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authorDave SIMmONs <simon@lindenlab.com>2011-05-24 10:51:09 -0700
committerDave SIMmONs <simon@lindenlab.com>2011-05-24 10:51:09 -0700
commit3dfb4944ed916f9a251078a2614a854b9de0315d (patch)
tree251a82d2511132632d12e36c8e8be0d7bf5b11cf /indra/newview/llselectmgr.h
parent1a5b3b0a9091a72fd5e5fb395f7f0c97b0fd502c (diff)
parente5752934be74a84e6ec0ff8cb96974bd1e9060ec (diff)
Merge latest from lindenlab/viewer-development
Diffstat (limited to 'indra/newview/llselectmgr.h')
-rw-r--r--indra/newview/llselectmgr.h16
1 files changed, 15 insertions, 1 deletions
diff --git a/indra/newview/llselectmgr.h b/indra/newview/llselectmgr.h
index cb387f5c3c..166616e13e 100644
--- a/indra/newview/llselectmgr.h
+++ b/indra/newview/llselectmgr.h
@@ -134,6 +134,7 @@ public:
BOOL isTESelected(S32 te_index);
S32 getLastSelectedTE();
S32 getTESelectMask() { return mTESelectMask; }
+ void renderOneWireframe(const LLColor4& color);
void renderOneSilhouette(const LLColor4 &color);
void setTransient(BOOL transient) { mTransient = transient; }
BOOL isTransient() { return mTransient; }
@@ -181,7 +182,6 @@ public:
std::vector<LLVector3> mTextureScaleRatios;
std::vector<LLVector3> mSilhouetteVertices; // array of vertices to render silhouette of object
std::vector<LLVector3> mSilhouetteNormals; // array of normals to render silhouette of object
- std::vector<S32> mSilhouetteSegments; // array of normals to render silhouette of object
BOOL mSilhouetteExists; // need to generate silhouette?
protected:
@@ -279,6 +279,15 @@ public:
// count members
S32 getObjectCount();
+ F32 getSelectedObjectCost();
+ F32 getSelectedLinksetCost();
+ F32 getSelectedPhysicsCost();
+ F32 getSelectedLinksetPhysicsCost();
+ S32 getSelectedObjectRenderCost();
+
+ F32 getSelectedObjectStreamingCost(S32* total_bytes = NULL, S32* visible_bytes = NULL);
+ U32 getSelectedObjectTriangleCount();
+
S32 getTECount();
S32 getRootObjectCount();
@@ -500,6 +509,11 @@ public:
bool selectionGetIncludeInSearch(bool* include_in_search_out); // true if all selected objects have same
BOOL selectionGetGlow(F32 *glow);
+ void selectionSetPhysicsType(U8 type);
+ void selectionSetGravity(F32 gravity);
+ void selectionSetFriction(F32 friction);
+ void selectionSetDensity(F32 density);
+ void selectionSetRestitution(F32 restitution);
void selectionSetMaterial(U8 material);
void selectionSetImage(const LLUUID& imageid); // could be item or asset id
void selectionSetColor(const LLColor4 &color);