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Diffstat (limited to 'indra/llmessage/partsyspacket.h')
-rw-r--r-- | indra/llmessage/partsyspacket.h | 243 |
1 files changed, 243 insertions, 0 deletions
diff --git a/indra/llmessage/partsyspacket.h b/indra/llmessage/partsyspacket.h new file mode 100644 index 0000000000..c98eb42bfb --- /dev/null +++ b/indra/llmessage/partsyspacket.h @@ -0,0 +1,243 @@ +/** + * @file partsyspacket.h + * @brief Object for packing particle system initialization parameters + * before sending them over the network + * + * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#ifndef LL_PARTSYSPACKET_H +#define LL_PARTSYSPACKET_H + +#include "lluuid.h" + +// Particle system stuff + +const U64 PART_SYS_MAX_TIME_IN_USEC = 1000000; // 1 second, die not quite near instantaneously + + +// this struct is for particle system initialization parameters +// I'm breaking some rules here, but I need a storage structure to hold initialization data +// for these things. Sorry guys, they're not simple enough (yet) to avoid this cleanly +struct LLPartInitData { + // please do not add functions to this class -- data only! + //F32 k[18]; // first 9 --> x,y,z last 9 --> scale, alpha, rot + //F32 kill_p[6]; // last one is for particles that die when they reach a spherical bounding radius + //F32 kill_plane[3]; + //F32 bounce_p[5]; + F32 bounce_b; // recently changed + // no need to store orientation and position here, as they're sent over seperately + //F32 pos_ranges[6]; + //F32 vel_ranges[6]; + F32 scale_range[4]; + F32 alpha_range[4]; + F32 vel_offset[3]; //new - more understandable! + + F32 mDistBeginFadeout; // for fadeout LOD optimization + F32 mDistEndFadeout; + + LLUUID mImageUuid; + //U8 n; // number of particles + U8 mFlags[8]; // for miscellaneous data --> its interpretation can change at my whim! + U8 createMe; // do I need to be created? or has the work allready been done? + //ActionFlag is now mFlags[PART_SYS_ACTION_BYTE] + //Spawn point is initially object creation center + + F32 diffEqAlpha[3]; + F32 diffEqScale[3]; + + U8 maxParticles; + //How many particles exist at any time within the system? + U8 initialParticles; + //How many particles exist when the system is created? + F32 killPlaneZ; + //For simplicity assume the XY plane, so this sets an altitude at which to die + F32 killPlaneNormal[3]; + //Normal if not planar XY + F32 bouncePlaneZ; + //For simplicity assume the XY plane, so this sets an altitude at which to bounce + F32 bouncePlaneNormal[3]; + //Normal if not planar XY + F32 spawnRange; + //Range of emission points about the mSpawnPoint + F32 spawnFrequency; + //Required if the system is to spawn new particles. + //This variable determines the time after a particle dies when it is respawned. + F32 spawnFreqencyRange; + //Determines the random range of time until a new particle is spawned. + F32 spawnDirection[3]; + //Direction vector giving the mean direction in which particles are spawned + F32 spawnDirectionRange; + //Direction limiting the angular range of emissions about the mean direction. 1.0f means everywhere, 0.0f means uni-directional + F32 spawnVelocity; + //The mean speed at which particles are emitted + F32 spawnVelocityRange; + //The range of speeds about the mean at which particles are emitted. + F32 speedLimit; + //Used to constrain particle maximum velocity + F32 windWeight; + //How much of an effect does wind have + F32 currentGravity[3]; + //Gravity direction used in update calculations + F32 gravityWeight; + //How much of an effect does gravity have + F32 globalLifetime; + //If particles re-spawn, a system can exist forever. + //If (ActionFlags & PART_SYS_GLOBAL_DIE) is TRUE this variable is used to determine how long the system lasts. + F32 individualLifetime; + //How long does each particle last if nothing else happens to it + F32 individualLifetimeRange; + //Range of variation in individual lifetimes + F32 alphaDecay; + //By what factor does alpha decrease as the lifetime of a particle is approached. + F32 scaleDecay; + //By what factor does scale decrease as the lifetime of a particle is approached. + F32 distanceDeath; + //With the increased functionality, particle systems can expand to indefinite size + //(e.g. wind can chaotically move particles into a wide spread). + //To avoid particles exceeding normal object size constraints, + //set the PART_SYS_DISTANCE_DEATH flag, and set a distance value here, representing a radius around the spawn point. + F32 dampMotionFactor; + //How much to damp motion + F32 windDiffusionFactor[3]; + //Change the size and alpha of particles as wind speed increases (scale gets bigger, alpha smaller) +}; + +// constants for setting flag values +// BYTES are in range 0-8, bits are in range 2^0 - 2^8 and can only be powers of two +const int PART_SYS_NO_Z_BUFFER_BYTE = 0; // option to turn off z-buffer when rendering +const int PART_SYS_NO_Z_BUFFER_BIT = 2; // particle systems -- +// I advise against using this, as it looks bad in every case I've tried + +const int PART_SYS_SLOW_ANIM_BYTE = 0; // slow animation down by a factor of 10 +const int PART_SYS_SLOW_ANIM_BIT = 1; // useful for tweaking anims during debugging + +const int PART_SYS_FOLLOW_VEL_BYTE = 0; // indicates whether to orient sprites towards +const int PART_SYS_FOLLOW_VEL_BIT = 4; // their velocity vector -- default is FALSE + +const int PART_SYS_IS_LIGHT_BYTE = 0; // indicates whether a particular particle system +const int PART_SYS_IS_LIGHT_BIT = 8; // is also a light object -- for andrew +// should deprecate this once there is a general method for setting light properties of objects + +const int PART_SYS_SPAWN_COPY_BYTE = 0; // indicates whether to spawn baby particle systems on +const int PART_SYS_SPAWN_COPY_BIT = 0x10; // particle death -- intended for smoke trails + +const int PART_SYS_COPY_VEL_BYTE = 0; // indicates whether baby particle systems inherit parents vel +const int PART_SYS_COPY_VEL_BIT = 0x20; // (by default they don't) + +const int PART_SYS_INVISIBLE_BYTE = 0; // optional -- turn off display, just simulate +const int PART_SYS_INVISIBLE_BIT = 0x40; // useful for smoke trails + +const int PART_SYS_ADAPT_TO_FRAMERATE_BYTE = 0; // drop sprites from render call proportionally +const int PART_SYS_ADAPT_TO_FRAMERATE_BIT = 0x80; // to how far we are below 60 fps + + +// 26 September 2001 - not even big enough to hold all changes, so should enlarge anyway +//const U16 MAX_PART_SYS_PACKET_SIZE = 180; +const U16 MAX_PART_SYS_PACKET_SIZE = 256; + +//const U8 PART_SYS_K_MASK = 0x01; +const U8 PART_SYS_KILL_P_MASK = 0x02; +const U8 PART_SYS_BOUNCE_P_MASK = 0x04; +const U8 PART_SYS_BOUNCE_B_MASK = 0x08; +//const U8 PART_SYS_POS_RANGES_MASK = 0x10; +//const U8 PART_SYS_VEL_RANGES_MASK = 0x20; +const U8 PART_SYS_VEL_OFFSET_MASK = 0x10; //re-use one of the original slots now commented out +const U8 PART_SYS_ALPHA_SCALE_DIFF_MASK = 0x20; //re-use one of the original slots now commented out +const U8 PART_SYS_SCALE_RANGE_MASK = 0x40; +const U8 PART_SYS_M_IMAGE_UUID_MASK = 0x80; +const U8 PART_SYS_BYTE_3_ALPHA_MASK = 0x01; // wrapped around, didn't we? + +const U8 PART_SYS_BYTE_SPAWN_MASK = 0x01; +const U8 PART_SYS_BYTE_ENVIRONMENT_MASK = 0x02; +const U8 PART_SYS_BYTE_LIFESPAN_MASK = 0x04; +const U8 PART_SYS_BYTE_DECAY_DAMP_MASK = 0x08; +const U8 PART_SYS_BYTE_WIND_DIFF_MASK = 0x10; + + +// 26 September 2001 - new constants for mActionFlags +const int PART_SYS_ACTION_BYTE = 1; +const U8 PART_SYS_SPAWN = 0x01; +const U8 PART_SYS_BOUNCE = 0x02; +const U8 PART_SYS_AFFECTED_BY_WIND = 0x04; +const U8 PART_SYS_AFFECTED_BY_GRAVITY = 0x08; +const U8 PART_SYS_EVALUATE_WIND_PER_PARTICLE = 0x10; +const U8 PART_SYS_DAMP_MOTION = 0x20; +const U8 PART_SYS_WIND_DIFFUSION = 0x40; + +// 26 September 2001 - new constants for mKillFlags +const int PART_SYS_KILL_BYTE = 2; +const U8 PART_SYS_KILL_PLANE = 0x01; +const U8 PART_SYS_GLOBAL_DIE = 0x02; +const U8 PART_SYS_DISTANCE_DEATH = 0x04; +const U8 PART_SYS_TIME_DEATH = 0x08; + + +// global, because the sim-side also calls it in the LLPartInitDataFactory + + +void gSetInitDataDefaults(LLPartInitData *setMe); + +class LLPartSysCompressedPacket +{ +public: + LLPartSysCompressedPacket(); + ~LLPartSysCompressedPacket(); + BOOL fromLLPartInitData(LLPartInitData *in, U32 &bytesUsed); + BOOL toLLPartInitData(LLPartInitData *out, U32 *bytesUsed); + BOOL fromUnsignedBytes(U8 *in, U32 bytesUsed); + BOOL toUnsignedBytes(U8 *out); + U32 bufferSize(); + U8 *getBytePtr(); + +protected: + U8 mData[MAX_PART_SYS_PACKET_SIZE]; + U32 mNumBytes; + LLPartInitData mDefaults; // this is intended to hold default LLPartInitData values + // please do not modify it + LLPartInitData mWorkingCopy; // uncompressed data I'm working with + +protected: + // private functions (used only to break up code) + void writeFlagByte(LLPartInitData *in); + //U32 writeK(LLPartInitData *in, U32 startByte); + U32 writeKill_p(LLPartInitData *in, U32 startByte); + U32 writeBounce_p(LLPartInitData *in, U32 startByte); + U32 writeBounce_b(LLPartInitData *in, U32 startByte); + //U32 writePos_ranges(LLPartInitData *in, U32 startByte); + //U32 writeVel_ranges(LLPartInitData *in, U32 startByte); + U32 writeAlphaScaleDiffEqn_range(LLPartInitData *in, U32 startByte); + U32 writeScale_range(LLPartInitData *in, U32 startByte); + U32 writeAlpha_range(LLPartInitData *in, U32 startByte); + U32 writeUUID(LLPartInitData *in, U32 startByte); + + U32 writeVelocityOffset(LLPartInitData *in, U32 startByte); + U32 writeSpawn(LLPartInitData *in, U32 startByte); //all spawn data + U32 writeEnvironment(LLPartInitData *in, U32 startByte); //wind and gravity + U32 writeLifespan(LLPartInitData *in, U32 startByte); //lifespan data - individual and global + U32 writeDecayDamp(LLPartInitData *in, U32 startByte); //alpha and scale, and motion damp + U32 writeWindDiffusionFactor(LLPartInitData *in, U32 startByte); + + + //U32 readK(LLPartInitData *in, U32 startByte); + U32 readKill_p(LLPartInitData *in, U32 startByte); + U32 readBounce_p(LLPartInitData *in, U32 startByte); + U32 readBounce_b(LLPartInitData *in, U32 startByte); + //U32 readPos_ranges(LLPartInitData *in, U32 startByte); + //U32 readVel_ranges(LLPartInitData *in, U32 startByte); + U32 readAlphaScaleDiffEqn_range(LLPartInitData *in, U32 startByte); + U32 readScale_range(LLPartInitData *in, U32 startByte); + U32 readAlpha_range(LLPartInitData *in, U32 startByte); + U32 readUUID(LLPartInitData *in, U32 startByte); + + U32 readVelocityOffset(LLPartInitData *in, U32 startByte); + U32 readSpawn(LLPartInitData *in, U32 startByte); //all spawn data + U32 readEnvironment(LLPartInitData *in, U32 startByte); //wind and gravity + U32 readLifespan(LLPartInitData *in, U32 startByte); //lifespan data - individual and global + U32 readDecayDamp(LLPartInitData *in, U32 startByte); //alpha and scale, and motion damp + U32 readWindDiffusionFactor(LLPartInitData *in, U32 startByte); +}; + +#endif + |