/** * @file llvotree.h * @brief LLVOTree class header file * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2009, 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_LLVOTREE_H #define LL_LLVOTREE_H #include "llviewerobject.h" #include "lldarray.h" #include "xform.h" class LLFace; class LLDrawPool; class LLViewerFetchedTexture; class LLVOTree : public LLViewerObject { protected: ~LLVOTree(); public: enum { VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) | (1 << LLVertexBuffer::TYPE_NORMAL) | (1 << LLVertexBuffer::TYPE_TEXCOORD0) }; LLVOTree(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp); // Initialize data that's only inited once per class. static void initClass(); static void cleanupClass(); /*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); // Graphical stuff for objects - maybe broken out into render class later? /*virtual*/ void render(LLAgent &agent); /*virtual*/ void setPixelAreaAndAngle(LLAgent &agent); /*virtual*/ void updateTextures(); /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline); /*virtual*/ BOOL updateGeometry(LLDrawable *drawable); /*virtual*/ void updateSpatialExtents(LLVector4a &min, LLVector4a &max); virtual U32 getPartitionType() const; void updateRadius(); void calcNumVerts(U32& vert_count, U32& index_count, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 branches); void updateMesh(); void appendMesh(LLStrider& vertices, LLStrider& normals, LLStrider& tex_coords, LLStrider& indices, U16& idx_offset, LLMatrix4& matrix, LLMatrix4& norm_mat, S32 vertex_offset, S32 vertex_count, S32 index_count, S32 index_offset); void genBranchPipeline(LLStrider& vertices, LLStrider& normals, LLStrider& tex_coords, LLStrider& indices, U16& index_offset, LLMatrix4& matrix, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha); U32 drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha); /*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 ); static S32 sMaxTreeSpecies; struct TreeSpeciesData { LLUUID mTextureID; F32 mBranchLength; // Scale (length) of tree branches F32 mDroop; // Droop from vertical (degrees) at each branch recursion F32 mTwist; // Twist F32 mBranches; // Number of branches emitted at each recursion level U8 mDepth; // Number of recursions to tips of branches F32 mScaleStep; // Multiplier for scale at each recursion level U8 mTrunkDepth; F32 mLeafScale; // Scales leaf texture when rendering F32 mTrunkLength; // Scales branch diameters when rendering F32 mBillboardScale; // Scales the billboard representation F32 mBillboardRatio; // Height to width aspect ratio F32 mTrunkAspect; F32 mBranchAspect; F32 mRandomLeafRotate; F32 mNoiseScale; // Scaling of noise function in perlin space (norm = 1.0) F32 mNoiseMag; // amount of perlin noise to deform by (0 = none) F32 mTaper; // amount of perlin noise to deform by (0 = none) F32 mRepeatTrunkZ; // Times to repeat the trunk texture vertically along trunk }; static F32 sTreeFactor; // Tree level of detail factor static const S32 sMAX_NUM_TREE_LOD_LEVELS ; friend class LLDrawPoolTree; protected: LLVector3 mTrunkBend; // Accumulated wind (used for blowing trees) LLVector3 mTrunkVel; // LLVector3 mWind; LLPointer mReferenceBuffer; //reference geometry for generating tree mesh LLPointer mTreeImagep; // Pointer to proper tree image U8 mSpecies; // Species of tree F32 mBranchLength; // Scale (length) of tree branches F32 mTrunkLength; // Trunk length (first recursion) F32 mDroop; // Droop from vertical (degrees) at each branch recursion F32 mTwist; // Twist F32 mBranches; // Number of branches emitted at each recursion level U8 mDepth; // Number of recursions to tips of branches F32 mScaleStep; // Multiplier for scale at each recursion level U8 mTrunkDepth; U32 mTrunkLOD; F32 mLeafScale; // Scales leaf texture when rendering F32 mBillboardScale; // How big to draw the billboard? F32 mBillboardRatio; // Height to width ratio of billboard F32 mTrunkAspect; // Ratio between width/length of trunk F32 mBranchAspect; // Ratio between width/length of branch F32 mRandomLeafRotate; // How much to randomly rotate leaves about arbitrary axis // cache last position+rotation so we can detect the need for a // complete rebuild when not animating LLVector3 mLastPosition; LLQuaternion mLastRotation; U32 mFrameCount; typedef std::map SpeciesMap; static SpeciesMap sSpeciesTable; static S32 sLODIndexOffset[4]; static S32 sLODIndexCount[4]; static S32 sLODVertexOffset[4]; static S32 sLODVertexCount[4]; static S32 sLODSlices[4]; static F32 sLODAngles[4]; }; #endif