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+#pragma once
+
+/**
+ * @file gltfscenemanager.h
+ * @brief Builds menus out of items.
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llsingleton.h"
+#include "llviewerobject.h"
+class LLVOVolume;
+class LLDrawable;
+
+namespace LL
+{
+ namespace GLTF
+ {
+ class Asset;
+ }
+}
+
+namespace LL
+{
+ class GLTFSceneManager : public LLSimpleton<GLTFSceneManager>
+ {
+ public:
+ ~GLTFSceneManager();
+ // load GLTF file from disk
+
+ void load(); // open filepicker to choose asset
+ void load(const std::string& filename); // load asset from filename
+
+ void saveAs(); // open filepicker and choose file to save selected asset to
+ void save(const std::string& filename); // save selected asset to filename (suitable for use in external programs)
+ void decomposeSelection(); // open file picker and choose a location to decompose to
+ void decomposeSelection(const std::string& filename); // decompose selected asset into simulator-ready .gltf, .bin, and .j2c files
+
+ void update();
+ void render(bool opaque, bool rigged = false);
+ void renderOpaque();
+ void renderAlpha();
+
+ LLDrawable* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ bool pick_transparent,
+ bool pick_rigged,
+ bool pick_unselectable,
+ bool pick_reflection_probe,
+ S32* node_hit, // return the index of the node that was hit
+ S32* primitive_hit, // return the index of the primitive that was hit
+ LLVector4a* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector4a* normal, // return the surface normal at the intersection point
+ LLVector4a* tangent); // return the surface tangent at the intersection point
+
+ bool lineSegmentIntersect(LLVOVolume* obj, GLTF::Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, bool pick_transparent, bool pick_rigged, bool pick_unselectable, S32* face_hitp, S32* primitive_hitp,
+ LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent);
+
+ void renderDebug();
+
+ std::vector<LLPointer<LLViewerObject>> mObjects;
+ };
+}
+
+