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/**
* @file llflexibleobject.cpp
* @brief Flexible object implementation
*
* Copyright (c) 2006-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
*/
#include "llviewerprecompiledheaders.h"
#include "pipeline.h"
#include "lldrawpoolbump.h"
#include "llface.h"
#include "llflexibleobject.h"
#include "llglheaders.h"
#include "llsphere.h"
#include "llviewerobject.h"
#include "llimagegl.h"
#include "llagent.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewerimagelist.h"
#include "llviewercontrol.h"
#include "llviewerobjectlist.h"
#include "llviewerregion.h"
#include "llworld.h"
/*static*/ F32 LLVolumeImplFlexible::sUpdateFactor = 1.0f;
// LLFlexibleObjectData::pack/unpack now in llprimitive.cpp
//-----------------------------------------------
// constructor
//-----------------------------------------------
LLVolumeImplFlexible::LLVolumeImplFlexible(LLViewerObject* vo, LLFlexibleObjectData* attributes) :
mVO(vo), mAttributes(attributes)
{
static U32 seed = 0;
mID = seed++;
mInitialized = FALSE;
mUpdated = FALSE;
mInitializedRes = -1;
mSimulateRes = 0;
mFrameNum = 0;
}//-----------------------------------------------
LLVector3 LLVolumeImplFlexible::getFramePosition() const
{
return mVO->getRenderPosition();
}
LLQuaternion LLVolumeImplFlexible::getFrameRotation() const
{
return mVO->getRenderRotation();
}
void LLVolumeImplFlexible::onParameterChanged(U16 param_type, LLNetworkData *data, BOOL in_use, bool local_origin)
{
if (param_type == LLNetworkData::PARAMS_FLEXIBLE)
{
mAttributes = (LLFlexibleObjectData*)data;
setAttributesOfAllSections();
}
}
void LLVolumeImplFlexible::onShift(const LLVector3 &shift_vector)
{
for (int section = 0; section < (1<<FLEXIBLE_OBJECT_MAX_SECTIONS)+1; ++section)
{
mSection[section].mPosition += shift_vector;
}
}
//-----------------------------------------------------------------------------------------------
void LLVolumeImplFlexible::setParentPositionAndRotationDirectly( LLVector3 p, LLQuaternion r )
{
mParentPosition = p;
mParentRotation = r;
}//-----------------------------------------------------------------------------------------------------
void LLVolumeImplFlexible::remapSections(LLFlexibleObjectSection *source, S32 source_sections,
LLFlexibleObjectSection *dest, S32 dest_sections)
{
S32 num_output_sections = 1<<dest_sections;
LLVector3 scale = mVO->mDrawable->getScale();
F32 source_section_length = scale.mV[VZ] / (F32)(1<<source_sections);
F32 section_length = scale.mV[VZ] / (F32)num_output_sections;
if (source_sections == -1)
{
// Generate all from section 0
dest[0] = source[0];
for (S32 section=0; section<num_output_sections; ++section)
{
dest[section+1] = dest[section];
dest[section+1].mPosition += dest[section].mDirection * section_length;
dest[section+1].mVelocity.setVec( LLVector3::zero );
}
}
else if (source_sections > dest_sections)
{
// Copy, skipping sections
S32 num_steps = 1<<(source_sections-dest_sections);
// Copy from left to right since it may be an in-place computation
for (S32 section=0; section<num_output_sections; ++section)
{
dest[section+1] = source[(section+1)*num_steps];
}
dest[0] = source[0];
}
else if (source_sections < dest_sections)
{
// Interpolate section info
// Iterate from right to left since it may be an in-place computation
S32 step_shift = dest_sections-source_sections;
S32 num_steps = 1<<step_shift;
for (S32 section=num_output_sections-num_steps; section>=0; section -= num_steps)
{
LLFlexibleObjectSection *last_source_section = &source[section>>step_shift];
LLFlexibleObjectSection *source_section = &source[(section>>step_shift)+1];
// Cubic interpolation of position
// At^3 + Bt^2 + Ct + D = f(t)
LLVector3 D = last_source_section->mPosition;
LLVector3 C = last_source_section->mdPosition * source_section_length;
LLVector3 Y = source_section->mdPosition * source_section_length - C; // Helper var
LLVector3 X = (source_section->mPosition - D - C); // Helper var
LLVector3 A = Y - 2*X;
LLVector3 B = X - A;
F32 t_inc = 1.f/F32(num_steps);
F32 t = t_inc;
for (S32 step=1; step<num_steps; ++step)
{
dest[section+step].mScale =
lerp(last_source_section->mScale, source_section->mScale, t);
dest[section+step].mAxisRotation =
slerp(t, last_source_section->mAxisRotation, source_section->mAxisRotation);
// Evaluate output interpolated values
F32 t_sq = t*t;
dest[section+step].mPosition = t_sq*(t*A + B) + t*C + D;
dest[section+step].mRotation =
slerp(t, last_source_section->mRotation, source_section->mRotation);
dest[section+step].mVelocity = lerp(last_source_section->mVelocity, source_section->mVelocity, t);
dest[section+step].mDirection = lerp(last_source_section->mDirection, source_section->mDirection, t);
dest[section+step].mdPosition = lerp(last_source_section->mdPosition, source_section->mdPosition, t);
dest[section+num_steps] = *source_section;
t += t_inc;
}
}
dest[0] = source[0];
}
else
{
// numbers are equal. copy info
for (S32 section=0; section <= num_output_sections; ++section)
{
dest[section] = source[section];
}
}
}
//-----------------------------------------------------------------------------
void LLVolumeImplFlexible::setAttributesOfAllSections()
{
LLVector2 bottom_scale, top_scale;
F32 begin_rot = 0, end_rot = 0;
if (mVO->getVolume())
{
const LLPathParams ¶ms = mVO->getVolume()->getParams().getPathParams();
bottom_scale = params.getBeginScale();
top_scale = params.getEndScale();
begin_rot = F_PI * params.getTwistBegin();
end_rot = F_PI * params.getTwist();
}
if (!mVO->mDrawable)
{
return;
}
S32 num_sections = 1 << mSimulateRes;
LLVector3 scale = mVO->mDrawable->getScale();
mSection[0].mPosition = getAnchorPosition();
mSection[0].mDirection = LLVector3::z_axis * getFrameRotation();
mSection[0].mdPosition = mSection[0].mDirection;
mSection[0].mScale.setVec(scale.mV[VX]*bottom_scale.mV[0], scale.mV[VY]*bottom_scale.mV[1]);
mSection[0].mVelocity.setVec(0,0,0);
mSection[0].mAxisRotation.setQuat(begin_rot,0,0,1);
LLVector3 parentSectionPosition = mSection[0].mPosition;
LLVector3 last_direction = mSection[0].mDirection;
remapSections(mSection, mInitializedRes, mSection, mSimulateRes);
mInitializedRes = mSimulateRes;
F32 t_inc = 1.f/F32(num_sections);
F32 t = t_inc;
for ( int i=1; i<= num_sections; i++)
{
mSection[i].mAxisRotation.setQuat(lerp(begin_rot,end_rot,t),0,0,1);
mSection[i].mScale = LLVector2(
scale.mV[VX] * lerp(bottom_scale.mV[0], top_scale.mV[0], t),
scale.mV[VY] * lerp(bottom_scale.mV[1], top_scale.mV[1], t));
t += t_inc;
}
}//-----------------------------------------------------------------------------------
void LLVolumeImplFlexible::onSetVolume(const LLVolumeParams &volume_params, const S32 detail)
{
/*doIdleUpdate(gAgent, *gWorldp, 0.0);
if (mVO && mVO->mDrawable.notNull())
{
gPipeline.markRebuild(mVO->mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
gPipeline.markMoved(mVO->mDrawable);
}*/
}
//---------------------------------------------------------------------------------
// This calculates the physics of the flexible object. Note that it has to be 0
// updated every time step. In the future, perhaps there could be an
// optimization similar to what Havok does for objects that are stationary.
//---------------------------------------------------------------------------------
BOOL LLVolumeImplFlexible::doIdleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
{
if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FLEXIBLE))
{
return TRUE;
}
LLFastTimer ftm(LLFastTimer::FTM_FLEXIBLE_UPDATE);
if (mVO->mDrawable.isNull())
{
// Don't do anything until we have a drawable
return TRUE;
}
//flexible objects never go static
mVO->mDrawable->mQuietCount = 0;
if (!mVO->mDrawable->isRoot())
{
LLViewerObject* parent = (LLViewerObject*) mVO->getParent();
parent->mDrawable->mQuietCount = 0;
}
S32 new_res = mAttributes->getSimulateLOD();
//number of segments only cares about z axis
F32 app_angle = llround((F32) atan2( mVO->getScale().mV[2]*2.f, mVO->mDrawable->mDistanceWRTCamera) * RAD_TO_DEG, 0.01f);
// Rendering sections increases with visible angle on the screen
mRenderRes = (S32)(FLEXIBLE_OBJECT_MAX_SECTIONS*4*app_angle*DEG_TO_RAD/gCamera->getView());
if (mRenderRes > FLEXIBLE_OBJECT_MAX_SECTIONS)
{
mRenderRes = FLEXIBLE_OBJECT_MAX_SECTIONS;
}
// Bottom cap at 1/4 the original number of sections
if (mRenderRes < mAttributes->getSimulateLOD()-1)
{
mRenderRes = mAttributes->getSimulateLOD()-1;
}
// Throttle back simulation of segments we're not rendering
if (mRenderRes < new_res)
{
new_res = mRenderRes;
}
if (!mInitialized || (mSimulateRes != new_res))
{
mSimulateRes = new_res;
setAttributesOfAllSections();
mInitialized = TRUE;
}
if (mVO->mDrawable->isVisible() &&
!mVO->mDrawable->isState(LLDrawable::IN_REBUILD_Q1) &&
mVO->getPixelArea() > 256.f)
{
U32 id;
F32 pixel_area = mVO->getPixelArea();
if (mVO->isRootEdit())
{
id = mID;
}
else
{
LLVOVolume* parent = (LLVOVolume*) mVO->getParent();
id = parent->getVolumeInterfaceID();
}
U32 update_period = (U32) (gCamera->getScreenPixelArea()*0.01f/(pixel_area*(sUpdateFactor+1.f)))+1;
if ((LLDrawable::getCurrentFrame()+id)%update_period == 0)
{
gPipeline.markRebuild(mVO->mDrawable, LLDrawable::REBUILD_POSITION, FALSE);
}
}
return TRUE;
}
inline S32 log2(S32 x)
{
S32 ret = 0;
while (x > 1)
{
++ret;
x >>= 1;
}
return ret;
}
void LLVolumeImplFlexible::doFlexibleUpdate()
{
LLPath *path = &mVO->getVolume()->getPath();
if (mSimulateRes == 0)
{
mVO->markForUpdate(TRUE);
doIdleUpdate(gAgent, *gWorldp, 0.0);
}
S32 num_sections = 1 << mSimulateRes;
F32 secondsThisFrame = mTimer.getElapsedTimeAndResetF32();
if (secondsThisFrame > 0.2f)
{
secondsThisFrame = 0.2f;
}
LLVector3 BasePosition = getFramePosition();
LLQuaternion BaseRotation = getFrameRotation();
LLQuaternion parentSegmentRotation = BaseRotation;
LLVector3 anchorDirectionRotated = LLVector3::z_axis * parentSegmentRotation;
LLVector3 anchorScale = mVO->mDrawable->getScale();
F32 section_length = anchorScale.mV[VZ] / (F32)num_sections;
F32 inv_section_length = 1.f / section_length;
S32 i;
// ANCHOR position is offset from BASE position (centroid) by half the length
LLVector3 AnchorPosition = BasePosition - (anchorScale.mV[VZ]/2 * anchorDirectionRotated);
mSection[0].mPosition = AnchorPosition;
mSection[0].mDirection = anchorDirectionRotated;
mSection[0].mRotation = BaseRotation;
LLQuaternion deltaRotation;
LLVector3 lastPosition;
// Coefficients which are constant across sections
F32 t_factor = mAttributes->getTension() * 0.1f;
t_factor = t_factor*(1 - pow(0.85f, secondsThisFrame*30));
if ( t_factor > FLEXIBLE_OBJECT_MAX_INTERNAL_TENSION_FORCE )
{
t_factor = FLEXIBLE_OBJECT_MAX_INTERNAL_TENSION_FORCE;
}
F32 friction_coeff = (mAttributes->getAirFriction()*2+1);
friction_coeff = pow(10.f, friction_coeff*secondsThisFrame);
friction_coeff = (friction_coeff > 1) ? friction_coeff : 1;
F32 momentum = 1.0f / friction_coeff;
F32 wind_factor = (mAttributes->getWindSensitivity()*0.1f) * section_length * secondsThisFrame;
F32 max_angle = atan(section_length*2.f);
F32 force_factor = section_length * secondsThisFrame;
// Update simulated sections
for (i=1; i<=num_sections; ++i)
{
LLVector3 parentSectionVector;
LLVector3 parentSectionPosition;
LLVector3 parentDirection;
//---------------------------------------------------
// save value of position as lastPosition
//---------------------------------------------------
lastPosition = mSection[i].mPosition;
//------------------------------------------------------------------------------------------
// gravity
//------------------------------------------------------------------------------------------
mSection[i].mPosition.mV[2] -= mAttributes->getGravity() * force_factor;
//------------------------------------------------------------------------------------------
// wind force
//------------------------------------------------------------------------------------------
if (mAttributes->getWindSensitivity() > 0.001f)
{
mSection[i].mPosition += gAgent.getRegion()->mWind.getVelocity( mSection[i].mPosition ) * wind_factor;
}
//------------------------------------------------------------------------------------------
// user-defined force
//------------------------------------------------------------------------------------------
mSection[i].mPosition += mAttributes->getUserForce() * force_factor;
//---------------------------------------------------
// tension (rigidity, stiffness)
//---------------------------------------------------
parentSectionPosition = mSection[i-1].mPosition;
parentDirection = mSection[i-1].mDirection;
if ( i == 1 )
{
parentSectionVector = mSection[0].mDirection;
}
else
{
parentSectionVector = mSection[i-2].mDirection;
}
LLVector3 currentVector = mSection[i].mPosition - parentSectionPosition;
LLVector3 difference = (parentSectionVector*section_length) - currentVector;
LLVector3 tensionForce = difference * t_factor;
mSection[i].mPosition += tensionForce;
//------------------------------------------------------------------------------------------
// sphere collision, currently not used
//------------------------------------------------------------------------------------------
/*if ( mAttributes->mUsingCollisionSphere )
{
LLVector3 vectorToCenterOfCollisionSphere = mCollisionSpherePosition - mSection[i].mPosition;
if ( vectorToCenterOfCollisionSphere.magVecSquared() < mCollisionSphereRadius * mCollisionSphereRadius )
{
F32 distanceToCenterOfCollisionSphere = vectorToCenterOfCollisionSphere.magVec();
F32 penetration = mCollisionSphereRadius - distanceToCenterOfCollisionSphere;
LLVector3 normalToCenterOfCollisionSphere;
if ( distanceToCenterOfCollisionSphere > 0.0f )
{
normalToCenterOfCollisionSphere = vectorToCenterOfCollisionSphere / distanceToCenterOfCollisionSphere;
}
else // rare
{
normalToCenterOfCollisionSphere = LLVector3::x_axis; // arbitrary
}
// push the position out to the surface of the collision sphere
mSection[i].mPosition -= normalToCenterOfCollisionSphere * penetration;
}
}*/
//------------------------------------------------------------------------------------------
// inertia
//------------------------------------------------------------------------------------------
mSection[i].mPosition += mSection[i].mVelocity * momentum;
//------------------------------------------------------------------------------------------
// clamp length & rotation
//------------------------------------------------------------------------------------------
mSection[i].mDirection = mSection[i].mPosition - parentSectionPosition;
mSection[i].mDirection.normVec();
deltaRotation.shortestArc( parentDirection, mSection[i].mDirection );
F32 angle;
LLVector3 axis;
deltaRotation.getAngleAxis(&angle, axis);
if (angle > F_PI) angle -= 2.f*F_PI;
if (angle < -F_PI) angle += 2.f*F_PI;
if (angle > max_angle)
{
//angle = 0.5f*(angle+max_angle);
deltaRotation.setQuat(max_angle, axis);
} else if (angle < -max_angle)
{
//angle = 0.5f*(angle-max_angle);
deltaRotation.setQuat(-max_angle, axis);
}
LLQuaternion segment_rotation = parentSegmentRotation * deltaRotation;
parentSegmentRotation = segment_rotation;
mSection[i].mDirection = (parentDirection * deltaRotation);
mSection[i].mPosition = parentSectionPosition + mSection[i].mDirection * section_length;
mSection[i].mRotation = segment_rotation;
if (i > 1)
{
// Propogate half the rotation up to the parent
LLQuaternion halfDeltaRotation(angle/2, axis);
mSection[i-1].mRotation = mSection[i-1].mRotation * halfDeltaRotation;
}
//------------------------------------------------------------------------------------------
// calculate velocity
//------------------------------------------------------------------------------------------
mSection[i].mVelocity = mSection[i].mPosition - lastPosition;
if (mSection[i].mVelocity.magVecSquared() > 1.f)
{
mSection[i].mVelocity.normVec();
}
}
// Calculate derivatives (not necessary until normals are automagically generated)
mSection[0].mdPosition = (mSection[1].mPosition - mSection[0].mPosition) * inv_section_length;
// i = 1..NumSections-1
for (i=1; i<num_sections; ++i)
{
// Quadratic numerical derivative of position
// f(-L1) = aL1^2 - bL1 + c = f1
// f(0) = c = f2
// f(L2) = aL2^2 + bL2 + c = f3
// f = ax^2 + bx + c
// d/dx f = 2ax + b
// d/dx f(0) = b
// c = f2
// a = [(f1-c)/L1 + (f3-c)/L2] / (L1+L2)
// b = (f3-c-aL2^2)/L2
LLVector3 a = (mSection[i-1].mPosition-mSection[i].mPosition +
mSection[i+1].mPosition-mSection[i].mPosition) * 0.5f * inv_section_length * inv_section_length;
LLVector3 b = (mSection[i+1].mPosition-mSection[i].mPosition - a*(section_length*section_length));
b *= inv_section_length;
mSection[i].mdPosition = b;
}
// i = NumSections
mSection[i].mdPosition = (mSection[i].mPosition - mSection[i-1].mPosition) * inv_section_length;
// Create points
S32 num_render_sections = 1<<mRenderRes;
path->resizePath(num_render_sections+1);
LLPath::PathPt *new_point;
LLFlexibleObjectSection newSection[ (1<<FLEXIBLE_OBJECT_MAX_SECTIONS)+1 ];
remapSections(mSection, mSimulateRes, newSection, mRenderRes);
//generate transform from global to prim space
LLVector3 delta_scale = LLVector3(1,1,1);
LLVector3 delta_pos;
LLQuaternion delta_rot;
delta_rot = ~getFrameRotation();
delta_pos = -getFramePosition()*delta_rot;
// Vertex transform (4x4)
LLVector3 x_axis = LLVector3(delta_scale.mV[VX], 0.f, 0.f) * delta_rot;
LLVector3 y_axis = LLVector3(0.f, delta_scale.mV[VY], 0.f) * delta_rot;
LLVector3 z_axis = LLVector3(0.f, 0.f, delta_scale.mV[VZ]) * delta_rot;
LLMatrix4 rel_xform;
rel_xform.initRows(LLVector4(x_axis, 0.f),
LLVector4(y_axis, 0.f),
LLVector4(z_axis, 0.f),
LLVector4(delta_pos, 1.f));
for (i=0; i<=num_render_sections; ++i)
{
new_point = &path->mPath[i];
LLVector3 pos = newSection[i].mPosition * rel_xform;
LLQuaternion rot = mSection[i].mAxisRotation * newSection[i].mRotation * delta_rot;
if (!mUpdated || (new_point->mPos-pos).magVecSquared() > 0.000001f)
{
new_point->mPos = newSection[i].mPosition * rel_xform;
mUpdated = FALSE;
}
new_point->mRot = rot;
new_point->mScale = newSection[i].mScale;
new_point->mTexT = ((F32)i)/(num_render_sections);
}
mLastSegmentRotation = parentSegmentRotation;
}
void LLVolumeImplFlexible::doFlexibleRebuild()
{
mVO->getVolume()->regen();
mUpdated = TRUE;
}
//------------------------------------------------------------------
void LLVolumeImplFlexible::onSetScale(const LLVector3& scale, BOOL damped)
{
setAttributesOfAllSections();
}
BOOL LLVolumeImplFlexible::doUpdateGeometry(LLDrawable *drawable)
{
LLVOVolume *volume = (LLVOVolume*)mVO;
if (volume->mDrawable.isNull()) // Not sure why this is happening, but it is...
{
return TRUE; // No update to complete
}
if (volume->mLODChanged)
{
LLVolumeParams volume_params = volume->getVolume()->getParams();
volume->setVolume(volume_params, 0);
mUpdated = FALSE;
}
volume->updateRelativeXform();
doFlexibleUpdate();
if (volume->mLODChanged || volume->mFaceMappingChanged ||
volume->mVolumeChanged)
{
volume->regenFaces();
volume->mDrawable->setState(LLDrawable::REBUILD_VOLUME);
}
if (!mUpdated || volume->mFaceMappingChanged || volume->mVolumeChanged)
{
doFlexibleRebuild();
volume->genBBoxes(isVolumeGlobal());
}
volume->mVolumeChanged = FALSE;
volume->mLODChanged = FALSE;
volume->mFaceMappingChanged = FALSE;
// clear UV flag
drawable->clearState(LLDrawable::UV);
return TRUE;
}
//----------------------------------------------------------------------------------
void LLVolumeImplFlexible::setCollisionSphere( LLVector3 p, F32 r )
{
mCollisionSpherePosition = p;
mCollisionSphereRadius = r;
}//------------------------------------------------------------------
//----------------------------------------------------------------------------------
void LLVolumeImplFlexible::setUsingCollisionSphere( bool u )
{
}//------------------------------------------------------------------
//----------------------------------------------------------------------------------
void LLVolumeImplFlexible::setRenderingCollisionSphere( bool r )
{
}//------------------------------------------------------------------
//------------------------------------------------------------------
LLVector3 LLVolumeImplFlexible::getEndPosition()
{
S32 num_sections = 1 << mAttributes->getSimulateLOD();
return mSection[ num_sections ].mPosition;
}//------------------------------------------------------------------
//------------------------------------------------------------------
LLVector3 LLVolumeImplFlexible::getNodePosition( int nodeIndex )
{
S32 num_sections = 1 << mAttributes->getSimulateLOD();
if ( nodeIndex > num_sections - 1 )
{
nodeIndex = num_sections - 1;
}
else if ( nodeIndex < 0 )
{
nodeIndex = 0;
}
return mSection[ nodeIndex ].mPosition;
}//------------------------------------------------------------------
LLVector3 LLVolumeImplFlexible::getPivotPosition() const
{
return getAnchorPosition();
}
//------------------------------------------------------------------
LLVector3 LLVolumeImplFlexible::getAnchorPosition() const
{
LLVector3 BasePosition = getFramePosition();
LLQuaternion parentSegmentRotation = getFrameRotation();
LLVector3 anchorDirectionRotated = LLVector3::z_axis * parentSegmentRotation;
LLVector3 anchorScale = mVO->mDrawable->getScale();
return BasePosition - (anchorScale.mV[VZ]/2 * anchorDirectionRotated);
}//------------------------------------------------------------------
//------------------------------------------------------------------
LLQuaternion LLVolumeImplFlexible::getEndRotation()
{
return mLastSegmentRotation;
}//------------------------------------------------------------------
void LLVolumeImplFlexible::updateRelativeXform()
{
LLQuaternion delta_rot;
LLVector3 delta_pos, delta_scale;
LLVOVolume* vo = (LLVOVolume*) mVO;
//matrix from local space to parent relative/global space
delta_rot = vo->mDrawable->isSpatialRoot() ? LLQuaternion() : vo->mDrawable->getRotation();
delta_pos = vo->mDrawable->isSpatialRoot() ? LLVector3(0,0,0) : vo->mDrawable->getPosition();
delta_scale = LLVector3(1,1,1);
// Vertex transform (4x4)
LLVector3 x_axis = LLVector3(delta_scale.mV[VX], 0.f, 0.f) * delta_rot;
LLVector3 y_axis = LLVector3(0.f, delta_scale.mV[VY], 0.f) * delta_rot;
LLVector3 z_axis = LLVector3(0.f, 0.f, delta_scale.mV[VZ]) * delta_rot;
vo->mRelativeXform.initRows(LLVector4(x_axis, 0.f),
LLVector4(y_axis, 0.f),
LLVector4(z_axis, 0.f),
LLVector4(delta_pos, 1.f));
x_axis.normVec();
y_axis.normVec();
z_axis.normVec();
vo->mRelativeXformInvTrans.setRows(x_axis, y_axis, z_axis);
}
const LLMatrix4& LLVolumeImplFlexible::getWorldMatrix(LLXformMatrix* xform) const
{
return xform->getWorldMatrix();
}
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