//----------------------------------------------------------------------------- // 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 // } }
//----------------------------------------------------------------------------- // 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; } } }