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
209 lines
7.3 KiB
C++
209 lines
7.3 KiB
C++
/**
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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 "llviewertexture.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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LLViewerTexture *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<LLViewerTexture> 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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