SL-124 WIP - BENTO comments and related cleanup
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1a7b2d3d38
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3cf938bcec
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@ -903,8 +903,7 @@ ELoadStatus LLBVHLoader::loadBVHFile(const char *buffer, char* error_text, S32 &
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return E_ST_NO_CHANNELS;
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}
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// FIXME BENTO do we want to open up motion of non-hip joints or
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// not? Already effectively allowed via .anim upload.
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// Animating position (via mNumChannels = 6) is only supported for mPelvis.
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int res = sscanf(line.c_str(), " CHANNELS %d", &joint->mNumChannels);
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if ( res != 1 )
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{
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@ -40,7 +40,7 @@
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#include "xform.h"
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const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15;
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// BENTO JOINT COUNT LIMIT
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// BENTO JOINT COUNT LIMIT - need to set this to final skeleton size + 2
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const U32 LL_CHARACTER_MAX_JOINTS = 152; // must be divisible by 4!
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const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 110;
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@ -1259,8 +1259,6 @@ void LLDAELoader::processDomModel(LLModel* model, DAE* dae, daeElement* root, do
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name = mJointMap[name];
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}
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model->mSkinInfo.mJointNames.push_back(name);
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// BENTO this does not appear to be used anywhere.
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// model->mSkinInfo.mJointMap[name] = j;
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}
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}
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else
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@ -1278,8 +1276,6 @@ void LLDAELoader::processDomModel(LLModel* model, DAE* dae, daeElement* root, do
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name = mJointMap[name];
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}
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model->mSkinInfo.mJointNames.push_back(name);
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// BENTO not used?
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// model->mSkinInfo.mJointMap[name] = j;
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}
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}
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}
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@ -47,8 +47,6 @@ public:
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std::vector<LLMatrix4> mInvBindMatrix;
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std::vector<LLMatrix4> mAlternateBindMatrix;
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std::vector<U32> mJointRemap;
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// BENTO not used?
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//std::map<std::string, U32> mJointMap;
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LLMeshSkinInfo() { }
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LLMeshSkinInfo(LLSD& data);
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@ -85,9 +85,7 @@ U32 get_proxy_joint_index(U32 joint_index, LLVOAvatar *avatar, std::vector<std::
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U32 j_proxy = get_valid_joint_index(joint_names[joint_index], avatar, joint_names);
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LLJoint *joint = avatar->getJoint(joint_names[j_proxy]);
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llassert(joint);
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// BENTO - test of simple push-to-base-ancestor
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// complexity reduction scheme. Find the first
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// ancestor that's not flagged as extended, or the
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// Find the first ancestor that's not flagged as extended, or the
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// last ancestor that's rigged in this mesh, whichever
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// comes first.
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while (1)
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