THE BIGGIE.
Holy hell, this was an interesting one to implement. I wish I understood it better. Unfortunately I think this marks the end of trying to re-implement the Local Inventory for Temp and Local textures. It's just not feasible now that the entire inventory system has been whipped into a code shitstorm. Signed-off-by: Beeks <HgDelirium@gmail.com>
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@@ -82,9 +82,7 @@ public:
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S32 getGroup() { return mGroup; }
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S32 getPieSlice() { return mPieSlice; }
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LLViewerObject *getObject() { return mAttachedObject; }
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S32 getNumObjects() { return (mAttachedObject ? 1 : 0); }
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const LLUUID& getItemID() { return mItemID; }
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S32 getNumObjects() { return mAttachedObjects.size(); }
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//
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// unique methods
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@@ -92,21 +90,30 @@ public:
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BOOL addObject(LLViewerObject* object);
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void removeObject(LLViewerObject *object);
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void setupDrawable(LLDrawable* drawable);
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void clampObjectPosition();
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//
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// attachments operations
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//
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BOOL isObjectAttached(const LLViewerObject *viewer_object) const;
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const LLViewerObject *getAttachedObject(const LLUUID &object_id) const;
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LLViewerObject *getAttachedObject(const LLUUID &object_id);
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// list of attachments for this joint
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typedef std::vector<LLViewerObject *> attachedobjs_vec_t;
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attachedobjs_vec_t mAttachedObjects;
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protected:
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void calcLOD();
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void setupDrawable(LLViewerObject *object);
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protected:
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// Backlink only; don't make this an LLPointer.
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LLViewerObject* mAttachedObject;
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BOOL mVisibleInFirst;
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LLVector3 mOriginalPos;
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S32 mGroup;
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BOOL mIsHUDAttachment;
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S32 mPieSlice;
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LLUUID mItemID; // Inventory item id of the attached item (null if not in inventory)
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};
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#endif // LL_LLVIEWERJOINTATTACHMENT_H
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