void SceneNode::worldTranslate ( const vec3& with ) { localPos_ += getWorldRotation().unrotateVector(with); requireUpdate_(); }
void SceneNode::worldRotate( const Quaternion& by ) { const Quaternion& r = getWorldRotation(); localRot_ = localRot_ * r.inverse()*by*r; requireUpdate_(); }
void LLViewerJointAttachment::setupDrawable(LLViewerObject *object) { if (!object->mDrawable) return; if (object->mDrawable->isActive()) { object->mDrawable->makeStatic(FALSE); } object->mDrawable->mXform.setParent(getXform()); // LLViewerJointAttachment::lazyAttach object->mDrawable->makeActive(); LLVector3 current_pos = object->getRenderPosition(); LLQuaternion current_rot = object->getRenderRotation(); LLQuaternion attachment_pt_inv_rot = ~(getWorldRotation()); current_pos -= getWorldPosition(); current_pos.rotVec(attachment_pt_inv_rot); current_rot = current_rot * attachment_pt_inv_rot; object->mDrawable->mXform.setPosition(current_pos); object->mDrawable->mXform.setRotation(current_rot); gPipeline.markMoved(object->mDrawable); gPipeline.markTextured(object->mDrawable); // face may need to change draw pool to/from POOL_HUD object->mDrawable->setState(LLDrawable::USE_BACKLIGHT); if(mIsHUDAttachment) { for (S32 face_num = 0; face_num < object->mDrawable->getNumFaces(); face_num++) { LLFace *face = object->mDrawable->getFace(face_num); if (face) { face->setState(LLFace::HUD_RENDER); } } } LLViewerObject::const_child_list_t& child_list = object->getChildren(); for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin(); iter != child_list.end(); ++iter) { LLViewerObject* childp = *iter; if (childp && childp->mDrawable.notNull()) { childp->mDrawable->setState(LLDrawable::USE_BACKLIGHT); gPipeline.markTextured(childp->mDrawable); // face may need to change draw pool to/from POOL_HUD gPipeline.markMoved(childp->mDrawable); if(mIsHUDAttachment) { for (S32 face_num = 0; face_num < childp->mDrawable->getNumFaces(); face_num++) { LLFace * face = childp->mDrawable->getFace(face_num); if (face) { face->setState(LLFace::HUD_RENDER); } } } } } }