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/**
* @file partsyspacket.h
* @brief Object for packing particle system initialization parameters
* before sending them over the network
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_PARTSYSPACKET_H
#define LL_PARTSYSPACKET_H
#include "lluuid.h"
// Particle system stuff
const U64 PART_SYS_MAX_TIME_IN_USEC = 1000000; // 1 second, die not quite near instantaneously
// this struct is for particle system initialization parameters
// I'm breaking some rules here, but I need a storage structure to hold initialization data
// for these things. Sorry guys, they're not simple enough (yet) to avoid this cleanly
struct LLPartInitData {
// please do not add functions to this class -- data only!
//F32 k[18]; // first 9 --> x,y,z last 9 --> scale, alpha, rot
//F32 kill_p[6]; // last one is for particles that die when they reach a spherical bounding radius
//F32 kill_plane[3];
//F32 bounce_p[5];
F32 bounce_b; // recently changed
// no need to store orientation and position here, as they're sent over seperately
//F32 pos_ranges[6];
//F32 vel_ranges[6];
F32 scale_range[4];
F32 alpha_range[4];
F32 vel_offset[3]; //new - more understandable!
F32 mDistBeginFadeout; // for fadeout LOD optimization
F32 mDistEndFadeout;
LLUUID mImageUuid;
//U8 n; // number of particles
U8 mFlags[8]; // for miscellaneous data --> its interpretation can change at my whim!
U8 createMe; // do I need to be created? or has the work allready been done?
//ActionFlag is now mFlags[PART_SYS_ACTION_BYTE]
//Spawn point is initially object creation center
F32 diffEqAlpha[3];
F32 diffEqScale[3];
U8 maxParticles;
//How many particles exist at any time within the system?
U8 initialParticles;
//How many particles exist when the system is created?
F32 killPlaneZ;
//For simplicity assume the XY plane, so this sets an altitude at which to die
F32 killPlaneNormal[3];
//Normal if not planar XY
F32 bouncePlaneZ;
//For simplicity assume the XY plane, so this sets an altitude at which to bounce
F32 bouncePlaneNormal[3];
//Normal if not planar XY
F32 spawnRange;
//Range of emission points about the mSpawnPoint
F32 spawnFrequency;
//Required if the system is to spawn new particles.
//This variable determines the time after a particle dies when it is respawned.
F32 spawnFreqencyRange;
//Determines the random range of time until a new particle is spawned.
F32 spawnDirection[3];
//Direction vector giving the mean direction in which particles are spawned
F32 spawnDirectionRange;
//Direction limiting the angular range of emissions about the mean direction. 1.0f means everywhere, 0.0f means uni-directional
F32 spawnVelocity;
//The mean speed at which particles are emitted
F32 spawnVelocityRange;
//The range of speeds about the mean at which particles are emitted.
F32 speedLimit;
//Used to constrain particle maximum velocity
F32 windWeight;
//How much of an effect does wind have
F32 currentGravity[3];
//Gravity direction used in update calculations
F32 gravityWeight;
//How much of an effect does gravity have
F32 globalLifetime;
//If particles re-spawn, a system can exist forever.
//If (ActionFlags & PART_SYS_GLOBAL_DIE) is TRUE this variable is used to determine how long the system lasts.
F32 individualLifetime;
//How long does each particle last if nothing else happens to it
F32 individualLifetimeRange;
//Range of variation in individual lifetimes
F32 alphaDecay;
//By what factor does alpha decrease as the lifetime of a particle is approached.
F32 scaleDecay;
//By what factor does scale decrease as the lifetime of a particle is approached.
F32 distanceDeath;
//With the increased functionality, particle systems can expand to indefinite size
//(e.g. wind can chaotically move particles into a wide spread).
//To avoid particles exceeding normal object size constraints,
//set the PART_SYS_DISTANCE_DEATH flag, and set a distance value here, representing a radius around the spawn point.
F32 dampMotionFactor;
//How much to damp motion
F32 windDiffusionFactor[3];
//Change the size and alpha of particles as wind speed increases (scale gets bigger, alpha smaller)
};
// constants for setting flag values
// BYTES are in range 0-8, bits are in range 2^0 - 2^8 and can only be powers of two
const int PART_SYS_NO_Z_BUFFER_BYTE = 0; // option to turn off z-buffer when rendering
const int PART_SYS_NO_Z_BUFFER_BIT = 2; // particle systems --
// I advise against using this, as it looks bad in every case I've tried
const int PART_SYS_SLOW_ANIM_BYTE = 0; // slow animation down by a factor of 10
const int PART_SYS_SLOW_ANIM_BIT = 1; // useful for tweaking anims during debugging
const int PART_SYS_FOLLOW_VEL_BYTE = 0; // indicates whether to orient sprites towards
const int PART_SYS_FOLLOW_VEL_BIT = 4; // their velocity vector -- default is FALSE
const int PART_SYS_IS_LIGHT_BYTE = 0; // indicates whether a particular particle system
const int PART_SYS_IS_LIGHT_BIT = 8; // is also a light object -- for andrew
// should deprecate this once there is a general method for setting light properties of objects
const int PART_SYS_SPAWN_COPY_BYTE = 0; // indicates whether to spawn baby particle systems on
const int PART_SYS_SPAWN_COPY_BIT = 0x10; // particle death -- intended for smoke trails
const int PART_SYS_COPY_VEL_BYTE = 0; // indicates whether baby particle systems inherit parents vel
const int PART_SYS_COPY_VEL_BIT = 0x20; // (by default they don't)
const int PART_SYS_INVISIBLE_BYTE = 0; // optional -- turn off display, just simulate
const int PART_SYS_INVISIBLE_BIT = 0x40; // useful for smoke trails
const int PART_SYS_ADAPT_TO_FRAMERATE_BYTE = 0; // drop sprites from render call proportionally
const int PART_SYS_ADAPT_TO_FRAMERATE_BIT = 0x80; // to how far we are below 60 fps
// 26 September 2001 - not even big enough to hold all changes, so should enlarge anyway
//const U16 MAX_PART_SYS_PACKET_SIZE = 180;
const U16 MAX_PART_SYS_PACKET_SIZE = 256;
//const U8 PART_SYS_K_MASK = 0x01;
const U8 PART_SYS_KILL_P_MASK = 0x02;
const U8 PART_SYS_BOUNCE_P_MASK = 0x04;
const U8 PART_SYS_BOUNCE_B_MASK = 0x08;
//const U8 PART_SYS_POS_RANGES_MASK = 0x10;
//const U8 PART_SYS_VEL_RANGES_MASK = 0x20;
const U8 PART_SYS_VEL_OFFSET_MASK = 0x10; //re-use one of the original slots now commented out
const U8 PART_SYS_ALPHA_SCALE_DIFF_MASK = 0x20; //re-use one of the original slots now commented out
const U8 PART_SYS_SCALE_RANGE_MASK = 0x40;
const U8 PART_SYS_M_IMAGE_UUID_MASK = 0x80;
const U8 PART_SYS_BYTE_3_ALPHA_MASK = 0x01; // wrapped around, didn't we?
const U8 PART_SYS_BYTE_SPAWN_MASK = 0x01;
const U8 PART_SYS_BYTE_ENVIRONMENT_MASK = 0x02;
const U8 PART_SYS_BYTE_LIFESPAN_MASK = 0x04;
const U8 PART_SYS_BYTE_DECAY_DAMP_MASK = 0x08;
const U8 PART_SYS_BYTE_WIND_DIFF_MASK = 0x10;
// 26 September 2001 - new constants for mActionFlags
const int PART_SYS_ACTION_BYTE = 1;
const U8 PART_SYS_SPAWN = 0x01;
const U8 PART_SYS_BOUNCE = 0x02;
const U8 PART_SYS_AFFECTED_BY_WIND = 0x04;
const U8 PART_SYS_AFFECTED_BY_GRAVITY = 0x08;
const U8 PART_SYS_EVALUATE_WIND_PER_PARTICLE = 0x10;
const U8 PART_SYS_DAMP_MOTION = 0x20;
const U8 PART_SYS_WIND_DIFFUSION = 0x40;
// 26 September 2001 - new constants for mKillFlags
const int PART_SYS_KILL_BYTE = 2;
const U8 PART_SYS_KILL_PLANE = 0x01;
const U8 PART_SYS_GLOBAL_DIE = 0x02;
const U8 PART_SYS_DISTANCE_DEATH = 0x04;
const U8 PART_SYS_TIME_DEATH = 0x08;
// global, because the sim-side also calls it in the LLPartInitDataFactory
void gSetInitDataDefaults(LLPartInitData *setMe);
class LLPartSysCompressedPacket
{
public:
LLPartSysCompressedPacket();
~LLPartSysCompressedPacket();
BOOL fromLLPartInitData(LLPartInitData *in, U32 &bytesUsed);
BOOL toLLPartInitData(LLPartInitData *out, U32 *bytesUsed);
BOOL fromUnsignedBytes(U8 *in, U32 bytesUsed);
BOOL toUnsignedBytes(U8 *out);
U32 bufferSize();
U8 *getBytePtr();
protected:
U8 mData[MAX_PART_SYS_PACKET_SIZE];
U32 mNumBytes;
LLPartInitData mDefaults; // this is intended to hold default LLPartInitData values
// please do not modify it
LLPartInitData mWorkingCopy; // uncompressed data I'm working with
protected:
// private functions (used only to break up code)
void writeFlagByte(LLPartInitData *in);
//U32 writeK(LLPartInitData *in, U32 startByte);
U32 writeKill_p(LLPartInitData *in, U32 startByte);
U32 writeBounce_p(LLPartInitData *in, U32 startByte);
U32 writeBounce_b(LLPartInitData *in, U32 startByte);
//U32 writePos_ranges(LLPartInitData *in, U32 startByte);
//U32 writeVel_ranges(LLPartInitData *in, U32 startByte);
U32 writeAlphaScaleDiffEqn_range(LLPartInitData *in, U32 startByte);
U32 writeScale_range(LLPartInitData *in, U32 startByte);
U32 writeAlpha_range(LLPartInitData *in, U32 startByte);
U32 writeUUID(LLPartInitData *in, U32 startByte);
U32 writeVelocityOffset(LLPartInitData *in, U32 startByte);
U32 writeSpawn(LLPartInitData *in, U32 startByte); //all spawn data
U32 writeEnvironment(LLPartInitData *in, U32 startByte); //wind and gravity
U32 writeLifespan(LLPartInitData *in, U32 startByte); //lifespan data - individual and global
U32 writeDecayDamp(LLPartInitData *in, U32 startByte); //alpha and scale, and motion damp
U32 writeWindDiffusionFactor(LLPartInitData *in, U32 startByte);
//U32 readK(LLPartInitData *in, U32 startByte);
U32 readKill_p(LLPartInitData *in, U32 startByte);
U32 readBounce_p(LLPartInitData *in, U32 startByte);
U32 readBounce_b(LLPartInitData *in, U32 startByte);
//U32 readPos_ranges(LLPartInitData *in, U32 startByte);
//U32 readVel_ranges(LLPartInitData *in, U32 startByte);
U32 readAlphaScaleDiffEqn_range(LLPartInitData *in, U32 startByte);
U32 readScale_range(LLPartInitData *in, U32 startByte);
U32 readAlpha_range(LLPartInitData *in, U32 startByte);
U32 readUUID(LLPartInitData *in, U32 startByte);
U32 readVelocityOffset(LLPartInitData *in, U32 startByte);
U32 readSpawn(LLPartInitData *in, U32 startByte); //all spawn data
U32 readEnvironment(LLPartInitData *in, U32 startByte); //wind and gravity
U32 readLifespan(LLPartInitData *in, U32 startByte); //lifespan data - individual and global
U32 readDecayDamp(LLPartInitData *in, U32 startByte); //alpha and scale, and motion damp
U32 readWindDiffusionFactor(LLPartInitData *in, U32 startByte);
};
#endif
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