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SingularityViewer/indra/newview/llworld.h
2019-03-16 17:51:00 -05:00

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8.3 KiB
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/**
* @file llworld.h
* @brief Collection of viewer regions in the vacinity of the user.
*
* Represents the whole world, so far as 3D functionality is conserned.
* Always contains the region that the user's avatar is in along with
* neighboring regions. As the user crosses region boundaries, new
* regions are added to the world and distant ones are rolled up.
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#ifndef LL_LLWORLD_H
#define LL_LLWORLD_H
#include "llpatchvertexarray.h"
#include "llmath.h"
#include "v3math.h"
#include "llmemory.h"
#include "llstring.h"
#include "llviewerpartsim.h"
#include "llviewertexture.h"
#include "llvowater.h"
class LLViewerRegion;
class LLVector3d;
class LLMessageSystem;
class LLNetMap;
class LLHost;
class LLViewerObject;
class LLSurfacePatch;
class LLCloudPuff;
class LLCloudGroup;
class LLVOAvatar;
// LLWorld maintains a stack of unused viewer_regions and an array of pointers to viewer regions
// as simulators are connected to, viewer_regions are popped off the stack and connected as required
// as simulators are removed, they are pushed back onto the stack
class LLWorld : public LLSingleton<LLWorld>
{
public:
LLWorld();
void destroyClass();
LLViewerRegion* addRegion(const U64 &region_handle, const LLHost &host);
// safe to call if already present, does the "right thing" if
// hosts are same, or if hosts are different, etc...
void removeRegion(const LLHost &host);
void disconnectRegions(); // Send quit messages to all child regions
LLViewerRegion* getRegion(const LLHost &host);
LLViewerRegion* getRegionFromPosGlobal(const LLVector3d &pos);
LLViewerRegion* getRegionFromPosAgent(const LLVector3 &pos);
LLViewerRegion* getRegionFromHandle(const U64 &handle);
LLViewerRegion* getRegionFromID(const LLUUID& region_id);
BOOL positionRegionValidGlobal(const LLVector3d& pos); // true if position is in valid region
LLVector3d clipToVisibleRegions(const LLVector3d &start_pos, const LLVector3d &end_pos);
void updateAgentOffset(const LLVector3d &offset);
// All of these should be in the agent coordinate frame
LLViewerRegion* resolveRegionGlobal(LLVector3 &localpos, const LLVector3d &position);
LLViewerRegion* resolveRegionAgent(LLVector3 &localpos, const LLVector3 &position);
F32 resolveLandHeightGlobal(const LLVector3d &position);
F32 resolveLandHeightAgent(const LLVector3 &position);
// Return the lowest allowed Z point to prevent objects from being moved
// underground.
F32 getMinAllowedZ(LLViewerObject* object, const LLVector3d &global_pos);
// takes a line segment defined by point_a and point_b, then
// determines the closest (to point_a) point of intersection that is
// on the land surface or on an object of the world.
// Stores results in "intersection" and "intersection_normal" and
// returns a scalar value that is the normalized (by length of line segment)
// distance along the line from "point_a" to "intersection".
//
// Currently assumes point_a and point_b only differ in z-direction,
// but it may eventually become more general.
F32 resolveStepHeightGlobal(const LLVOAvatar* avatarp, const LLVector3d &point_a, const LLVector3d &point_b,
LLVector3d &intersection, LLVector3 &intersection_normal,
LLViewerObject** viewerObjectPtr=NULL);
LLSurfacePatch * resolveLandPatchGlobal(const LLVector3d &position);
LLVector3 resolveLandNormalGlobal(const LLVector3d &position); // absolute frame
// update region size
void setRegionSize(const U32& width = 0, const U32& length = 0);
U32 getRegionWidthInPoints() const { return mWidth; }
F32 getRegionScale() const { return mScale; }
// region X and Y size in meters
F32 getRegionWidthInMeters() const { return mWidthInMeters; }
F32 getRegionMinHeight() const { return -mWidthInMeters; }
F32 getRegionMaxHeight() const { return MAX_OBJECT_Z; }
void updateRegions(F32 max_update_time);
void updateVisibilities();
void updateParticles();
#if ENABLE_CLASSIC_CLOUDS
void updateClouds(const F32 dt);
LLCloudGroup * findCloudGroup(const LLCloudPuff &puff);
#endif
void renderPropertyLines();
void resetStats();
void updateNetStats(); // Update network statistics for all the regions...
void printPacketsLost();
void requestCacheMisses();
// deal with map object updates in the world.
static void processCoarseUpdate(LLMessageSystem* msg, void** user_data);
F32 getLandFarClip() const;
void setLandFarClip(const F32 far_clip);
LLViewerTexture *getDefaultWaterTexture();
void updateWaterObjects();
void waterHeightRegionInfo(std::string const& sim_name, F32 water_height);
void shiftRegions(const LLVector3& offset);
void setSpaceTimeUSec(const U64 space_time_usec);
U64 getSpaceTimeUSec() const;
void getInfo(LLSD& info);
void clearAllVisibleObjects();
public:
typedef std::list<LLViewerRegion*> region_list_t;
const region_list_t& getRegionList() const { return mActiveRegionList; }
typedef boost::signals2::signal<void(LLViewerRegion*)> region_remove_signal_t;
boost::signals2::connection setRegionRemovedCallback(const region_remove_signal_t::slot_type& cb);
// Returns lists of avatar IDs and their world-space positions within a given distance of a point.
// All arguments are optional. Given containers will be emptied and then filled.
// Not supplying origin or radius input returns data on all avatars in the known regions.
void getAvatars(
uuid_vec_t* avatar_ids = NULL,
std::vector<LLVector3d>* positions = NULL,
const LLVector3d& relative_to = LLVector3d(), F32 radius = FLT_MAX) const;
typedef boost::unordered_map<LLUUID, LLVector3d> pos_map_t;
void getAvatars(pos_map_t* map,
const LLVector3d& relative_to = LLVector3d(),
F32 radius = FLT_MAX) const;
// Returns 'true' if the region is in mRegionList,
// 'false' if the region has been removed due to region change
// or if the circuit to this simulator had been lost.
bool isRegionListed(const LLViewerRegion* region) const;
private:
region_list_t mActiveRegionList;
region_list_t mRegionList;
region_list_t mVisibleRegionList;
region_list_t mCulledRegionList;
region_remove_signal_t mRegionRemovedSignal;
// Number of points on edge
// <FS:CR> Aurora Sim
//static const U32 mWidth;
static U32 mWidth;
static U32 mLength;
// </FS:CR> Aurora Sim
// meters/point, therefore mWidth * mScale = meters per edge
static const F32 mScale;
// <FS:CR> Aurora Sim
//static const F32 mWidthInMeters;
static F32 mWidthInMeters;
// </FS:CR> Aurora Sim
F32 mLandFarClip; // Far clip distance for land.
LLPatchVertexArray mLandPatch;
S32 mLastPacketsIn;
S32 mLastPacketsOut;
S32 mLastPacketsLost;
U64 mSpaceTimeUSec;
////////////////////////////
//
// Data for "Fake" objects
//
std::list<LLVOWater*> mHoleWaterObjects;
LLPointer<LLVOWater> mEdgeWaterObjects[8];
LLPointer<LLViewerTexture> mDefaultWaterTexturep;
};
void process_enable_simulator(LLMessageSystem *mesgsys, void **user_data);
void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data);
void process_region_handshake(LLMessageSystem* msg, void** user_data);
void send_agent_pause();
void send_agent_resume();
#endif