523 lines
22 KiB
C++
523 lines
22 KiB
C++
/**
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* @file fsfloaterposer.h
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* @brief View Model for posing your (and other) avatar(s).
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*
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* $LicenseInfo:firstyear=2024&license=viewerlgpl$
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* Phoenix Firestorm Viewer Source Code
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* Copyright (c) 2024 Angeldark Raymaker @ Second Life
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef FS_FLOATER_POSER_H
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#define FS_FLOATER_POSER_H
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#include "llfloater.h"
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#include "lltoolmgr.h"
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#include "fsposeranimator.h"
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class FSVirtualTrackpad;
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class LLButton;
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class LLCheckBoxCtrl;
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class LLLineEditor;
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class LLScrollListCtrl;
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class LLSliderCtrl;
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class LLTabContainer;
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/// <summary>
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/// Describes how to load a pose file.
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/// </summary>
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typedef enum E_LoadPoseMethods
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{
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ROTATIONS = 1,
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POSITIONS = 2,
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SCALES = 3,
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ROTATIONS_AND_POSITIONS = 4,
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ROTATIONS_AND_SCALES = 5,
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POSITIONS_AND_SCALES = 6,
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ROT_POS_AND_SCALES = 7,
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HAND_RIGHT = 8,
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HAND_LEFT = 9,
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FACE_ONLY = 10,
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SELECTIVE = 11,
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SELECTIVE_ROT = 12,
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} E_LoadPoseMethods;
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/// <summary>
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/// Describes the columns of the avatars scroll-list.
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/// </summary>
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typedef enum E_Columns
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{
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COL_ICON = 0,
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COL_NAME = 1,
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COL_UUID = 2,
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COL_SAVE = 3,
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} E_Columns;
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/// <summary>
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/// A class containing the UI fiddling for the Poser Floater.
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/// Please don't do LLJoint stuff here, fsposingmotion (the LLMotion derivative) is the class for that.
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/// </summary>
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class FSFloaterPoser : public LLFloater, public LLEditMenuHandler
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{
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friend class LLFloaterReg;
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FSFloaterPoser(const LLSD &key);
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public:
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void updatePosedBones(const std::string& jointName);
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void selectJointByName(const std::string& jointName);
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void undo() override { onUndoLastChange(); };
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bool canUndo() const override { return true; }
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void redo() override { onRedoLastChange(); };
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bool canRedo() const override { return true; }
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private:
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bool postBuild() override;
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void onOpen(const LLSD& key) override;
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void onClose(bool app_quitting) override;
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void onFocusReceived() override;
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void onFocusLost() override;
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/// <summary>
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/// Refreshes the supplied pose list from the supplued subdirectory.
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/// </summary>
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void refreshPoseScroll(LLScrollListCtrl* posesScrollList, std::optional<std::string_view> subDirectory = std::nullopt);
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/// <summary>
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/// (Dis)Enables all of the posing controls; such as when you can't pose for reasons.
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/// </summary>
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/// <param name="enable">Whether to enable the pose controls.</param>
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void poseControlsEnable(bool enable);
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/// <summary>
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/// Refreshes all of the 'joint/bones/thingos' lists (lists-zah, all of them).
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/// </summary>
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void refreshJointScrollListMembers();
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/// <summary>
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/// Adds a 'header' menu item to the supplied scroll list, handy for demarking clusters of joints on the UI.
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/// </summary>
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/// <param name="jointName">
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/// The well-known name of the joint, eg: mChest
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/// This does a lookup into the poser XML for a friendly header title by joint name, if it exists.
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/// </param>
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/// <param name="bodyJointsScrollList">The scroll list to add the header-row to.</param>
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void addHeaderRowToScrollList(const std::string& jointName, LLScrollListCtrl* bodyJointsScrollList);
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/// <summary>
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/// Generates the data for a row to add to a scroll-list.
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/// The supplied joint name is looked up in the UI XML to find a friendly name.
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/// </summary>
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/// <param name="jointName">The well-known joint name of the joint to add the row for, eg: mChest.</param>
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/// <param name="isHeaderRow">Whether the joint is one which should come immediately after a header.</param>
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/// <returns>The data required to make the row.</returns>
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LLSD createRowForJoint(const std::string& jointName, bool isHeaderRow);
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/// <summary>
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/// Gets the collection of poser joints currently selected on the active bones-tab of the UI.
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/// </summary>
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/// <returns>The selected joints</returns>
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std::vector<FSPoserAnimator::FSPoserJoint*> getUiSelectedPoserJoints() const;
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/// <summary>
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/// Updates the visual with the first selected joint from the supplied collection, if any.
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/// </summary>
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/// <param name="joints">The collection of selected joints.</param>
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static void updateManipWithFirstSelectedJoint(std::vector<FSPoserAnimator::FSPoserJoint*> joints);
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/// <summary>
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/// Gets a detectable avatar by its UUID.
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/// </summary>
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/// <param name="avatarToFind">The ID of the avatar to find.</param>
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/// <returns>The avatar, if found, otherwise nullptr.</returns>
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LLVOAvatar* getAvatarByUuid(const LLUUID& avatarToFind) const;
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/// <summary>
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/// Gets the currently selected avatar or animesh.
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/// </summary>
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/// <returns>The currently selected avatar or animesh.</returns>
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LLVOAvatar* getUiSelectedAvatar() const;
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/// <summary>
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/// Sets the UI selection for avatar or animesh.
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/// </summary>
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/// <param name="avatarToSelect">The ID of the avatar to select, if found.</param>
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void setUiSelectedAvatar(const LLUUID& avatarToSelect);
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/// <summary>
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/// Gets the current bone-deflection style: encapsulates 'anything else you want to do' while you're manipulating a joint.
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/// Such as: fiddle the opposite joint too.
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/// </summary>
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/// <returns>A E_BoneDeflectionStyles member.</returns>
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E_BoneDeflectionStyles getUiSelectedBoneDeflectionStyle() const;
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/// <summary>
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/// Gets the means by which the rotation should be applied to the supplied joint name.
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/// Such as: fiddle the opposite joint too.
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/// </summary>
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/// <param name="jointName">The well-known joint name of the joint to add the row for, eg: mChest.</param>
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/// <returns>A E_RotationStyle member.</returns>
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E_RotationStyle getUiSelectedBoneRotationStyle(const std::string& jointName) const;
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/// <summary>
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/// Gets the collection of UUIDs for nearby avatars.
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/// </summary>
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/// <returns>A the collection of UUIDs for nearby avatars.</returns>
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uuid_vec_t getNearbyAvatarsAndAnimeshes() const;
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/// <summary>
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/// Gets a collection of UUIDs for avatars currently being presented on the UI.
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/// </summary>
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/// <returns>A the collection of UUIDs.</returns>
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uuid_vec_t getCurrentlyListedAvatarsAndAnimeshes() const;
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/// <summary>
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/// Gets the scroll-list index of the supplied avatar.
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/// </summary>
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/// <param name="toFind">The avatar UUID to find on the avatars scroll list.</param>
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/// <returns>The scroll-list index for the supplied avatar, if found, otherwise -1.</returns>
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S32 getAvatarListIndexForUuid(const LLUUID& toFind) const;
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/// <summary>
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/// There are several control-callbacks manipulating rotations etc, they all devolve to these.
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/// In these are the appeals to the posing business layer.
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/// </summary>
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/// <remarks>
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/// Using a set, then a get does not guarantee the value you just set.
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/// There may be +/- PI difference two axes, because harmonics.
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/// Thus keep your UI synced with less gets.
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/// </remarks>
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void setSelectedJointsRotation(const LLVector3& absoluteRot, const LLVector3& deltaRot);
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void setSelectedJointsPosition(F32 x, F32 y, F32 z);
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void setSelectedJointsScale(F32 x, F32 y, F32 z);
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/// <summary>
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/// Yeilds the rotation of the first selected joint (one may multi-select).
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/// </summary>
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/// <remarks>
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/// Using a set, then a get does not guarantee the value you just set.
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/// There may be +/- PI difference two axes, because harmonics.
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/// Thus keep your UI synced with less gets.
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/// </remarks>
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LLVector3 getRotationOfFirstSelectedJoint() const;
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LLVector3 getPositionOfFirstSelectedJoint() const;
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LLVector3 getScaleOfFirstSelectedJoint() const;
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LLScrollListCtrl* getScrollListForTab(LLPanel * tabPanel) const;
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// Pose load/save
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void createUserPoseDirectoryIfNeeded();
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void onToggleLoadSavePanel();
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void onClickPoseSave();
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void onMouseLeaveSavePoseBtn();
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void onPoseFileSelect();
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bool savePoseToXml(LLVOAvatar* avatar, const std::string& posePath);
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bool savePoseToBvh(LLVOAvatar* avatar, const std::string& posePath);
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void onClickBrowsePoseCache();
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void onPoseMenuAction(const LLSD& param);
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void loadPoseFromXml(LLVOAvatar* avatar, const std::string& poseFileName, E_LoadPoseMethods loadMethod);
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bool poseFileStartsFromTeePose(const std::string& poseFileName);
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void setPoseSaveFileTextBoxToUiSelectedAvatarSaveFileName();
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void setUiSelectedAvatarSaveFileName(const std::string& saveFileName);
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bool confirmFileOverwrite(std::string fileName);
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void startPosingSelf();
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void stopPosingAllAvatars();
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// visual manipulators control
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void enableVisualManipulators();
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void disableVisualManipulators();
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// UI Event Handlers
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void onAvatarsRefresh();
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void onAvatarSelect();
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void onJointTabSelect();
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void onToggleMirrorChange();
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void onToggleSympatheticChange();
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void onToggleVisualManipulators();
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void setRotationChangeButtons(bool mirror, bool sympathetic);
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void onUndoLastChange();
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void onRedoLastChange();
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void onResetJoint(const LLSD data);
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void onSetAvatarToTpose();
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void onPoseStartStop();
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void onTrackballChanged();
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void onYawPitchRollChanged(bool skipUpdateTrackpad = false);
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void onPositionSet();
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void onScaleSet();
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void onClickToggleSelectedBoneEnabled();
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void onClickRecaptureSelectedBones();
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void onClickFlipPose();
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void onClickFlipSelectedJoints();
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void onAdjustTrackpadSensitivity();
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void onClickLoadLeftHandPose();
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void onClickLoadRightHandPose();
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void onClickLoadHandPose(bool isRightHand);
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void onClickSetBaseRotZero();
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void onCommitSpinner(const LLUICtrl* spinner, const S32 ID);
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void onCommitSlider(const LLUICtrl* slider, const S32 id);
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void onClickSymmetrize(const S32 ID);
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// UI Refreshments
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void refreshRotationSlidersAndSpinners();
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void refreshPositionSlidersAndSpinners();
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void refreshScaleSlidersAndSpinners();
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void refreshTrackpadCursor();
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void enableOrDisableRedoAndUndoButton();
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/// <summary>
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/// Determines if we have permission to animate the supplied avatar.
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/// </summary>
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/// <param name="avatar">The avatar to animate.</param>
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/// <returns>True if we have permission to animate, otherwise false.</returns>
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bool havePermissionToAnimateAvatar(LLVOAvatar* avatar) const;
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/// <summary>
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/// Determines if we could animate the supplied avatar.
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/// </summary>
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/// <param name="avatar">The avatar to animate.</param>
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/// <returns>True if the avatar is non-null, not dead, in the same region as self, otherwise false.</returns>
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bool couldAnimateAvatar(LLVOAvatar* avatar) const;
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/// <summary>
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/// Our instance of the class which lets us do the business of manipulating the avatar.
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/// This separates that business from the code-behind the UI.
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/// </summary>
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FSPoserAnimator mPoserAnimator;
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/// <summary>
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/// The supplied Joint name has a quaternion describing its rotation.
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/// This gets the kind of axial transformation required for 'easy' consumption of the joint's Euler angles on our UI.
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/// This facilitates 'conceptual' conversion of Euler frame to up/down, left/right and roll and is rather subjective.
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/// Thus, many of these 'conversions' are backed by values in the XML.
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/// </summary>
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/// <param name="jointName">The well-known name of the joint, eg: mChest.</param>
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/// <returns>The axial translation so the oily angles make better sense in terms of up/down/left/right/roll.</returns>
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/// <remarks>
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/// Euler angles aren't cartesian; they're one of 12 possible orderings or something, yes, yes.
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/// No the translation isn't untangling all of that, it's not needed until it is.
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/// We're not landing on Mars with this code, just offering a user reasonable thumb-twiddlings.
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/// </remarks>
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E_BoneAxisTranslation getJointTranslation(const std::string& jointName) const;
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/// <summary>
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/// Gets the collection of E_BoneAxisNegation values for the supplied joint.
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/// </summary>
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/// <param name="jointName">The name of the joind to get the axis transformation for.</param>
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/// <returns>The kind of axis transformation to perform.</returns>
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S32 getJointNegation(const std::string& jointName) const;
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/// <summary>
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/// Gets the axial translation required for joints when saving to BVH.
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/// </summary>
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/// <param name="jointName">The name of the joint to get the transformation for.</param>
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/// <returns>The axial translation required.</returns>
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E_BoneAxisTranslation getBvhJointTranslation(const std::string& jointName) const;
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S32 getBvhJointNegation(const std::string& jointName) const;
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/// <summary>
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/// Refreshes the text on the avatars scroll list based on their state.
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/// </summary>
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void refreshTextHighlightingOnAvatarScrollList();
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/// <summary>
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/// Refreshes the text on all joints scroll lists based on their state.
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/// </summary>
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void refreshTextHighlightingOnJointScrollLists();
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/// <summary>
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/// Sets the text of the save pose button.
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/// </summary>
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/// <param name="setAsSaveDiff">Whether to indicate a diff will be saved, instead of a pose.</param>
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void setSavePosesButtonText(bool setAsSaveDiff);
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/// <summary>
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/// Applies the appropriate font-face (such as bold) to the text of the supplied list, to indicate use.
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/// </summary>
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/// <param name="listName">The name of the list to adjust text-face for.</param>
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/// <param name="avatar">The avatar to whom the list is relevant.</param>
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void addBoldToScrollList(LLScrollListCtrl* list, LLVOAvatar* avatar);
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/// <summary>
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/// Gets whether the user wishes to reset the base-rotation to zero when they start editing a joint.
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/// </summary>
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/// <remarks>
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/// If a joint has a base-rotation of zero, the rotation then appears to be the user's work and qualifies to save to a re-importable format.
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/// </remarks>
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bool getWhetherToResetBaseRotationOnEdit();
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/// <summary>
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/// Gets the name of an item from the supplied object ID.
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/// </summary>
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/// <param name="avatar">The control avatar to get the name for.</param>
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/// <returns>The name of the supplied object.</returns>
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/// <devnotes>
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/// Getting the name for an arbitrary item appears to involve sending system message and creating a
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/// callback, making for unwanted dependencies and conflict-risk; so not implemented.
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/// </devnotes>
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std::string getControlAvatarName(const LLControlAvatar* avatar);
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/// Gets whether the pose should also write a BVH file when saved.
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/// </summary>
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/// <returns>True if the user wants to additionally save a BVH file, otherwise false.</returns>
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bool getSavingToBvh();
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/// <summary>
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/// Writes the current pose in BVH-format to the supplied stream.
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/// </summary>
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/// <param name="fileStream">The stream to write the pose to.</param>
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/// <param name="avatar">The avatar whose pose should be saved.</param>
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/// <returns>True if the pose saved successfully as a BVH, otherwise false.</returns>
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/// <remarks>
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/// Only joints with a zero base-rotation should export to BVH.
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/// </remarks>
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bool writePoseAsBvh(llofstream* fileStream, LLVOAvatar* avatar);
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/// <summary>
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/// Recursively writes a fragment of a BVH file format representation of the supplied joint, then that joints BVH child(ren).
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/// None of what is written here matters a jot; it's just here so it parses on read.
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/// </summary>
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/// <param name="fileStream">The stream to write the fragment to.</param>
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/// <param name="avatar">The avatar owning the supplied joint.</param>
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/// <param name="joint">The joint whose fragment should be written, and whose child(ren) will also be written.</param>
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/// <param name="tabStops">The number of tab-stops to include for formatting purpose.</param>
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void writeBvhFragment(llofstream* fileStream, LLVOAvatar* avatar, const FSPoserAnimator::FSPoserJoint* joint, S32 tabStops);
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/// <summary>
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/// Writes a fragment of the 'single line' representing an animation frame within the BVH file respresenting the positions and/or
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/// rotations.
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/// </summary>
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/// <param name="fileStream">The stream to write the position and/or rotation to.</param>
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/// <param name="avatar">The avatar owning the supplied joint.</param>
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/// <param name="joint">The joint whose position and/or rotation should be written.</param>
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void writeBvhMotion(llofstream* fileStream, LLVOAvatar* avatar, const FSPoserAnimator::FSPoserJoint* joint);
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/// <summary>
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/// Writes a fragment of the 'single line' representing the first animation frame within the BVH file respresenting the positions and/or
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/// rotations.
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/// </summary>
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/// <param name="fileStream">The stream to write the position and/or rotation to.</param>
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/// <param name="joint">The joint whose position and/or rotation should be written.</param>
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void writeFirstFrameOfBvhMotion(llofstream* fileStream, const FSPoserAnimator::FSPoserJoint* joint);
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/// <summary>
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/// Generates a string with the supplied number of tab-chars.
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/// </summary>
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std::string static getTabs(S32 numOfTabstops);
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/// <summary>
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/// Transforms a rotation such that llbvhloader.cpp can resolve it to something vaguely approximating the supplied angle.
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/// When I say vague, I mean, it's numbers, buuuuut.
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/// </summary>
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std::string static rotationToString(const LLVector3& val);
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/// <summary>
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/// Transforms the supplied vector into a string of three numbers, format suiting to writing into a BVH file.
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/// </summary>
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std::string static vec3ToXYZString(const LLVector3& val);
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/// <summary>
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/// Performs an angle module of the supplied value to between -180 & 180 (degrees).
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/// </summary>
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/// <param name="value">The value to modulo.</param>
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/// <returns>The modulo value.</returns>
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/// <remarks>
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/// If the trackpad is in 'infinite scroll' mode, it can produce normalized-values outside the range of the spinners.
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/// This method ensures whatever value the trackpad produces, they work with the spinners.
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/// </remarks>
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static F32 clipRange(F32 value);
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LLToolset* mLastToolset{ nullptr };
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LLTool* mJointRotTool{ nullptr };
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LLVector3 mLastSliderRotation;
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FSVirtualTrackpad* mAvatarTrackball{ nullptr };
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LLSliderCtrl* mTrackpadSensitivitySlider{ nullptr };
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LLSliderCtrl* mPosXSlider{ nullptr };
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LLSliderCtrl* mPosYSlider{ nullptr };
|
|
LLSliderCtrl* mPosZSlider{ nullptr };
|
|
LLSliderCtrl* mAdvRotXSlider{ nullptr };
|
|
LLSliderCtrl* mAdvRotYSlider{ nullptr };
|
|
LLSliderCtrl* mAdvRotZSlider{ nullptr };
|
|
LLSliderCtrl* mAdvPosXSlider{ nullptr };
|
|
LLSliderCtrl* mAdvPosYSlider{ nullptr };
|
|
LLSliderCtrl* mAdvPosZSlider{ nullptr };
|
|
LLSliderCtrl* mAdvScaleXSlider{ nullptr };
|
|
LLSliderCtrl* mAdvScaleYSlider{ nullptr };
|
|
LLSliderCtrl* mAdvScaleZSlider{ nullptr };
|
|
|
|
LLTabContainer* mJointsTabs{ nullptr };
|
|
LLTabContainer* mHandsTabs{ nullptr };
|
|
|
|
LLScrollListCtrl* mAvatarSelectionScrollList{ nullptr };
|
|
LLScrollListCtrl* mBodyJointsScrollList{ nullptr };
|
|
LLScrollListCtrl* mFaceJointsScrollList{ nullptr };
|
|
LLScrollListCtrl* mHandJointsScrollList{ nullptr };
|
|
LLScrollListCtrl* mMiscJointsScrollList{ nullptr };
|
|
LLScrollListCtrl* mCollisionVolumesScrollList{ nullptr };
|
|
LLScrollListCtrl* mEntireAvJointScroll{ nullptr };
|
|
LLScrollListCtrl* mPosesScrollList{ nullptr };
|
|
LLScrollListCtrl* mHandPresetsScrollList{ nullptr };
|
|
|
|
LLButton* mToggleVisualManipulators{ nullptr };
|
|
LLButton* mStartStopPosingBtn{ nullptr };
|
|
LLButton* mToggleLoadSavePanelBtn{ nullptr };
|
|
LLButton* mBrowserFolderBtn{ nullptr };
|
|
LLButton* mLoadPosesBtn{ nullptr };
|
|
LLButton* mSavePosesBtn{ nullptr };
|
|
LLButton* mFlipPoseBtn{ nullptr };
|
|
LLButton* mFlipJointBtn{ nullptr };
|
|
LLButton* mRecaptureBtn{ nullptr };
|
|
LLButton* mTogglePosingBonesBtn{ nullptr };
|
|
LLButton* mToggleMirrorRotationBtn{ nullptr };
|
|
LLButton* mToggleSympatheticRotationBtn{ nullptr };
|
|
LLButton* mToggleDeltaModeBtn{ nullptr };
|
|
LLButton* mRedoChangeBtn{ nullptr };
|
|
LLButton* mUndoChangeBtn{ nullptr };
|
|
LLButton* mSetToTposeButton{ nullptr };
|
|
LLButton* mBtnJointRotate{ nullptr };
|
|
|
|
LLLineEditor* mPoseSaveNameEditor{ nullptr };
|
|
|
|
LLPanel* mJointsParentPnl{ nullptr };
|
|
LLPanel* mTrackballPnl{ nullptr };
|
|
LLPanel* mPositionRotationPnl{ nullptr };
|
|
LLPanel* mBodyJointsPnl{ nullptr };
|
|
LLPanel* mFaceJointsPnl{ nullptr };
|
|
LLPanel* mHandsJointsPnl{ nullptr };
|
|
LLPanel* mMiscJointsPnl{ nullptr };
|
|
LLPanel* mCollisionVolumesPnl{ nullptr };
|
|
LLPanel* mPosesLoadSavePnl{ nullptr };
|
|
|
|
LLCheckBoxCtrl* mResetBaseRotCbx{ nullptr };
|
|
LLCheckBoxCtrl* mAlsoSaveBvhCbx{ nullptr };
|
|
|
|
LLUICtrl* mTrackpadSensitivitySpnr{ nullptr };
|
|
LLUICtrl* mYawSpnr{ nullptr };
|
|
LLUICtrl* mPitchSpnr{ nullptr };
|
|
LLUICtrl* mRollSpnr{ nullptr };
|
|
LLUICtrl* mUpDownSpnr{ nullptr };
|
|
LLUICtrl* mLeftRightSpnr{ nullptr };
|
|
LLUICtrl* mInOutSpnr{ nullptr };
|
|
LLUICtrl* mAdvPosXSpnr{ nullptr };
|
|
LLUICtrl* mAdvPosYSpnr{ nullptr };
|
|
LLUICtrl* mAdvPosZSpnr{ nullptr };
|
|
LLUICtrl* mScaleXSpnr{ nullptr };
|
|
LLUICtrl* mScaleYSpnr{ nullptr };
|
|
LLUICtrl* mScaleZSpnr{ nullptr };
|
|
};
|
|
|
|
#endif
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