/** * @file llviewerparceloverlay.h * @brief LLViewerParcelOverlay class header file * * Copyright (c) 2002-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLVIEWERPARCELOVERLAY_H #define LL_LLVIEWERPARCELOVERLAY_H // The ownership data for land parcels. // One of these structures per region. #include "lldarray.h" #include "llframetimer.h" #include "lluuid.h" #include "llviewerimage.h" class LLViewerRegion; class LLVector3; class LLColor4U; class LLVector2; class LLViewerParcelOverlay { public: LLViewerParcelOverlay(LLViewerRegion* region, F32 region_width_meters); ~LLViewerParcelOverlay(); // ACCESS LLImageGL* getTexture() const { return mTexture; } BOOL isOwned(const LLVector3& pos) const; BOOL isOwnedSelf(const LLVector3& pos) const; BOOL isOwnedGroup(const LLVector3& pos) const; BOOL isOwnedOther(const LLVector3& pos) const; BOOL isSoundLocal(const LLVector3& pos) const; BOOL isBuildCameraAllowed(const LLVector3& pos) const; F32 getOwnedRatio() const; // Returns the number of vertices drawn S32 renderPropertyLines(); U8 ownership( const LLVector3& pos) const; // MANIPULATE void uncompressLandOverlay(S32 chunk, U8 *compressed_overlay); // Indicate property lines and overlay texture need to be rebuilt. void setDirty(); void idleUpdate(bool update_now = false); private: // This is in parcel rows and columns, not grid rows and columns // Stored in bottom three bits. U8 ownership(S32 row, S32 col) const { return 0x7 & mOwnership[row * mParcelGridsPerEdge + col]; } void addPropertyLine(LLDynamicArray& vertex_array, LLDynamicArray& color_array, LLDynamicArray& coord_array, const F32 start_x, const F32 start_y, const U32 edge, const LLColor4U& color); void updateOverlayTexture(); void updatePropertyLines(); private: // Back pointer to the region that owns this structure. LLViewerRegion* mRegion; S32 mParcelGridsPerEdge; LLPointer mTexture; LLPointer mImageRaw; // Size: mParcelGridsPerEdge * mParcelGridsPerEdge // Each value is 0-3, PARCEL_AVAIL to PARCEL_SELF in the two low bits // and other flags in the upper bits. U8 *mOwnership; // Update propery lines and overlay texture BOOL mDirty; LLFrameTimer mTimeSinceLastUpdate; S32 mOverlayTextureIdx; LLUUID mLineImageID; S32 mVertexCount; F32* mVertexArray; U8* mColorArray; }; #endif