBump::bindBumpMap(face, normal_channel);
			}

			if (face->mTextureMatrix)
			{
				glMatrixMode(GL_TEXTURE);
				glLoadMatrixf((F32*) face->mTextureMatrix->mMatrix);
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
				glLoadIdentity();
				glMatrixMode(GL_MODELVIEW);
			}
			else
			{
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
			}
		}
	}
}
void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* face, 
													const LLMeshSkinInfo* skin, LLVolume* volume, 
													const LLVolumeFace& vol_face, LLVOVolume* vobj)
{
	LLVector4a* weight = vol_face.mWeights;
	if (!weight)
	{
		return;
	}

	LLPointer<LLVertexBuffer> buffer = face->getVertexBuffer();
	LLDrawable* drawable = face->getDrawable();

	U32 data_mask = face->getRiggedVertexBufferDataMask();

	if (buffer.isNull() || buffer->getTypeMask() != data_mask ||
		buffer->getRequestedVerts() != vol_face.mNumVertices ||
		buffer->getRequestedIndices() != vol_face.mNumIndices ||
		(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
	{
		face->setGeomIndex(0);
		face->setIndicesIndex(0);

		if (buffer.isNull() || buffer->getTypeMask() != data_mask)
		{	//make a new buffer
			if (sShaderLevel > 0)
			{
				buffer = new LLVertexBuffer(data_mask, GL_DYNAMIC_DRAW_ARB);
			}
			else
			{
				buffer = new LLVertexBuffer(data_mask, GL_STREAM_DRAW_ARB);
			}
			buffer->allocateBuffer(vol_face.mNumVertices,
								   vol_face.mNumIndices, true);
		}
		else
		{	//resize existing buffer
			buffer->resizeBuffer(vol_face.mNumVertices, vol_face.mNumIndices);
		}

		face->setSize(vol_face.mNumVertices, vol_face.mNumIndices);
		face->setVertexBuffer(buffer);

		U16 offset = 0;

		LLMatrix4 mat_vert = skin->mBindShapeMatrix;
		glh::matrix4f m((F32*) mat_vert.mMatrix);
		m = m.inverse().transpose();

		F32 mat3[] = {	m.m[0], m.m[1], m.m[2],
						m.m[4], m.m[5], m.m[6],
						m.m[8], m.m[9], m.m[10] };

		LLMatrix3 mat_normal(mat3);

		static LLCachedControl<bool> mesh_enable_deformer(gSavedSettings, "MeshEnableDeformer");
		if (mesh_enable_deformer)
		{
			LLDeformedVolume* deformed_volume = vobj->getDeformedVolume();
			deformed_volume->deform(volume, avatar, skin, face->getTEOffset());
			face->getGeometryVolume(*deformed_volume, face->getTEOffset(), mat_vert,
									mat_normal, offset, true);
		}
		else
		{
			face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert,
 									mat_normal, offset, true);
		}
	}

	if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
	{ //perform software vertex skinning for this face
		LLStrider<LLVector3> position;
		LLStrider<LLVector3> normal;

		bool has_normal = buffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
		buffer->getVertexStrider(position);

		if (has_normal)
		{
			buffer->getNormalStrider(normal);
		}
		LLVector4a* pos = (LLVector4a*) position.get();

		LLVector4a* norm = has_normal ? (LLVector4a*) normal.get() : NULL;

		//build matrix palette
		LLMatrix4a mp[64];
		LLMatrix4* mat = (LLMatrix4*) mp;

		for (U32 j = 0; j < skin->mJointNames.size(); ++j)
		{
			LLJoint* joint = avatar->getJoint(skin->mJointNames[j]);
			if (joint)
			{
				mat[j] = skin->mInvBindMatrix[j];
				mat[j] *= joint->getWorldMatrix();
			}
		}

		LLMatrix4a bind_shape_matrix;
		bind_shape_matrix.loadu(skin->mBindShapeMatrix);

		for (U32 j = 0; j < buffer->getRequestedVerts(); ++j)
		{
			LLMatrix4a final_mat;
			final_mat.clear();

			S32 idx[4];

			LLVector4 wght;

			F32 scale = 0.f;
			for (U32 k = 0; k < 4; k++)
		{
				F32 w = weight[j][k];

				idx[k] = llclamp((S32) floorf(w), 0, 63);
				wght[k] = w - floorf(w);
				scale += wght[k];
			}

			wght *= 1.f/scale;

			for (U32 k = 0; k < 4; k++)
			{
				F32 w = wght[k];

				LLMatrix4a src;
				src.setMul(mp[idx[k]], w);

				final_mat.add(src);
			}

			LLVector4a& v = vol_face.mPositions[j];
			LLVector4a t;
			LLVector4a dst;
			bind_shape_matrix.affineTransform(v, t);
			final_mat.affineTransform(t, dst);
			pos[j] = dst;

			if (norm)
			{
				LLVector4a& n = vol_face.mNormals[j];
				bind_shape_matrix.rotate(n, t);
				final_mat.rotate(t, dst);
				norm[j] = dst;
			}
		}
	}

	if (drawable && face->getTEOffset() == drawable->getNumFaces() - 1)
	{
		drawable->clearState(LLDrawable::REBUILD_ALL);
	}
}
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
	if ((avatar->isSelf() && !gAgent.needsRenderAvatar()) || !gMeshRepo.meshRezEnabled())
	{
		return;
	}

	stop_glerror();

	for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
	{
		LLFace* face = mRiggedFace[type][i];
		LLDrawable* drawable = face->getDrawable();
		if (!drawable)
		{
			continue;
		}

		LLVOVolume* vobj = drawable->getVOVolume();

		if (!vobj)
		{
			continue;
		}

		LLVolume* volume = vobj->getVolume();
		S32 te = face->getTEOffset();

		if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
		{
			continue;
		}

		LLUUID mesh_id = volume->getParams().getSculptID();
		if (mesh_id.isNull())
		{
			continue;
		}

		const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
		if (!skin)
		{
			continue;
		}

		//stop_glerror();

		//const LLVolumeFace& vol_face = volume->getVolumeFace(te);
		//updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
		
		//stop_glerror();

		U32 data_mask = LLFace::getRiggedDataMask(type);

		LLVertexBuffer* buff = face->getVertexBuffer();

		if (buff)
		{
			if (sShaderLevel > 0)
			{ //upload matrix palette to shader
				LLMatrix4 mat[JOINT_COUNT];

				U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);

				for (U32 i = 0; i < count; ++i)
				{
					LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
					if(!joint)
					{
						joint = avatar->getJoint("mRoot");
					}
					if (joint)
					{
						LLMatrix4a tmp;
						tmp.loadu((F32*)skin->mInvBindMatrix[i].mMatrix);
						tmp.setMul(joint->getWorldMatrix(),tmp);
						mat[i] = LLMatrix4(tmp.getF32ptr());
					}
				}
				
				stop_glerror();

				F32 mp[JOINT_COUNT*12];

				for (U32 i = 0; i < count; ++i)
				{
					F32* m = (F32*) mat[i].mMatrix;

					U32 idx = i*12;

					mp[idx+0] = m[0];
					mp[idx+1] = m[1];
					mp[idx+2] = m[2];
					mp[idx+3] = m[12];

					mp[idx+4] = m[4];
					mp[idx+5] = m[5];
					mp[idx+6] = m[6];
					mp[idx+7] = m[13];

					mp[idx+8] = m[8];
					mp[idx+9] = m[9];
					mp[idx+10] = m[10];
					mp[idx+11] = m[14];
				}

				LLDrawPoolAvatar::sVertexProgram->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX, 
					count,
					FALSE,
					(GLfloat*) mp);

				LLDrawPoolAvatar::sVertexProgram->uniform1f(LLShaderMgr::AVATAR_MAX_WEIGHT, F32(count-1));
				
				stop_glerror();
			}
			else
			{
				data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
			}

			U16 start = face->getGeomStart();
			U16 end = start + face->getGeomCount()-1;
			S32 offset = face->getIndicesStart();
			U32 count = face->getIndicesCount();

			/*if (glow)
			{
				gGL.diffuseColor4f(0,0,0,face->getTextureEntry()->getGlow());
			}*/

			const LLTextureEntry* te = face->getTextureEntry();
			LLMaterial* mat = te->getMaterialParams().get();

			if (mat && is_deferred_render)
			{
				gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture(LLRender::DIFFUSE_MAP));
				gGL.getTexUnit(normal_channel)->bind(face->getTexture(LLRender::NORMAL_MAP));
				gGL.getTexUnit(specular_channel)->bind(face->getTexture(LLRender::SPECULAR_MAP));

				LLColor4 col = mat->getSpecularLightColor();
				F32 spec = llmax(0.0001f, mat->getSpecularLightExponent() / 255.f);

				F32 env = mat->getEnvironmentIntensity()/255.f;

				if (mat->getSpecularID().isNull())
				{
					env = te->getShiny()*0.25f;
					col.set(env,env,env,0);
					spec = env;
				}
		
				BOOL fullbright = te->getFullbright();

				sVertexProgram->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, fullbright ? 1.f : 0.f);
				sVertexProgram->uniform4f(LLShaderMgr::SPECULAR_COLOR, col.mV[0], col.mV[1], col.mV[2], spec);
				sVertexProgram->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, env);

				if (mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
				{
					sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f);
				}
				else
				{
					sVertexProgram->setMinimumAlpha(0.004f);
				}

				for (U32 i = 0; i < LLRender::NUM_TEXTURE_CHANNELS; ++i)
				{
					LLViewerTexture* tex = face->getTexture(i);
					if (tex)
					{
						tex->addTextureStats(avatar->getPixelArea());
					}
				}
			}
			else
			{
				gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());

				if(sVertexProgram)
				{
					if (mat && mat->getDiffuseAlphaMode() == LLMaterial::DIFFUSE_ALPHA_MODE_MASK)
					{
						sVertexProgram->setMinimumAlpha(mat->getAlphaMaskCutoff()/255.f);
					}
					else
					{
						sVertexProgram->setMinimumAlpha(0.004f);
					}
				}

				if (normal_channel > -1)
				{
					LLDrawPoolBump::bindBumpMap(face, normal_channel);
				}
			}

			if (face->mTextureMatrix && vobj->mTexAnimMode)
			{
				gGL.matrixMode(LLRender::MM_TEXTURE);
				gGL.loadMatrix(*face->mTextureMatrix);
				buff->setBuffer(data_mask);
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);
				gGL.loadIdentity();
				gGL.matrixMode(LLRender::MM_MODELVIEW);
			}
			else
			{
				buff->setBuffer(data_mask);
				buff->drawRange(LLRender::TRIANGLES, start, end, count, offset);		
			}

			gPipeline.addTrianglesDrawn(count, LLRender::TRIANGLES);
		}
	}
}