/** * @file llworld.h * @brief Initial test structure to organize viewer regions * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLWORLD_H #define LL_LLWORLD_H #include "llpatchvertexarray.h" #include "llmath.h" //#include "vmath.h" #include "v3math.h" #include "llmemory.h" #include "llstring.h" #include "llviewerpartsim.h" #include "llviewerimage.h" class LLViewerRegion; class LLVector3d; class LLMessageSystem; class LLNetMap; class LLHost; class LLViewerObject; class LLVOWater; class LLSurfacePatch; class LLCloudPuff; class LLCloudGroup; class LLVOAvatar; // LLWorld maintains a stack of unused viewer_regions and an array of pointers to viewer regions // as simulators are connected to, viewer_regions are popped off the stack and connected as required // as simulators are removed, they are pushed back onto the stack class LLWorld { public: LLWorld(const U32 grids_per_region, const F32 meters_per_grid); ~LLWorld(); LLViewerRegion* addRegion(const U64 ®ion_handle, const LLHost &host); // safe to call if already present, does the "right thing" if // hosts are same, or if hosts are different, etc... void removeRegion(const LLHost &host); void disconnectRegions(); // Send quit messages to all child regions LLViewerRegion* getRegion(const LLHost &host); LLViewerRegion* getRegionFromPosGlobal(const LLVector3d &pos); LLViewerRegion* getRegionFromPosAgent(const LLVector3 &pos); LLViewerRegion* getRegionFromHandle(const U64 &handle); BOOL positionRegionValidGlobal(const LLVector3d& pos); // true if position is in valid region LLVector3d clipToVisibleRegions(const LLVector3d &start_pos, const LLVector3d &end_pos); void updateAgentOffset(const LLVector3d &offset); // All of these should be in the agent coordinate frame LLViewerRegion* resolveRegionGlobal(LLVector3 &localpos, const LLVector3d &position); LLViewerRegion* resolveRegionAgent(LLVector3 &localpos, const LLVector3 &position); F32 resolveLandHeightGlobal(const LLVector3d &position); F32 resolveLandHeightAgent(const LLVector3 &position); // Return the lowest allowed Z point to prevent objects from being moved // underground. F32 getMinAllowedZ(LLViewerObject* object); // takes a line segment defined by point_a and point_b, then // determines the closest (to point_a) point of intersection that is // on the land surface or on an object of the world. // Stores results in "intersection" and "intersection_normal" and // returns a scalar value that is the normalized (by length of line segment) // distance along the line from "point_a" to "intersection". // // Currently assumes point_a and point_b only differ in z-direction, // but it may eventually become more general. F32 resolveStepHeightGlobal(const LLVOAvatar* avatarp, const LLVector3d &point_a, const LLVector3d &point_b, LLVector3d &intersection, LLVector3 &intersection_normal, LLViewerObject** viewerObjectPtr=NULL); LLSurfacePatch * resolveLandPatchGlobal(const LLVector3d &position); LLVector3 resolveLandNormalGlobal(const LLVector3d &position); // absolute frame U32 getRegionWidthInPoints() const { return mWidth; } F32 getRegionScale() const { return mScale; } // region X and Y size in meters F32 getRegionWidthInMeters() const { return mWidthInMeters; } F32 getRegionMinHeight() const { return -mWidthInMeters; } F32 getRegionMaxHeight() const { return 3.f*mWidthInMeters; } void updateRegions(F32 max_update_time); void updateVisibilities(); void updateParticles(); void updateClouds(const F32 dt); LLCloudGroup * findCloudGroup(const LLCloudPuff &puff); void renderPropertyLines(); void resetStats(); void updateNetStats(); // Update network statistics for all the regions... void printPacketsLost(); void requestCacheMisses(); // deal with map object updates in the world. static void processCoarseUpdate(LLMessageSystem* msg, void** user_data); F32 getLandFarClip() const; void setLandFarClip(const F32 far_clip); LLViewerImage *getDefaultWaterTexture(); void updateWaterObjects(); void setSpaceTimeUSec(const U64 space_time_usec); U64 getSpaceTimeUSec() const; LLString getInfoString(); public: typedef std::list region_list_t; region_list_t mActiveRegionList; LLViewerPartSim mPartSim; private: region_list_t mRegionList; region_list_t mVisibleRegionList; region_list_t mCulledRegionList; // Number of points on edge const U32 mWidth; // meters/point, therefore mWidth * mScale = meters per edge const F32 mScale; const F32 mWidthInMeters; F32 mLandFarClip; // Far clip distance for land. LLPatchVertexArray mLandPatch; S32 mLastPacketsIn; S32 mLastPacketsOut; S32 mLastPacketsLost; //////////////////////////// // // Data for "Fake" objects // // Used to define the "Square" which we need to fill in U32 mMinRegionX; U32 mMaxRegionX; U32 mMinRegionY; U32 mMaxRegionY; std::list mHoleWaterObjects; LLPointer mEdgeWaterObjects[8]; LLPointer mDefaultWaterTexturep; U64 mSpaceTimeUSec; }; extern LLWorld *gWorldp; #define gWorldPointer gWorldp void process_enable_simulator(LLMessageSystem *mesgsys, void **user_data); void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data); void process_region_handshake(LLMessageSystem* msg, void** user_data); void send_agent_pause(); void send_agent_resume(); #endif