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SingularityViewer/indra/newview/llvovolume.h

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/**
* @file llvovolume.h
* @brief LLVOVolume class header file
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* 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_LLVOVOLUME_H
#define LL_LLVOVOLUME_H
#include "llviewerobject.h"
#include "llviewertexture.h"
#include "llframetimer.h"
#include "llapr.h"
#include "m3math.h" // LLMatrix3
#include "m4math.h" // LLMatrix4
#include <map>
class LLViewerTextureAnim;
class LLDrawPool;
class LLSelectNode;
class LLVOAvatar;
class LLMeshSkinInfo;
enum LLVolumeInterfaceType
{
INTERFACE_FLEXIBLE = 1,
};
#if MESH_ENABLED
class LLRiggedVolume : public LLVolume
{
public:
LLRiggedVolume(const LLVolumeParams& params)
: LLVolume(params, 0.f)
{
}
void update(const LLMeshSkinInfo* skin, LLVOAvatar* avatar, const LLVolume* src_volume);
};
#endif //MESH_ENABLED
// Base class for implementations of the volume - Primitive, Flexible Object, etc.
class LLVolumeInterface
{
public:
virtual ~LLVolumeInterface() { }
virtual LLVolumeInterfaceType getInterfaceType() const = 0;
virtual BOOL doIdleUpdate(LLAgent &agent, LLWorld &world, const F64 &time) = 0;
virtual BOOL doUpdateGeometry(LLDrawable *drawable) = 0;
virtual LLVector3 getPivotPosition() const = 0;
virtual void onSetVolume(const LLVolumeParams &volume_params, const S32 detail) = 0;
virtual void onSetScale(const LLVector3 &scale, BOOL damped) = 0;
virtual void onParameterChanged(U16 param_type, LLNetworkData *data, BOOL in_use, bool local_origin) = 0;
virtual void onShift(const LLVector4a &shift_vector) = 0;
virtual bool isVolumeUnique() const = 0; // Do we need a unique LLVolume instance?
virtual bool isVolumeGlobal() const = 0; // Are we in global space?
virtual bool isActive() const = 0; // Is this object currently active?
virtual const LLMatrix4& getWorldMatrix(LLXformMatrix* xform) const = 0;
virtual void updateRelativeXform() = 0;
virtual U32 getID() const = 0;
virtual void preRebuild() = 0;
};
// Class which embodies all Volume objects (with pcode LL_PCODE_VOLUME)
class LLVOVolume : public LLViewerObject
{
LOG_CLASS(LLVOVolume);
protected:
virtual ~LLVOVolume();
public:
static void initClass();
static void cleanupClass();
static void preUpdateGeom();
enum
{
VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) |
(1 << LLVertexBuffer::TYPE_NORMAL) |
(1 << LLVertexBuffer::TYPE_TEXCOORD0) |
(1 << LLVertexBuffer::TYPE_TEXCOORD1) |
(1 << LLVertexBuffer::TYPE_COLOR)
};
public:
LLVOVolume(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
/*virtual*/ void markDead(); // Override (and call through to parent) to clean up media references
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
void deleteFaces();
void animateTextures();
/*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
BOOL isVisible() const ;
/*virtual*/ BOOL isActive() const;
/*virtual*/ BOOL isAttachment() const;
/*virtual*/ BOOL isRootEdit() const; // overridden for sake of attachments treating themselves as a root object
/*virtual*/ BOOL isHUDAttachment() const;
void generateSilhouette(LLSelectNode* nodep, const LLVector3& view_point);
/*virtual*/ BOOL setParent(LLViewerObject* parent);
S32 getLOD() const { return mLOD; }
const LLVector3 getPivotPositionAgent() const;
const LLMatrix4& getRelativeXform() const { return mRelativeXform; }
const LLMatrix3& getRelativeXformInvTrans() const { return mRelativeXformInvTrans; }
/*virtual*/ const LLMatrix4 getRenderMatrix() const;
typedef std::map<LLUUID, S32> texture_cost_t;
U32 getRenderCost(texture_cost_t &textures) const;
#if MESH_ENABLED
/*virtual*/ F32 getStreamingCost(S32* bytes = NULL, S32* visible_bytes = NULL, F32* unscaled_value = NULL) const;
#endif //MESH_ENABLED
/*virtual*/ U32 getTriangleCount() const;
/*virtual*/ U32 getHighLODTriangleCount();
/*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end,
S32 face = -1, // which face to check, -1 = ALL_SIDES
BOOL pick_transparent = FALSE,
S32* face_hit = NULL, // which face was hit
LLVector3* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector3* normal = NULL, // return the surface normal at the intersection point
LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point
);
LLVector3 agentPositionToVolume(const LLVector3& pos) const;
LLVector3 agentDirectionToVolume(const LLVector3& dir) const;
LLVector3 volumePositionToAgent(const LLVector3& dir) const;
LLVector3 volumeDirectionToAgent(const LLVector3& dir) const;
BOOL getVolumeChanged() const { return mVolumeChanged; }
/*virtual*/ F32 getRadius() const { return mVObjRadius; };
const LLMatrix4& getWorldMatrix(LLXformMatrix* xform) const;
void markForUpdate(BOOL priority) { LLViewerObject::markForUpdate(priority); mVolumeChanged = TRUE; }
/*virtual*/ void onShift(const LLVector4a &shift_vector); // Called when the drawable shifts
/*virtual*/ void parameterChanged(U16 param_type, bool local_origin);
/*virtual*/ void parameterChanged(U16 param_type, LLNetworkData* data, BOOL in_use, bool local_origin);
/*virtual*/ U32 processUpdateMessage(LLMessageSystem *mesgsys,
void **user_data,
U32 block_num, const EObjectUpdateType update_type,
LLDataPacker *dp);
/*virtual*/ void setSelected(BOOL sel);
/*virtual*/ BOOL setDrawableParent(LLDrawable* parentp);
/*virtual*/ void setScale(const LLVector3 &scale, BOOL damped);
/*virtual*/ void setTEImage(const U8 te, LLViewerTexture *imagep);
/*virtual*/ S32 setTETexture(const U8 te, const LLUUID &uuid);
/*virtual*/ S32 setTEColor(const U8 te, const LLColor3 &color);
/*virtual*/ S32 setTEColor(const U8 te, const LLColor4 &color);
/*virtual*/ S32 setTEBumpmap(const U8 te, const U8 bump);
/*virtual*/ S32 setTEShiny(const U8 te, const U8 shiny);
/*virtual*/ S32 setTEFullbright(const U8 te, const U8 fullbright);
/*virtual*/ S32 setTEBumpShinyFullbright(const U8 te, const U8 bump);
/*virtual*/ S32 setTEMediaFlags(const U8 te, const U8 media_flags);
/*virtual*/ S32 setTEGlow(const U8 te, const F32 glow);
/*virtual*/ S32 setTEScale(const U8 te, const F32 s, const F32 t);
/*virtual*/ S32 setTEScaleS(const U8 te, const F32 s);
/*virtual*/ S32 setTEScaleT(const U8 te, const F32 t);
/*virtual*/ S32 setTETexGen(const U8 te, const U8 texgen);
/*virtual*/ S32 setTEMediaTexGen(const U8 te, const U8 media);
/*virtual*/ BOOL setMaterial(const U8 material);
void setTexture(const S32 face);
S32 getIndexInTex() const {return mIndexInTex ;}
/*virtual*/ BOOL setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume = false);
void updateSculptTexture();
void setIndexInTex(S32 index) { mIndexInTex = index ;}
void sculpt();
#if MESH_ENABLED
static void rebuildMeshAssetCallback(LLVFS *vfs,
const LLUUID& asset_uuid,
LLAssetType::EType type,
void* user_data, S32 status, LLExtStat ext_status);
#endif //MESH_ENABLED
void updateRelativeXform();
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
/*virtual*/ void updateFaceSize(S32 idx);
/*virtual*/ BOOL updateLOD();
void updateRadius();
/*virtual*/ void updateTextures();
void updateTextureVirtualSize(bool forced = false);
void updateFaceFlags();
void regenFaces();
BOOL genBBoxes(BOOL force_global);
void preRebuild();
virtual void updateSpatialExtents(LLVector4a& min, LLVector4a& max);
virtual F32 getBinRadius();
virtual U32 getPartitionType() const;
// For Lights
void setIsLight(BOOL is_light);
void setLightColor(const LLColor3& color);
void setLightIntensity(F32 intensity);
void setLightRadius(F32 radius);
void setLightFalloff(F32 falloff);
void setLightCutoff(F32 cutoff);
void setLightTextureID(LLUUID id);
void setSpotLightParams(LLVector3 params);
BOOL getIsLight() const;
LLColor3 getLightBaseColor() const; // not scaled by intensity
LLColor3 getLightColor() const; // scaled by intensity
LLUUID getLightTextureID() const;
bool isLightSpotlight() const;
LLVector3 getSpotLightParams() const;
void updateSpotLightPriority();
F32 getSpotLightPriority() const;
LLViewerTexture* getLightTexture();
F32 getLightIntensity() const;
F32 getLightRadius() const;
F32 getLightFalloff() const;
F32 getLightCutoff() const;
// Flexible Objects
U32 getVolumeInterfaceID() const;
virtual BOOL isFlexible() const;
virtual BOOL isSculpted() const;
#if MESH_ENABLED
virtual BOOL isMesh() const;
#endif //MESH_ENABLED
virtual BOOL hasLightTexture() const;
BOOL isVolumeGlobal() const;
BOOL canBeFlexible() const;
BOOL setIsFlexible(BOOL is_flexible);
// tag: vaa emerald local_asset_browser
void setSculptChanged(BOOL has_changed) { mSculptChanged = has_changed; }
#if MESH_ENABLED
void notifyMeshLoaded();
// Returns 'true' iff the media data for this object is in flight
bool isMediaDataBeingFetched() const;
//rigged volume update (for raycasting)
void updateRiggedVolume();
LLRiggedVolume* getRiggedVolume();
//returns true if volume should be treated as a rigged volume
// - Build tools are open
// - object is an attachment
// - object is attached to self
// - object is rendered as rigged
bool treatAsRigged();
//clear out rigged volume and revert back to non-rigged state for picking/LOD/distance updates
void clearRiggedVolume();
#endif //MESH_ENABLED
protected:
S32 computeLODDetail(F32 distance, F32 radius);
BOOL calcLOD();
LLFace* addFace(S32 face_index);
void updateTEData();
// stats tracking for render complexity
static S32 mRenderComplexity_last;
static S32 mRenderComplexity_current;
public:
static S32 getRenderComplexityMax() {return mRenderComplexity_last;}
static void updateRenderComplexity();
LLViewerTextureAnim *mTextureAnimp;
U8 mTexAnimMode;
private:
friend class LLDrawable;
BOOL mFaceMappingChanged;
LLFrameTimer mTextureUpdateTimer;
S32 mLOD;
BOOL mLODChanged;
BOOL mSculptChanged;
F32 mSpotLightPriority;
LLMatrix4 mRelativeXform;
LLMatrix3 mRelativeXformInvTrans;
BOOL mVolumeChanged;
F32 mVObjRadius;
LLVolumeInterface *mVolumeImpl;
LLPointer<LLViewerFetchedTexture> mSculptTexture;
LLPointer<LLViewerFetchedTexture> mLightTexture;
S32 mIndexInTex;
#if MESH_ENABLED
LLPointer<LLRiggedVolume> mRiggedVolume;
#endif //MESH_ENABLED
// statics
public:
static F32 sLODSlopDistanceFactor;// Changing this to zero, effectively disables the LOD transition slop
static F32 sLODFactor; // LOD scale factor
static F32 sDistanceFactor; // LOD distance factor
protected:
static S32 sNumLODChanges;
friend class LLVolumeImplFlexible;
};
#endif // LL_LLVOVOLUME_H