示例#1
0
// Creates new parameters for the given wearable and applies them to the avatar.
void LLGenePool::spawn( EWearableType type )
{
	LLVOAvatar* avatar = gAgent.getAvatarObject();
	if( !avatar )
	{
		return;
	}
	
	if( !mLoaded )
	{
		if( !load() )
		{
			return;
		}
	}

	if( mArchetypes.count() < 1 )
	{
		return;
	}

	// Only consider archetypes that have the same sex as you have already.
	LLVisualParam* male_param = avatar->getVisualParam( "male" );

	if (!male_param)
	{
		llwarns << "The hard coded \'male\' parameter passed to avatar->getVisualParam() in LLGenePool::spawn() is no longer valid."
				<< llendl;
		return;
	}

	S32 male_param_id = male_param->getID();
	F32 sex_weight = male_param->getWeight();

	S32 i = 0;
	S32 j = 0;
	S32 k = 0;
	const S32 MAX_CYCLES = 1000;
	S32 cycles = 0;

	F32 cur_sex_weight = 0.f;
	do
	{
		i = rand() % mArchetypes.count();
		cur_sex_weight = mArchetypes[i]->getParam(male_param_id, 0.f);
		cycles++;
		if (cur_sex_weight != sex_weight)
		{
			break;
		}
	} while((cycles < MAX_CYCLES));

	if( cycles >= MAX_CYCLES )
	{
		return;
	}

	LLAppearance* arch1 = mArchetypes[i];
	LLAppearance* arch2 = NULL;
	LLAppearance* arch3 = NULL;

	if( mArchetypes.count() > 1 )
	{
		cycles = 0;
    	do
    	{
    		j = rand() % mArchetypes.count();
			cur_sex_weight = mArchetypes[j]->getParam(male_param_id, 0.f);

			cycles++;
		} while( 
			(cycles < MAX_CYCLES) && 
			( (i == j) || (cur_sex_weight != sex_weight) )
		);

		if( cycles >= MAX_CYCLES )
		{
			return;
		}

    	arch2 = mArchetypes[j];
	}

	if( mArchetypes.count() > 2 )
	{
		cycles = 0;
    	do
    	{
    		k = rand() % mArchetypes.count();
			cur_sex_weight = mArchetypes[k]->getParam(male_param_id, 0.f);
			cycles++;
		} while( 
			(cycles < MAX_CYCLES) && 
			( (i == k) || (j == k) || (cur_sex_weight != sex_weight) )
		);

		if( cycles >= MAX_CYCLES )
		{
			return;
		}

    	arch3 = mArchetypes[k];
	}

	// Lame generation of barycentric coordinates
	F32 b1 = F32( rand() ) / RAND_MAX;
	F32 b2 = (F32( rand() ) / RAND_MAX) * (1.f - b1);
	F32 b3 = 1.f - b1 - b2;

//	ESex old_sex = avatar->getSex();

	// Pull params
	for( LLVisualParam* param = avatar->getFirstVisualParam(); param; param = avatar->getNextVisualParam() )
	{
		if( (((LLViewerVisualParam*)param)->getWearableType() == type) && (param->getGroup() == VISUAL_PARAM_GROUP_TWEAKABLE) )
		{
			S32 param_id = param->getID();

			// don't try to blend male/female param...as fp innaccuracy will break the [0 | 1] semantics
			if (param_id != male_param_id)
			{

				F32 weight1 = arch1->getParam( param_id, param->getDefaultWeight() );
				F32 net_weight = weight1;
				
				if( arch2 && arch3 )
				{
    				F32 weight2 = arch2->getParam( param_id, param->getDefaultWeight() );
    				F32 weight3 = arch3->getParam( param_id, param->getDefaultWeight() );
					net_weight = b1 * weight1 + b2 * weight2 + b3 * weight3;
				}
			
				param->setAnimationTarget(net_weight, TRUE);
			}
		}
	}

	// Find the archetype with the greatest influence
	LLAppearance* dominant_arch = arch1;
	if( (b2 > b1) && (b2 > b3) )
	{
		dominant_arch = arch2;
	}
	else
	if( (b3 > b1) && (b3 > b2) )
	{
		dominant_arch = arch3;
	}


	// Pull Textures from the dominant archetype
	for( S32 te = 0; te < LLVOAvatar::TEX_NUM_ENTRIES; te++ )
	{
		if( LLVOAvatar::isTextureIndexBaked( te ) )
		{
			continue;
		}

		if( LLVOAvatar::getTEWearableType( te ) == type )
		{
			LLUUID image_id = dominant_arch->getTexture( te );
			if( image_id.isNull() )
			{
				image_id = LLVOAvatar::getDefaultTEImageID( te );
			}

			LLViewerImage* image = gImageList.getImage( image_id );
			if( image )
			{
				avatar->setLocTexTE( te, image, TRUE );
			}
		}
	}

//	avatar->setVisualParamWeight( "male", sex_weight );

	avatar->startAppearanceAnimation(TRUE, TRUE);
	avatar->updateVisualParams();

// 	ESex new_sex = avatar->getSex();
//	if( old_sex != new_sex )
//	{
//		avatar->updateSexDependentLayerSets( TRUE );
//	}	
	
	avatar->updateMeshTextures();
    gAgent.sendAgentSetAppearance();
}
//-----------------------------------------------------------------------------
// setMorphFromMesh()
//-----------------------------------------------------------------------------
BOOL LLPolyMorphData::setMorphFromMesh(LLPolyMesh *morph)
{
	if (!morph)
		return FALSE;

	LLVector4a *morph_coords     = morph->getWritableCoords();
	LLVector4a *morph_normals    = morph->getWritableNormals();
	LLVector4a *morph_binormals  = morph->getWritableBinormals();
	LLVector2 *morph_tex_coords = morph->getWritableTexCoords();

	// We now have the morph loaded as a mesh.  We have to subtract the
	// base mesh to get the delta morph.

	LLPolyMesh delta(mMesh, NULL);
	U32 nverts = delta.getNumVertices();

	LLVector4a *delta_coords     = delta.getWritableCoords();
	LLVector4a *delta_normals    = delta.getWritableNormals();
	LLVector4a *delta_binormals  = delta.getWritableBinormals();
	LLVector2 *delta_tex_coords = delta.getWritableTexCoords();

	U32 num_significant = 0;
	U32 vert_index;
	for( vert_index = 0; vert_index < nverts; vert_index++)
	{
		delta_coords[vert_index].setSub(	morph_coords[vert_index], delta_coords[vert_index]);
		delta_normals[vert_index].setSub(	morph_normals[vert_index], delta_normals[vert_index]);
		delta_binormals[vert_index].setSub(	morph_binormals[vert_index], delta_binormals[vert_index]);
		delta_tex_coords[vert_index] =		morph_tex_coords[vert_index] - delta_tex_coords[vert_index];

		// For the normals and binormals, we really want the deltas
		// to be perpendicular to the mesh (bi)normals in the plane
		// that contains both the mesh and morph (bi)normals, such
		// that the morph (bi)normals form the hypotenuses of right
		// triangles. Right now, we just compute the difference vector.

		if (delta_coords[vert_index].getLength3().getF32()		> SIGNIFICANT_DELTA
		||  delta_normals[vert_index].getLength3().getF32()		> SIGNIFICANT_DELTA
		||  delta_binormals[vert_index].getLength3().getF32()	> SIGNIFICANT_DELTA
		||  delta_tex_coords[vert_index].length()				> SIGNIFICANT_DELTA)
		{
			num_significant++;
		}
	}

	//-------------------------------------------------------------------------
	// compute new morph
	//-------------------------------------------------------------------------

	// If the morph matches the base mesh, we store one vertex to prevent
	// zero length vectors.

	U32 nindices = num_significant;
	if (num_significant == 0)
		nindices = 1;

	LLVector4a* new_coords     = new LLVector4a[nindices];
	LLVector4a* new_normals    = new LLVector4a[nindices];
	LLVector4a* new_binormals  = new LLVector4a[nindices];
	LLVector2* new_tex_coords = new LLVector2[nindices];
	U32* new_vertex_indices   = new U32[nindices];

    // We'll set the distortion directly
	mTotalDistortion = 0.f;
	mMaxDistortion   = 0.f;
	mAvgDistortion.clear();

	U32 morph_index = 0;
	for( vert_index = 0; vert_index < nverts; vert_index++)
	{
		if (delta_coords[vert_index].getLength3().getF32()		> SIGNIFICANT_DELTA
		||  delta_normals[vert_index].getLength3().getF32()		> SIGNIFICANT_DELTA
		||  delta_binormals[vert_index].getLength3().getF32()	> SIGNIFICANT_DELTA
		||  delta_tex_coords[vert_index].length()				> SIGNIFICANT_DELTA
		||  num_significant == 0)
		{
			new_vertex_indices[morph_index] = vert_index;

			new_coords[morph_index]     = delta_coords[vert_index];
			new_normals[morph_index]    = delta_normals[vert_index];
			new_binormals[morph_index]  = delta_binormals[vert_index];
			new_tex_coords[morph_index] = delta_tex_coords[vert_index];

			F32 magnitude = new_coords[morph_index].getLength3().getF32();

			mTotalDistortion += magnitude;
			LLVector4a t;
			t.setAbs(new_coords[morph_index]);
			mAvgDistortion.add(t);

			if (magnitude > mMaxDistortion)
			{
				mMaxDistortion = magnitude;
			}

			morph_index++;
			num_significant = 1;
		}
	}

	mAvgDistortion.mul(1.f/(F32)nindices);
	mAvgDistortion.normalize3();

	//-------------------------------------------------------------------------
	// compute the change in the morph
	//-------------------------------------------------------------------------

	// Because meshes are set by continually updating morph weights
	// there is no easy way to reapply the morphs, so we just compute
	// the change in this morph and apply that appropriately weighted.

	for( morph_index = 0; morph_index < mNumIndices; morph_index++)
	{
		vert_index = mVertexIndices[morph_index];

		delta_coords[vert_index].sub(	mCoords[morph_index]);
		delta_normals[vert_index].sub(	mNormals[morph_index]);
		delta_binormals[vert_index].sub(mBinormals[morph_index]);
		delta_tex_coords[vert_index] -= mTexCoords[morph_index];
	}

	//-------------------------------------------------------------------------
	// Update all avatars
	//-------------------------------------------------------------------------

	std::vector< LLCharacter* >::iterator avatar_it;
	for(avatar_it = LLCharacter::sInstances.begin(); avatar_it != LLCharacter::sInstances.end(); ++avatar_it)
	{
		LLVOAvatar* avatarp = (LLVOAvatar*)*avatar_it;

		LLPolyMorphTarget* param = (LLPolyMorphTarget*) avatarp->getVisualParam(mName.c_str());
		if (!param)
		{
			continue;
		}

		F32 weight = param->getLastWeight();
		if (weight == 0.0f)
		{
			continue;
		}

		LLPolyMesh* mesh = avatarp->getMesh(mMesh);
		if (!mesh)
		{
			continue;
		}

		// If we have a vertex mask, just remove it.  It will be recreated.
		/*if (param->undoMask(TRUE))
		{
			continue;
		}*/

		LLVector4a *mesh_coords           = mesh->getWritableCoords();
		LLVector4a *mesh_normals          = mesh->getWritableNormals();
		LLVector4a *mesh_binormals        = mesh->getWritableBinormals();
		LLVector2 *mesh_tex_coords        = mesh->getWritableTexCoords();
		LLVector4a *mesh_scaled_normals   = mesh->getScaledNormals();
		LLVector4a *mesh_scaled_binormals = mesh->getScaledBinormals();

		for( vert_index = 0; vert_index < nverts; vert_index++)
		{
			delta_coords[vert_index].mul(weight);
			mesh_coords[vert_index].add(delta_coords[vert_index]);

			mesh_tex_coords[vert_index]       += delta_tex_coords[vert_index] * weight;

			delta_normals[vert_index].mul(weight * NORMAL_SOFTEN_FACTOR);
			mesh_scaled_normals[vert_index].add(delta_normals[vert_index]);
			
			LLVector4a normalized_normal       = mesh_scaled_normals[vert_index];
			normalized_normal.normalize3();
			mesh_normals[vert_index]           = normalized_normal;

			delta_binormals[vert_index].mul(weight * NORMAL_SOFTEN_FACTOR);
			mesh_scaled_binormals[vert_index].add(delta_binormals[vert_index]);

			LLVector4a tangent;
			tangent.setCross3(mesh_scaled_binormals[vert_index], normalized_normal);
			LLVector4a normalized_binormal;
			normalized_binormal.setCross3(normalized_normal, tangent);
			normalized_binormal.normalize3();
			mesh_binormals[vert_index]         = normalized_binormal;
		}

		avatarp->dirtyMesh();
	}

	//-------------------------------------------------------------------------
	// reallocate vertices
	//-------------------------------------------------------------------------
	delete [] mVertexIndices;
	delete [] mCoords;
	delete [] mNormals;
	delete [] mBinormals;
	delete [] mTexCoords;

	mVertexIndices = new_vertex_indices;
	mCoords        = new_coords;
	mNormals       = new_normals;
	mBinormals     = new_binormals;
	mTexCoords     = new_tex_coords;
	mNumIndices    = nindices;

	return TRUE;
}
示例#3
0
//-----------------------------------------------------------------------------
// loadNodeArchetype(): loads <archetype> node from XML tree
//-----------------------------------------------------------------------------
BOOL LLGenePool::loadNodeArchetype( LLXmlTreeNode* node )
{
	llassert( node->hasName( "archetype" ) );

	LLAppearance* archetype = new LLAppearance();
	BOOL success = TRUE;

	LLVOAvatar* avatar = gAgent.getAvatarObject();
	if( !avatar )
	{
		delete archetype;
		return FALSE;
	}

	LLXmlTreeNode* child;
	for (child = node->getChildByName( "param" );
		 child;
		 child = node->getNextNamedChild())
	{
		F32 value;
		static LLStdStringHandle value_string = LLXmlTree::addAttributeString("value");
		if( !child->getFastAttributeF32( value_string, value ) )
		{
			llwarns << "avatar genepool file: <param> missing value attribute" << llendl;
			success = FALSE;
			break;
		}
			
		S32 id;
		static LLStdStringHandle id_string = LLXmlTree::addAttributeString("id");
		if( !child->getFastAttributeS32( id_string, id ) )
		{
			llwarns << "avatar genepool file: <param> missing id attribute" << llendl;
			success = FALSE;
			break;
		}

		LLVisualParam* param = avatar->getVisualParam( id );
		if( param )
		{
			archetype->addParam( id, value );
		}
		else
		{
			llwarns << "avatar genepool file: ignoring invalid <param> with id: " << id << llendl;
		}
	}
	for (child = node->getChildByName( "texture" );
		 child;
		 child = node->getNextNamedChild())
	{
		LLUUID uuid;
		static LLStdStringHandle uuid_string = LLXmlTree::addAttributeString("uuid");
		if( !child->getFastAttributeUUID( uuid_string, uuid ) )
		{
			llwarns << "avatar genepool file: <texture> missing uuid attribute" << llendl;
			success = FALSE;
			break;
		}
			
		S32 te;
		static LLStdStringHandle te_string = LLXmlTree::addAttributeString("te");
		if( !child->getFastAttributeS32( te_string, te ) )
		{
			llwarns << "avatar genepool file: <texture> missing te attribute" << llendl;
			success = FALSE;
			break;
		}

		archetype->addTexture( te, uuid );
	}

	if( success )
	{
		mArchetypes.put( archetype );
	}
	else
	{
		delete archetype;
	}
	return success;
}