Flipped the MESH_ENABLED switch. Added missing components and updated stuff to be closer to mesh-development head.
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@@ -56,6 +56,9 @@ LLJoint::LLJoint()
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mUpdateXform = TRUE;
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mJointNum = -1;
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touch();
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#if MESH_ENABLED
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mResetAfterRestoreOldXform = false;
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#endif //MESH_ENABLED
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}
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@@ -239,6 +242,43 @@ void LLJoint::setPosition( const LLVector3& pos )
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}
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}
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#if MESH_ENABLED
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//--------------------------------------------------------------------
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// setPosition()
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//--------------------------------------------------------------------
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void LLJoint::setDefaultFromCurrentXform( void )
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{
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mDefaultXform = mXform;
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touch(MATRIX_DIRTY | POSITION_DIRTY);
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}
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//--------------------------------------------------------------------
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// storeCurrentXform()
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//--------------------------------------------------------------------
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void LLJoint::storeCurrentXform( const LLVector3& pos )
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{
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mOldXform = mXform;
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mResetAfterRestoreOldXform = true;
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setPosition( pos );
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}
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//--------------------------------------------------------------------
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// restoreOldXform()
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//--------------------------------------------------------------------
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void LLJoint::restoreOldXform( void )
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{
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mResetAfterRestoreOldXform = false;
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mXform = mOldXform;
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}
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//--------------------------------------------------------------------
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// restoreOldXform()
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//--------------------------------------------------------------------
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void LLJoint::restoreToDefaultXform( void )
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{
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mXform = mDefaultXform;
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setPosition( mXform.getPosition() );
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}
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#endif //MESH_ENABLED
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//--------------------------------------------------------------------
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// getWorldPosition()
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