/** * @file llselectmgr.h * @brief A manager for selected objects and TEs. * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLSELECTMGR_H #define LL_LLSELECTMGR_H #include "llcharacter.h" #include "lldarray.h" #include "lleditmenuhandler.h" #include "llstring.h" #include "llundo.h" #include "lluuid.h" #include "llmemory.h" #include "llsaleinfo.h" #include "llcategory.h" #include "v3dmath.h" #include "llquaternion.h" #include "llcoord.h" #include "llframetimer.h" #include "llbbox.h" #include "llpermissions.h" #include class LLMessageSystem; class LLViewerImage; class LLViewerObject; class LLColor4; class LLVector3; class LLSelectNode; const S32 SELECT_ALL_TES = -1; const S32 SELECT_MAX_TES = 32; // Do something to all objects in the selection manager. // The bool return value can be used to indicate if all // objects are identical (gathering information) or if // the operation was successful. class LLSelectedObjectFunctor { public: virtual ~LLSelectedObjectFunctor() {}; virtual bool apply(LLViewerObject* object) = 0; }; // Do something to all select nodes in the selection manager. // The bool return value can be used to indicate if all // objects are identical (gathering information) or if // the operation was successful. class LLSelectedNodeFunctor { public: virtual ~LLSelectedNodeFunctor() {}; virtual bool apply(LLSelectNode* node) = 0; }; typedef enum e_send_type { SEND_ONLY_ROOTS, SEND_INDIVIDUALS, SEND_ROOTS_FIRST, // useful for serial undos on linked sets SEND_CHILDREN_FIRST // useful for serial transforms of linked sets } ESendType; typedef enum e_grid_mode { GRID_MODE_WORLD, GRID_MODE_LOCAL, GRID_MODE_REF_OBJECT } EGridMode; typedef enum e_action_type { SELECT_ACTION_TYPE_BEGIN, SELECT_ACTION_TYPE_PICK, SELECT_ACTION_TYPE_MOVE, SELECT_ACTION_TYPE_ROTATE, SELECT_ACTION_TYPE_SCALE, NUM_ACTION_TYPES }EActionType; typedef enum e_selection_type { SELECT_TYPE_WORLD, SELECT_TYPE_ATTACHMENT, SELECT_TYPE_HUD }ESelectType; class LLObjectSelection : public std::list, public LLRefCount { friend class LLSelectMgr; protected: ~LLObjectSelection(); public: LLObjectSelection(); void updateEffects(); BOOL isEmpty(); S32 getOwnershipCost(S32 &cost); LLSelectNode* getFirstNode(); LLSelectNode* getCurrentNode(); // Warning! This is NOT the same as the linked_list getCurrentNode LLSelectNode* getNextNode(); LLSelectNode *getFirstRootNode(); LLSelectNode *getNextRootNode(); LLSelectNode* getFirstMoveableNode(BOOL get_root = FALSE); // iterate through objects LLViewerObject* getFirstObject(); LLViewerObject* getNextObject(); // iterate through root objects LLViewerObject *getFirstRootObject(); LLViewerObject *getNextRootObject(); LLViewerObject* getFirstEditableObject(BOOL get_root = FALSE); LLViewerObject* getFirstCopyableObject(BOOL get_root = FALSE); LLViewerObject* getFirstDeleteableObject(BOOL get_root = FALSE); LLViewerObject* getFirstMoveableObject(BOOL get_root = FALSE); LLViewerObject* getPrimaryObject() { return mPrimaryObject; } // iterate through texture entries void getPrimaryTE(LLViewerObject* *object, S32 *te); void getFirstTE(LLViewerObject* *object, S32 *te); void getNextTE(LLViewerObject* *object, S32 *te); void getCurrentTE(LLViewerObject* *object, S32 *te); void addNode(LLSelectNode *nodep); void addNodeAtEnd(LLSelectNode *nodep); void removeNode(LLSelectNode *nodep); void deleteAllNodes(); // Delete all nodes S32 getNumNodes(); LLSelectNode* findNode(LLViewerObject* objectp); // count members S32 getObjectCount(); S32 getTECount(); S32 getRootObjectCount(); BOOL contains(LLViewerObject* object); BOOL contains(LLViewerObject* object, S32 te); // returns TRUE is any node is currenly worn as an attachment BOOL isAttachment(); // Apply functors to various subsets of the selected objects // Returns the AND of all apply() calls. bool applyToRootObjects(LLSelectedObjectFunctor* func); bool applyToObjects(LLSelectedObjectFunctor* func); bool applyToNodes(LLSelectedNodeFunctor* func); ESelectType getSelectType() { return mSelectType; } private: const LLObjectSelection &operator=(const LLObjectSelection &); LLPointer mPrimaryObject; std::list::iterator mCurrentNode; S32 mCurrentTE; std::map, LLSelectNode*> mSelectNodeMap; ESelectType mSelectType; }; typedef LLHandle LLObjectSelectionHandle; class LLSelectMgr : public LLEditMenuHandler { public: static BOOL sRectSelectInclusive; // do we need to surround an object to pick it? static BOOL sRenderHiddenSelections; // do we show selection silhouettes that are occluded? static BOOL sRenderLightRadius; // do we show the radius of selected lights? static F32 sHighlightThickness; static F32 sHighlightUScale; static F32 sHighlightVScale; static F32 sHighlightAlpha; static F32 sHighlightAlphaTest; static F32 sHighlightUAnim; static F32 sHighlightVAnim; static LLColor4 sSilhouetteParentColor; static LLColor4 sSilhouetteChildColor; static LLColor4 sHighlightParentColor; static LLColor4 sHighlightChildColor; static LLColor4 sHighlightInspectColor; static LLColor4 sContextSilhouetteColor; public: LLSelectMgr(); ~LLSelectMgr(); static void cleanupGlobals(); // LLEditMenuHandler interface virtual BOOL canUndo(); virtual void undo(); virtual BOOL canRedo(); virtual void redo(); virtual BOOL canDoDelete(); virtual void doDelete(); virtual void deselect(); virtual BOOL canDeselect(); virtual void duplicate(); virtual BOOL canDuplicate(); void updateEffects(); // Update HUD effects void overrideObjectUpdates(); void setForceSelection(BOOL force) { mForceSelection = force; } //////////////////////////////////////////////////////////////// // Selection methods //////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////// // Add //////////////////////////////////////////////////////////////// // For when you want just a child object. LLObjectSelectionHandle selectObjectOnly(LLViewerObject* object, S32 face = SELECT_ALL_TES); // This method is meant to select an object, and then select all // of the ancestors and descendents. This should be the normal behavior. LLObjectSelectionHandle selectObjectAndFamily(LLViewerObject* object, BOOL add_to_end = FALSE); // Same as above, but takes a list of objects. Used by rectangle select. LLObjectSelectionHandle selectObjectAndFamily(const LLDynamicArray& object_list, BOOL send_to_sim = TRUE); // converts all objects currently highlighted to a selection, and returns it LLObjectSelectionHandle selectHighlightedObjects(); LLObjectSelectionHandle setHoverObject(LLViewerObject *objectp); void highlightObjectOnly(LLViewerObject *objectp); void highlightObjectAndFamily(LLViewerObject *objectp); void highlightObjectAndFamily(const LLDynamicArray& list); //////////////////////////////////////////////////////////////// // Remove //////////////////////////////////////////////////////////////// void deselectObjectOnly(LLViewerObject* object, BOOL send_to_sim = TRUE); void deselectObjectAndFamily(LLViewerObject* object, BOOL send_to_sim = TRUE); // Send deselect messages to simulator, then clear the list void deselectAll(); // deselect only if nothing else currently referencing the selection void deselectUnused(); // Deselect if the selection center is too far away from the agent. void deselectAllIfTooFar(); // Removes all highlighted objects from current selection void deselectHighlightedObjects(); void unhighlightObjectOnly(LLViewerObject *objectp); void unhighlightObjectAndFamily(LLViewerObject *objectp); void unhighlightAll(); BOOL removeObjectFromSelections(const LLUUID &id); //////////////////////////////////////////////////////////////// // Selection accessors //////////////////////////////////////////////////////////////// LLObjectSelectionHandle getHoverObjects() { return mHoverObjects; } LLObjectSelectionHandle getSelection() { return mSelectedObjects; } // right now this just renders the selection with root/child colors instead of a single color LLObjectSelectionHandle getEditSelection() { convertTransient(); return mSelectedObjects; } LLObjectSelectionHandle getHighlightedObjects() { return mHighlightedObjects; } LLSelectNode *getHoverNode(); //////////////////////////////////////////////////////////////// // Grid manipulation //////////////////////////////////////////////////////////////// void addGridObject(LLViewerObject* objectp); void clearGridObjects(); void setGridMode(EGridMode mode); EGridMode getGridMode() { return mGridMode; } void getGrid(LLVector3& origin, LLQuaternion& rotation, LLVector3 &scale); BOOL getTEMode() { return mTEMode; } void setTEMode(BOOL b) { mTEMode = b; } BOOL shouldShowSelection() { return mShowSelection; } LLBBox getBBoxOfSelection() const; LLBBox getSavedBBoxOfSelection() const { return mSavedSelectionBBox; } void dump(); void cleanup(); void updateSilhouettes(); void renderSilhouettes(BOOL for_hud); void enableSilhouette(BOOL enable) { mRenderSilhouettes = enable; } //////////////////////////////////////////////////////////////// // Utility functions that operate on the current selection //////////////////////////////////////////////////////////////// void saveSelectedObjectTransform(EActionType action_type); void saveSelectedObjectColors(); void saveSelectedObjectTextures(); void selectionUpdatePhysics(BOOL use_physics); void selectionUpdateTemporary(BOOL is_temporary); void selectionUpdatePhantom(BOOL is_ghost); void selectionUpdateCastShadows(BOOL cast_shadows); void selectionDump(); BOOL selectionAllPCode(LLPCode code); // all objects have this PCode BOOL selectionGetMaterial(U8 *material); // all objects have same material BOOL selectionGetTexUUID(LLUUID& id); // true if all selected tes have same texture BOOL selectionGetColor(LLColor4 &color); // all tes have same color BOOL selectionGetTexScale(F32 *u, F32 *v); // true if all selected tes have same scale BOOL selectionGetTexOffset(F32 *u, F32 *v); // true if all selected tes have same offset BOOL selectionGetTexRotation(F32 *rad); // true if all selected tes have same rotation BOOL selectionGetBumpmap(U8 *bumpmap); // true if all selected tes have same BOOL selectionGetShiny(U8 *shiny); // true if all selected tes have same BOOL selectionGetFullbright(U8 *fullbright);// true if all selected tes have same bool selectionGetMediaType(U8 *media_type); // true if all selected tes have same BOOL selectionGetClickAction(U8* action); void selectionSetMaterial(U8 material); void selectionSetImage(const LLUUID& imageid); // could be item or asset id void selectionSetColor(const LLColor4 &color); void selectionSetColorOnly(const LLColor4 &color); // Set only the RGB channels void selectionSetAlphaOnly(const F32 alpha); // Set only the alpha channel void selectionRevertColors(); BOOL selectionRevertTextures(); void selectionSetBumpmap( U8 bumpmap ); void selectionSetTexGen( U8 texgen ); void selectionSetShiny( U8 shiny ); void selectionSetFullbright( U8 fullbright ); void selectionSetMediaTypeAndURL( U8 media_type, const std::string& media_url ); void selectionSetClickAction(U8 action); void selectionSetObjectPermissions(U8 perm_field, BOOL set, U32 perm_mask, BOOL override = FALSE); void selectionSetObjectName(const LLString& name); void selectionSetObjectDescription(const LLString& desc); void selectionSetObjectCategory(const LLCategory& category); void selectionSetObjectSaleInfo(const LLSaleInfo& sale_info); void selectionTexScaleAutofit(F32 repeats_per_meter); void selectionResetTexInfo(S32 te); // sets S,T to 1 void adjustTexturesByScale(BOOL send_to_sim, BOOL stretch); BOOL getTESTAxes(const LLViewerObject* object, const U8 te, U32* s_axis, U32* t_axis); // Only for flex boxes void selectionResetRotation(); // sets rotation quat to identity void selectionRotateAroundZ(F32 degrees); void sendGodlikeRequest(const LLString& request, const LLString& parameter); // will make sure all selected object meet current criteria, or deselect them otherwise void validateSelection(); // returns TRUE if it is possible to select this object BOOL canSelectObject(LLViewerObject* object); // Returns true if the viewer has information on all selected objects BOOL selectGetAllRootsValid(); BOOL selectGetAllValid(); // returns TRUE if you can modify all selected objects. BOOL selectGetRootsModify(); BOOL selectGetModify(); // returns TRUE if selected objects can be transferred. BOOL selectGetRootsTransfer(); // returns TRUE if selected objects can be copied. BOOL selectGetRootsCopy(); BOOL selectGetCreator(LLUUID& id, LLString& name); // true if all have same creator, returns id BOOL selectGetOwner(LLUUID& id, LLString& name); // true if all objects have same owner, returns id BOOL selectGetLastOwner(LLUUID& id, LLString& name); // true if all objects have same owner, returns id // returns TRUE if all are the same. id is stuffed with // the value found if available. BOOL selectGetGroup(LLUUID& id); BOOL selectGetPerm( U8 which_perm, U32* mask_on, U32* mask_off); // true if all have data, returns two masks, each indicating which bits are all on and all off BOOL selectGetOwnershipCost(S32* cost); // sum of all ownership costs BOOL selectIsGroupOwned(); // true if all root objects have valid data and are group owned. // returns TRUE if all the nodes are valid. Accumulates // permissions in the parameter. BOOL selectGetPermissions(LLPermissions& perm); // returns TRUE if anything is for sale. calculates the total // price and stores that value in price. BOOL selectIsForSale(S32& price); // returns TRUE if all nodes are valid. BOOL selectGetCategory(LLCategory& category); // returns TRUE if all nodes are valid. method also stores an // accumulated sale info. BOOL selectGetSaleInfo(LLSaleInfo& sale_info); // returns TRUE if all nodes are valid. fills passed in object // with the aggregate permissions of the selection. BOOL selectGetAggregatePermissions(LLAggregatePermissions& ag_perm); // returns TRUE if all nodes are valid. fills passed in object // with the aggregate permissions for texture inventory items of the selection. BOOL selectGetAggregateTexturePermissions(LLAggregatePermissions& ag_perm); LLPermissions* findObjectPermissions(const LLViewerObject* object); void selectDelete(); // Delete on simulator void selectForceDelete(); // just delete, no into trash void selectDuplicate(const LLVector3& offset, BOOL select_copy); // Duplicate on simulator void repeatDuplicate(); void selectDuplicateOnRay(const LLVector3 &ray_start_region, const LLVector3 &ray_end_region, BOOL bypass_raycast, BOOL ray_end_is_intersection, const LLUUID &ray_target_id, BOOL copy_centers, BOOL copy_rotates, BOOL select_copy); void sendMultipleUpdate(U32 type); // Position, rotation, scale all in one void sendOwner(const LLUUID& owner_id, const LLUUID& group_id, BOOL override = FALSE); void sendGroup(const LLUUID& group_id); // Category ID is the UUID of the folder you want to contain the purchase. // *NOTE: sale_info check doesn't work for multiple object buy, // which UI does not currently support sale info is used for // verification only, if it doesn't match region info then sale is // canceled void sendBuy(const LLUUID& buyer_id, const LLUUID& category_id, const LLSaleInfo sale_info); void sendAttach(U8 attachment_point); void sendDetach(); void sendDropAttachment(); void sendLink(); void sendDelink(); void sendHinge(U8 type); void sendDehinge(); void sendSelect(); void requestObjectPropertiesFamily(LLViewerObject* object); // asks sim for creator, permissions, resources, etc. static void processObjectProperties(LLMessageSystem *mesgsys, void **user_data); static void processObjectPropertiesFamily(LLMessageSystem *mesgsys, void **user_data); static void processForceObjectSelect(LLMessageSystem* msg, void**); void requestGodInfo(); LLVector3d getSelectionCenterGlobal() const { return mSelectionCenterGlobal; } void updateSelectionCenter(); void updatePointAt(); // Internal list maintenance functions. TODO: Make these private! void remove(LLDynamicArray& objects); void remove(LLViewerObject* object, S32 te = SELECT_ALL_TES, BOOL undoable = TRUE); void removeAll(); void addAsIndividual(LLViewerObject* object, S32 te = SELECT_ALL_TES, BOOL undoable = TRUE); void promoteSelectionToRoot(); void demoteSelectionToIndividuals(); private: void convertTransient(); // converts temporarily selected objects to full-fledged selections ESelectType getSelectTypeForObject(LLViewerObject* object); void addAsFamily(LLDynamicArray& objects, BOOL add_to_end = FALSE); void generateSilhouette(LLSelectNode *nodep, const LLVector3& view_point); // Send one message to each region containing an object on selection list. void sendListToRegions( const LLString& message_name, void (*pack_header)(void *user_data), void (*pack_body)(LLSelectNode* node, void *user_data), void *user_data, ESendType send_type); static void packAgentID( void *); static void packAgentAndSessionID(void* user_data); static void packAgentAndGroupID(void* user_data); static void packAgentAndSessionAndGroupID(void* user_data); static void packAgentIDAndSessionAndAttachment(void*); static void packAgentGroupAndCatID(void*); static void packDeleteHeader(void* userdata); static void packDeRezHeader(void* user_data); static void packObjectID( LLSelectNode* node, void *); static void packObjectIDAsParam(LLSelectNode* node, void *); static void packObjectIDAndRotation( LLSelectNode* node, void *); static void packObjectLocalID(LLSelectNode* node, void *); static void packObjectClickAction(LLSelectNode* node, void* data); static void packObjectName(LLSelectNode* node, void* user_data); static void packObjectDescription(LLSelectNode* node, void* user_data); static void packObjectCategory(LLSelectNode* node, void* user_data); static void packObjectSaleInfo(LLSelectNode* node, void* user_data); static void packBuyObjectIDs(LLSelectNode* node, void* user_data); static void packDuplicate( LLSelectNode* node, void *duplicate_data); static void packDuplicateHeader(void*); static void packDuplicateOnRayHead(void *user_data); static void packPermissions(LLSelectNode* node, void *user_data); static void packDeselect( LLSelectNode* node, void *user_data); static void packMultipleUpdate(LLSelectNode* node, void *user_data); static void packPhysics(LLSelectNode* node, void *user_data); static void packShape(LLSelectNode* node, void *user_data); static void packOwnerHead(void *user_data); static void packHingeHead(void *user_data); static void packPermissionsHead(void* user_data); static void packGodlikeHead(void* user_data); static void confirmDelete(S32 option, void* data); private: LLPointer mSilhouetteImagep; LLObjectSelectionHandle mSelectedObjects; LLObjectSelectionHandle mHoverObjects; LLObjectSelectionHandle mHighlightedObjects; std::set > mRectSelectedObjects; LLObjectSelection mGridObjects; LLQuaternion mGridRotation; LLVector3 mGridOrigin; LLVector3 mGridScale; EGridMode mGridMode; BOOL mGridValid; BOOL mTEMode; // render te LLVector3d mSelectionCenterGlobal; LLBBox mSelectionBBox; LLVector3d mLastSentSelectionCenterGlobal; BOOL mShowSelection; // do we send the selection center name value and do we animate this selection? LLVector3d mLastCameraPos; // camera position from last generation of selection silhouette BOOL mRenderSilhouettes; // do we render the silhouette LLBBox mSavedSelectionBBox; LLFrameTimer mEffectsTimer; BOOL mForceSelection; LLAnimPauseRequest mPauseRequest; }; // Contains information about a selected object, particularly which // tes are selected. class LLSelectNode { public: LLSelectNode(LLViewerObject* object, BOOL do_glow); LLSelectNode(const LLSelectNode& nodep); ~LLSelectNode(); void selectAllTEs(BOOL b); void selectTE(S32 te_index, BOOL selected); BOOL isTESelected(S32 te_index); S32 getLastSelectedTE(); void renderOneSilhouette(const LLColor4 &color); void setTransient(BOOL transient) { mTransient = transient; } BOOL isTransient() { return mTransient; } LLViewerObject *getObject(); // *NOTE: invalidate stored textures and colors when # faces change void saveColors(); void saveTextures(const std::vector& textures); void saveTextureScaleRatios(); BOOL allowOperationOnNode(PermissionBit op, U64 group_proxy_power) const; public: BOOL mIndividualSelection; // For root objects and objects individually selected BOOL mTransient; BOOL mValid; // is extra information valid? LLPermissions* mPermissions; LLSaleInfo mSaleInfo; LLAggregatePermissions mAggregatePerm; LLAggregatePermissions mAggregateTexturePerm; LLAggregatePermissions mAggregateTexturePermOwner; LLString mName; LLString mDescription; LLCategory mCategory; S16 mInventorySerial; LLVector3 mSavedPositionLocal; // for interactively modifying object position LLVector3 mLastPositionLocal; LLVector3d mSavedPositionGlobal; // for interactively modifying object position LLVector3 mSavedScale; // for interactively modifying object scale LLVector3 mLastScale; LLQuaternion mSavedRotation; // for interactively modifying object rotation LLQuaternion mLastRotation; BOOL mDuplicated; LLVector3d mDuplicatePos; LLQuaternion mDuplicateRot; LLUUID mItemID; LLUUID mFolderID; LLUUID mFromTaskID; LLString mTouchName; LLString mSitName; U64 mCreationDate; std::vector mSavedColors; std::vector mSavedTextures; std::vector mTextureScaleRatios; std::vector mSilhouetteVertices; // array of vertices to render silhouette of object std::vector mSilhouetteNormals; // array of normals to render silhouette of object std::vector mSilhouetteSegments; // array of normals to render silhouette of object BOOL mSilhouetteExists; // need to generate silhouette? protected: LLPointer mObject; BOOL mTESelected[SELECT_MAX_TES]; S32 mLastTESelected; }; extern LLSelectMgr* gSelectMgr; // Utilities void dialog_refresh_all(); // Update subscribers to the selection list #endif