/** * @file llprimitive.h * @brief LLPrimitive base class * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, 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 * $/LicenseInfo$ */ #ifndef LL_LLPRIMITIVE_H #define LL_LLPRIMITIVE_H #include "lluuid.h" #include "v3math.h" #include "xform.h" #include "message.h" #include "llpointer.h" #include "llvolume.h" #include "lltextureentry.h" #include "llprimtexturelist.h" // Moved to stdtypes.h --JC // typedef U8 LLPCode; class LLMessageSystem; class LLVolumeParams; class LLColor4; class LLColor3; class LLMaterialID; class LLTextureEntry; class LLDataPacker; class LLVolumeMgr; enum LLGeomType // NOTE: same vals as GL Ids { LLInvalid = 0, LLLineLoop = 2, LLLineStrip = 3, LLTriangles = 4, LLTriStrip = 5, LLTriFan = 6, LLQuads = 7, LLQuadStrip = 8 }; class LLVolume; /** * exported constants */ extern const F32 OBJECT_CUT_MIN; extern const F32 OBJECT_CUT_MAX; extern const F32 OBJECT_CUT_INC; extern const F32 OBJECT_MIN_CUT_INC; extern const F32 OBJECT_ROTATION_PRECISION; extern const F32 OBJECT_TWIST_MIN; extern const F32 OBJECT_TWIST_MAX; extern const F32 OBJECT_TWIST_INC; // This is used for linear paths, // since twist is used in a slightly different manner. extern const F32 OBJECT_TWIST_LINEAR_MIN; extern const F32 OBJECT_TWIST_LINEAR_MAX; extern const F32 OBJECT_TWIST_LINEAR_INC; extern const F32 OBJECT_MIN_HOLE_SIZE; extern const F32 OBJECT_MAX_HOLE_SIZE_X; extern const F32 OBJECT_MAX_HOLE_SIZE_Y; // Revolutions parameters. extern const F32 OBJECT_REV_MIN; extern const F32 OBJECT_REV_MAX; extern const F32 OBJECT_REV_INC; extern const LLUUID SCULPT_DEFAULT_TEXTURE; //============================================================================ // TomY: Base class for things that pack & unpack themselves class LLNetworkData { public: // Extra parameter IDs enum { PARAMS_FLEXIBLE = 0x10, PARAMS_LIGHT = 0x20, PARAMS_SCULPT = 0x30, PARAMS_LIGHT_IMAGE = 0x40, PARAMS_RESERVED = 0x50, // Used on server-side PARAMS_MESH = 0x60, PARAMS_EXTENDED_MESH = 0x70, }; public: U16 mType; virtual ~LLNetworkData() {}; virtual BOOL pack(LLDataPacker &dp) const = 0; virtual BOOL unpack(LLDataPacker &dp) = 0; virtual bool operator==(const LLNetworkData& data) const = 0; virtual void copy(const LLNetworkData& data) = 0; static BOOL isValid(U16 param_type, U32 size); }; extern const F32 LIGHT_MIN_RADIUS; extern const F32 LIGHT_DEFAULT_RADIUS; extern const F32 LIGHT_MAX_RADIUS; extern const F32 LIGHT_MIN_FALLOFF; extern const F32 LIGHT_DEFAULT_FALLOFF; extern const F32 LIGHT_MAX_FALLOFF; extern const F32 LIGHT_MIN_CUTOFF; extern const F32 LIGHT_DEFAULT_CUTOFF; extern const F32 LIGHT_MAX_CUTOFF; class LLLightParams : public LLNetworkData { private: LLColor4 mColor; // linear color (not gamma corrected), alpha = intensity F32 mRadius; F32 mFalloff; F32 mCutoff; public: LLLightParams(); /*virtual*/ BOOL pack(LLDataPacker &dp) const; /*virtual*/ BOOL unpack(LLDataPacker &dp); /*virtual*/ bool operator==(const LLNetworkData& data) const; /*virtual*/ void copy(const LLNetworkData& data); // LLSD implementations here are provided by Eddy Stryker. // NOTE: there are currently unused in protocols LLSD asLLSD() const; operator LLSD() const { return asLLSD(); } bool fromLLSD(LLSD& sd); // set the color by gamma corrected color value // color - gamma corrected color value (directly taken from an on-screen color swatch) void setSRGBColor(const LLColor4& color) { setLinearColor(linearColor4(color)); } // set the color by linear color value // color - linear color value (value as it appears in shaders) void setLinearColor(const LLColor4& color) { mColor = color; mColor.clamp(); } void setRadius(F32 radius) { mRadius = llclamp(radius, LIGHT_MIN_RADIUS, LIGHT_MAX_RADIUS); } void setFalloff(F32 falloff) { mFalloff = llclamp(falloff, LIGHT_MIN_FALLOFF, LIGHT_MAX_FALLOFF); } void setCutoff(F32 cutoff) { mCutoff = llclamp(cutoff, LIGHT_MIN_CUTOFF, LIGHT_MAX_CUTOFF); } // get the linear space color of this light. This value can be fed directly to shaders LLColor4 getLinearColor() const { return mColor; } // get the sRGB (gamma corrected) color of this light, this is the value that should be displayed in the UI LLColor4 getSRGBColor() const { return srgbColor4(mColor); } F32 getRadius() const { return mRadius; } F32 getFalloff() const { return mFalloff; } F32 getCutoff() const { return mCutoff; } }; //------------------------------------------------- // This structure is also used in the part of the // code that creates new flexible objects. //------------------------------------------------- // These were made into enums so that they could be used as fixed size // array bounds. enum EFlexibleObjectConst { // "Softness" => [0,3], increments of 1 // Represents powers of 2: 0 -> 1, 3 -> 8 FLEXIBLE_OBJECT_MIN_SECTIONS = 0, FLEXIBLE_OBJECT_DEFAULT_NUM_SECTIONS = 2, FLEXIBLE_OBJECT_MAX_SECTIONS = 3 }; // "Tension" => [0,10], increments of 0.1 extern const F32 FLEXIBLE_OBJECT_MIN_TENSION; extern const F32 FLEXIBLE_OBJECT_DEFAULT_TENSION; extern const F32 FLEXIBLE_OBJECT_MAX_TENSION; // "Drag" => [0,10], increments of 0.1 extern const F32 FLEXIBLE_OBJECT_MIN_AIR_FRICTION; extern const F32 FLEXIBLE_OBJECT_DEFAULT_AIR_FRICTION; extern const F32 FLEXIBLE_OBJECT_MAX_AIR_FRICTION; // "Gravity" = [-10,10], increments of 0.1 extern const F32 FLEXIBLE_OBJECT_MIN_GRAVITY; extern const F32 FLEXIBLE_OBJECT_DEFAULT_GRAVITY; extern const F32 FLEXIBLE_OBJECT_MAX_GRAVITY; // "Wind" = [0,10], increments of 0.1 extern const F32 FLEXIBLE_OBJECT_MIN_WIND_SENSITIVITY; extern const F32 FLEXIBLE_OBJECT_DEFAULT_WIND_SENSITIVITY; extern const F32 FLEXIBLE_OBJECT_MAX_WIND_SENSITIVITY; extern const F32 FLEXIBLE_OBJECT_MAX_INTERNAL_TENSION_FORCE; extern const F32 FLEXIBLE_OBJECT_DEFAULT_LENGTH; extern const BOOL FLEXIBLE_OBJECT_DEFAULT_USING_COLLISION_SPHERE; extern const BOOL FLEXIBLE_OBJECT_DEFAULT_RENDERING_COLLISION_SPHERE; class LLFlexibleObjectData : public LLNetworkData { protected: S32 mSimulateLOD; // 2^n = number of simulated sections F32 mGravity; F32 mAirFriction; // higher is more stable, but too much looks like it's underwater F32 mWindSensitivity; // interacts with tension, air friction, and gravity F32 mTension; //interacts in complex ways with other parameters LLVector3 mUserForce; // custom user-defined force vector //BOOL mUsingCollisionSphere; //BOOL mRenderingCollisionSphere; public: void setSimulateLOD(S32 lod) { mSimulateLOD = llclamp(lod, (S32)FLEXIBLE_OBJECT_MIN_SECTIONS, (S32)FLEXIBLE_OBJECT_MAX_SECTIONS); } void setGravity(F32 gravity) { mGravity = llclamp(gravity, FLEXIBLE_OBJECT_MIN_GRAVITY, FLEXIBLE_OBJECT_MAX_GRAVITY); } void setAirFriction(F32 friction) { mAirFriction = llclamp(friction, FLEXIBLE_OBJECT_MIN_AIR_FRICTION, FLEXIBLE_OBJECT_MAX_AIR_FRICTION); } void setWindSensitivity(F32 wind) { mWindSensitivity = llclamp(wind, FLEXIBLE_OBJECT_MIN_WIND_SENSITIVITY, FLEXIBLE_OBJECT_MAX_WIND_SENSITIVITY); } void setTension(F32 tension) { mTension = llclamp(tension, FLEXIBLE_OBJECT_MIN_TENSION, FLEXIBLE_OBJECT_MAX_TENSION); } void setUserForce(LLVector3 &force) { mUserForce = force; } S32 getSimulateLOD() const { return mSimulateLOD; } F32 getGravity() const { return mGravity; } F32 getAirFriction() const { return mAirFriction; } F32 getWindSensitivity() const { return mWindSensitivity; } F32 getTension() const { return mTension; } LLVector3 getUserForce() const { return mUserForce; } //------ the constructor for the structure ------------ LLFlexibleObjectData(); BOOL pack(LLDataPacker &dp) const; BOOL unpack(LLDataPacker &dp); bool operator==(const LLNetworkData& data) const; void copy(const LLNetworkData& data); LLSD asLLSD() const; operator LLSD() const { return asLLSD(); } bool fromLLSD(LLSD& sd); };// end of attributes structure class LLSculptParams : public LLNetworkData { protected: LLUUID mSculptTexture; U8 mSculptType; public: LLSculptParams(); /*virtual*/ BOOL pack(LLDataPacker &dp) const; /*virtual*/ BOOL unpack(LLDataPacker &dp); /*virtual*/ bool operator==(const LLNetworkData& data) const; /*virtual*/ void copy(const LLNetworkData& data); LLSD asLLSD() const; operator LLSD() const { return asLLSD(); } bool fromLLSD(LLSD& sd); void setSculptTexture(const LLUUID& texture_id, U8 sculpt_type); LLUUID getSculptTexture() const { return mSculptTexture; } U8 getSculptType() const { return mSculptType; } }; class LLLightImageParams : public LLNetworkData { protected: LLUUID mLightTexture; LLVector3 mParams; public: LLLightImageParams(); /*virtual*/ BOOL pack(LLDataPacker &dp) const; /*virtual*/ BOOL unpack(LLDataPacker &dp); /*virtual*/ bool operator==(const LLNetworkData& data) const; /*virtual*/ void copy(const LLNetworkData& data); LLSD asLLSD() const; operator LLSD() const { return asLLSD(); } bool fromLLSD(LLSD& sd); void setLightTexture(const LLUUID& id) { mLightTexture = id; } LLUUID getLightTexture() const { return mLightTexture; } bool isLightSpotlight() const { return mLightTexture.notNull(); } void setParams(const LLVector3& params) { mParams = params; } LLVector3 getParams() const { return mParams; } }; class LLExtendedMeshParams : public LLNetworkData { protected: U32 mFlags; public: static const U32 ANIMATED_MESH_ENABLED_FLAG = 0x1 << 0; LLExtendedMeshParams(); /*virtual*/ BOOL pack(LLDataPacker &dp) const; /*virtual*/ BOOL unpack(LLDataPacker &dp); /*virtual*/ bool operator==(const LLNetworkData& data) const; /*virtual*/ void copy(const LLNetworkData& data); LLSD asLLSD() const; operator LLSD() const { return asLLSD(); } bool fromLLSD(LLSD& sd); void setFlags(const U32& flags) { mFlags = flags; } U32 getFlags() const { return mFlags; } }; // This code is not naming-standards compliant. Leaving it like this for // now to make the connection to code in // BOOL packTEMessage(LLDataPacker &dp) const; // more obvious. This should be refactored to remove the duplication, at which // point we can fix the names as well. // - Vir struct LLTEContents { static const U32 MAX_TES = 45; LLUUID image_data[MAX_TES]; LLColor4U colors[MAX_TES]; F32 scale_s[MAX_TES]; F32 scale_t[MAX_TES]; S16 offset_s[MAX_TES]; S16 offset_t[MAX_TES]; S16 image_rot[MAX_TES]; U8 bump[MAX_TES]; U8 media_flags[MAX_TES]; U8 glow[MAX_TES]; LLMaterialID material_ids[MAX_TES]; static const U32 MAX_TE_BUFFER = 4096; U8 packed_buffer[MAX_TE_BUFFER]; U32 size; U32 face_count; }; class LLPrimitive : public LLXform { public: // HACK for removing LLPrimitive's dependency on gVolumeMgr global. // If a different LLVolumeManager is instantiated and set early enough // then the LLPrimitive class will use it instead of gVolumeMgr. static LLVolumeMgr* getVolumeManager() { return sVolumeManager; } static void setVolumeManager( LLVolumeMgr* volume_manager); static bool cleanupVolumeManager(); // these flags influence how the RigidBody representation is built static const U32 PRIM_FLAG_PHANTOM = 0x1 << 0; static const U32 PRIM_FLAG_VOLUME_DETECT = 0x1 << 1; static const U32 PRIM_FLAG_DYNAMIC = 0x1 << 2; static const U32 PRIM_FLAG_AVATAR = 0x1 << 3; static const U32 PRIM_FLAG_SCULPT = 0x1 << 4; // not used yet, but soon static const U32 PRIM_FLAG_COLLISION_CALLBACK = 0x1 << 5; static const U32 PRIM_FLAG_CONVEX = 0x1 << 6; static const U32 PRIM_FLAG_DEFAULT_VOLUME = 0x1 << 7; static const U32 PRIM_FLAG_SITTING = 0x1 << 8; static const U32 PRIM_FLAG_SITTING_ON_GROUND = 0x1 << 9; // Set along with PRIM_FLAG_SITTING LLPrimitive(); virtual ~LLPrimitive(); void clearTextureList(); static LLPrimitive *createPrimitive(LLPCode p_code); void init_primitive(LLPCode p_code); void setPCode(const LLPCode pcode); const LLVolume *getVolumeConst() const { return mVolumep; } // HACK for Windoze confusion about ostream operator in LLVolume LLVolume *getVolume() const { return mVolumep; } virtual BOOL setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume = false); // Modify texture entry properties inline BOOL validTE(const U8 te_num) const; LLTextureEntry* getTE(const U8 te_num) const; virtual void setNumTEs(const U8 num_tes); virtual void setAllTESelected(bool sel); virtual void setAllTETextures(const LLUUID &tex_id); virtual void setTE(const U8 index, const LLTextureEntry& te); virtual S32 setTEColor(const U8 te, const LLColor4 &color); virtual S32 setTEColor(const U8 te, const LLColor3 &color); virtual S32 setTEAlpha(const U8 te, const F32 alpha); virtual S32 setTETexture(const U8 te, const LLUUID &tex_id); virtual S32 setTEScale (const U8 te, const F32 s, const F32 t); virtual S32 setTEScaleS(const U8 te, const F32 s); virtual S32 setTEScaleT(const U8 te, const F32 t); virtual S32 setTEOffset (const U8 te, const F32 s, const F32 t); virtual S32 setTEOffsetS(const U8 te, const F32 s); virtual S32 setTEOffsetT(const U8 te, const F32 t); virtual S32 setTERotation(const U8 te, const F32 r); virtual S32 setTEBumpShinyFullbright(const U8 te, const U8 bump); virtual S32 setTEBumpShiny(const U8 te, const U8 bump); virtual S32 setTEMediaTexGen(const U8 te, const U8 media); virtual S32 setTEBumpmap(const U8 te, const U8 bump); virtual S32 setTETexGen(const U8 te, const U8 texgen); virtual S32 setTEShiny(const U8 te, const U8 shiny); virtual S32 setTEFullbright(const U8 te, const U8 fullbright); virtual S32 setTEMediaFlags(const U8 te, const U8 flags); virtual S32 setTEGlow(const U8 te, const F32 glow); virtual S32 setTEMaterialID(const U8 te, const LLMaterialID& pMaterialID); virtual S32 setTEMaterialParams(const U8 index, const LLMaterialPtr pMaterialParams); virtual BOOL setMaterial(const U8 material); // returns TRUE if material changed virtual void setTESelected(const U8 te, bool sel); LLMaterialPtr getTEMaterialParams(const U8 index); void copyTEs(const LLPrimitive *primitive); S32 packTEField(U8 *cur_ptr, U8 *data_ptr, U8 data_size, U8 last_face_index, EMsgVariableType type) const; BOOL packTEMessage(LLMessageSystem *mesgsys) const; BOOL packTEMessage(LLDataPacker &dp) const; S32 unpackTEMessage(LLMessageSystem* mesgsys, char const* block_name, const S32 block_num); // Variable num of blocks BOOL unpackTEMessage(LLDataPacker &dp); S32 parseTEMessage(LLMessageSystem* mesgsys, char const* block_name, const S32 block_num, LLTEContents& tec); S32 applyParsedTEMessage(LLTEContents& tec); #ifdef CHECK_FOR_FINITE inline void setPosition(const LLVector3& pos); inline void setPosition(const F32 x, const F32 y, const F32 z); inline void addPosition(const LLVector3& pos); inline void setAngularVelocity(const LLVector3& avel); inline void setAngularVelocity(const F32 x, const F32 y, const F32 z); inline void setVelocity(const LLVector3& vel); inline void setVelocity(const F32 x, const F32 y, const F32 z); inline void setVelocityX(const F32 x); inline void setVelocityY(const F32 y); inline void setVelocityZ(const F32 z); inline void addVelocity(const LLVector3& vel); inline void setAcceleration(const LLVector3& accel); inline void setAcceleration(const F32 x, const F32 y, const F32 z); #else // Don't override the base LLXForm operators. // Special case for setPosition. If not check-for-finite, fall through to LLXform method. // void setPosition(F32 x, F32 y, F32 z) // void setPosition(LLVector3) void setAngularVelocity(const LLVector3& avel) { mAngularVelocity = avel; } void setAngularVelocity(const F32 x, const F32 y, const F32 z) { mAngularVelocity.setVec(x,y,z); } void setVelocity(const LLVector3& vel) { mVelocity = vel; } void setVelocity(const F32 x, const F32 y, const F32 z) { mVelocity.setVec(x,y,z); } void setVelocityX(const F32 x) { mVelocity.mV[VX] = x; } void setVelocityY(const F32 y) { mVelocity.mV[VY] = y; } void setVelocityZ(const F32 z) { mVelocity.mV[VZ] = z; } void addVelocity(const LLVector3& vel) { mVelocity += vel; } void setAcceleration(const LLVector3& accel) { mAcceleration = accel; } void setAcceleration(const F32 x, const F32 y, const F32 z) { mAcceleration.setVec(x,y,z); } #endif LLPCode getPCode() const { return mPrimitiveCode; } std::string getPCodeString() const { return pCodeToString(mPrimitiveCode); } const LLVector3& getAngularVelocity() const { return mAngularVelocity; } const LLVector3& getVelocity() const { return mVelocity; } const LLVector3& getAcceleration() const { return mAcceleration; } U8 getNumTEs() const { return mTextureList.size(); } U8 getExpectedNumTEs() const; U8 getMaterial() const { return mMaterial; } void setVolumeType(const U8 code); U8 getVolumeType(); // clears existing textures // copies the contents of other_list into mEntryList void copyTextureList(const LLPrimTextureList& other_list); // clears existing textures // takes the contents of other_list and clears other_list void takeTextureList(LLPrimTextureList& other_list); inline BOOL isAvatar() const; inline BOOL isSittingAvatar() const; inline BOOL isSittingAvatarOnGround() const; inline bool hasBumpmap() const { return mNumBumpmapTEs > 0;} void setFlags(U32 flags) { mMiscFlags = flags; } void addFlags(U32 flags) { mMiscFlags |= flags; } void removeFlags(U32 flags) { mMiscFlags &= ~flags; } U32 getFlags() const { return mMiscFlags; } static std::string pCodeToString(const LLPCode pcode); static LLPCode legacyToPCode(const U8 legacy); static U8 pCodeToLegacy(const LLPCode pcode); static bool getTESTAxes(const U8 face, U32* s_axis, U32* t_axis); inline static BOOL isPrimitive(const LLPCode pcode); inline static BOOL isApp(const LLPCode pcode); private: void updateNumBumpmap(const U8 index, const U8 bump); protected: LLPCode mPrimitiveCode; // Primitive code LLVector3 mVelocity; // how fast are we moving? LLVector3 mAcceleration; // are we under constant acceleration? LLVector3 mAngularVelocity; // angular velocity LLPointer mVolumep; LLPrimTextureList mTextureList; // list of texture GUIDs, scales, offsets U8 mMaterial; // Material code U8 mNumTEs; // # of faces on the primitve U8 mNumBumpmapTEs; // number of bumpmap TEs. U32 mMiscFlags; // home for misc bools public: static LLVolumeMgr* sVolumeManager; enum { NO_LOD = -1 }; }; inline BOOL LLPrimitive::isAvatar() const { return ( LL_PCODE_LEGACY_AVATAR == mPrimitiveCode ) ? TRUE : FALSE; } inline BOOL LLPrimitive::isSittingAvatar() const { // this is only used server-side return ( LL_PCODE_LEGACY_AVATAR == mPrimitiveCode && ((getFlags() & (PRIM_FLAG_SITTING | PRIM_FLAG_SITTING_ON_GROUND)) != 0) ) ? TRUE : FALSE; } inline BOOL LLPrimitive::isSittingAvatarOnGround() const { // this is only used server-side return ( LL_PCODE_LEGACY_AVATAR == mPrimitiveCode && ((getFlags() & PRIM_FLAG_SITTING_ON_GROUND) != 0) ) ? TRUE : FALSE; } // static inline BOOL LLPrimitive::isPrimitive(const LLPCode pcode) { LLPCode base_type = pcode & LL_PCODE_BASE_MASK; if (base_type && (base_type < LL_PCODE_APP)) { return TRUE; } return FALSE; } // static inline BOOL LLPrimitive::isApp(const LLPCode pcode) { LLPCode base_type = pcode & LL_PCODE_BASE_MASK; return (base_type == LL_PCODE_APP); } #ifdef CHECK_FOR_FINITE // Special case for setPosition. If not check-for-finite, fall through to LLXform method. void LLPrimitive::setPosition(const F32 x, const F32 y, const F32 z) { if (llfinite(x) && llfinite(y) && llfinite(z)) { LLXform::setPosition(x, y, z); } else { LL_ERRS() << "Non Finite in LLPrimitive::setPosition(x,y,z) for " << pCodeToString(mPrimitiveCode) << LL_ENDL; } } // Special case for setPosition. If not check-for-finite, fall through to LLXform method. void LLPrimitive::setPosition(const LLVector3& pos) { if (pos.isFinite()) { LLXform::setPosition(pos); } else { LL_ERRS() << "Non Finite in LLPrimitive::setPosition(LLVector3) for " << pCodeToString(mPrimitiveCode) << LL_ENDL; } } void LLPrimitive::setAngularVelocity(const LLVector3& avel) { if (avel.isFinite()) { mAngularVelocity = avel; } else { LL_ERRS() << "Non Finite in LLPrimitive::setAngularVelocity" << LL_ENDL; } } void LLPrimitive::setAngularVelocity(const F32 x, const F32 y, const F32 z) { if (llfinite(x) && llfinite(y) && llfinite(z)) { mAngularVelocity.setVec(x,y,z); } else { LL_ERRS() << "Non Finite in LLPrimitive::setAngularVelocity" << LL_ENDL; } } void LLPrimitive::setVelocity(const LLVector3& vel) { if (vel.isFinite()) { mVelocity = vel; } else { LL_ERRS() << "Non Finite in LLPrimitive::setVelocity(LLVector3) for " << pCodeToString(mPrimitiveCode) << LL_ENDL; } } void LLPrimitive::setVelocity(const F32 x, const F32 y, const F32 z) { if (llfinite(x) && llfinite(y) && llfinite(z)) { mVelocity.setVec(x,y,z); } else { LL_ERRS() << "Non Finite in LLPrimitive::setVelocity(F32,F32,F32) for " << pCodeToString(mPrimitiveCode) << LL_ENDL; } } void LLPrimitive::setVelocityX(const F32 x) { if (llfinite(x)) { mVelocity.mV[VX] = x; } else { LL_ERRS() << "Non Finite in LLPrimitive::setVelocityX" << LL_ENDL; } } void LLPrimitive::setVelocityY(const F32 y) { if (llfinite(y)) { mVelocity.mV[VY] = y; } else { LL_ERRS() << "Non Finite in LLPrimitive::setVelocityY" << LL_ENDL; } } void LLPrimitive::setVelocityZ(const F32 z) { if (llfinite(z)) { mVelocity.mV[VZ] = z; } else { LL_ERRS() << "Non Finite in LLPrimitive::setVelocityZ" << LL_ENDL; } } void LLPrimitive::addVelocity(const LLVector3& vel) { if (vel.isFinite()) { mVelocity += vel; } else { LL_ERRS() << "Non Finite in LLPrimitive::addVelocity" << LL_ENDL; } } void LLPrimitive::setAcceleration(const LLVector3& accel) { if (accel.isFinite()) { mAcceleration = accel; } else { LL_ERRS() << "Non Finite in LLPrimitive::setAcceleration(LLVector3) for " << pCodeToString(mPrimitiveCode) << LL_ENDL; } } void LLPrimitive::setAcceleration(const F32 x, const F32 y, const F32 z) { if (llfinite(x) && llfinite(y) && llfinite(z)) { mAcceleration.setVec(x,y,z); } else { LL_ERRS() << "Non Finite in LLPrimitive::setAcceleration(F32,F32,F32) for " << pCodeToString(mPrimitiveCode) << LL_ENDL; } } #endif // CHECK_FOR_FINITE inline BOOL LLPrimitive::validTE(const U8 te_num) const { return (mNumTEs && te_num < mNumTEs); } #endif