1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
|
#pragma once
/**
* @file gltfscenemanager.h
* @brief Builds menus out of items.
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2024, 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
* $/LicenseInfo$
*/
#include "llsingleton.h"
#include "llviewerobject.h"
class LLVOVolume;
class LLDrawable;
namespace LL
{
namespace GLTF
{
class Asset;
}
}
namespace LL
{
class GLTFSceneManager : public LLSimpleton<GLTFSceneManager>
{
public:
~GLTFSceneManager();
// load GLTF file from disk
void load(); // open filepicker to choose asset
void load(const std::string& filename); // load asset from filename
void saveAs(); // open filepicker and choose file to save selected asset to
void save(const std::string& filename); // save selected asset to filename (suitable for use in external programs)
void decomposeSelection(); // open file picker and choose a location to decompose to
void decomposeSelection(const std::string& filename); // decompose selected asset into simulator-ready .gltf, .bin, and .j2c files
void update();
void render(bool opaque, bool rigged = false);
void renderOpaque();
void renderAlpha();
LLDrawable* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
BOOL pick_transparent,
BOOL pick_rigged,
BOOL pick_unselectable,
BOOL pick_reflection_probe,
S32* node_hit, // return the index of the node that was hit
S32* primitive_hit, // return the index of the primitive that was hit
LLVector4a* intersection, // return the intersection point
LLVector2* tex_coord, // return the texture coordinates of the intersection point
LLVector4a* normal, // return the surface normal at the intersection point
LLVector4a* tangent); // return the surface tangent at the intersection point
bool lineSegmentIntersect(LLVOVolume* obj, GLTF::Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, BOOL pick_transparent, BOOL pick_rigged, BOOL pick_unselectable, S32* face_hitp, S32* primitive_hitp,
LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent);
void renderDebug();
std::vector<LLPointer<LLViewerObject>> mObjects;
};
}
|