Merge bento-box

master
Ansariel 2016-10-19 00:16:24 +02:00
commit a0c253bb78
7 changed files with 15 additions and 257 deletions

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@ -4642,7 +4642,6 @@ LLVolumeFace::LLVolumeFace() :
mTexCoords(NULL),
mIndices(NULL),
mWeights(NULL),
mWeightsRemapped(FALSE),
mOctree(NULL),
mOptimized(FALSE)
{
@ -4668,7 +4667,6 @@ LLVolumeFace::LLVolumeFace(const LLVolumeFace& src)
mTexCoords(NULL),
mIndices(NULL),
mWeights(NULL),
mWeightsRemapped(FALSE),
mOctree(NULL)
{
mExtents = (LLVector4a*) ll_aligned_malloc_16(sizeof(LLVector4a)*3);
@ -4740,7 +4738,6 @@ LLVolumeFace& LLVolumeFace::operator=(const LLVolumeFace& src)
ll_aligned_free_16(mWeights);
mWeights = NULL;
}
mWeightsRemapped = src.mWeightsRemapped;
}
if (mNumIndices)

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@ -956,10 +956,6 @@ public:
// mWeights.size() should be empty or match mVertices.size()
LLVector4a* mWeights;
// Whether or not the weights have been cleaned up and remapped
// based on currently supported joints.
mutable BOOL mWeightsRemapped;
LLOctreeNode<LLVolumeTriangle>* mOctree;
//whether or not face has been cache optimized

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@ -58,7 +58,6 @@ public:
std::vector<LLMatrix4> mInvBindMatrix;
std::vector<LLMatrix4> mAlternateBindMatrix;
std::vector<U32> mJointRemap;
LLMatrix4 mBindShapeMatrix;
float mPelvisOffset;

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@ -1693,19 +1693,13 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(
return;
}
// FIXME ugly const cast
LLSkinningUtil::remapSkinInfoJoints(avatar, const_cast<LLMeshSkinInfo*>(skin));
LLSkinningUtil::scrubInvalidJoints(avatar, const_cast<LLMeshSkinInfo*>(skin));
LLPointer<LLVertexBuffer> buffer = face->getVertexBuffer();
LLDrawable* drawable = face->getDrawable();
U32 data_mask = face->getRiggedVertexBufferDataMask();
if (!vol_face.mWeightsRemapped)
{
LLSkinningUtil::remapSkinWeights(weight, vol_face.mNumVertices, skin);
vol_face.mWeightsRemapped = TRUE;
}
if (buffer.isNull() ||
buffer->getTypeMask() != data_mask ||
buffer->getNumVerts() != vol_face.mNumVertices ||

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@ -32,115 +32,15 @@
#include "llviewercontrol.h"
#include "llmeshrepository.h"
bool LLSkinningUtil::sIncludeEnhancedSkeleton = true;
namespace {
//<FS:ND> Query by JointKey rather than just a string, the key can be a U32 index for faster lookup
//bool get_name_index( const std::string& name, std::vector<std::string>& names, U32& result )
bool get_name_index( const JointKey& name, std::vector<JointKey>& names, U32& result )
//</FS:ND>
{
//<FS:ND> Query by JointKey rather than just a string, the key can be a U32 index for faster lookup
// std::vector<std::string>::const_iterator find_it =
std::vector<JointKey>::const_iterator find_it =
// </FS:ND>
std::find( names.begin(), names.end(), name );
if (find_it != names.end())
{
result = find_it - names.begin();
return true;
}
else
{
return false;
}
}
// Find a name table index that is also a valid joint on the
// avatar. Order of preference is: requested name, mPelvis, first
// valid match in names table.
//<FS:ND> Query by JointKey rather than just a string, the key can be a U32 index for faster lookup
//U32 get_valid_joint_index( const std::string& name, LLVOAvatar *avatar, std::vector<std::string>& joint_names )
U32 get_valid_joint_index( const JointKey& name, LLVOAvatar *avatar, std::vector<JointKey>& joint_names )
//</FS:ND>
{
U32 result;
if (avatar->getJoint(name) && get_name_index(name,joint_names,result))
{
return result;
}
//<FS:ND> Query by JointKey rather than just a string, the key can be a U32 index for faster lookup
// if( get_name_index( "mPelvis", joint_names, result ) )
if( get_name_index( JointKey::construct( "mPelvis" ), joint_names, result ) )
// </FS:ND>
{
return result;
}
for (U32 j=0; j<joint_names.size(); j++)
{
if (avatar->getJoint(joint_names[j]))
{
return j;
}
}
// Shouldn't ever get here, because of the name cleanup pass in remapSkinInfoJoints()
LL_ERRS() << "no valid joints in joint_names" << LL_ENDL;
return 0;
}
// Which joint will stand in for this joint?
//<FS:ND> Query by JointKey rather than just a string, the key can be a U32 index for faster lookup
//U32 get_proxy_joint_index( U32 joint_index, LLVOAvatar *avatar, std::vector<std::string>& joint_names )
U32 get_proxy_joint_index( U32 joint_index, LLVOAvatar *avatar, std::vector<JointKey>& joint_names )
//</FS:ND>
{
bool include_enhanced = LLSkinningUtil::sIncludeEnhancedSkeleton;
U32 j_proxy = get_valid_joint_index(joint_names[joint_index], avatar, joint_names);
LLJoint *joint = avatar->getJoint(joint_names[j_proxy]);
llassert(joint);
// Find the first ancestor that's not flagged as extended, or the
// last ancestor that's rigged in this mesh, whichever
// comes first.
while (1)
{
if (include_enhanced ||
joint->getSupport()==LLJoint::SUPPORT_BASE)
break;
LLJoint *parent = joint->getParent();
if (!parent)
break;
//<FS:ND> Query by JointKey rather than just a string, the key can be a U32 index for faster lookup
// if( !get_name_index( parent->getName(), joint_names, j_proxy ) )
if( !get_name_index( JointKey::construct( parent->getName() ), joint_names, j_proxy ) )
// </FS:ND>
{
break;
}
joint = parent;
}
return j_proxy;
}
}
// static
void LLSkinningUtil::initClass()
{
sIncludeEnhancedSkeleton = gSavedSettings.getBOOL("IncludeEnhancedSkeleton");
}
// static
U32 LLSkinningUtil::getMaxJointCount()
{
U32 result = LL_MAX_JOINTS_PER_MESH_OBJECT;
if (!sIncludeEnhancedSkeleton)
{
// Currently the remap logic does not guarantee joint count <= 52;
// if one of the base ancestors is not rigged in a given mesh, an extended
// joint can still be included.
result = llmin(result,(U32)52);
}
return result;
}
@ -151,33 +51,8 @@ U32 LLSkinningUtil::getMeshJointCount(const LLMeshSkinInfo *skin)
}
// static
// Destructively remap the joints in skin info based on what joints
// are known in the avatar, and which are currently supported. This
// will also populate mJointRemap[] in the skin, which can be used to
// make the corresponding changes to the integer part of vertex
// weights.
//
// This will throw away joint info for any joints that are not known
// in the avatar, or not currently flagged to support based on the
// debug setting for IncludeEnhancedSkeleton.
//
// BENTO maybe this really only makes sense for new leaf joints? New spine
// joints may need different logic.
// static
void LLSkinningUtil::remapSkinInfoJoints(LLVOAvatar *avatar, LLMeshSkinInfo* skin)
void LLSkinningUtil::scrubInvalidJoints(LLVOAvatar *avatar, LLMeshSkinInfo* skin)
{
// skip if already done.
if (!skin->mJointRemap.empty())
{
return;
}
U32 max_joints = getMeshJointCount(skin);
// Compute the remap
for (U32 j = 0; j < skin->mJointNames.size(); ++j)
{
// Fix invalid names to "mPelvis". Currently meshes with
@ -191,73 +66,6 @@ void LLSkinningUtil::remapSkinInfoJoints(LLVOAvatar *avatar, LLMeshSkinInfo* ski
//</FS:ND>
}
}
std::vector<U32> j_proxy(skin->mJointNames.size());
for (U32 j = 0; j < skin->mJointNames.size(); ++j)
{
U32 j_rep = get_proxy_joint_index(j, avatar, skin->mJointNames);
j_proxy[j] = j_rep;
}
S32 top = 0;
std::vector<U32> j_remap(skin->mJointNames.size());
// Fill in j_remap for all joints that will be kept.
for (U32 j = 0; j < skin->mJointNames.size(); ++j)
{
if (j_proxy[j] == j)
{
// Joint will be included
j_remap[j] = top;
if (top < max_joints-1)
{
top++;
}
}
}
// Then use j_proxy to fill in j_remap for the joints that will be discarded
for (U32 j = 0; j < skin->mJointNames.size(); ++j)
{
if (j_proxy[j] != j)
{
j_remap[j] = j_remap[j_proxy[j]];
}
}
// Apply the remap to mJointNames, mInvBindMatrix, and mAlternateBindMatrix
//<FS:ND> Query by JointKey rather than just a string, the key can be a U32 index for faster lookup
// std::vector<std::string> new_joint_names;
std::vector< JointKey > new_joint_names;
// </FS:ND>
std::vector<S32> new_joint_nums;
std::vector<LLMatrix4> new_inv_bind_matrix;
std::vector<LLMatrix4> new_alternate_bind_matrix;
for (U32 j = 0; j < skin->mJointNames.size(); ++j)
{
if (j_proxy[j] == j && new_joint_names.size() < max_joints)
{
new_joint_names.push_back(skin->mJointNames[j]);
new_joint_nums.push_back(-1);
new_inv_bind_matrix.push_back(skin->mInvBindMatrix[j]);
if (!skin->mAlternateBindMatrix.empty())
{
new_alternate_bind_matrix.push_back(skin->mAlternateBindMatrix[j]);
}
}
}
llassert(new_joint_names.size() <= max_joints);
for (U32 j = 0; j < skin->mJointNames.size(); ++j)
{
if (skin->mJointNames[j] != new_joint_names[j_remap[j]])
{
LL_DEBUGS("Avatar") << "Starting joint[" << j << "] = " << skin->mJointNames[j] << " j_remap " << j_remap[j] << " ==> " << new_joint_names[j_remap[j]] << LL_ENDL;
}
}
skin->mJointNames = new_joint_names;
skin->mInvBindMatrix = new_inv_bind_matrix;
skin->mAlternateBindMatrix = new_alternate_bind_matrix;
skin->mJointRemap = j_remap;
}
// static
@ -302,61 +110,30 @@ void LLSkinningUtil::initSkinningMatrixPalette(
// This shouldn't happen - in mesh upload, skinned
// rendering should be disabled unless all joints are
// valid. In other cases of skinned rendering, invalid
// joints should already have been removed during remap.
// joints should already have been removed during scrubInvalidJoints().
LL_WARNS_ONCE("Avatar") << "Rigged to invalid joint name " << skin->mJointNames[j] << LL_ENDL;
}
}
}
// Transform the weights based on the remap info stored in skin. Note
// that this is destructive and non-idempotent, so we need to keep
// track of whether we've done it already. If the desired remapping
// changes, the viewer must be restarted.
//
// static
void LLSkinningUtil::remapSkinWeights(LLVector4a* weights, U32 num_vertices, const LLMeshSkinInfo* skin)
{
checkSkinWeights(weights, num_vertices, skin);
llassert(skin->mJointRemap.size()>0); // Must call remapSkinInfoJoints() first, which this checks for.
const U32* remap = &skin->mJointRemap[0];
const S32 max_joints = skin->mJointRemap.size();
for (U32 j=0; j<num_vertices; j++)
{
F32 *w = weights[j].getF32ptr();
for (U32 k=0; k<4; ++k)
{
S32 i = llfloor(w[k]);
F32 f = w[k]-i;
i = llclamp(i,0,max_joints-1);
w[k] = remap[i] + f;
}
}
checkSkinWeights(weights, num_vertices, skin);
}
// static
void LLSkinningUtil::checkSkinWeights(LLVector4a* weights, U32 num_vertices, const LLMeshSkinInfo* skin)
{
#ifndef LL_RELEASE_FOR_DOWNLOAD
const S32 max_joints = skin->mJointRemap.size();
if (skin->mJointRemap.size()>0)
const S32 max_joints = skin->mJointNames.size();
for (U32 j=0; j<num_vertices; j++)
{
// Check the weights are consistent with the current remap.
for (U32 j=0; j<num_vertices; j++)
{
F32 *w = weights[j].getF32ptr();
F32 *w = weights[j].getF32ptr();
F32 wsum = 0.0;
for (U32 k=0; k<4; ++k)
{
S32 i = llfloor(w[k]);
llassert(i>=0);
llassert(i<max_joints);
wsum += w[k]-i;
}
llassert(wsum > 0.0f);
F32 wsum = 0.0;
for (U32 k=0; k<4; ++k)
{
S32 i = llfloor(w[k]);
llassert(i>=0);
llassert(i<max_joints);
wsum += w[k]-i;
}
llassert(wsum > 0.0f);
}
#endif
}

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@ -37,14 +37,10 @@ public:
static void initClass();
static U32 getMaxJointCount();
static U32 getMeshJointCount(const LLMeshSkinInfo *skin);
static void remapSkinInfoJoints(LLVOAvatar *avatar, LLMeshSkinInfo* skin);
static void scrubInvalidJoints(LLVOAvatar *avatar, LLMeshSkinInfo* skin);
static void initSkinningMatrixPalette(LLMatrix4* mat, S32 count, const LLMeshSkinInfo* skin, LLVOAvatar *avatar);
static void checkSkinWeights(LLVector4a* weights, U32 num_vertices, const LLMeshSkinInfo* skin);
static void remapSkinWeights(LLVector4a* weights, U32 num_vertices, const LLMeshSkinInfo* skin);
static void getPerVertexSkinMatrix(F32* weights, LLMatrix4a* mat, bool handle_bad_scale, LLMatrix4a& final_mat, U32 max_joints);
// This is initialized from gSavedSettings at startup and then left alone.
static bool sIncludeEnhancedSkeleton;
};
namespace FSSkinningUtil

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@ -6678,7 +6678,6 @@ void LLVOAvatar::initAttachmentPoints(bool ignore_hud_joints)
attachment->setIsHUDAttachment(info->mIsHUDAttachment);
// attachment can potentially be animated, needs a number.
attachment->setJointNum(mNumBones + mNumCollisionVolumes + attachmentID - 1);
LL_WARNS() << "Initialized attachment" << attachment->getName() << " joint_num " << attachment->getJointNum() << LL_ENDL;
if (newly_created)
{