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|
/**
* @file llprimitive.h
* @brief LLPrimitive base class
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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_LLPRIMITIVE_H
#define LL_LLPRIMITIVE_H
#include "lluuid.h"
#include "v3math.h"
#include "xform.h"
#include "message.h"
#include "llpointer.h"
#include "llvolume.h"
#include "lltextureentry.h"
#include "llprimtexturelist.h"
// Moved to stdtypes.h --JC
// typedef U8 LLPCode;
class LLMessageSystem;
class LLVolumeParams;
class LLColor4;
class LLColor3;
class LLTextureEntry;
class LLDataPacker;
class LLVolumeMgr;
enum LLGeomType // NOTE: same vals as GL Ids
{
LLInvalid = 0,
LLLineLoop = 2,
LLLineStrip = 3,
LLTriangles = 4,
LLTriStrip = 5,
LLTriFan = 6,
LLQuads = 7,
LLQuadStrip = 8
};
class LLVolume;
/**
* exported constants
*/
extern const F32 OBJECT_CUT_MIN;
extern const F32 OBJECT_CUT_MAX;
extern const F32 OBJECT_CUT_INC;
extern const F32 OBJECT_MIN_CUT_INC;
extern const F32 OBJECT_ROTATION_PRECISION;
extern const F32 OBJECT_TWIST_MIN;
extern const F32 OBJECT_TWIST_MAX;
extern const F32 OBJECT_TWIST_INC;
// This is used for linear paths,
// since twist is used in a slightly different manner.
extern const F32 OBJECT_TWIST_LINEAR_MIN;
extern const F32 OBJECT_TWIST_LINEAR_MAX;
extern const F32 OBJECT_TWIST_LINEAR_INC;
extern const F32 OBJECT_MIN_HOLE_SIZE;
extern const F32 OBJECT_MAX_HOLE_SIZE_X;
extern const F32 OBJECT_MAX_HOLE_SIZE_Y;
// Revolutions parameters.
extern const F32 OBJECT_REV_MIN;
extern const F32 OBJECT_REV_MAX;
extern const F32 OBJECT_REV_INC;
extern const char *SCULPT_DEFAULT_TEXTURE;
//============================================================================
// TomY: Base class for things that pack & unpack themselves
class LLNetworkData
{
public:
// Extra parameter IDs
enum
{
PARAMS_FLEXIBLE = 0x10,
PARAMS_LIGHT = 0x20,
PARAMS_SCULPT = 0x30,
PARAMS_LIGHT_IMAGE = 0x40,
PARAMS_RESERVED = 0x50, // Used on server-side
PARAMS_MESH = 0x60,
};
public:
U16 mType;
virtual ~LLNetworkData() {};
virtual BOOL pack(LLDataPacker &dp) const = 0;
virtual BOOL unpack(LLDataPacker &dp) = 0;
virtual bool operator==(const LLNetworkData& data) const = 0;
virtual void copy(const LLNetworkData& data) = 0;
static BOOL isValid(U16 param_type, U32 size);
};
extern const F32 LIGHT_MIN_RADIUS;
extern const F32 LIGHT_DEFAULT_RADIUS;
extern const F32 LIGHT_MAX_RADIUS;
extern const F32 LIGHT_MIN_FALLOFF;
extern const F32 LIGHT_DEFAULT_FALLOFF;
extern const F32 LIGHT_MAX_FALLOFF;
extern const F32 LIGHT_MIN_CUTOFF;
extern const F32 LIGHT_DEFAULT_CUTOFF;
extern const F32 LIGHT_MAX_CUTOFF;
class LLLightParams : public LLNetworkData
{
protected:
LLColor4 mColor; // alpha = intensity
F32 mRadius;
F32 mFalloff;
F32 mCutoff;
public:
LLLightParams();
/*virtual*/ BOOL pack(LLDataPacker &dp) const;
/*virtual*/ BOOL unpack(LLDataPacker &dp);
/*virtual*/ bool operator==(const LLNetworkData& data) const;
/*virtual*/ void copy(const LLNetworkData& data);
// LLSD implementations here are provided by Eddy Stryker.
// NOTE: there are currently unused in protocols
LLSD asLLSD() const;
operator LLSD() const { return asLLSD(); }
bool fromLLSD(LLSD& sd);
void setColor(const LLColor4& color) { mColor = color; mColor.clamp(); }
void setRadius(F32 radius) { mRadius = llclamp(radius, LIGHT_MIN_RADIUS, LIGHT_MAX_RADIUS); }
void setFalloff(F32 falloff) { mFalloff = llclamp(falloff, LIGHT_MIN_FALLOFF, LIGHT_MAX_FALLOFF); }
void setCutoff(F32 cutoff) { mCutoff = llclamp(cutoff, LIGHT_MIN_CUTOFF, LIGHT_MAX_CUTOFF); }
LLColor4 getColor() const { return mColor; }
F32 getRadius() const { return mRadius; }
F32 getFalloff() const { return mFalloff; }
F32 getCutoff() const { return mCutoff; }
};
//-------------------------------------------------
// This structure is also used in the part of the
// code that creates new flexible objects.
//-------------------------------------------------
// These were made into enums so that they could be used as fixed size
// array bounds.
enum EFlexibleObjectConst
{
// "Softness" => [0,3], increments of 1
// Represents powers of 2: 0 -> 1, 3 -> 8
FLEXIBLE_OBJECT_MIN_SECTIONS = 0,
FLEXIBLE_OBJECT_DEFAULT_NUM_SECTIONS = 2,
FLEXIBLE_OBJECT_MAX_SECTIONS = 3
};
// "Tension" => [0,10], increments of 0.1
extern const F32 FLEXIBLE_OBJECT_MIN_TENSION;
extern const F32 FLEXIBLE_OBJECT_DEFAULT_TENSION;
extern const F32 FLEXIBLE_OBJECT_MAX_TENSION;
// "Drag" => [0,10], increments of 0.1
extern const F32 FLEXIBLE_OBJECT_MIN_AIR_FRICTION;
extern const F32 FLEXIBLE_OBJECT_DEFAULT_AIR_FRICTION;
extern const F32 FLEXIBLE_OBJECT_MAX_AIR_FRICTION;
// "Gravity" = [-10,10], increments of 0.1
extern const F32 FLEXIBLE_OBJECT_MIN_GRAVITY;
extern const F32 FLEXIBLE_OBJECT_DEFAULT_GRAVITY;
extern const F32 FLEXIBLE_OBJECT_MAX_GRAVITY;
// "Wind" = [0,10], increments of 0.1
extern const F32 FLEXIBLE_OBJECT_MIN_WIND_SENSITIVITY;
extern const F32 FLEXIBLE_OBJECT_DEFAULT_WIND_SENSITIVITY;
extern const F32 FLEXIBLE_OBJECT_MAX_WIND_SENSITIVITY;
extern const F32 FLEXIBLE_OBJECT_MAX_INTERNAL_TENSION_FORCE;
extern const F32 FLEXIBLE_OBJECT_DEFAULT_LENGTH;
extern const BOOL FLEXIBLE_OBJECT_DEFAULT_USING_COLLISION_SPHERE;
extern const BOOL FLEXIBLE_OBJECT_DEFAULT_RENDERING_COLLISION_SPHERE;
class LLFlexibleObjectData : public LLNetworkData
{
protected:
S32 mSimulateLOD; // 2^n = number of simulated sections
F32 mGravity;
F32 mAirFriction; // higher is more stable, but too much looks like it's underwater
F32 mWindSensitivity; // interacts with tension, air friction, and gravity
F32 mTension; //interacts in complex ways with other parameters
LLVector3 mUserForce; // custom user-defined force vector
//BOOL mUsingCollisionSphere;
//BOOL mRenderingCollisionSphere;
public:
void setSimulateLOD(S32 lod) { mSimulateLOD = llclamp(lod, (S32)FLEXIBLE_OBJECT_MIN_SECTIONS, (S32)FLEXIBLE_OBJECT_MAX_SECTIONS); }
void setGravity(F32 gravity) { mGravity = llclamp(gravity, FLEXIBLE_OBJECT_MIN_GRAVITY, FLEXIBLE_OBJECT_MAX_GRAVITY); }
void setAirFriction(F32 friction) { mAirFriction = llclamp(friction, FLEXIBLE_OBJECT_MIN_AIR_FRICTION, FLEXIBLE_OBJECT_MAX_AIR_FRICTION); }
void setWindSensitivity(F32 wind) { mWindSensitivity = llclamp(wind, FLEXIBLE_OBJECT_MIN_WIND_SENSITIVITY, FLEXIBLE_OBJECT_MAX_WIND_SENSITIVITY); }
void setTension(F32 tension) { mTension = llclamp(tension, FLEXIBLE_OBJECT_MIN_TENSION, FLEXIBLE_OBJECT_MAX_TENSION); }
void setUserForce(LLVector3 &force) { mUserForce = force; }
S32 getSimulateLOD() const { return mSimulateLOD; }
F32 getGravity() const { return mGravity; }
F32 getAirFriction() const { return mAirFriction; }
F32 getWindSensitivity() const { return mWindSensitivity; }
F32 getTension() const { return mTension; }
LLVector3 getUserForce() const { return mUserForce; }
//------ the constructor for the structure ------------
LLFlexibleObjectData();
BOOL pack(LLDataPacker &dp) const;
BOOL unpack(LLDataPacker &dp);
bool operator==(const LLNetworkData& data) const;
void copy(const LLNetworkData& data);
LLSD asLLSD() const;
operator LLSD() const { return asLLSD(); }
bool fromLLSD(LLSD& sd);
};// end of attributes structure
class LLSculptParams : public LLNetworkData
{
protected:
LLUUID mSculptTexture;
U8 mSculptType;
public:
LLSculptParams();
/*virtual*/ BOOL pack(LLDataPacker &dp) const;
/*virtual*/ BOOL unpack(LLDataPacker &dp);
/*virtual*/ bool operator==(const LLNetworkData& data) const;
/*virtual*/ void copy(const LLNetworkData& data);
LLSD asLLSD() const;
operator LLSD() const { return asLLSD(); }
bool fromLLSD(LLSD& sd);
void setSculptTexture(const LLUUID& id) { mSculptTexture = id; }
LLUUID getSculptTexture() const { return mSculptTexture; }
void setSculptType(U8 type) { mSculptType = type; }
U8 getSculptType() const { return mSculptType; }
};
class LLLightImageParams : public LLNetworkData
{
protected:
LLUUID mLightTexture;
LLVector3 mParams;
public:
LLLightImageParams();
/*virtual*/ BOOL pack(LLDataPacker &dp) const;
/*virtual*/ BOOL unpack(LLDataPacker &dp);
/*virtual*/ bool operator==(const LLNetworkData& data) const;
/*virtual*/ void copy(const LLNetworkData& data);
LLSD asLLSD() const;
operator LLSD() const { return asLLSD(); }
bool fromLLSD(LLSD& sd);
void setLightTexture(const LLUUID& id) { mLightTexture = id; }
LLUUID getLightTexture() const { return mLightTexture; }
bool isLightSpotlight() const { return mLightTexture.notNull(); }
void setParams(const LLVector3& params) { mParams = params; }
LLVector3 getParams() const { return mParams; }
};
struct LLTEContents
{
LLTEContents()
{
}
static const U32 MAX_TES = 32;
U8 image_data[MAX_TES*16];
U8 colors[MAX_TES*4];
F32 scale_s[MAX_TES];
F32 scale_t[MAX_TES];
S16 offset_s[MAX_TES];
S16 offset_t[MAX_TES];
S16 image_rot[MAX_TES];
U8 bump[MAX_TES];
U8 media_flags[MAX_TES];
U8 glow[MAX_TES];
static const U32 MAX_TE_BUFFER = 4096;
U8 packed_buffer[MAX_TE_BUFFER];
U32 size;
U32 face_count;
bool fake_images;
};
class LLPrimitive : public LLXform
{
public:
// HACK for removing LLPrimitive's dependency on gVolumeMgr global.
// If a different LLVolumeManager is instantiated and set early enough
// then the LLPrimitive class will use it instead of gVolumeMgr.
static LLVolumeMgr* getVolumeManager() { return sVolumeManager; }
static void setVolumeManager( LLVolumeMgr* volume_manager);
static bool cleanupVolumeManager();
// these flags influence how the RigidBody representation is built
static const U32 PRIM_FLAG_PHANTOM = 0x1 << 0;
static const U32 PRIM_FLAG_VOLUME_DETECT = 0x1 << 1;
static const U32 PRIM_FLAG_DYNAMIC = 0x1 << 2;
static const U32 PRIM_FLAG_AVATAR = 0x1 << 3;
static const U32 PRIM_FLAG_SCULPT = 0x1 << 4;
// not used yet, but soon
static const U32 PRIM_FLAG_COLLISION_CALLBACK = 0x1 << 5;
static const U32 PRIM_FLAG_CONVEX = 0x1 << 6;
static const U32 PRIM_FLAG_DEFAULT_VOLUME = 0x1 << 7;
static const U32 PRIM_FLAG_SITTING = 0x1 << 8;
static const U32 PRIM_FLAG_SITTING_ON_GROUND = 0x1 << 9; // Set along with PRIM_FLAG_SITTING
LLPrimitive();
virtual ~LLPrimitive();
void clearTextureList();
static LLPrimitive *createPrimitive(LLPCode p_code);
void init_primitive(LLPCode p_code);
void setPCode(const LLPCode pcode);
const LLVolume *getVolumeConst() const { return mVolumep; } // HACK for Windoze confusion about ostream operator in LLVolume
LLVolume *getVolume() const { return mVolumep; }
virtual BOOL setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume = false);
// Modify texture entry properties
inline BOOL validTE(const U8 te_num) const;
LLTextureEntry* getTE(const U8 te_num) const;
virtual void setNumTEs(const U8 num_tes);
virtual void setAllTETextures(const LLUUID &tex_id);
virtual void setTE(const U8 index, const LLTextureEntry& te);
virtual S32 setTEColor(const U8 te, const LLColor4 &color);
virtual S32 setTEColor(const U8 te, const LLColor3 &color);
virtual S32 setTEAlpha(const U8 te, const F32 alpha);
virtual S32 setTETexture(const U8 te, const LLUUID &tex_id);
virtual S32 setTEScale (const U8 te, const F32 s, const F32 t);
virtual S32 setTEScaleS(const U8 te, const F32 s);
virtual S32 setTEScaleT(const U8 te, const F32 t);
virtual S32 setTEOffset (const U8 te, const F32 s, const F32 t);
virtual S32 setTEOffsetS(const U8 te, const F32 s);
virtual S32 setTEOffsetT(const U8 te, const F32 t);
virtual S32 setTERotation(const U8 te, const F32 r);
virtual S32 setTEBumpShinyFullbright(const U8 te, const U8 bump);
virtual S32 setTEBumpShiny(const U8 te, const U8 bump);
virtual S32 setTEMediaTexGen(const U8 te, const U8 media);
virtual S32 setTEBumpmap(const U8 te, const U8 bump);
virtual S32 setTETexGen(const U8 te, const U8 texgen);
virtual S32 setTEShiny(const U8 te, const U8 shiny);
virtual S32 setTEFullbright(const U8 te, const U8 fullbright);
virtual S32 setTEMediaFlags(const U8 te, const U8 flags);
virtual S32 setTEGlow(const U8 te, const F32 glow);
virtual BOOL setMaterial(const U8 material); // returns TRUE if material changed
void copyTEs(const LLPrimitive *primitive);
S32 packTEField(U8 *cur_ptr, U8 *data_ptr, U8 data_size, U8 last_face_index, EMsgVariableType type) const;
S32 unpackTEField(U8 *cur_ptr, U8 *buffer_end, U8 *data_ptr, U8 data_size, U8 face_count, EMsgVariableType type);
BOOL packTEMessage(LLMessageSystem *mesgsys) const;
BOOL packTEMessage(LLDataPacker &dp) const;
S32 unpackTEMessage(LLMessageSystem* mesgsys, char const* block_name, const S32 block_num, bool fake_images = false); // Variable num of blocks
BOOL unpackTEMessage(LLDataPacker &dp);
S32 parseTEMessage(LLMessageSystem* mesgsys, char const* block_name, const S32 block_num, bool fake_images,LLTEContents& tec);
S32 unpackParsedTEMessage(LLTEContents& tec);
#ifdef CHECK_FOR_FINITE
inline void setPosition(const LLVector3& pos);
inline void setPosition(const F32 x, const F32 y, const F32 z);
inline void addPosition(const LLVector3& pos);
inline void setAngularVelocity(const LLVector3& avel);
inline void setAngularVelocity(const F32 x, const F32 y, const F32 z);
inline void setVelocity(const LLVector3& vel);
inline void setVelocity(const F32 x, const F32 y, const F32 z);
inline void setVelocityX(const F32 x);
inline void setVelocityY(const F32 y);
inline void setVelocityZ(const F32 z);
inline void addVelocity(const LLVector3& vel);
inline void setAcceleration(const LLVector3& accel);
inline void setAcceleration(const F32 x, const F32 y, const F32 z);
#else
// Don't override the base LLXForm operators.
// Special case for setPosition. If not check-for-finite, fall through to LLXform method.
// void setPosition(F32 x, F32 y, F32 z)
// void setPosition(LLVector3)
void setAngularVelocity(const LLVector3& avel) { mAngularVelocity = avel; }
void setAngularVelocity(const F32 x, const F32 y, const F32 z) { mAngularVelocity.setVec(x,y,z); }
void setVelocity(const LLVector3& vel) { mVelocity = vel; }
void setVelocity(const F32 x, const F32 y, const F32 z) { mVelocity.setVec(x,y,z); }
void setVelocityX(const F32 x) { mVelocity.mV[VX] = x; }
void setVelocityY(const F32 y) { mVelocity.mV[VY] = y; }
void setVelocityZ(const F32 z) { mVelocity.mV[VZ] = z; }
void addVelocity(const LLVector3& vel) { mVelocity += vel; }
void setAcceleration(const LLVector3& accel) { mAcceleration = accel; }
void setAcceleration(const F32 x, const F32 y, const F32 z) { mAcceleration.setVec(x,y,z); }
#endif
LLPCode getPCode() const { return mPrimitiveCode; }
std::string getPCodeString() const { return pCodeToString(mPrimitiveCode); }
const LLVector3& getAngularVelocity() const { return mAngularVelocity; }
const LLVector3& getVelocity() const { return mVelocity; }
const LLVector3& getAcceleration() const { return mAcceleration; }
U8 getNumTEs() const { return mTextureList.size(); }
U8 getExpectedNumTEs() const;
U8 getMaterial() const { return mMaterial; }
void setVolumeType(const U8 code);
U8 getVolumeType();
// clears existing textures
// copies the contents of other_list into mEntryList
void copyTextureList(const LLPrimTextureList& other_list);
// clears existing textures
// takes the contents of other_list and clears other_list
void takeTextureList(LLPrimTextureList& other_list);
inline BOOL isAvatar() const;
inline BOOL isSittingAvatar() const;
inline BOOL isSittingAvatarOnGround() const;
void setFlags(U32 flags) { mMiscFlags = flags; }
void addFlags(U32 flags) { mMiscFlags |= flags; }
void removeFlags(U32 flags) { mMiscFlags &= ~flags; }
U32 getFlags() const { return mMiscFlags; }
static std::string pCodeToString(const LLPCode pcode);
static LLPCode legacyToPCode(const U8 legacy);
static U8 pCodeToLegacy(const LLPCode pcode);
static bool getTESTAxes(const U8 face, U32* s_axis, U32* t_axis);
inline static BOOL isPrimitive(const LLPCode pcode);
inline static BOOL isApp(const LLPCode pcode);
protected:
LLPCode mPrimitiveCode; // Primitive code
LLVector3 mVelocity; // how fast are we moving?
LLVector3 mAcceleration; // are we under constant acceleration?
LLVector3 mAngularVelocity; // angular velocity
LLPointer<LLVolume> mVolumep;
LLPrimTextureList mTextureList; // list of texture GUIDs, scales, offsets
U8 mMaterial; // Material code
U8 mNumTEs; // # of faces on the primitve
U32 mMiscFlags; // home for misc bools
public:
static LLVolumeMgr* sVolumeManager;
};
inline BOOL LLPrimitive::isAvatar() const
{
return ( LL_PCODE_LEGACY_AVATAR == mPrimitiveCode ) ? TRUE : FALSE;
}
inline BOOL LLPrimitive::isSittingAvatar() const
{
// this is only used server-side
return ( LL_PCODE_LEGACY_AVATAR == mPrimitiveCode
&& ((getFlags() & (PRIM_FLAG_SITTING | PRIM_FLAG_SITTING_ON_GROUND)) != 0) ) ? TRUE : FALSE;
}
inline BOOL LLPrimitive::isSittingAvatarOnGround() const
{
// this is only used server-side
return ( LL_PCODE_LEGACY_AVATAR == mPrimitiveCode
&& ((getFlags() & PRIM_FLAG_SITTING_ON_GROUND) != 0) ) ? TRUE : FALSE;
}
// static
inline BOOL LLPrimitive::isPrimitive(const LLPCode pcode)
{
LLPCode base_type = pcode & LL_PCODE_BASE_MASK;
if (base_type && (base_type < LL_PCODE_APP))
{
return TRUE;
}
return FALSE;
}
// static
inline BOOL LLPrimitive::isApp(const LLPCode pcode)
{
LLPCode base_type = pcode & LL_PCODE_BASE_MASK;
return (base_type == LL_PCODE_APP);
}
#ifdef CHECK_FOR_FINITE
// Special case for setPosition. If not check-for-finite, fall through to LLXform method.
void LLPrimitive::setPosition(const F32 x, const F32 y, const F32 z)
{
if (llfinite(x) && llfinite(y) && llfinite(z))
{
LLXform::setPosition(x, y, z);
}
else
{
llerrs << "Non Finite in LLPrimitive::setPosition(x,y,z) for " << pCodeToString(mPrimitiveCode) << llendl;
}
}
// Special case for setPosition. If not check-for-finite, fall through to LLXform method.
void LLPrimitive::setPosition(const LLVector3& pos)
{
if (pos.isFinite())
{
LLXform::setPosition(pos);
}
else
{
llerrs << "Non Finite in LLPrimitive::setPosition(LLVector3) for " << pCodeToString(mPrimitiveCode) << llendl;
}
}
void LLPrimitive::setAngularVelocity(const LLVector3& avel)
{
if (avel.isFinite())
{
mAngularVelocity = avel;
}
else
{
llerror("Non Finite in LLPrimitive::setAngularVelocity", 0);
}
}
void LLPrimitive::setAngularVelocity(const F32 x, const F32 y, const F32 z)
{
if (llfinite(x) && llfinite(y) && llfinite(z))
{
mAngularVelocity.setVec(x,y,z);
}
else
{
llerror("Non Finite in LLPrimitive::setAngularVelocity", 0);
}
}
void LLPrimitive::setVelocity(const LLVector3& vel)
{
if (vel.isFinite())
{
mVelocity = vel;
}
else
{
llerrs << "Non Finite in LLPrimitive::setVelocity(LLVector3) for " << pCodeToString(mPrimitiveCode) << llendl;
}
}
void LLPrimitive::setVelocity(const F32 x, const F32 y, const F32 z)
{
if (llfinite(x) && llfinite(y) && llfinite(z))
{
mVelocity.setVec(x,y,z);
}
else
{
llerrs << "Non Finite in LLPrimitive::setVelocity(F32,F32,F32) for " << pCodeToString(mPrimitiveCode) << llendl;
}
}
void LLPrimitive::setVelocityX(const F32 x)
{
if (llfinite(x))
{
mVelocity.mV[VX] = x;
}
else
{
llerror("Non Finite in LLPrimitive::setVelocityX", 0);
}
}
void LLPrimitive::setVelocityY(const F32 y)
{
if (llfinite(y))
{
mVelocity.mV[VY] = y;
}
else
{
llerror("Non Finite in LLPrimitive::setVelocityY", 0);
}
}
void LLPrimitive::setVelocityZ(const F32 z)
{
if (llfinite(z))
{
mVelocity.mV[VZ] = z;
}
else
{
llerror("Non Finite in LLPrimitive::setVelocityZ", 0);
}
}
void LLPrimitive::addVelocity(const LLVector3& vel)
{
if (vel.isFinite())
{
mVelocity += vel;
}
else
{
llerror("Non Finite in LLPrimitive::addVelocity", 0);
}
}
void LLPrimitive::setAcceleration(const LLVector3& accel)
{
if (accel.isFinite())
{
mAcceleration = accel;
}
else
{
llerrs << "Non Finite in LLPrimitive::setAcceleration(LLVector3) for " << pCodeToString(mPrimitiveCode) << llendl;
}
}
void LLPrimitive::setAcceleration(const F32 x, const F32 y, const F32 z)
{
if (llfinite(x) && llfinite(y) && llfinite(z))
{
mAcceleration.setVec(x,y,z);
}
else
{
llerrs << "Non Finite in LLPrimitive::setAcceleration(F32,F32,F32) for " << pCodeToString(mPrimitiveCode) << llendl;
}
}
#endif // CHECK_FOR_FINITE
inline BOOL LLPrimitive::validTE(const U8 te_num) const
{
return (mNumTEs && te_num < mNumTEs);
}
#endif
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