//-------------------------------------------------------------------- // setWorldRotation() //-------------------------------------------------------------------- void LLJoint::setWorldRotation( const LLQuaternion& rot ) { if (mParent == NULL) { this->setRotation( rot ); return; } LLMatrix4 temp_mat(rot); LLMatrix4 parentWorldMatrix = mParent->getWorldMatrix(); parentWorldMatrix.mMatrix[VW][VX] = 0; parentWorldMatrix.mMatrix[VW][VY] = 0; parentWorldMatrix.mMatrix[VW][VZ] = 0; LLMatrix4 invParentWorldMatrix = parentWorldMatrix.invert(); temp_mat *= invParentWorldMatrix; setRotation(LLQuaternion(temp_mat)); }
//-------------------------------------------------------------------- // setWorldPosition() //-------------------------------------------------------------------- void LLJoint::setWorldPosition( const LLVector3& pos ) { if (mParent == NULL) { this->setPosition( pos ); return; } LLMatrix4 temp_matrix = getWorldMatrix(); temp_matrix.mMatrix[VW][VX] = pos.mV[VX]; temp_matrix.mMatrix[VW][VY] = pos.mV[VY]; temp_matrix.mMatrix[VW][VZ] = pos.mV[VZ]; LLMatrix4 parentWorldMatrix = mParent->getWorldMatrix(); LLMatrix4 invParentWorldMatrix = parentWorldMatrix.invert(); temp_matrix *= invParentWorldMatrix; LLVector3 localPos( temp_matrix.mMatrix[VW][VX], temp_matrix.mMatrix[VW][VY], temp_matrix.mMatrix[VW][VZ] ); setPosition( localPos ); }