On the removal of permYouOwner(): Calling permYouOwner() to determine if an attachment is yours is not correct: grid gods (and that includes BEFORE requesting admin status) are marked as owner of everything in their sim. The reason for that is that otherwise, <Melanie_T> if they only had it when actually godding u, the viewer would have to have an option to either show the proper menus (it doesn't) or allow the sim to refresh the object flags without full object updates (it hasn't). <Melanie_T> gods often have to act fast, for instance with griefers. Having transition to god mode take as long as a full rez just isn't an option, apart from the sim load caused by resending all objects. <Melanie_T> Then i tried resending only the object that was selected but there the arriving object update would close the pie menu. So you right-click a prim and the pie menu would close again. The result has always been that if you are on your own sim, in opensim, and select an attachment on another avatar, then YOU would freeze, not the selected avatar. This patch fixes that "opensim related" bug as well.
300 lines
9.9 KiB
C++
300 lines
9.9 KiB
C++
/**
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* @file llcharacter.h
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* @brief Implementation of LLCharacter class.
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLCHARACTER_H
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#define LL_LLCHARACTER_H
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//-----------------------------------------------------------------------------
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// Header Files
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//-----------------------------------------------------------------------------
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#include <string>
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#include "lljoint.h"
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#include "llmotioncontroller.h"
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#include "llvisualparam.h"
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#include "string_table.h"
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#include "llpointer.h"
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#include "llthread.h"
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#include "llsortedvector.h"
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#include <boost/unordered_map.hpp>
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class LLPolyMesh;
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class LLPauseRequestHandle : public LLThreadSafeRefCount
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{
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public:
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LLPauseRequestHandle() {};
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};
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typedef LLPointer<LLPauseRequestHandle> LLAnimPauseRequest;
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//-----------------------------------------------------------------------------
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// class LLCharacter
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//-----------------------------------------------------------------------------
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class LLCharacter
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{
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public:
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// Constructor
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LLCharacter();
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// Destructor
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virtual ~LLCharacter();
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//-------------------------------------------------------------------------
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// LLCharacter Interface
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// These functions must be implemented by subclasses.
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//-------------------------------------------------------------------------
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// get the prefix to be used to lookup motion data files
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// from the viewer data directory
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virtual const char *getAnimationPrefix() = 0;
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// get the root joint of the character
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virtual LLJoint *getRootJoint() = 0;
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// get the specified joint
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// default implementation does recursive search,
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// subclasses may optimize/cache results.
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virtual LLJoint *getJoint( const std::string &name );
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// get the position of the character
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virtual LLVector3 getCharacterPosition() = 0;
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// get the rotation of the character
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virtual LLQuaternion getCharacterRotation() = 0;
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// get the velocity of the character
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virtual LLVector3 getCharacterVelocity() = 0;
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// get the angular velocity of the character
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virtual LLVector3 getCharacterAngularVelocity() = 0;
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// get the height & normal of the ground under a point
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virtual void getGround(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm) = 0;
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// skeleton joint accessor to support joint subclasses
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virtual LLJoint *getCharacterJoint( U32 i ) = 0;
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// get the physics time dilation for the simulator
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virtual F32 getTimeDilation() = 0;
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// gets current pixel area of this character
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virtual F32 getPixelArea() const = 0;
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// gets the head mesh of the character
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virtual LLPolyMesh* getHeadMesh() = 0;
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// gets the upper body mesh of the character
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virtual LLPolyMesh* getUpperBodyMesh() = 0;
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// gets global coordinates from agent local coordinates
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virtual LLVector3d getPosGlobalFromAgent(const LLVector3 &position) = 0;
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// gets agent local coordinates from global coordinates
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virtual LLVector3 getPosAgentFromGlobal(const LLVector3d &position) = 0;
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// updates all visual parameters for this character
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virtual void updateVisualParams();
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virtual void addDebugText( const std::string& text ) = 0;
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virtual const LLUUID& getID() const = 0;
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//-------------------------------------------------------------------------
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// End Interface
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//-------------------------------------------------------------------------
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// registers a motion with the character
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// returns true if successfull
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BOOL registerMotion( const LLUUID& id, LLMotionConstructor create );
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void removeMotion( const LLUUID& id );
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// returns an instance of a registered motion, creating one if necessary
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LLMotion* createMotion( const LLUUID &id );
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// returns an existing instance of a registered motion
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LLMotion* findMotion( const LLUUID &id );
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// start a motion
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// returns true if successful, false if an error occurred
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virtual BOOL startMotion( const LLUUID& id, F32 start_offset = 0.f);
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// stop a motion
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virtual BOOL stopMotion( const LLUUID& id, BOOL stop_immediate = FALSE );
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// is this motion active?
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BOOL isMotionActive( const LLUUID& id );
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bool isMotionActive(U32 bit) const { return mMotionController.isactive(bit); }
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// Event handler for motion deactivation.
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// Called when a motion has completely stopped and has been deactivated.
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// Subclasses may optionally override this.
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// The default implementation does nothing.
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virtual void requestStopMotion( LLMotion* motion );
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// periodic update function, steps the motion controller
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enum e_update_t { NORMAL_UPDATE, HIDDEN_UPDATE, FORCE_UPDATE };
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void updateMotions(e_update_t update_type);
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LLAnimPauseRequest requestPause();
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void requestPause(std::vector<LLAnimPauseRequest>& avatar_pause_handles);
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void pauseAllSyncedCharacters(std::vector<LLAnimPauseRequest>& avatar_pause_handles);
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BOOL areAnimationsPaused() const { return mMotionController.isPaused(); }
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void setAnimTimeFactor(F32 factor) { mMotionController.setTimeFactor(factor); }
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void setTimeStep(F32 time_step) { mMotionController.setTimeStep(time_step); }
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LLMotionController& getMotionController() { return mMotionController; }
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// Releases all motion instances which should result in
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// no cached references to character joint data. This is
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// useful if a character wants to rebuild it's skeleton.
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virtual void flushAllMotions();
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// Flush only wipes active animations.
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virtual void deactivateAllMotions();
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// dumps information for debugging
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virtual void dumpCharacter( LLJoint *joint = NULL );
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virtual F32 getPreferredPelvisHeight() { return mPreferredPelvisHeight; }
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virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset) { return LLVector3::zero; }
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virtual LLJoint* findCollisionVolume(U32 volume_id) { return NULL; }
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virtual S32 getCollisionVolumeID(std::string &name) { return -1; }
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void setAnimationData(std::string name, void *data);
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void *getAnimationData(std::string name);
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void removeAnimationData(std::string name);
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void addVisualParam(LLVisualParam *param);
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void addSharedVisualParam(LLVisualParam *param);
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virtual BOOL setVisualParamWeight(const LLVisualParam *which_param, F32 weight, BOOL upload_bake = FALSE );
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virtual BOOL setVisualParamWeight(const char* param_name, F32 weight, BOOL upload_bake = FALSE );
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virtual BOOL setVisualParamWeight(S32 index, F32 weight, BOOL upload_bake = FALSE );
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// get visual param weight by param or name
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F32 getVisualParamWeight(LLVisualParam *distortion);
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F32 getVisualParamWeight(const char* param_name);
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F32 getVisualParamWeight(S32 index);
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// set all morph weights to 0
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void clearVisualParamWeights();
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// see if all the weights are default
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BOOL visualParamWeightsAreDefault();
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// visual parameter accessors
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LLVisualParam* getFirstVisualParam()
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{
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mCurIterator = mVisualParamSortedVector.begin();
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return getNextVisualParam();
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}
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LLVisualParam* getNextVisualParam()
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{
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if (mCurIterator == mVisualParamSortedVector.end())
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return 0;
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return (mCurIterator++)->second;
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}
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S32 getVisualParamCountInGroup(const EVisualParamGroup group) const
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{
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S32 rtn = 0;
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for (visual_param_sorted_vec_t::const_iterator iter = mVisualParamSortedVector.begin();
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iter != mVisualParamSortedVector.end();
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/* */ )
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{
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if ((iter++)->second->getGroup() == group)
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{
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++rtn;
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}
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}
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return rtn;
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}
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LLVisualParam* getVisualParam(S32 id) const
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{
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visual_param_index_map_t::const_iterator iter = mVisualParamIndexMap.find(id);
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return (iter == mVisualParamIndexMap.end()) ? 0 : iter->second;
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}
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/*S32 getVisualParamID(LLVisualParam *id)
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{
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visual_param_index_map_t::iterator iter;
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for (iter = mVisualParamIndexMap.begin(); iter != mVisualParamIndexMap.end(); iter++)
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{
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if (iter->second == id)
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return iter->first;
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}
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return 0;
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}*/
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S32 getVisualParamCount() const { return (S32)mVisualParamIndexMap.size(); }
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LLVisualParam* getVisualParam(const char *name);
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ESex getSex() const { return mSex; }
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void setSex( ESex sex ) { mSex = sex; }
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U32 getAppearanceSerialNum() const { return mAppearanceSerialNum; }
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void setAppearanceSerialNum( U32 num ) { mAppearanceSerialNum = num; }
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U32 getSkeletonSerialNum() const { return mSkeletonSerialNum; }
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void setSkeletonSerialNum( U32 num ) { mSkeletonSerialNum = num; }
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static std::vector< LLCharacter* > sInstances;
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static BOOL sAllowInstancesChange ; //debug use
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protected:
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LLMotionController mMotionController;
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typedef std::map<std::string, void *> animation_data_map_t;
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animation_data_map_t mAnimationData;
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F32 mPreferredPelvisHeight;
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ESex mSex;
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U32 mAppearanceSerialNum;
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U32 mSkeletonSerialNum;
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LLAnimPauseRequest mPauseRequest;
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private:
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// visual parameter stuff
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//typedef std::map<S32, LLVisualParam *> visual_param_index_map_t;
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typedef boost::unordered_map<S32, LLVisualParam *> visual_param_index_map_t; //Hash map for fast lookup.
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typedef LLSortedVector<S32,LLVisualParam *> visual_param_sorted_vec_t; //Contiguous sorted array.
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typedef std::map<char *, LLVisualParam *> visual_param_name_map_t;
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visual_param_sorted_vec_t::iterator mCurIterator;
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visual_param_sorted_vec_t mVisualParamSortedVector;
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visual_param_index_map_t mVisualParamIndexMap;
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visual_param_name_map_t mVisualParamNameMap;
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static LLStringTable sVisualParamNames;
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};
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#endif // LL_LLCHARACTER_H
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