Flipped the MESH_ENABLED switch. Added missing components and updated stuff to be closer to mesh-development head.
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@@ -171,6 +171,11 @@ public:
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virtual LLJoint* getJoint(const std::string &name);
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virtual LLJoint* getRootJoint() { return &mRoot; }
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#if MESH_ENABLED
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void resetJointPositions( void );
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void resetJointPositionsToDefault( void );
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void resetSpecificJointPosition( const std::string& name );
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#endif //MESH_ENABLED
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virtual const char* getAnimationPrefix() { return "avatar"; }
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virtual const LLUUID& getID();
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virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset);
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@@ -289,7 +294,18 @@ private:
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public:
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void updateHeadOffset();
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F32 getPelvisToFoot() const { return mPelvisToFoot; }
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#if MESH_ENABLED
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void setPelvisOffset( bool hasOffset, const LLVector3& translation, F32 offset ) ;
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bool hasPelvisOffset( void ) { return mHasPelvisOffset; }
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void postPelvisSetRecalc( void );
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void setPelvisOffset( F32 pelvixFixupAmount );
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bool mHasPelvisOffset;
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LLVector3 mPelvisOffset;
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F32 mLastPelvisToFoot;
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F32 mPelvisFixup;
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F32 mLastPelvisFixup;
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#endif //MESH_ENABLED
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LLVector3 mHeadOffset; // current head position
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LLViewerJoint mRoot;
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protected:
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@@ -358,6 +374,10 @@ public:
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U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255), S32 diffuse_channel = 0);
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U32 renderRigid();
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U32 renderSkinned(EAvatarRenderPass pass);
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#if MESH_ENABLED
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F32 getLastSkinTime() { return mLastSkinTime; }
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U32 renderSkinnedAttachments();
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#endif //MESH_ENABLED
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U32 renderTransparent(BOOL first_pass);
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void renderCollisionVolumes();
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static void deleteCachedImages(bool clearAll=true);
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@@ -369,6 +389,9 @@ private:
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bool shouldAlphaMask();
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BOOL mNeedsSkin; // avatar has been animated and verts have not been updated
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#if MESH_ENABLED
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F32 mLastSkinTime; //value of gFrameTimeSeconds at last skin update
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#endif //MESH_ENABLED
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S32 mUpdatePeriod;
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S32 mNumInitFaces; //number of faces generated when creating the avatar drawable, does not inculde splitted faces due to long vertex buffer.
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