/** * @file llflexibleobject.h * @author JJ Ventrella, Andrew Meadows, Tom Yedwab * @brief Flexible object definition * * $LicenseInfo:firstyear=2006&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ /** * This is for specifying objects in the world that are animated and * rendered locally - on the viewer. Flexible Objects are linear arrays * of positions, which stay at a fixed distance from each other. One * position is fixed as an "anchor" and is attached to some other object * in the world, determined by the server. All the other positions are * updated according to local physics. */ #ifndef LL_LLFLEXIBLEOBJECT_H #define LL_LLFLEXIBLEOBJECT_H #include "llprimitive.h" #include "llvovolume.h" #include "llwind.h" // 10 ms for the whole thing! const F32 FLEXIBLE_OBJECT_TIMESLICE = 0.003f; const U32 FLEXIBLE_OBJECT_MAX_LOD = 10; // See llprimitive.h for LLFlexibleObjectData and DEFAULT/MIN/MAX values //------------------------------------------------------------------- struct LLFlexibleObjectSection { // Input parameters LLVector2 mScale; LLQuaternion mAxisRotation; // Simulated state LLVector3 mPosition; LLVector3 mVelocity; LLVector3 mDirection; LLQuaternion mRotation; // Derivatives (Not all currently used, will come back with LLVolume changes to automagically generate normals) LLVector3 mdPosition; //LLMatrix4 mRotScale; //LLMatrix4 mdRotScale; }; //--------------------------------------------------------- // The LLVolumeImplFlexible class //--------------------------------------------------------- class LLVolumeImplFlexible : public LLVolumeInterface { public: LLVolumeImplFlexible(LLViewerObject* volume, LLFlexibleObjectData* attributes); // Implements LLVolumeInterface U32 getID() const { return mID; } LLVector3 getFramePosition() const; LLQuaternion getFrameRotation() const; LLVolumeInterfaceType getInterfaceType() const { return INTERFACE_FLEXIBLE; } void updateRenderRes(); void doIdleUpdate(LLAgent &agent, LLWorld &world, const F64 &time); BOOL doUpdateGeometry(LLDrawable *drawable); LLVector3 getPivotPosition() const; void onSetVolume(const LLVolumeParams &volume_params, const S32 detail); void onSetScale(const LLVector3 &scale, BOOL damped); void onParameterChanged(U16 param_type, LLNetworkData *data, BOOL in_use, bool local_origin); void onShift(const LLVector4a &shift_vector); bool isVolumeUnique() const { return true; } bool isVolumeGlobal() const { return true; } bool isActive() const { return true; } const LLMatrix4& getWorldMatrix(LLXformMatrix* xform) const; void updateRelativeXform(bool force_identity); void doFlexibleUpdate(); // Called to update the simulation void doFlexibleRebuild(); // Called to rebuild the geometry void preRebuild(); //void setAttributes( LLFlexibleObjectData ); void setParentPositionAndRotationDirectly( LLVector3 p, LLQuaternion r ); void setUsingCollisionSphere( bool u ); void setCollisionSphere( LLVector3 position, F32 radius ); void setRenderingCollisionSphere( bool r); LLVector3 getEndPosition(); LLQuaternion getEndRotation(); LLVector3 getNodePosition( int nodeIndex ); LLVector3 getAnchorPosition() const; private: //-------------------------------------- // private members //-------------------------------------- // Backlink only; don't make this an LLPointer. LLViewerObject* mVO; LLTimer mTimer; LLVector3 mAnchorPosition; LLVector3 mParentPosition; LLQuaternion mParentRotation; LLQuaternion mLastFrameRotation; LLQuaternion mLastSegmentRotation; BOOL mInitialized; BOOL mUpdated; LLFlexibleObjectData* mAttributes; LLFlexibleObjectSection mSection [ (1<