Flipped the MESH_ENABLED switch. Added missing components and updated stuff to be closer to mesh-development head.

This commit is contained in:
Shyotl
2011-07-30 20:30:07 -05:00
parent c081efa460
commit b258b71e07
51 changed files with 3264 additions and 1451 deletions

View File

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