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@@ -1111,7 +1111,7 @@ void LLKeyframeMotion::applyConstraint(JointConstraint* constraint, F32 time, U8
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LLVector3 source_to_target = target_pos - keyframe_source_pos;
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S32 max_iteration_count = llround(clamp_rescale(
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S32 max_iteration_count = llmath::llround(clamp_rescale(
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mCharacter->getPixelArea(),
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MAX_PIXEL_AREA_CONSTRAINTS,
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MIN_PIXEL_AREA_CONSTRAINTS,
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@@ -876,12 +876,12 @@ void LLMotionController::updateMotions(bool force_update)
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//<singu>
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// This old code is nonsense.
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//S32 quantum_count = llmax(0, llround((update_time - time_interval) / mTimeStep)) + 1;
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//S32 quantum_count = llmax(0, llmath::llround((update_time - time_interval) / mTimeStep)) + 1;
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// (update_time - time_interval) / mTimeStep is an integer! We need llround to get rid of floating point errors, not llfloor.
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// Moreover, just rounding off to the nearest integer with llround(update_time / mTimeStep) makes a lot more sense:
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// Moreover, just rounding off to the nearest integer with llmath::llround(update_time / mTimeStep) makes a lot more sense:
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// it is the best we can do to get as close to what we should draw as possible.
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// However, mAnimTime may only be incremented; therefore make sure of that with the llmax.
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S32 quantum_count = llmax(llround(update_time / mTimeStep), llceil(mAnimTime / mTimeStep));
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S32 quantum_count = llmax(llmath::llround(update_time / mTimeStep), llceil(mAnimTime / mTimeStep));
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//</singu>
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if (quantum_count == mTimeStepCount)
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{
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