Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
261 lines
9.7 KiB
C++
261 lines
9.7 KiB
C++
/**
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* @file llvovolume.h
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* @brief LLVOVolume class header file
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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_LLVOVOLUME_H
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#define LL_LLVOVOLUME_H
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#include "llviewerobject.h"
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#include "llviewertexture.h"
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#include "llframetimer.h"
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#include "llapr.h"
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#include <map>
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class LLViewerTextureAnim;
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class LLDrawPool;
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class LLSelectNode;
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enum LLVolumeInterfaceType
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{
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INTERFACE_FLEXIBLE = 1,
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};
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// Base class for implementations of the volume - Primitive, Flexible Object, etc.
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class LLVolumeInterface
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{
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public:
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virtual ~LLVolumeInterface() { }
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virtual LLVolumeInterfaceType getInterfaceType() const = 0;
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virtual BOOL doIdleUpdate(LLAgent &agent, LLWorld &world, const F64 &time) = 0;
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virtual BOOL doUpdateGeometry(LLDrawable *drawable) = 0;
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virtual LLVector3 getPivotPosition() const = 0;
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virtual void onSetVolume(const LLVolumeParams &volume_params, const S32 detail) = 0;
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virtual void onSetScale(const LLVector3 &scale, BOOL damped) = 0;
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virtual void onParameterChanged(U16 param_type, LLNetworkData *data, BOOL in_use, bool local_origin) = 0;
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virtual void onShift(const LLVector3 &shift_vector) = 0;
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virtual bool isVolumeUnique() const = 0; // Do we need a unique LLVolume instance?
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virtual bool isVolumeGlobal() const = 0; // Are we in global space?
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virtual bool isActive() const = 0; // Is this object currently active?
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virtual const LLMatrix4& getWorldMatrix(LLXformMatrix* xform) const = 0;
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virtual void updateRelativeXform() = 0;
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virtual U32 getID() const = 0;
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virtual void preRebuild() = 0;
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};
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// Class which embodies all Volume objects (with pcode LL_PCODE_VOLUME)
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class LLVOVolume : public LLViewerObject
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{
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protected:
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virtual ~LLVOVolume();
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public:
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static void initClass();
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static void cleanupClass();
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static void preUpdateGeom();
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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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(1 << LLVertexBuffer::TYPE_TEXCOORD1) |
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(1 << LLVertexBuffer::TYPE_COLOR)
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};
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public:
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LLVOVolume(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
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/*virtual*/ void markDead(); // Override (and call through to parent) to clean up media references
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/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
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void deleteFaces();
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void animateTextures();
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/*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
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BOOL isVisible() const ;
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/*virtual*/ BOOL isActive() const;
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/*virtual*/ BOOL isAttachment() const;
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/*virtual*/ BOOL isRootEdit() const; // overridden for sake of attachments treating themselves as a root object
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/*virtual*/ BOOL isHUDAttachment() const;
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void generateSilhouette(LLSelectNode* nodep, const LLVector3& view_point);
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/*virtual*/ BOOL setParent(LLViewerObject* parent);
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S32 getLOD() const { return mLOD; }
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const LLVector3 getPivotPositionAgent() const;
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const LLMatrix4& getRelativeXform() const { return mRelativeXform; }
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const LLMatrix3& getRelativeXformInvTrans() const { return mRelativeXformInvTrans; }
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/*virtual*/ const LLMatrix4 getRenderMatrix() const;
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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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LLVector3 agentPositionToVolume(const LLVector3& pos) const;
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LLVector3 agentDirectionToVolume(const LLVector3& dir) const;
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LLVector3 volumePositionToAgent(const LLVector3& dir) const;
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LLVector3 volumeDirectionToAgent(const LLVector3& dir) const;
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BOOL getVolumeChanged() const { return mVolumeChanged; }
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/*virtual*/ F32 getRadius() const { return mVObjRadius; };
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const LLMatrix4& getWorldMatrix(LLXformMatrix* xform) const;
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void markForUpdate(BOOL priority) { LLViewerObject::markForUpdate(priority); mVolumeChanged = TRUE; }
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/*virtual*/ void onShift(const LLVector3 &shift_vector); // Called when the drawable shifts
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/*virtual*/ void parameterChanged(U16 param_type, bool local_origin);
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/*virtual*/ void parameterChanged(U16 param_type, LLNetworkData* data, BOOL in_use, bool local_origin);
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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*/ void setSelected(BOOL sel);
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/*virtual*/ BOOL setDrawableParent(LLDrawable* parentp);
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/*virtual*/ void setScale(const LLVector3 &scale, BOOL damped);
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/*virtual*/ void setTEImage(const U8 te, LLViewerTexture *imagep);
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/*virtual*/ S32 setTETexture(const U8 te, const LLUUID &uuid);
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/*virtual*/ S32 setTEColor(const U8 te, const LLColor3 &color);
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/*virtual*/ S32 setTEColor(const U8 te, const LLColor4 &color);
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/*virtual*/ S32 setTEBumpmap(const U8 te, const U8 bump);
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/*virtual*/ S32 setTEShiny(const U8 te, const U8 shiny);
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/*virtual*/ S32 setTEFullbright(const U8 te, const U8 fullbright);
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/*virtual*/ S32 setTEBumpShinyFullbright(const U8 te, const U8 bump);
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/*virtual*/ S32 setTEMediaFlags(const U8 te, const U8 media_flags);
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/*virtual*/ S32 setTEGlow(const U8 te, const F32 glow);
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/*virtual*/ S32 setTEScale(const U8 te, const F32 s, const F32 t);
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/*virtual*/ S32 setTEScaleS(const U8 te, const F32 s);
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/*virtual*/ S32 setTEScaleT(const U8 te, const F32 t);
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/*virtual*/ S32 setTETexGen(const U8 te, const U8 texgen);
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/*virtual*/ S32 setTEMediaTexGen(const U8 te, const U8 media);
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/*virtual*/ BOOL setMaterial(const U8 material);
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void setTexture(const S32 face);
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S32 getIndexInTex() const {return mIndexInTex ;}
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/*virtual*/ BOOL setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume = false);
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void updateSculptTexture();
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void setIndexInTex(S32 index) { mIndexInTex = index ;}
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void sculpt();
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void updateRelativeXform();
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/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
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/*virtual*/ void updateFaceSize(S32 idx);
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/*virtual*/ BOOL updateLOD();
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void updateRadius();
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/*virtual*/ void updateTextures();
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void updateTextureVirtualSize();
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void updateFaceFlags();
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void regenFaces();
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BOOL genBBoxes(BOOL force_global);
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void preRebuild();
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virtual void updateSpatialExtents(LLVector3& min, LLVector3& max);
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virtual F32 getBinRadius();
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virtual U32 getPartitionType() const;
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// For Lights
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void setIsLight(BOOL is_light);
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void setLightColor(const LLColor3& color);
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void setLightIntensity(F32 intensity);
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void setLightRadius(F32 radius);
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void setLightFalloff(F32 falloff);
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void setLightCutoff(F32 cutoff);
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BOOL getIsLight() const;
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LLColor3 getLightBaseColor() const; // not scaled by intensity
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LLColor3 getLightColor() const; // scaled by intensity
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F32 getLightIntensity() const;
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F32 getLightRadius() const;
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F32 getLightFalloff() const;
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F32 getLightCutoff() const;
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// Flexible Objects
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U32 getVolumeInterfaceID() const;
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virtual BOOL isFlexible() const;
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virtual BOOL isSculpted() const;
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BOOL isVolumeGlobal() const;
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BOOL canBeFlexible() const;
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BOOL setIsFlexible(BOOL is_flexible);
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// tag: vaa emerald local_asset_browser
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void setSculptChanged(BOOL has_changed) { mSculptChanged = has_changed; }
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protected:
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S32 computeLODDetail(F32 distance, F32 radius);
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BOOL calcLOD();
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LLFace* addFace(S32 face_index);
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void updateTEData();
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public:
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LLViewerTextureAnim *mTextureAnimp;
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U8 mTexAnimMode;
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private:
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friend class LLDrawable;
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BOOL mFaceMappingChanged;
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LLFrameTimer mTextureUpdateTimer;
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S32 mLOD;
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BOOL mLODChanged;
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BOOL mSculptChanged;
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LLMatrix4 mRelativeXform;
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LLMatrix3 mRelativeXformInvTrans;
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BOOL mVolumeChanged;
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F32 mVObjRadius;
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LLVolumeInterface *mVolumeImpl;
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LLPointer<LLViewerFetchedTexture> mSculptTexture;
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S32 mIndexInTex;
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// statics
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public:
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static F32 sLODSlopDistanceFactor;// Changing this to zero, effectively disables the LOD transition slop
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static F32 sLODFactor; // LOD scale factor
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static F32 sDistanceFactor; // LOD distance factor
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protected:
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static S32 sNumLODChanges;
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friend class LLVolumeImplFlexible;
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};
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#endif // LL_LLVOVOLUME_H
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