本文整理汇总了C++中LLJoint::getWorldMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ LLJoint::getWorldMatrix方法的具体用法?C++ LLJoint::getWorldMatrix怎么用?C++ LLJoint::getWorldMatrix使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLJoint
的用法示例。
在下文中一共展示了LLJoint::getWorldMatrix方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: updateRiggedFaceVertexBuffer
void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(LLVOAvatar* avatar, LLFace* face,
const LLMeshSkinInfo* skin, LLVolume* volume,
const LLVolumeFace& vol_face, LLVOVolume* vobj)
{
LLVector4a* weight = vol_face.mWeights;
if (!weight)
{
return;
}
LLPointer<LLVertexBuffer> buffer = face->getVertexBuffer();
LLDrawable* drawable = face->getDrawable();
U32 data_mask = face->getRiggedVertexBufferDataMask();
if (buffer.isNull() || buffer->getTypeMask() != data_mask ||
buffer->getRequestedVerts() != vol_face.mNumVertices ||
buffer->getRequestedIndices() != vol_face.mNumIndices ||
(drawable && drawable->isState(LLDrawable::REBUILD_ALL)))
{
face->setGeomIndex(0);
face->setIndicesIndex(0);
if (buffer.isNull() || buffer->getTypeMask() != data_mask)
{ //make a new buffer
if (sShaderLevel > 0)
{
buffer = new LLVertexBuffer(data_mask, GL_DYNAMIC_DRAW_ARB);
}
else
{
buffer = new LLVertexBuffer(data_mask, GL_STREAM_DRAW_ARB);
}
buffer->allocateBuffer(vol_face.mNumVertices,
vol_face.mNumIndices, true);
}
else
{ //resize existing buffer
buffer->resizeBuffer(vol_face.mNumVertices, vol_face.mNumIndices);
}
face->setSize(vol_face.mNumVertices, vol_face.mNumIndices);
face->setVertexBuffer(buffer);
U16 offset = 0;
LLMatrix4 mat_vert = skin->mBindShapeMatrix;
glh::matrix4f m((F32*) mat_vert.mMatrix);
m = m.inverse().transpose();
F32 mat3[] = { m.m[0], m.m[1], m.m[2],
m.m[4], m.m[5], m.m[6],
m.m[8], m.m[9], m.m[10] };
LLMatrix3 mat_normal(mat3);
static LLCachedControl<bool> mesh_enable_deformer(gSavedSettings, "MeshEnableDeformer");
if (mesh_enable_deformer)
{
LLDeformedVolume* deformed_volume = vobj->getDeformedVolume();
deformed_volume->deform(volume, avatar, skin, face->getTEOffset());
face->getGeometryVolume(*deformed_volume, face->getTEOffset(), mat_vert,
mat_normal, offset, true);
}
else
{
face->getGeometryVolume(*volume, face->getTEOffset(), mat_vert,
mat_normal, offset, true);
}
}
if (sShaderLevel <= 0 && face->mLastSkinTime < avatar->getLastSkinTime())
{ //perform software vertex skinning for this face
LLStrider<LLVector3> position;
LLStrider<LLVector3> normal;
bool has_normal = buffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
buffer->getVertexStrider(position);
if (has_normal)
{
buffer->getNormalStrider(normal);
}
LLVector4a* pos = (LLVector4a*) position.get();
LLVector4a* norm = has_normal ? (LLVector4a*) normal.get() : NULL;
//build matrix palette
LLMatrix4a mp[64];
LLMatrix4* mat = (LLMatrix4*) mp;
for (U32 j = 0; j < skin->mJointNames.size(); ++j)
{
LLJoint* joint = avatar->getJoint(skin->mJointNames[j]);
if (joint)
{
mat[j] = skin->mInvBindMatrix[j];
mat[j] *= joint->getWorldMatrix();
}
}
//.........这里部分代码省略.........
示例2: renderRigged
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
if (avatar->isSelf() && !gAgent.needsRenderAvatar() || !gMeshRepo.meshRezEnabled())
{
return;
}
stop_glerror();
for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
{
LLFace* face = mRiggedFace[type][i];
LLDrawable* drawable = face->getDrawable();
if (!drawable)
{
continue;
}
LLVOVolume* vobj = drawable->getVOVolume();
if (!vobj)
{
continue;
}
LLVolume* volume = vobj->getVolume();
S32 te = face->getTEOffset();
if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
{
continue;
}
LLUUID mesh_id = volume->getParams().getSculptID();
if (mesh_id.isNull())
{
continue;
}
const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
}
stop_glerror();
const LLVolumeFace& vol_face = volume->getVolumeFace(te);
updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face, vobj);
stop_glerror();
U32 data_mask = LLFace::getRiggedDataMask(type);
LLVertexBuffer* buff = face->getVertexBuffer();
if (buff)
{
if (sShaderLevel > 0)
{ //upload matrix palette to shader
LLMatrix4 mat[64];
for (U32 i = 0; i < skin->mJointNames.size(); ++i)
{
LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
if (joint)
{
mat[i] = skin->mInvBindMatrix[i];
mat[i] *= joint->getWorldMatrix();
}
}
stop_glerror();
LLDrawPoolAvatar::sVertexProgram->uniformMatrix4fv("matrixPalette",
skin->mJointNames.size(),
FALSE,
(GLfloat*) mat[0].mMatrix);
stop_glerror();
}
else
{
data_mask &= ~LLVertexBuffer::MAP_WEIGHT4;
}
buff->setBuffer(data_mask);
U16 start = face->getGeomStart();
U16 end = start + face->getGeomCount()-1;
S32 offset = face->getIndicesStart();
U32 count = face->getIndicesCount();
if (glow)
{
glColor4f(0,0,0,face->getTextureEntry()->getGlow());
}
gGL.getTexUnit(sDiffuseChannel)->bind(face->getTexture());
if (normal_channel > -1)
{
//.........这里部分代码省略.........
示例3: renderRigged
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
if ((avatar->isSelf() && !gAgent.needsRenderAvatar()) || !gMeshRepo.meshRezEnabled())
{
return;
}
stop_glerror();
for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
{
LLFace* face = mRiggedFace[type][i];
LLDrawable* drawable = face->getDrawable();
if (!drawable)
{
continue;
}
LLVOVolume* vobj = drawable->getVOVolume();
if (!vobj)
{
continue;
}
LLVolume* volume = vobj->getVolume();
S32 te = face->getTEOffset();
if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
{
continue;
}
LLUUID mesh_id = volume->getParams().getSculptID();
if (mesh_id.isNull())
{
continue;
}
const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
}
//stop_glerror();
//const LLVolumeFace& vol_face = volume->getVolumeFace(te);
//updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
//stop_glerror();
U32 data_mask = LLFace::getRiggedDataMask(type);
LLVertexBuffer* buff = face->getVertexBuffer();
if (buff)
{
if (sShaderLevel > 0)
{ //upload matrix palette to shader
LLMatrix4 mat[JOINT_COUNT];
U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);
for (U32 i = 0; i < count; ++i)
{
LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
if(!joint)
{
joint = avatar->getJoint("mRoot");
}
if (joint)
{
LLMatrix4a tmp;
tmp.loadu((F32*)skin->mInvBindMatrix[i].mMatrix);
tmp.setMul(joint->getWorldMatrix(),tmp);
mat[i] = LLMatrix4(tmp.getF32ptr());
}
}
stop_glerror();
F32 mp[JOINT_COUNT*12];
for (U32 i = 0; i < count; ++i)
{
F32* m = (F32*) mat[i].mMatrix;
U32 idx = i*12;
mp[idx+0] = m[0];
mp[idx+1] = m[1];
mp[idx+2] = m[2];
mp[idx+3] = m[12];
mp[idx+4] = m[4];
mp[idx+5] = m[5];
mp[idx+6] = m[6];
mp[idx+7] = m[13];
//.........这里部分代码省略.........