Imported existing code
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indra/newview/llvotree.h
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201
indra/newview/llvotree.h
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/**
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* @file llvotree.h
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* @brief LLVOTree class header file
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLVOTREE_H
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#define LL_LLVOTREE_H
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#include "llviewerobject.h"
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#include "lldarray.h"
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#include "xform.h"
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class LLFace;
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class LLDrawPool;
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class LLVOTree : public LLViewerObject
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{
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protected:
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~LLVOTree();
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public:
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enum
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{
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VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) |
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(1 << LLVertexBuffer::TYPE_NORMAL) |
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(1 << LLVertexBuffer::TYPE_TEXCOORD0)
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};
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LLVOTree(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
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// Initialize data that's only inited once per class.
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static void initClass();
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static void cleanupClass();
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/*virtual*/ U32 processUpdateMessage(LLMessageSystem *mesgsys,
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void **user_data,
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U32 block_num, const EObjectUpdateType update_type,
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LLDataPacker *dp);
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/*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
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// Graphical stuff for objects - maybe broken out into render class later?
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/*virtual*/ void render(LLAgent &agent);
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/*virtual*/ void setPixelAreaAndAngle(LLAgent &agent);
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/*virtual*/ void updateTextures();
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/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
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/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
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/*virtual*/ void updateSpatialExtents(LLVector3 &min, LLVector3 &max);
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virtual U32 getPartitionType() const;
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void updateRadius();
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void calcNumVerts(U32& vert_count, U32& index_count, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 branches);
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void updateMesh();
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void appendMesh(LLStrider<LLVector3>& vertices,
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LLStrider<LLVector3>& normals,
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LLStrider<LLVector2>& tex_coords,
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LLStrider<U16>& indices,
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U16& idx_offset,
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LLMatrix4& matrix,
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LLMatrix4& norm_mat,
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S32 vertex_offset,
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S32 vertex_count,
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S32 index_count,
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S32 index_offset);
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void genBranchPipeline(LLStrider<LLVector3>& vertices,
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LLStrider<LLVector3>& normals,
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LLStrider<LLVector2>& tex_coords,
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LLStrider<U16>& indices,
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U16& index_offset,
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LLMatrix4& matrix,
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S32 trunk_LOD,
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S32 stop_level,
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U16 depth,
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U16 trunk_depth,
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F32 scale,
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F32 twist,
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F32 droop,
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F32 branches,
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F32 alpha);
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U32 drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha);
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/*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end,
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S32 face = -1, // which face to check, -1 = ALL_SIDES
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BOOL pick_transparent = FALSE,
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S32* face_hit = NULL, // which face was hit
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LLVector3* intersection = NULL, // return the intersection point
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LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
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LLVector3* normal = NULL, // return the surface normal at the intersection point
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LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point
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);
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static S32 sMaxTreeSpecies;
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struct TreeSpeciesData
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{
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LLUUID mTextureID;
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F32 mBranchLength; // Scale (length) of tree branches
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F32 mDroop; // Droop from vertical (degrees) at each branch recursion
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F32 mTwist; // Twist
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F32 mBranches; // Number of branches emitted at each recursion level
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U8 mDepth; // Number of recursions to tips of branches
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F32 mScaleStep; // Multiplier for scale at each recursion level
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U8 mTrunkDepth;
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F32 mLeafScale; // Scales leaf texture when rendering
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F32 mTrunkLength; // Scales branch diameters when rendering
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F32 mBillboardScale; // Scales the billboard representation
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F32 mBillboardRatio; // Height to width aspect ratio
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F32 mTrunkAspect;
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F32 mBranchAspect;
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F32 mRandomLeafRotate;
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F32 mNoiseScale; // Scaling of noise function in perlin space (norm = 1.0)
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F32 mNoiseMag; // amount of perlin noise to deform by (0 = none)
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F32 mTaper; // amount of perlin noise to deform by (0 = none)
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F32 mRepeatTrunkZ; // Times to repeat the trunk texture vertically along trunk
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};
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static F32 sTreeFactor; // Tree level of detail factor
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friend class LLDrawPoolTree;
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protected:
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LLVector3 mTrunkBend; // Accumulated wind (used for blowing trees)
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LLVector3 mTrunkVel; //
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LLVector3 mWind;
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LLPointer<LLVertexBuffer> mReferenceBuffer; //reference geometry for generating tree mesh
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LLPointer<LLViewerImage> mTreeImagep; // Pointer to proper tree image
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U8 mSpecies; // Species of tree
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F32 mBranchLength; // Scale (length) of tree branches
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F32 mTrunkLength; // Trunk length (first recursion)
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F32 mDroop; // Droop from vertical (degrees) at each branch recursion
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F32 mTwist; // Twist
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F32 mBranches; // Number of branches emitted at each recursion level
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U8 mDepth; // Number of recursions to tips of branches
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F32 mScaleStep; // Multiplier for scale at each recursion level
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U8 mTrunkDepth;
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U32 mTrunkLOD;
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F32 mLeafScale; // Scales leaf texture when rendering
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F32 mBillboardScale; // How big to draw the billboard?
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F32 mBillboardRatio; // Height to width ratio of billboard
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F32 mTrunkAspect; // Ratio between width/length of trunk
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F32 mBranchAspect; // Ratio between width/length of branch
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F32 mRandomLeafRotate; // How much to randomly rotate leaves about arbitrary axis
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// cache last position+rotation so we can detect the need for a
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// complete rebuild when not animating
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LLVector3 mLastPosition;
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LLQuaternion mLastRotation;
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U32 mFrameCount;
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typedef std::map<U32, TreeSpeciesData*> SpeciesMap;
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static SpeciesMap sSpeciesTable;
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static S32 sLODIndexOffset[4];
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static S32 sLODIndexCount[4];
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static S32 sLODVertexOffset[4];
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static S32 sLODVertexCount[4];
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static S32 sLODSlices[4];
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static F32 sLODAngles[4];
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};
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#endif
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