/** * @file llvoavatar.h * @brief Declaration of LLVOAvatar class which is a derivation fo * LLViewerObject * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLVOAVATAR_H #define LL_LLVOAVATAR_H #include #include #include #include #include "llchat.h" #include "llviewerobject.h" #include "llcharacter.h" #include "llviewerjointmesh.h" #include "llviewerjointattachment.h" #include "llrendertarget.h" #include "llwearable.h" #include "llvoavatardefines.h" extern const LLUUID ANIM_AGENT_BODY_NOISE; extern const LLUUID ANIM_AGENT_BREATHE_ROT; extern const LLUUID ANIM_AGENT_EDITING; extern const LLUUID ANIM_AGENT_EYE; extern const LLUUID ANIM_AGENT_FLY_ADJUST; extern const LLUUID ANIM_AGENT_HAND_MOTION; extern const LLUUID ANIM_AGENT_HEAD_ROT; extern const LLUUID ANIM_AGENT_PELVIS_FIX; extern const LLUUID ANIM_AGENT_TARGET; extern const LLUUID ANIM_AGENT_WALK_ADJUST; class LLTexLayerSet; class LLVoiceVisualizer; class LLHUDText; class LLHUDEffectSpiral; class LLTexGlobalColor; class LLVOAvatarBoneInfo; class LLVOAvatarSkeletonInfo; class LLVOAvatarXmlInfo; //------------------------------------------------------------------------ // LLVOAvatar //------------------------------------------------------------------------ class LLVOAvatar : public LLViewerObject, public LLCharacter { protected: virtual ~LLVOAvatar(); public: LLVOAvatar(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp); /*virtual*/ void markDead(); void startDefaultMotions(); static void updateImpostors(); //-------------------------------------------------------------------- // LLViewerObject interface //-------------------------------------------------------------------- public: static void initClass(); // Initialize data that's only init'd once per class. static void cleanupClass(); // Cleanup data that's only init'd once per class. static BOOL parseSkeletonFile(const std::string& 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); void idleUpdateVoiceVisualizer(bool voice_enabled); void idleUpdateMisc(bool detailed_update); void idleUpdateAppearanceAnimation(); void idleUpdateLipSync(bool voice_enabled); void idleUpdateLoadingEffect(); void idleUpdateWindEffect(); void idleUpdateNameTag(const LLVector3& root_pos_last); void idleUpdateRenderCost(); void idleUpdateTractorBeam(); void idleUpdateBelowWater(); public: virtual BOOL updateLOD(); /*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 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255)); U32 renderRigid(); U32 renderSkinned(EAvatarRenderPass pass); U32 renderTransparent(BOOL first_pass); void renderCollisionVolumes(); /*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end, S32 face = -1, // which face to check, -1 = ALL_SIDES BOOL pick_transparent = FALSE, S32* face_hit = NULL, // which face was hit LLVector3* intersection = NULL, // return the intersection point LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point LLVector3* normal = NULL, // return the surface normal at the intersection point LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point ); /*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*/ void onShift(const LLVector3& shift_vector); virtual U32 getPartitionType() const; void updateVisibility(); void updateAttachmentVisibility(U32 camera_mode); void clampAttachmentPositions(); S32 getAttachmentCount(); // Warning: order(N) not order(1) // HUD functions BOOL hasHUDAttachment() const; LLBBox getHUDBBox() const; void rebuildHUD(); /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline); /*virtual*/ BOOL updateGeometry(LLDrawable *drawable); /*virtual*/ void setPixelAreaAndAngle(LLAgent &agent); BOOL updateJointLODs(); virtual void updateRegion(LLViewerRegion *regionp); virtual const LLVector3 getRenderPosition() const; virtual void updateDrawable(BOOL force_damped); void updateSpatialExtents(LLVector3& newMin, LLVector3 &newMax); void getSpatialExtents(LLVector3& newMin, LLVector3& newMax); BOOL isImpostor() const; BOOL needsImpostorUpdate() const; const LLVector3& getImpostorOffset() const; const LLVector2& getImpostorDim() const; void getImpostorValues(LLVector3* extents, LLVector3& angle, F32& distance) const; void cacheImpostorValues(); void setImpostorDim(const LLVector2& dim); //-------------------------------------------------------------------- // LLCharacter interface //-------------------------------------------------------------------- public: 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 //-------------------------------------------------------------------- public: static void onCustomizeStart(); static void onCustomizeEnd(); public: static void dumpTotalLocalTextureByteCount(); protected: void getLocalTextureByteCount( S32* gl_byte_count ); public: LLMotion* findMotion(const LLUUID& id); BOOL isVisible(); BOOL isSelf() const { return mIsSelf; } BOOL isCulled() const { return mCulled; } public: static void cullAvatarsByPixelArea(); void setVisibilityRank(U32 rank); U32 getVisibilityRank(); // unused protected: S32 getUnbakedPixelAreaRank(); public: void dumpLocalTextures(); const LLUUID& grabLocalTexture(LLVOAvatarDefines::ETextureIndex index); BOOL canGrabLocalTexture(LLVOAvatarDefines::ETextureIndex index); BOOL isTextureDefined(U8 te) const; BOOL isTextureVisible(U8 te) const; 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" std::string getFullname() const; BOOL updateCharacter(LLAgent &agent); void updateHeadOffset(); F32 getPelvisToFoot() const { return mPelvisToFoot; } public: BOOL isAnyAnimationSignaled(const LLUUID *anim_array, const S32 num_anims); void processAnimationStateChanges(); protected: BOOL processSingleAnimationStateChange(const LLUUID &anim_id, BOOL start); void resetAnimations(); public: 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); // morph targets and such void processAvatarAppearance( LLMessageSystem* mesgsys ); void onFirstTEMessageReceived(); void updateSexDependentLayerSets( BOOL set_by_user ); void dirtyMesh(); // Dirty the avatar mesh void hideSkirt(); 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 std::string getAttachedPointName(const LLUUID& inv_item_id); static LLVOAvatar* findAvatarFromAttachment( LLViewerObject* obj ); void updateMeshTextures(); //-------------------------------------------------------------------- // texture compositing (used only by the LLTexLayer series of classes) //-------------------------------------------------------------------- public: LLColor4 getGlobalColor( const std::string& color_name ); BOOL isLocalTextureDataAvailable( LLTexLayerSet* layerset ); BOOL isLocalTextureDataFinal( LLTexLayerSet* layerset ); LLVOAvatarDefines::ETextureIndex getBakedTE( LLTexLayerSet* layerset ); void updateComposites(); void onGlobalColorChanged( LLTexGlobalColor* global_color, BOOL set_by_user ); BOOL getLocalTextureRaw( LLVOAvatarDefines::ETextureIndex index, LLImageRaw* image_raw_pp ); BOOL getLocalTextureGL( LLVOAvatarDefines::ETextureIndex index, LLImageGL** image_gl_pp ); const LLUUID& getLocalTextureID( LLVOAvatarDefines::ETextureIndex index ); LLGLuint getScratchTexName( LLGLenum format, U32* texture_bytes ); BOOL bindScratchTexture( LLGLenum format ); void invalidateComposite( LLTexLayerSet* layerset, BOOL set_by_user ); void invalidateAll(); void forceBakeAllTextures(bool slam_for_debug = false); static void processRebakeAvatarTextures(LLMessageSystem* msg, void**); void setNewBakedTexture( LLVOAvatarDefines::ETextureIndex i, const LLUUID& uuid ); void setCachedBakedTexture( LLVOAvatarDefines::ETextureIndex i, const LLUUID& uuid ); void releaseUnnecessaryTextures(); 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(bool clearAll=true); static void destroyGL(); static void restoreGL(); static void resetImpostors(); static enum EWearableType getTEWearableType(LLVOAvatarDefines::ETextureIndex te ); static LLUUID getDefaultTEImageID(LLVOAvatarDefines::ETextureIndex te ); static void onChangeSelfInvisible(BOOL newvalue); void setInvisible(BOOL newvalue); //-------------------------------------------------------------------- // Clothing colors (conventience functions to access visual parameters //-------------------------------------------------------------------- public: void setClothesColor( LLVOAvatarDefines::ETextureIndex te, const LLColor4& new_color, BOOL set_by_user ); LLColor4 getClothesColor( LLVOAvatarDefines::ETextureIndex te ); BOOL teToColorParams( LLVOAvatarDefines::ETextureIndex te, const char* param_name[3] ); BOOL isWearingWearableType( EWearableType type ); //-------------------------------------------------------------------- // texture compositing //-------------------------------------------------------------------- public: void setLocTexTE( U8 te, LLViewerImage* image, BOOL set_by_user ); void setupComposites(); //-------------------------------------------------------------------- // Handling partially loaded avatars (Ruth) //-------------------------------------------------------------------- public: BOOL isFullyLoaded(); BOOL updateIsFullyLoaded(); private: BOOL mFullyLoaded; BOOL mPreviousFullyLoaded; BOOL mFullyLoadedInitialized; S32 mFullyLoadedFrameCounter; LLFrameTimer mFullyLoadedTimer; //-------------------------------------------------------------------- // Collision Volumes //-------------------------------------------------------------------- public: S32 mNumCollisionVolumes; LLViewerJointCollisionVolume* mCollisionVolumes; //-------------------------------------------------------------------- // cached pointers to well known joints //-------------------------------------------------------------------- public: 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; //-------------------------------------------------------------------- // impostor state //-------------------------------------------------------------------- public: LLRenderTarget mImpostor; BOOL mNeedsImpostorUpdate; private: LLVector3 mImpostorOffset; LLVector2 mImpostorDim; BOOL mNeedsAnimUpdate; LLVector3 mImpostorExtents[2]; LLVector3 mImpostorAngle; F32 mImpostorDistance; F32 mImpostorPixelArea; LLVector3 mLastAnimExtents[2]; //-------------------------------------------------------------------- // Misc Render State //-------------------------------------------------------------------- public: BOOL mIsDummy; // For special views S32 mSpecialRenderMode; // Special lighting //-------------------------------------------------------------------- // animation state data //-------------------------------------------------------------------- public: 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 //-------------------------------------------------------------------- // Shadowing //-------------------------------------------------------------------- public: void updateShadowFaces(); LLDrawable* mShadow; private: LLFace* mShadow0Facep; LLFace* mShadow1Facep; LLPointer mShadowImagep; //-------------------------------------------------------------------- // Keeps track of foot step state for generating sounds //-------------------------------------------------------------------- public: void setFootPlane(const LLVector4 &plane) { mFootPlane = plane; } LLVector4 mFootPlane; private: BOOL mWasOnGroundLeft; BOOL mWasOnGroundRight; //-------------------------------------------------------------------- // Pelvis height adjustment members. //-------------------------------------------------------------------- public: LLVector3 mBodySize; S32 mLastSkeletonSerialNum; private: F32 mPelvisToFoot; //-------------------------------------------------------------------- // Display the name, then optionally fade it out //-------------------------------------------------------------------- public: LLFrameTimer mChatTimer; LLPointer mNameText; private: LLFrameTimer mTimeVisible; std::deque mChats; BOOL mTyping; LLFrameTimer mTypingTimer; //-------------------------------------------------------------------- // wind rippling in clothes //-------------------------------------------------------------------- public: LLVector4 mWindVec; F32 mRipplePhase; BOOL mBelowWater; private: F32 mWindFreq; LLFrameTimer mRippleTimer; F32 mRippleTimeLast; LLVector3 mRippleAccel; LLVector3 mLastVel; //-------------------------------------------------------------------- // appearance morphing //-------------------------------------------------------------------- public: BOOL mAppearanceAnimating; private: LLFrameTimer mAppearanceMorphTimer; BOOL mAppearanceAnimSetByUser; F32 mLastAppearanceBlendTime; //-------------------------------------------------------------------- // Attachments //-------------------------------------------------------------------- public: // map of attachment points, by ID typedef std::map attachment_map_t; attachment_map_t mAttachmentPoints; std::vector > mPendingAttachment; //-------------------------------------------------------------------- // static preferences that are controlled by user settings/menus //-------------------------------------------------------------------- public: static S32 sRenderName; static BOOL sRenderGroupTitles; static S32 sMaxVisible; static F32 sRenderDistance; //distance at which avatars will render (affected by control "RenderAvatarMaxVisible") static BOOL sShowAnimationDebug; // show animation debug info static BOOL sUseImpostors; //use impostors for far away avatars static BOOL sShowFootPlane; // show foot collision plane reported by server static BOOL sShowCollisionVolumes; // show skeletal collision volumes static BOOL sVisibleInFirstPerson; static S32 sNumLODChangesThisFrame; static S32 sNumVisibleChatBubbles; static BOOL sDebugInvisible; static BOOL sShowAttachmentPoints; static F32 sLODFactor; // user-settable LOD factor static BOOL sJointDebug; // output total number of joints being touched for each avatar static BOOL sDebugAvatarRotation; static S32 sNumVisibleAvatars; // Number of instances of this class //-------------------------------------------------------------------- // Miscellaneous public variables. //-------------------------------------------------------------------- public: BOOL mInAir; LLFrameTimer mTimeInAir; LLVector3 mHeadOffset; // current head position LLViewerJoint mRoot; // avatar skeleton BOOL mIsSitting; // sitting state //-------------------------------------------------------------------- // Private member variables. //-------------------------------------------------------------------- private: BOOL mIsSelf; // True if this avatar is for this viewer's agent LLViewerJoint *mScreenp; // special purpose joint for HUD attachments BOOL mIsBuilt; // state of deferred character building F32 mSpeedAccum; // measures speed (for diagnostics mostly). // LLFrameTimer mUpdateLODTimer; // controls frequency of LOD change calculations BOOL mDirtyMesh; BOOL mTurning; // controls hysteresis on avatar rotation F32 mSpeed; // misc. animation repeated state // Keep track of the material being stepped on BOOL mStepOnLand; U8 mStepMaterial; LLVector3 mStepObjectVelocity; // Destroy mesh data after being invisible for a while BOOL mMeshValid; BOOL mVisible; LLFrameTimer mMeshInvisibleTime; // Lip synch morph stuff bool mLipSyncActive; // we're morphing for lip sync LLVisualParam* mOohMorph; // cached pointers morphs for lip sync LLVisualParam* mAahMorph; // cached pointers morphs for lip sync // Skeleton for skinned avatar S32 mNumJoints; LLViewerJoint* mSkeleton; // Scratch textures used for compositing static LLMap< LLGLenum, LLGLuint*> sScratchTexNames; static LLMap< LLGLenum, F32*> sScratchTexLastBindTime; static S32 sScratchTexBytes; // Global table of sound ids per material, and the ground const static LLUUID sStepSounds[LL_MCODE_END]; const static LLUUID sStepSoundOnLand; // Xml parse tree of avatar config file static LLXmlTree sXMLTree; // Xml parse tree of avatar skeleton file static LLXmlTree sSkeletonXMLTree; // 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 LLVoiceVisualizer* mVoiceVisualizer; int mCurrentGesticulationLevel; // Animation timer LLTimer mAnimTimer; F32 mTimeLast; LLPointer mBeam; LLFrameTimer mBeamTimer; F32 mAdjustedPixelArea; LLWString mNameString; std::string mTitle; BOOL mNameAway; BOOL mNameBusy; BOOL mNameMute; BOOL mNameAppearance; BOOL mVisibleChat; BOOL mRenderGroupTitles; std::string mDebugText; U64 mLastRegionHandle; LLFrameTimer mRegionCrossingTimer; S32 mRegionCrossingCount; //-------------------------------------------------------------------- // local textures for compositing. //-------------------------------------------------------------------- private: LLUUID mSavedTE[ LLVOAvatarDefines::TEX_NUM_INDICES ]; BOOL mFirstTEMessageReceived; BOOL mFirstAppearanceMessageReceived; BOOL mHasBakedHair; BOOL mCulled; U32 mVisibilityRank; F32 mMinPixelArea; // debug F32 mMaxPixelArea; // debug BOOL mHasGrey; // debug //-------------------------------------------------------------------- // Global Colors //-------------------------------------------------------------------- private: LLTexGlobalColor* mTexSkinColor; LLTexGlobalColor* mTexHairColor; LLTexGlobalColor* mTexEyeColor; BOOL mNeedsSkin; //if TRUE, avatar has been animated and verts have not been updated S32 mUpdatePeriod; //-------------------------------------------------------------------- // Internal functions //-------------------------------------------------------------------- protected: void buildCharacter(); void releaseMeshData(); void restoreMeshData(); void updateMeshData(); void computeBodySize(); const LLUUID& getStepSound() const; BOOL needsRenderBeam(); BOOL allocateCollisionVolumes( U32 num ); void resetHUDAttachments(); static void getAnimLabels( LLDynamicArray* labels ); static void getAnimNames( LLDynamicArray* names ); //-------------------------------------------------------------------- // Textures and Layers //-------------------------------------------------------------------- protected: BOOL loadSkeletonNode(); BOOL loadMeshNodes(); BOOL isFullyBaked(); void deleteLayerSetCaches(bool clearAll = true); static BOOL areAllNearbyInstancesBaked(S32& grey_avatars); static void onBakedTextureMasksLoaded(BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata); void setLocalTexture(LLVOAvatarDefines::ETextureIndex i, LLViewerImage* tex, BOOL baked_version_exits); void requestLayerSetUpdate(LLVOAvatarDefines::ETextureIndex i); void addLocalTextureStats(LLVOAvatarDefines::ETextureIndex 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 std::string& context); void removeMissingBakedTextures(); LLTexLayerSet* getLayerSet(LLVOAvatarDefines::ETextureIndex index) const; LLHost getObjectHost() const; S32 getLocalDiscardLevel(LLVOAvatarDefines::ETextureIndex index); public: static void updateFreezeCounter(S32 counter = 0 ); private: static S32 sFreezeCounter; //----------------------------------------------------------------------------------------------- // Avatar skeleton setup. //----------------------------------------------------------------------------------------------- private: BOOL loadAvatar(); BOOL setupBone(const LLVOAvatarBoneInfo* info, LLViewerJoint* parent, S32 ¤t_volume_num, S32 ¤t_joint_num); BOOL buildSkeleton(const LLVOAvatarSkeletonInfo *info); //----------------------------------------------------------------------------------------------- // Per-avatar information about texture data. // To-do: Move this to private implementation class //----------------------------------------------------------------------------------------------- private: struct BakedTextureData { LLUUID mLastTextureIndex; LLTexLayerSet* mTexLayerSet; bool mIsLoaded; LLVOAvatarDefines::ETextureIndex mTextureIndex; U32 mMaskTexName; // Stores pointers to the joint meshes that this baked texture deals with std::vector< LLViewerJointMesh * > mMeshes; // std::vector mJoints[i]->mMeshParts }; typedef std::vector bakedtexturedata_vec_t; bakedtexturedata_vec_t mBakedTextureData; struct LocalTextureData { LocalTextureData() : mIsBakedReady(FALSE), mDiscard(MAX_DISCARD_LEVEL+1), mImage(NULL) {} LLPointer mImage; BOOL mIsBakedReady; S32 mDiscard; }; typedef std::map localtexture_map_t; localtexture_map_t mLocalTextureData; typedef std::multimap polymesh_map_t; polymesh_map_t mMeshes; std::vector mMeshLOD; S32 mNumInitFaces ; //number of faces generated when creating the avatar drawable, does not inculde splitted faces due to long vertex buffer. //----------------------------------------------------------------------------------------------- // Static texture/mesh/baked dictionary for avatars //----------------------------------------------------------------------------------------------- public: static BOOL isIndexLocalTexture(LLVOAvatarDefines::ETextureIndex i); static BOOL isIndexBakedTexture(LLVOAvatarDefines::ETextureIndex i); private: static const LLVOAvatarDefines::LLVOAvatarDictionary *getDictionary() { return sAvatarDictionary; } static LLVOAvatarDefines::LLVOAvatarDictionary *sAvatarDictionary; static LLVOAvatarSkeletonInfo* sAvatarSkeletonInfo; static LLVOAvatarXmlInfo* sAvatarXmlInfo; //----------------------------------------------------------------------------------------------- // Diagnostics //----------------------------------------------------------------------------------------------- public: static F32 sUnbakedTime; // Total seconds with >=1 unbaked avatars static F32 sUnbakedUpdateTime; // Last time stats were updated (to prevent multiple updates per frame) static F32 sGreyTime; // Total seconds with >=1 grey avatars static F32 sGreyUpdateTime; // Last time stats were updated (to prevent multiple updates per frame) const std::string getBakedStatusForPrintout() const; }; //----------------------------------------------------------------------------------------------- // Inlines //----------------------------------------------------------------------------------------------- inline BOOL LLVOAvatar::isTextureDefined(U8 te) const { return (getTEImage(te)->getID() != IMG_DEFAULT_AVATAR && getTEImage(te)->getID() != IMG_DEFAULT); } inline BOOL LLVOAvatar::isTextureVisible(U8 te) const { return (!isTextureDefined(te) || getTEImage(te)->getID() != IMG_INVISIBLE); } #endif // LL_VO_AVATAR_H