/** * @file llvoavatar.h * @brief Declaration of LLVOAvatar class which is a derivation fo * LLViewerObject * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLVOAVATAR_H #define LL_LLVOAVATAR_H // May help Visual Studio avoid opening this file. #include #include #include #include #include "llchat.h" #include "llviewerobject.h" #include "lljointsolverrp3.h" #include "llviewerjointshape.h" #include "llviewerjointmesh.h" #include "llviewerjointattachment.h" #include "llcharacter.h" #include "material_codes.h" #include "llanimationstates.h" #include "v4coloru.h" #include "llstring.h" #include "llframetimer.h" #include "llxmltree.h" #include "llwearable.h" //Ventrella //#include "llvoiceclient.h" #include "llvoicevisualizer.h" //End Ventrella const S32 VOAVATAR_SCRATCH_TEX_WIDTH = 512; const S32 VOAVATAR_SCRATCH_TEX_HEIGHT = 512; const LLUUID ANIM_AGENT_BODY_NOISE = LLUUID("9aa8b0a6-0c6f-9518-c7c3-4f41f2c001ad"); //"body_noise" const LLUUID ANIM_AGENT_BREATHE_ROT = LLUUID("4c5a103e-b830-2f1c-16bc-224aa0ad5bc8"); //"breathe_rot" const LLUUID ANIM_AGENT_EDITING = LLUUID("2a8eba1d-a7f8-5596-d44a-b4977bf8c8bb"); //"editing" const LLUUID ANIM_AGENT_EYE = LLUUID("5c780ea8-1cd1-c463-a128-48c023f6fbea"); //"eye" const LLUUID ANIM_AGENT_FLY_ADJUST = LLUUID("db95561f-f1b0-9f9a-7224-b12f71af126e"); //"fly_adjust" const LLUUID ANIM_AGENT_HAND_MOTION = LLUUID("ce986325-0ba7-6e6e-cc24-b17c4b795578"); //"hand_motion" const LLUUID ANIM_AGENT_HEAD_ROT = LLUUID("e6e8d1dd-e643-fff7-b238-c6b4b056a68d"); //"head_rot" const LLUUID ANIM_AGENT_PELVIS_FIX = LLUUID("0c5dd2a2-514d-8893-d44d-05beffad208b"); //"pelvis_fix" const LLUUID ANIM_AGENT_TARGET = LLUUID("0e4896cb-fba4-926c-f355-8720189d5b55"); //"target" const LLUUID ANIM_AGENT_WALK_ADJUST = LLUUID("829bc85b-02fc-ec41-be2e-74cc6dd7215d"); //"walk_adjust" class LLChat; class LLXmlTreeNode; class LLTexLayerSet; class LLTexGlobalColor; class LLTexGlobalColorInfo; class LLTexLayerSetInfo; class LLDriverParamInfo; class LLHUDText; class LLHUDEffectSpiral; class LLVertexBufferAvatar : public LLVertexBuffer { public: LLVertexBufferAvatar(); virtual void setupVertexBuffer(U32 data_mask) const; }; typedef enum e_mesh_id { MESH_ID_HAIR, MESH_ID_HEAD, MESH_ID_UPPER_BODY, MESH_ID_LOWER_BODY, MESH_ID_SKIRT } eMeshID; typedef enum e_render_name { RENDER_NAME_NEVER, RENDER_NAME_FADE, RENDER_NAME_ALWAYS } eRenderName; const S32 BAKED_TEXTURE_COUNT = 5; // number of values in ETextureIndex that are pre-composited //------------------------------------------------------------------------ // LLVOAvatar Support classes //------------------------------------------------------------------------ class LLVOAvatarBoneInfo { friend class LLVOAvatar; friend class LLVOAvatarSkeletonInfo; public: LLVOAvatarBoneInfo() : mIsJoint(FALSE) {} ~LLVOAvatarBoneInfo() { std::for_each(mChildList.begin(), mChildList.end(), DeletePointer()); } BOOL parseXml(LLXmlTreeNode* node); protected: LLString mName; BOOL mIsJoint; LLVector3 mPos; LLVector3 mRot; LLVector3 mScale; LLVector3 mPivot; typedef std::vector child_list_t; child_list_t mChildList; }; class LLVOAvatarSkeletonInfo { friend class LLVOAvatar; public: LLVOAvatarSkeletonInfo() : mNumBones(0), mNumCollisionVolumes(0) {} ~LLVOAvatarSkeletonInfo() { std::for_each(mBoneInfoList.begin(), mBoneInfoList.end(), DeletePointer()); } BOOL parseXml(LLXmlTreeNode* node); S32 getNumBones() { return mNumBones; } S32 getNumCollisionVolumes() { return mNumCollisionVolumes; } protected: S32 mNumBones; S32 mNumCollisionVolumes; typedef std::vector bone_info_list_t; bone_info_list_t mBoneInfoList; }; //------------------------------------------------------------------------ // LLVOAvatarInfo // One instance (in LLVOAvatar) with common data parsed from the XML files //------------------------------------------------------------------------ class LLVOAvatarInfo { friend class LLVOAvatar; public: LLVOAvatarInfo(); ~LLVOAvatarInfo(); protected: BOOL parseXmlSkeletonNode(LLXmlTreeNode* root); BOOL parseXmlMeshNodes(LLXmlTreeNode* root); BOOL parseXmlColorNodes(LLXmlTreeNode* root); BOOL parseXmlLayerNodes(LLXmlTreeNode* root); BOOL parseXmlDriverNodes(LLXmlTreeNode* root); struct LLVOAvatarMeshInfo { typedef std::pair morph_info_pair_t; typedef std::vector morph_info_list_t; LLVOAvatarMeshInfo() : mLOD(0), mMinPixelArea(.1f) {} ~LLVOAvatarMeshInfo() { morph_info_list_t::iterator iter; for (iter = mPolyMorphTargetInfoList.begin(); iter != mPolyMorphTargetInfoList.end(); iter++) { delete iter->first; } mPolyMorphTargetInfoList.clear(); } LLString mType; S32 mLOD; LLString mMeshFileName; LLString mReferenceMeshName; F32 mMinPixelArea; morph_info_list_t mPolyMorphTargetInfoList; }; typedef std::vector mesh_info_list_t; mesh_info_list_t mMeshInfoList; typedef std::vector skeletal_distortion_info_list_t; skeletal_distortion_info_list_t mSkeletalDistortionInfoList; struct LLVOAvatarAttachmentInfo { LLVOAvatarAttachmentInfo() : mGroup(-1), mAttachmentID(-1), mPieMenuSlice(-1), mVisibleFirstPerson(FALSE), mIsHUDAttachment(FALSE), mHasPosition(FALSE), mHasRotation(FALSE) {} LLString mName; LLString mJointName; LLVector3 mPosition; LLVector3 mRotationEuler; S32 mGroup; S32 mAttachmentID; S32 mPieMenuSlice; BOOL mVisibleFirstPerson; BOOL mIsHUDAttachment; BOOL mHasPosition; BOOL mHasRotation; }; typedef std::vector attachment_info_list_t; attachment_info_list_t mAttachmentInfoList; LLTexGlobalColorInfo *mTexSkinColorInfo; LLTexGlobalColorInfo *mTexHairColorInfo; LLTexGlobalColorInfo *mTexEyeColorInfo; typedef std::vector layer_info_list_t; layer_info_list_t mLayerInfoList; typedef std::vector driver_info_list_t; driver_info_list_t mDriverInfoList; }; //------------------------------------------------------------------------ // LLVOAvatar //------------------------------------------------------------------------ class LLVOAvatar : public LLViewerObject, public LLCharacter { protected: virtual ~LLVOAvatar(); public: struct CompareScreenAreaGreater { bool operator()(const LLCharacter* const& lhs, const LLCharacter* const& rhs) { return lhs->getPixelArea() > rhs->getPixelArea(); } }; enum { VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) | (1 << LLVertexBuffer::TYPE_NORMAL) | (1 << LLVertexBuffer::TYPE_TEXCOORD) | (1 << LLVertexBuffer::TYPE_WEIGHT) | (1 << LLVertexBuffer::TYPE_CLOTHWEIGHT) }; LLVOAvatar(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp); /*virtual*/ void markDead(); //-------------------------------------------------------------------- // LLViewerObject interface //-------------------------------------------------------------------- static void initClass(); // Initialize data that's only inited once per class. static void cleanupClass(); // Cleanup data that's only inited once per class. static BOOL parseSkeletonFile(const LLString& filename); virtual U32 processUpdateMessage( LLMessageSystem *mesgsys, void **user_data, U32 block_num, const EObjectUpdateType update_type, LLDataPacker *dp); virtual BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time); virtual BOOL updateLOD(); void setFootPlane(const LLVector4 &plane) { mFootPlane = plane; } /*virtual*/ BOOL isActive() const; // Whether this object needs to do an idleUpdate. // Graphical stuff for objects - maybe broken out into render class later? U32 renderFootShadows(); U32 renderRigid(); U32 renderSkinned(EAvatarRenderPass pass); U32 renderTransparent(); void renderCollisionVolumes(); /*virtual*/ void updateTextures(LLAgent &agent); // If setting a baked texture, need to request it from a non-local sim. /*virtual*/ S32 setTETexture(const U8 te, const LLUUID& uuid); virtual U32 getPartitionType() const; void updateVisibility(BOOL force_invisible); void updateAttachmentVisibility(U32 camera_mode); void clampAttachmentPositions(); S32 getAttachmentCount(); // Warning: order(N) not order(1) BOOL hasHUDAttachment(); LLBBox getHUDBBox(); // void renderHUD(BOOL for_select); // old void rebuildHUD(); static void updateAllAvatarVisiblity(); /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline); /*virtual*/ BOOL updateGeometry(LLDrawable *drawable); void updateShadowFaces(); /*virtual*/ void setPixelAreaAndAngle(LLAgent &agent); BOOL updateJointLODs(); void writeCAL3D(std::string& path, std::string& file_base); virtual void updateRegion(LLViewerRegion *regionp); void updateSpatialExtents(LLVector3& newMin, LLVector3 &newMax); //-------------------------------------------------------------------- // texture entry assignment //-------------------------------------------------------------------- enum ETextureIndex { TEX_HEAD_BODYPAINT = 0, TEX_UPPER_SHIRT = 1, TEX_LOWER_PANTS = 2, TEX_EYES_IRIS = 3, TEX_HAIR = 4, TEX_UPPER_BODYPAINT = 5, TEX_LOWER_BODYPAINT = 6, TEX_LOWER_SHOES = 7, TEX_HEAD_BAKED = 8, // Pre-composited TEX_UPPER_BAKED = 9, // Pre-composited TEX_LOWER_BAKED = 10, // Pre-composited TEX_EYES_BAKED = 11, // Pre-composited TEX_LOWER_SOCKS = 12, TEX_UPPER_JACKET = 13, TEX_LOWER_JACKET = 14, TEX_UPPER_GLOVES = 15, TEX_UPPER_UNDERSHIRT = 16, TEX_LOWER_UNDERPANTS = 17, TEX_SKIRT = 18, TEX_SKIRT_BAKED = 19, // Pre-composited TEX_NUM_ENTRIES = 20 }; // Note: if TEX_NUM_ENTRIES changes, update AGENT_TEXTURES in llagentinfo.h, mTextureIndexBaked, and BAKED_TEXTURE_COUNT static BOOL isTextureIndexBaked( S32 i ) { switch(i) { case TEX_HEAD_BAKED: case TEX_UPPER_BAKED: case TEX_LOWER_BAKED: case TEX_EYES_BAKED: case TEX_SKIRT_BAKED: return TRUE; default: return FALSE; } } //-------------------------------------------------------------------- // LLCharacter interface //-------------------------------------------------------------------- virtual const char *getAnimationPrefix() { return "avatar"; } virtual LLJoint *getRootJoint() { return &mRoot; } virtual LLVector3 getCharacterPosition(); virtual LLQuaternion getCharacterRotation(); virtual LLVector3 getCharacterVelocity(); virtual LLVector3 getCharacterAngularVelocity(); virtual F32 getTimeDilation(); virtual void getGround(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm); virtual BOOL allocateCharacterJoints( U32 num ); virtual LLJoint *getCharacterJoint( U32 num ); virtual void requestStopMotion( LLMotion* motion ); virtual F32 getPixelArea() const; virtual LLPolyMesh* getHeadMesh(); virtual LLPolyMesh* getUpperBodyMesh(); virtual LLVector3d getPosGlobalFromAgent(const LLVector3 &position); virtual LLVector3 getPosAgentFromGlobal(const LLVector3d &position); virtual void updateVisualParams(); virtual BOOL startMotion(const LLUUID& id, F32 time_offset = 0.f); virtual BOOL stopMotion(const LLUUID& id, BOOL stop_immediate = FALSE); virtual void stopMotionFromSource(const LLUUID& source_id); virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset); virtual LLJoint* findCollisionVolume(U32 volume_id); virtual S32 getCollisionVolumeID(std::string &name); virtual void addDebugText(const std::string& text); virtual const LLUUID& getID(); virtual LLJoint *getJoint( const std::string &name ); //-------------------------------------------------------------------- // Other public functions //-------------------------------------------------------------------- BOOL allocateCollisionVolumes( U32 num ); void resetHUDAttachments(); static void getAnimLabels( LLDynamicArray* labels ); static void getAnimNames( LLDynamicArray* names ); static void onCustomizeStart(); static void onCustomizeEnd(); void getLocalTextureByteCount( S32* gl_byte_count ); static void dumpTotalLocalTextureByteCount(); LLMotion* findMotion(const LLUUID& id); BOOL isVisible(); BOOL isSelf() { return mIsSelf; } BOOL isCulled() { return mCulled; } S32 getUnbakedPixelAreaRank(); static void cullAvatarsByPixelArea(); void dumpLocalTextures(); const LLUUID& grabLocalTexture(ETextureIndex index); BOOL canGrabLocalTexture(ETextureIndex index); void startAppearanceAnimation(BOOL set_by_user, BOOL play_sound); void setCompositeUpdatesEnabled(BOOL b); void addChat(const LLChat& chat); void clearChat(); void startTyping() { mTyping = TRUE; mTypingTimer.reset(); } void stopTyping() { mTyping = FALSE; } // Returns "FirstName LastName" LLString getFullname() const; //-------------------------------------------------------------------- // internal (pseudo-private) functions //-------------------------------------------------------------------- F32 getPelvisToFoot() { return mPelvisToFoot; } void buildCharacter(); void releaseMeshData(); void restoreMeshData(); void updateMeshData(); void computeBodySize(); void updateCharacter(LLAgent &agent); void updateHeadOffset(); LLUUID& getStepSound(); void processAnimationStateChanges(); BOOL processSingleAnimationStateChange(const LLUUID &anim_id, BOOL start); void resetAnimations(); BOOL isAnyAnimationSignaled(const LLUUID *anim_array, const S32 num_anims); BOOL needsRenderBeam(); // Utility functions void resolveHeightGlobal(const LLVector3d &inPos, LLVector3d &outPos, LLVector3 &outNorm); void resolveHeightAgent(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm); void resolveRayCollisionAgent(const LLVector3d start_pt, const LLVector3d end_pt, LLVector3d &out_pos, LLVector3 &out_norm); void slamPosition(); // Slam position to transmitted position (for teleport); BOOL loadAvatar(); BOOL setupBone(LLVOAvatarBoneInfo* info, LLViewerJoint* parent); BOOL buildSkeleton(LLVOAvatarSkeletonInfo *info); // morph targets and such void processAvatarAppearance( LLMessageSystem* mesgsys ); void onFirstTEMessageReceived(); void updateSexDependentLayerSets( BOOL set_by_user ); void dirtyMesh(); // Dirty the avatar mesh virtual void setParent(LLViewerObject* parent); virtual void addChild(LLViewerObject *childp); virtual void removeChild(LLViewerObject *childp); LLViewerJointAttachment* getTargetAttachmentPoint(LLViewerObject* viewer_object); BOOL attachObject(LLViewerObject *viewer_object); BOOL detachObject(LLViewerObject *viewer_object); void lazyAttach(); void sitOnObject(LLViewerObject *sit_object); void getOffObject(); BOOL isWearingAttachment( const LLUUID& inv_item_id ); LLViewerObject* getWornAttachment( const LLUUID& inv_item_id ); const LLString getAttachedPointName(const LLUUID& inv_item_id); static LLVOAvatar* findAvatarFromAttachment( LLViewerObject* obj ); void updateMeshTextures(); //-------------------------------------------------------------------- // local textures for compositing. //-------------------------------------------------------------------- enum ELocTexIndex { LOCTEX_UPPER_SHIRT = 0, LOCTEX_UPPER_BODYPAINT = 1, LOCTEX_LOWER_PANTS = 2, LOCTEX_LOWER_BODYPAINT = 3, LOCTEX_HEAD_BODYPAINT = 4, LOCTEX_LOWER_SHOES = 5, LOCTEX_LOWER_SOCKS = 6, LOCTEX_UPPER_JACKET = 7, LOCTEX_LOWER_JACKET = 8, LOCTEX_UPPER_GLOVES = 9, LOCTEX_UPPER_UNDERSHIRT = 10, LOCTEX_LOWER_UNDERPANTS = 11, LOCTEX_EYES_IRIS = 12, LOCTEX_SKIRT = 13, LOCTEX_NUM_ENTRIES = 14 }; //-------------------------------------------------------------------- // texture compositing (used only by the LLTexLayer series of classes) //-------------------------------------------------------------------- LLColor4 getGlobalColor( const LLString& color_name ); BOOL isLocalTextureDataAvailable( LLTexLayerSet* layerset ); BOOL isLocalTextureDataFinal( LLTexLayerSet* layerset ); ETextureIndex getBakedTE( LLTexLayerSet* layerset ); void updateComposites(); void onGlobalColorChanged( LLTexGlobalColor* global_color, BOOL set_by_user ); BOOL getLocalTextureRaw( S32 index, LLImageRaw* image_raw_pp ); BOOL getLocalTextureGL( S32 index, LLImageGL** image_gl_pp ); const LLUUID& getLocalTextureID( S32 index ); LLGLuint getScratchTexName( LLGLenum format, U32* texture_bytes ); BOOL bindScratchTexture( LLGLenum format ); void invalidateComposite( LLTexLayerSet* layerset, BOOL set_by_user ); void forceBakeAllTextures(bool slam_for_debug = false); static void processRebakeAvatarTextures(LLMessageSystem* msg, void**); void setNewBakedTexture( ETextureIndex i, const LLUUID& uuid ); void setCachedBakedTexture( ETextureIndex i, const LLUUID& uuid ); void requestLayerSetUploads(); bool hasPendingBakedUploads(); static void onLocalTextureLoaded( BOOL succcess, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ); static void dumpArchetypeXML( void* ); static void dumpScratchTextureByteCount(); static void dumpBakedStatus(); static void deleteCachedImages(); static void destroyGL(); static void restoreGL(); static void initVertexPrograms(); static void cleanupVertexPrograms(); static enum EWearableType getTEWearableType( S32 te ); static LLUUID getDefaultTEImageID( S32 te ); //-------------------------------------------------------------------- // Clothing colors (conventience functions to access visual parameters //-------------------------------------------------------------------- void setClothesColor( ETextureIndex te, const LLColor4& new_color, BOOL set_by_user ); LLColor4 getClothesColor( ETextureIndex te ); BOOL teToColorParams( ETextureIndex te, const char* param_name[3] ); BOOL isWearingWearableType( EWearableType type ); //-------------------------------------------------------------------- // texture compositing //-------------------------------------------------------------------- void setLocTexTE( U8 te, LLViewerImage* image, BOOL set_by_user ); void setupComposites(); //-------------------------------------------------------------------- // member variables //-------------------------------------------------------------------- BOOL mDirtyMesh; LLFace *mShadow0Facep; LLFace *mShadow1Facep; LLFrameTimer mUpdateLODTimer; // controls frequency of LOD change calculations //-------------------------------------------------------------------- // State of deferred character building //-------------------------------------------------------------------- BOOL mIsBuilt; //-------------------------------------------------------------------- // avatar definition name //-------------------------------------------------------------------- char mAvatarDefinition[64]; /* Flawfinder: ignore */ //-------------------------------------------------------------------- // skeleton for skinned avatar //-------------------------------------------------------------------- S32 mNumJoints; LLViewerJoint *mSkeleton; S32 mNumCollisionVolumes; LLViewerJointCollisionVolume* mCollisionVolumes; //-------------------------------------------------------------------- // cached pointers to well known joints //-------------------------------------------------------------------- LLViewerJoint *mPelvisp; LLViewerJoint *mTorsop; LLViewerJoint *mChestp; LLViewerJoint *mNeckp; LLViewerJoint *mHeadp; LLViewerJoint *mSkullp; LLViewerJoint *mEyeLeftp; LLViewerJoint *mEyeRightp; LLViewerJoint *mHipLeftp; LLViewerJoint *mHipRightp; LLViewerJoint *mKneeLeftp; LLViewerJoint *mKneeRightp; LLViewerJoint *mAnkleLeftp; LLViewerJoint *mAnkleRightp; LLViewerJoint *mFootLeftp; LLViewerJoint *mFootRightp; LLViewerJoint *mWristLeftp; LLViewerJoint *mWristRightp; //-------------------------------------------------------------------- // special purpose joint for HUD attachments //-------------------------------------------------------------------- LLViewerJoint *mScreenp; F32 mHUDTargetZoom; F32 mHUDCurZoom; //-------------------------------------------------------------------- // mesh objects for skinned avatar //-------------------------------------------------------------------- LLViewerJoint mHairLOD; LLViewerJointMesh mHairMesh0; LLViewerJointMesh mHairMesh1; LLViewerJointMesh mHairMesh2; LLViewerJointMesh mHairMesh3; LLViewerJointMesh mHairMesh4; LLViewerJointMesh mHairMesh5; LLViewerJoint mHeadLOD; LLViewerJointMesh mHeadMesh0; LLViewerJointMesh mHeadMesh1; LLViewerJointMesh mHeadMesh2; LLViewerJointMesh mHeadMesh3; LLViewerJointMesh mHeadMesh4; LLViewerJoint mEyeLashLOD; LLViewerJointMesh mEyeLashMesh0; LLViewerJoint mUpperBodyLOD; LLViewerJointMesh mUpperBodyMesh0; LLViewerJointMesh mUpperBodyMesh1; LLViewerJointMesh mUpperBodyMesh2; LLViewerJointMesh mUpperBodyMesh3; LLViewerJointMesh mUpperBodyMesh4; LLViewerJoint mLowerBodyLOD; LLViewerJointMesh mLowerBodyMesh0; LLViewerJointMesh mLowerBodyMesh1; LLViewerJointMesh mLowerBodyMesh2; LLViewerJointMesh mLowerBodyMesh3; LLViewerJointMesh mLowerBodyMesh4; LLViewerJoint mEyeBallLeftLOD; LLViewerJointMesh mEyeBallLeftMesh0; LLViewerJointMesh mEyeBallLeftMesh1; LLViewerJoint mEyeBallRightLOD; LLViewerJointMesh mEyeBallRightMesh0; LLViewerJointMesh mEyeBallRightMesh1; LLViewerJoint mSkirtLOD; LLViewerJointMesh mSkirtMesh0; LLViewerJointMesh mSkirtMesh1; LLViewerJointMesh mSkirtMesh2; LLViewerJointMesh mSkirtMesh3; LLViewerJointMesh mSkirtMesh4; typedef std::multimap mesh_map_t; mesh_map_t mMeshes; //-------------------------------------------------------------------- // true if this avatar is for this viewers agent //-------------------------------------------------------------------- BOOL mIsSelf; //-------------------------------------------------------------------- // texture ids and pointers //-------------------------------------------------------------------- LLUUID mShadowImageID; LLPointer mShadowImagep; LLUUID mLastHeadBakedID; LLUUID mLastUpperBodyBakedID; LLUUID mLastLowerBodyBakedID; LLUUID mLastEyesBakedID; LLUUID mLastSkirtBakedID; //-------------------------------------------------------------------- // Misc Render State //-------------------------------------------------------------------- BOOL mIsDummy; // For special views S32 mSpecialRenderMode; // Special lighting //-------------------------------------------------------------------- // Animation timer //-------------------------------------------------------------------- LLTimer mAnimTimer; F32 mTimeLast; //-------------------------------------------------------------------- // Measures speed (for diagnostics mostly). //-------------------------------------------------------------------- F32 mSpeedAccum; //-------------------------------------------------------------------- // animation state data //-------------------------------------------------------------------- typedef std::map::iterator AnimIterator; std::map mSignaledAnimations; // requested state of Animation name/value std::map mPlayingAnimations; // current state of Animation name/value typedef std::multimap AnimationSourceMap; typedef AnimationSourceMap::iterator AnimSourceIterator; AnimationSourceMap mAnimationSources; // object ids that triggered anim ids BOOL mTurning; // controls hysteresis on avatar rotation //-------------------------------------------------------------------- // misc. animation related state //-------------------------------------------------------------------- F32 mSpeed; // // Shadow stuff // LLDrawable* mShadow; BOOL mInAir; LLFrameTimer mTimeInAir; //-------------------------------------------------------------------- // Keeps track of foot step state for generating sounds //-------------------------------------------------------------------- BOOL mWasOnGroundLeft; BOOL mWasOnGroundRight; LLVector4 mFootPlane; //-------------------------------------------------------------------- // Keep track of the material being stepped on //-------------------------------------------------------------------- BOOL mStepOnLand; U8 mStepMaterial; LLVector3 mStepObjectVelocity; //-------------------------------------------------------------------- // Pelvis height adjustment members. //-------------------------------------------------------------------- F32 mPelvisToFoot; LLVector3 mBodySize; S32 mLastSkeletonSerialNum; //-------------------------------------------------------------------- // current head position //-------------------------------------------------------------------- LLVector3 mHeadOffset; //-------------------------------------------------------------------- // avatar skeleton //-------------------------------------------------------------------- LLViewerJoint mRoot; //-------------------------------------------------------------------- // sitting state //-------------------------------------------------------------------- BOOL mIsSitting; //-------------------------------------------------------------------- // Display the name, then optionally fade it out //-------------------------------------------------------------------- LLFrameTimer mTimeVisible; LLPointer mNameText; std::deque mChats; LLFrameTimer mChatTimer; BOOL mTyping; LLFrameTimer mTypingTimer; //-------------------------------------------------------------------- // destroy mesh data after being invisible for a while //-------------------------------------------------------------------- BOOL mMeshValid; BOOL mVisible; LLFrameTimer mMeshInvisibleTime; //-------------------------------------------------------------------- // wind rippling in clothes //-------------------------------------------------------------------- LLVector4 mWindVec; F32 mWindFreq; F32 mRipplePhase; LLFrameTimer mRippleTimer; F32 mRippleTimeLast; LLVector3 mRippleAccel; LLVector3 mLastVel; BOOL mBelowWater; //-------------------------------------------------------------------- // appearance morphing //-------------------------------------------------------------------- LLFrameTimer mAppearanceMorphTimer; BOOL mAppearanceAnimSetByUser; F32 mLastAppearanceBlendTime; BOOL mAppearanceAnimating; //-------------------------------------------------------------------- // static members //-------------------------------------------------------------------- static S32 sMaxVisible; static S32 sCurJoint; static S32 sCurVolume; static BOOL sShowAnimationDebug; // show animation debug info static BOOL sShowFootPlane; // show foot collision plane reported by server static BOOL sShowCollisionVolumes; // show skeletal collision volumes static BOOL sVisibleInFirstPerson; static S32 sMaxOtherAvatarsToComposite; static S32 sNumLODChangesThisFrame; // global table of sound ids per material, and the ground static LLUUID sStepSounds[LL_MCODE_END]; static LLUUID sStepSoundOnLand; static S32 sRenderName; static S32 sNumVisibleChatBubbles; static BOOL sDebugInvisible; static BOOL sShowAttachmentPoints; // Number of instances of this class static S32 sNumVisibleAvatars; // Scratch textures used for compositing static LLMap< LLGLenum, LLGLuint*> sScratchTexNames; static LLMap< LLGLenum, F32*> sScratchTexLastBindTime; static S32 sScratchTexBytes; // map of attachment points, by ID LLPtrSkipMap mAttachmentPoints; // xml parse tree of avatar config file static LLXmlTree sXMLTree; // xml parse tree of avatar skeleton file static LLXmlTree sSkeletonXMLTree; // number of avatar duplicates, for debugging purposes static BOOL sAvatarLoadTest; // user-settable LOD factor static F32 sLODFactor; // output total number of joints being touched for each avatar static BOOL sJointDebug; static ETextureIndex sBakedTextureIndices[BAKED_TEXTURE_COUNT]; //-------------------------------------------------------------------- // Texture Layer Sets and Global Colors //-------------------------------------------------------------------- LLTexLayerSet* mHeadLayerSet; LLTexLayerSet* mUpperBodyLayerSet; LLTexLayerSet* mLowerBodyLayerSet; LLTexLayerSet* mEyesLayerSet; LLTexLayerSet* mSkirtLayerSet; protected: LLPointer mBeam; LLFrameTimer mBeamTimer; LLFrameTimer mEditEffectTimer; F32 mRenderPriority; F32 mAdjustedPixelArea; LLWString mNameString; LLString mTitle; BOOL mNameAway; BOOL mNameBusy; BOOL mNameMute; BOOL mNameAppearance; BOOL mVisibleChat; LLString mDebugText; U64 mLastRegionHandle; LLFrameTimer mRegionCrossingTimer; S32 mRegionCrossingCount; //-------------------------------------------------------------------- // local textures for compositing. //-------------------------------------------------------------------- LLPointer mLocalTexture[ LOCTEX_NUM_ENTRIES ]; BOOL mLocalTextureBaked[ LOCTEX_NUM_ENTRIES ]; // Texture is covered by a baked texture S32 mLocalTextureDiscard[ LOCTEX_NUM_ENTRIES ]; LLUUID mSavedTE[ TEX_NUM_ENTRIES ]; BOOL mFirstTEMessageReceived; BOOL mFirstAppearanceMessageReceived; BOOL mHeadBakedLoaded; S32 mHeadMaskDiscard; BOOL mUpperBakedLoaded; S32 mUpperMaskDiscard; BOOL mLowerBakedLoaded; S32 mLowerMaskDiscard; BOOL mEyesBakedLoaded; BOOL mSkirtBakedLoaded; //RN: testing 2 pass rendering U32 mHeadMaskTexName; U32 mUpperMaskTexName; U32 mLowerMaskTexName; BOOL mCulled; F32 mMinPixelArea; // debug F32 mMaxPixelArea; // debug //-------------------------------------------------------------------- // Global Colors //-------------------------------------------------------------------- LLTexGlobalColor* mTexSkinColor; LLTexGlobalColor* mTexHairColor; LLTexGlobalColor* mTexEyeColor; static LLVOAvatarSkeletonInfo* sSkeletonInfo; static LLVOAvatarInfo* sAvatarInfo; protected: BOOL loadSkeletonNode(); BOOL loadMeshNodes(); BOOL isFullyBaked(); void deleteLayerSetCaches(); static BOOL areAllNearbyInstancesBaked(); static void onBakedTextureMasksLoaded(BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata); void setLocalTexture(ELocTexIndex i, LLViewerImage* tex, BOOL baked_version_exits); void requestLayerSetUpdate(LLVOAvatar::ELocTexIndex i); void addLocalTextureStats(LLVOAvatar::ELocTexIndex i, LLViewerImage* imagep, F32 texel_area_ratio, BOOL rendered, BOOL covered_by_baked); void addBakedTextureStats( LLViewerImage* imagep, F32 pixel_area, F32 texel_area_ratio, S32 boost_level); static void onInitialBakedTextureLoaded( BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata ); static void onBakedTextureLoaded(BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata); void useBakedTexture(const LLUUID& id); void dumpAvatarTEs(const char* context); void removeMissingBakedTextures(); LLTexLayerSet* getLayerSet(ETextureIndex index) const; LLHost getObjectHost() const; S32 getLocalDiscardLevel( S32 index); //Ventrella //----------------------------------------------------------------------------------------------- // the Voice Visualizer is responsible for detecting the user's voice signal, and when the // user speaks, it puts a voice symbol over the avatar's head, and triggering gesticulations //----------------------------------------------------------------------------------------------- private: LLVoiceVisualizer * mVoiceVisualizer; int mCurrentGesticulationLevel; //End Ventrella }; #endif // LL_VO_AVATAR_H