Imported existing code
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indra/newview/llworld.h
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208
indra/newview/llworld.h
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/**
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* @file llworld.h
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* @brief Collection of viewer regions in the vacinity of the user.
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*
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* Represents the whole world, so far as 3D functionality is conserned.
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* Always contains the region that the user's avatar is in along with
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* neighboring regions. As the user crosses region boundaries, new
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* regions are added to the world and distant ones are rolled up.
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, 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_LLWORLD_H
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#define LL_LLWORLD_H
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#include "llpatchvertexarray.h"
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#include "llmath.h"
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#include "v3math.h"
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#include "llmemory.h"
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#include "llstring.h"
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#include "llviewerpartsim.h"
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#include "llviewerimage.h"
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#include "llvowater.h"
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class LLViewerRegion;
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class LLVector3d;
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class LLMessageSystem;
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class LLNetMap;
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class LLHost;
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class LLViewerObject;
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class LLSurfacePatch;
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class LLCloudPuff;
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class LLCloudGroup;
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class LLVOAvatar;
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// LLWorld maintains a stack of unused viewer_regions and an array of pointers to viewer regions
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// as simulators are connected to, viewer_regions are popped off the stack and connected as required
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// as simulators are removed, they are pushed back onto the stack
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class LLWorld : public LLSingleton<LLWorld>
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{
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public:
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LLWorld();
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void destroyClass();
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LLViewerRegion* addRegion(const U64 ®ion_handle, const LLHost &host);
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// safe to call if already present, does the "right thing" if
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// hosts are same, or if hosts are different, etc...
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void removeRegion(const LLHost &host);
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void disconnectRegions(); // Send quit messages to all child regions
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LLViewerRegion* getRegion(const LLHost &host);
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LLViewerRegion* getRegionFromPosGlobal(const LLVector3d &pos);
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LLViewerRegion* getRegionFromPosAgent(const LLVector3 &pos);
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LLViewerRegion* getRegionFromHandle(const U64 &handle);
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BOOL positionRegionValidGlobal(const LLVector3d& pos); // true if position is in valid region
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LLVector3d clipToVisibleRegions(const LLVector3d &start_pos, const LLVector3d &end_pos);
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void updateAgentOffset(const LLVector3d &offset);
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// All of these should be in the agent coordinate frame
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LLViewerRegion* resolveRegionGlobal(LLVector3 &localpos, const LLVector3d &position);
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LLViewerRegion* resolveRegionAgent(LLVector3 &localpos, const LLVector3 &position);
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F32 resolveLandHeightGlobal(const LLVector3d &position);
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F32 resolveLandHeightAgent(const LLVector3 &position);
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// Return the lowest allowed Z point to prevent objects from being moved
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// underground.
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F32 getMinAllowedZ(LLViewerObject* object);
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// takes a line segment defined by point_a and point_b, then
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// determines the closest (to point_a) point of intersection that is
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// on the land surface or on an object of the world.
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// Stores results in "intersection" and "intersection_normal" and
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// returns a scalar value that is the normalized (by length of line segment)
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// distance along the line from "point_a" to "intersection".
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//
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// Currently assumes point_a and point_b only differ in z-direction,
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// but it may eventually become more general.
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F32 resolveStepHeightGlobal(const LLVOAvatar* avatarp, const LLVector3d &point_a, const LLVector3d &point_b,
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LLVector3d &intersection, LLVector3 &intersection_normal,
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LLViewerObject** viewerObjectPtr=NULL);
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LLSurfacePatch * resolveLandPatchGlobal(const LLVector3d &position);
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LLVector3 resolveLandNormalGlobal(const LLVector3d &position); // absolute frame
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U32 getRegionWidthInPoints() const { return mWidth; }
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F32 getRegionScale() const { return mScale; }
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// region X and Y size in meters
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F32 getRegionWidthInMeters() const { return mWidthInMeters; }
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F32 getRegionMinHeight() const { return -mWidthInMeters; }
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F32 getRegionMaxHeight() const { return MAX_OBJECT_Z; }
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void updateRegions(F32 max_update_time);
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void updateVisibilities();
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void updateParticles();
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void updateClouds(const F32 dt);
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LLCloudGroup * findCloudGroup(const LLCloudPuff &puff);
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void renderPropertyLines();
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void resetStats();
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void updateNetStats(); // Update network statistics for all the regions...
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void printPacketsLost();
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void requestCacheMisses();
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// deal with map object updates in the world.
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static void processCoarseUpdate(LLMessageSystem* msg, void** user_data);
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F32 getLandFarClip() const;
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void setLandFarClip(const F32 far_clip);
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LLViewerImage *getDefaultWaterTexture();
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void updateWaterObjects();
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void waterHeightRegionInfo(std::string const& sim_name, F32 water_height);
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void shiftRegions(const LLVector3& offset);
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void setSpaceTimeUSec(const U64 space_time_usec);
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U64 getSpaceTimeUSec() const;
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void getInfo(LLSD& info);
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public:
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typedef std::list<LLViewerRegion*> region_list_t;
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const region_list_t& getRegionList() const { return mActiveRegionList; }
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// Returns lists of avatar IDs and their world-space positions within a given distance of a point.
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// All arguments are optional. Given containers will be emptied and then filled.
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// Not supplying origin or radius input returns data on all avatars in the known regions.
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void getAvatars(
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std::vector<LLUUID>* avatar_ids = NULL,
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std::vector<LLVector3d>* positions = NULL,
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const LLVector3d& relative_to = LLVector3d(), F32 radius = FLT_MAX) const;
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private:
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region_list_t mActiveRegionList;
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region_list_t mRegionList;
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region_list_t mVisibleRegionList;
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region_list_t mCulledRegionList;
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// Number of points on edge
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static const U32 mWidth;
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// meters/point, therefore mWidth * mScale = meters per edge
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static const F32 mScale;
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static const F32 mWidthInMeters;
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F32 mLandFarClip; // Far clip distance for land.
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LLPatchVertexArray mLandPatch;
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S32 mLastPacketsIn;
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S32 mLastPacketsOut;
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S32 mLastPacketsLost;
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U64 mSpaceTimeUSec;
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////////////////////////////
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//
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// Data for "Fake" objects
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//
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std::list<LLVOWater*> mHoleWaterObjects;
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LLPointer<LLVOWater> mEdgeWaterObjects[8];
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LLPointer<LLViewerImage> mDefaultWaterTexturep;
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};
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void process_enable_simulator(LLMessageSystem *mesgsys, void **user_data);
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void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data);
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void process_region_handshake(LLMessageSystem* msg, void** user_data);
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void send_agent_pause();
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void send_agent_resume();
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#endif
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