parent
42873ea04c
commit
40d852bf3f
|
|
@ -1454,7 +1454,7 @@ E_RotationStyle FSFloaterPoser::getUiSelectedBoneRotationStyle(const std::string
|
|||
return ABSOLUTE_ROT;
|
||||
|
||||
std::string paramValue = getString(XML_JOINT_DELTAROT_STRING_PREFIX + jointName);
|
||||
if (strstr(paramValue.c_str(), "true"))
|
||||
if (paramValue == "true")
|
||||
return DELTAIC_ROT;
|
||||
|
||||
return ABSOLUTE_ROT;
|
||||
|
|
@ -1745,7 +1745,7 @@ void FSFloaterPoser::setSelectedJointsPosition(F32 x, F32 y, F32 z)
|
|||
}
|
||||
}
|
||||
|
||||
void FSFloaterPoser::setSelectedJointsRotation(LLVector3 absoluteRot, LLVector3 deltaRot)
|
||||
void FSFloaterPoser::setSelectedJointsRotation(const LLVector3& absoluteRot, const LLVector3& deltaRot)
|
||||
{
|
||||
LLVOAvatar *avatar = getUiSelectedAvatar();
|
||||
if (!avatar)
|
||||
|
|
|
|||
|
|
@ -186,7 +186,7 @@ class FSFloaterPoser : public LLFloater
|
|||
/// There may be +/- PI difference two axes, because harmonics.
|
||||
/// Thus keep your UI synced with less gets.
|
||||
/// </remarks>
|
||||
void setSelectedJointsRotation(LLVector3 absoluteRot, LLVector3 deltaRot);
|
||||
void setSelectedJointsRotation(const LLVector3& absoluteRot, const LLVector3& deltaRot);
|
||||
void setSelectedJointsPosition(F32 x, F32 y, F32 z);
|
||||
void setSelectedJointsScale(F32 x, F32 y, F32 z);
|
||||
|
||||
|
|
|
|||
|
|
@ -282,7 +282,7 @@ bool FSPosingMotion::vectorsNotQuiteEqual(LLVector3 v1, LLVector3 v2) const
|
|||
return true;
|
||||
}
|
||||
|
||||
bool FSPosingMotion::quatsNotQuiteEqual(LLQuaternion q1, LLQuaternion q2) const
|
||||
bool FSPosingMotion::quatsNotQuiteEqual(const LLQuaternion& q1, const LLQuaternion& q2) const
|
||||
{
|
||||
if (vectorAxesAlmostEqual(q1.mQ[VW], q2.mQ[VW]) &&
|
||||
vectorAxesAlmostEqual(q1.mQ[VX], q2.mQ[VX]) &&
|
||||
|
|
|
|||
|
|
@ -202,12 +202,12 @@ private:
|
|||
bool vectorsNotQuiteEqual(LLVector3 v1, LLVector3 v2) const;
|
||||
|
||||
/// <summary>
|
||||
/// Determines if two vectors are near enough to equal.
|
||||
/// Determines if two quaternions are near enough to equal.
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector to compare.</param>
|
||||
/// <param name="v2">The sceond vector to compare.</param>
|
||||
/// <returns>true if the vectors are "close enough", otherwise false.</returns>
|
||||
bool quatsNotQuiteEqual(LLQuaternion q1, LLQuaternion q2) const;
|
||||
/// <param name="v1">The first quaternion to compare.</param>
|
||||
/// <param name="v2">The sceond quaternion to compare.</param>
|
||||
/// <returns>true if the quaternion are "close enough", otherwise false.</returns>
|
||||
bool quatsNotQuiteEqual(const LLQuaternion& q1, const LLQuaternion& q2) const;
|
||||
|
||||
bool vectorAxesAlmostEqual(F32 qA, F32 qB) const { return llabs(qA - qB) < closeEnough; }
|
||||
};
|
||||
|
|
|
|||
Loading…
Reference in New Issue