コード例 #1
0
ファイル: AvatarJointMesh.cs プロジェクト: studentutu/UnitySL
        public void SetupJoint(AvatarJoint currentJoint)
        {
            for (UInt32 sj = 0; sj < NumSkinJoints; sj++)
            {
                SkinJoint js = SkinJoints[sj];

                if (js.Joint != currentJoint)
                {
                    continue;
                }

                // we've found a skinjoint for this joint..
                Logger.LogDebug("AvatarJointMesh.SetupJoint", $"Mesh: {Name} joint {currentJoint.Name} matches skinjoint {sj}");

                // is the last joint in the array our parent?

                List <JointRenderData> jrd = Mesh.JointRenderData;

                // SL-287 - need to update this so the results are the same if
                // additional extended-skeleton joints lie between this joint
                // and the original parent.
                LLJoint ancestor = GetBaseSkeletonAncestor(currentJoint);
                if (jrd.Count != 0 && jrd.LastItem().WorldMatrix == ancestor.GetWorldMatrix())
                {
                    // ...then just add ourselves
                    AvatarJoint joint = js.Joint;
                    jrd.Add(new JointRenderData(joint.GetWorldMatrix(), js));
                    Logger.LogDebug("AvatarJointMesh.SetupJoint", $"add joint[{jrd.Count - 1}] = {js.Joint.Name}");
                }
                // otherwise add our ancestor and ourselves
                else
                {
                    jrd.Add(new JointRenderData(ancestor.GetWorldMatrix(), null));
                    Logger.LogDebug("AvatarJointMesh.SetupJoint", $"add2 ancestor joint[{jrd.Count - 1}] = {ancestor.Name}");
                    jrd.Add(new JointRenderData(currentJoint.GetWorldMatrix(), js));
                    Logger.LogDebug("AvatarJointMesh.SetupJoint", $"add2 joint[{jrd.Count - 1}] = {currentJoint.Name}");
                }
            }

            // depth-first traversal
            foreach (LLJoint child in currentJoint.Children)
            {
                SetupJoint((AvatarJoint)child);
            }
        }
コード例 #2
0
ファイル: AvatarJointMesh.cs プロジェクト: studentutu/UnitySL
 protected bool AllocateSkinData(UInt32 numSkinJoints)
 {
     SkinJoints    = new SkinJoint[numSkinJoints];
     NumSkinJoints = numSkinJoints;
     return(true);
 }
コード例 #3
0
ファイル: JointRenderData.cs プロジェクト: studentutu/UnitySL
 public JointRenderData(Matrix4x4 worldMatrix, SkinJoint skinJoint)
 {
     WorldMatrix = worldMatrix;
     SkinJoint   = skinJoint;
 }