From c7f5a9419b4b93efdc04ebfbb8e05a2ef0e09142 Mon Sep 17 00:00:00 2001 From: prep linden Date: Fri, 24 Sep 2010 13:11:53 -0400 Subject: Added support for joint offsets --- indra/newview/llfloatermodelpreview.cpp | 127 +++++++++++++++++++++++++++++++- 1 file changed, 126 insertions(+), 1 deletion(-) (limited to 'indra/newview/llfloatermodelpreview.cpp') diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 1796f76f03..3fe5d08bb3 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -318,6 +318,8 @@ LLFloaterModelPreview::~LLFloaterModelPreview() { sInstance = NULL; + gAgentAvatarp->resetJointPositions(); + delete mModelPreview; if (mGLName) @@ -1304,6 +1306,106 @@ void LLModelLoader::run() model->mBindShapeMatrix = rotation; }*/ + //The joint transfom map that we'll populate below + std::map jointTransforms; + jointTransforms.clear(); + + //Some collada setup for accessing the skeleton + daeElement* pElement = 0; + dae.getDatabase()->getElement( &pElement, 0, 0, "skeleton" ); + domInstance_controller::domSkeleton* pSkeleton = daeSafeCast( pElement ); + if ( pSkeleton ) + { + //Get the root node of the skeleton + daeElement* pSkeletonRootNode = pSkeleton->getValue().getElement(); + if ( pSkeletonRootNode ) + { + //Once we have the root node - start acccessing it's joint components + static const int jointCnt = mJointMap.size(); + std::map :: const_iterator jointIt = mJointMap.begin(); + bool missingID = false; + //Loop over all the possible joints within the .dae - using the allowed joint list in the ctor. + for ( int i=0; i(resolver.getElement()); + if ( pJoint ) + { + //Pull out the translate id and store it in the jointTranslations map + daeSIDResolver jointResolver( pJoint, "./translate" ); + domTranslate* pTranslate = daeSafeCast( jointResolver.getElement() ); + + LLMatrix4 workingTransform; + + //Translation + if ( pTranslate ) + { + domFloat3 jointTrans = pTranslate->getValue(); + LLVector3 singleJointTranslation( jointTrans[0], jointTrans[1], jointTrans[2] ); + workingTransform.setTranslation( singleJointTranslation ); + } + else + { + missingID = true; + llwarns<< "No translation sid!" << llendl; + } + //Store the joint transform w/respect to it's name. + jointTransforms[(*jointIt).second.c_str()] = workingTransform; + + } + else + { + missingID = true; + llwarns<< "Missing joint." << llendl; + } + } + + //If anything failed in regards to extracting the skeleton, joints or translation id, + //mention it + if ( missingID ) + { + llwarns<< "Partial jointmap found in asset - did you mean to just have a partial map?" << llendl; + } + + //Set the joint translations on the avatar + //The joints are reset in the dtor + jointIt = mJointMap.begin(); + for ( int i=0; igetJoint( lookingForJoint ); + if ( pJoint ) + { + pJoint->storeCurrentXform( jointTransform.getTranslation() ); + } + else + { + //Most likely an error in the asset. + llwarns<<"Tried to apply joint position from .dae, but it did not exist in the avatar rig." << llendl; + } + } + } + } + else + { + llwarns<<"No root node in this skeleton" << llendl; + } + } + else + { + llwarns<<"No skeleton in this asset" << llendl; + } domSkin::domJoints* joints = skin->getJoints(); @@ -1391,6 +1493,29 @@ void LLModelLoader::run() } } + //We need to construct the alternate bind matrix (which contains the new joint positions) + //in the same order as they were stored in the joint buffer. The joints associated + //with the skeleton are not stored in the same order as they are in the exported joint buffer. + //This remaps the skeletal joints to be in the same order as the joints stored in the model. + std::vector :: const_iterator jointIt = model->mJointList.begin(); + static const int jointCnt = model->mJointList.size(); + for ( int i=0; imInvBindMatrix[i]; + newInverse.setTranslation( jointTransforms[lookingForJoint].getTranslation() ); + model->mAlternateBindMatrix.push_back( newInverse ); + } + else + { + llwarns<<"Possibly misnamed/missing joint [" <mJointList = base->mJointList; target_model->mInvBindMatrix = base->mInvBindMatrix; target_model->mBindShapeMatrix = base->mBindShapeMatrix; - + target_model->mAlternateBindMatrix = base->mAlternateBindMatrix; //copy material list target_model->mMaterialList = base->mMaterialList; -- cgit v1.3