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|
/**
* @file llagent.h
* @brief LLAgent class header file
*
* $LicenseInfo:firstyear=2000&license=viewergpl$
*
* Copyright (c) 2000-2009, 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_LLAGENT_H
#define LL_LLAGENT_H
#include "indra_constants.h"
#include "llevent.h" // LLObservable base class
#include "llagentaccess.h"
#include "llagentconstants.h"
#include "llagentdata.h" // gAgentID, gAgentSessionID
#include "llcharacter.h" // LLAnimPauseRequest
#include "llfollowcam.h" // Ventrella
#include "llhudeffectlookat.h" // EPointAtType
#include "llhudeffectpointat.h" // ELookAtType
#include "llpointer.h"
#include "lluicolor.h"
#include "llvoavatardefines.h"
extern const BOOL ANIMATE;
extern const U8 AGENT_STATE_TYPING; // Typing indication
extern const U8 AGENT_STATE_EDITING; // Set when agent has objects selected
class LLChat;
class LLVOAvatarSelf;
class LLViewerRegion;
class LLMotion;
class LLToolset;
class LLMessageSystem;
class LLPermissions;
class LLHost;
class LLFriendObserver;
class LLPickInfo;
class LLViewerObject;
class LLAgentDropGroupViewerNode;
//--------------------------------------------------------------------
// Types
//--------------------------------------------------------------------
//--------------------------------------------------------------------
// Types
//--------------------------------------------------------------------
/*
enum ECameraMode
{
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MOUSELOOK,
CAMERA_MODE_CUSTOMIZE_AVATAR,
CAMERA_MODE_FOLLOW
};
// Camera Presets for CAMERA_MODE_THIRD_PERSON
enum ECameraPreset
{
// Default preset, what the Third Person Mode actually was
CAMERA_PRESET_REAR_VIEW,
// "Looking at the Avatar from the front"
CAMERA_PRESET_FRONT_VIEW,
// "Above and to the left, over the shoulder, pulled back a little on the zoom"
CAMERA_PRESET_GROUP_VIEW
};
*/
enum EAnimRequest
{
ANIM_REQUEST_START,
ANIM_REQUEST_STOP
};
struct LLGroupData
{
LLUUID mID;
LLUUID mInsigniaID;
U64 mPowers;
BOOL mAcceptNotices;
BOOL mListInProfile;
S32 mContribution;
std::string mName;
};
class LLAgentListener;
//------------------------------------------------------------------------
// LLAgent
//------------------------------------------------------------------------
class LLAgent : public LLOldEvents::LLObservable
{
LOG_CLASS(LLAgent);
public:
friend class LLAgentDropGroupViewerNode;
friend class LLAgentCamera;
/********************************************************************************
** **
** INITIALIZATION
**/
//--------------------------------------------------------------------
// Constructors / Destructors
//--------------------------------------------------------------------
public:
LLAgent();
virtual ~LLAgent();
void init();
void cleanup();
void setAvatarObject(LLVOAvatarSelf *avatar);
//--------------------------------------------------------------------
// Login
//--------------------------------------------------------------------
public:
void onAppFocusGained();
void setFirstLogin(BOOL b) { mFirstLogin = b; }
// Return TRUE if the database reported this login as the first for this particular user.
BOOL isFirstLogin() const { return mFirstLogin; }
public:
BOOL mInitialized;
BOOL mFirstLogin;
std::string mMOTD; // Message of the day
private:
boost::shared_ptr<LLAgentListener> mListener;
//--------------------------------------------------------------------
// Session
//--------------------------------------------------------------------
public:
const LLUUID& getID() const { return gAgentID; }
const LLUUID& getSessionID() const { return gAgentSessionID; }
// Note: NEVER send this value in the clear or over any weakly
// encrypted channel (such as simple XOR masking). If you are unsure
// ask Aaron or MarkL.
const LLUUID& getSecureSessionID() const { return mSecureSessionID; }
public:
LLUUID mSecureSessionID; // Secure token for this login session
/** Initialization
** **
*******************************************************************************/
/********************************************************************************
** **
** IDENTITY
**/
//--------------------------------------------------------------------
// Name
//--------------------------------------------------------------------
public:
//*TODO remove, is not used as of August 20, 2009
void buildFullnameAndTitle(std::string &name) const;
//--------------------------------------------------------------------
// Gender
//--------------------------------------------------------------------
public:
// On the very first login, gender isn't chosen until the user clicks
// in a dialog. We don't render the avatar until they choose.
BOOL isGenderChosen() const { return mGenderChosen; }
void setGenderChosen(BOOL b) { mGenderChosen = b; }
private:
BOOL mGenderChosen;
/** Identity
** **
*******************************************************************************/
/********************************************************************************
** **
** GENERAL ACCESSORS
**/
public:
LLVOAvatarSelf* getAvatarObject() const { return mAvatarObject; }
private:
LLPointer<LLVOAvatarSelf> mAvatarObject; // NULL until avatar object sent down from simulator
/** General Accessors
** **
*******************************************************************************/
/********************************************************************************
** **
** POSITION
**/
//--------------------------------------------------------------------
// Position
//--------------------------------------------------------------------
public:
LLVector3 getPosAgentFromGlobal(const LLVector3d &pos_global) const;
LLVector3d getPosGlobalFromAgent(const LLVector3 &pos_agent) const;
const LLVector3d &getPositionGlobal() const;
const LLVector3 &getPositionAgent();
// Call once per frame to update position, angles (radians).
void updateAgentPosition(const F32 dt, const F32 yaw, const S32 mouse_x, const S32 mouse_y);
void setPositionAgent(const LLVector3 ¢er);
protected:
void propagate(const F32 dt); // ! BUG ! Should roll into updateAgentPosition
private:
mutable LLVector3d mPositionGlobal;
//--------------------------------------------------------------------
// Velocity
//--------------------------------------------------------------------
public:
LLVector3 getVelocity() const;
F32 getVelocityZ() const { return getVelocity().mV[VZ]; } // ! HACK !
//--------------------------------------------------------------------
// Coordinate System
//--------------------------------------------------------------------
public:
LLCoordFrame getFrameAgent() const { return mFrameAgent; }
void initOriginGlobal(const LLVector3d &origin_global); // Only to be used in ONE place
void resetAxes();
void resetAxes(const LLVector3 &look_at); // Makes reasonable left and up
// The following three get*Axis functions return direction avatar is looking, not camera.
const LLVector3& getAtAxis() const { return mFrameAgent.getAtAxis(); }
const LLVector3& getUpAxis() const { return mFrameAgent.getUpAxis(); }
const LLVector3& getLeftAxis() const { return mFrameAgent.getLeftAxis(); }
LLQuaternion getQuat() const; // Returns the quat that represents the rotation of the agent in the absolute frame
private:
LLVector3d mAgentOriginGlobal; // Origin of agent coords from global coords
LLCoordFrame mFrameAgent; // Agent position and view, agent-region coordinates
//--------------------------------------------------------------------
// Home
//--------------------------------------------------------------------
public:
void setStartPosition(U32 location_id); // Marks current location as start, sends information to servers
void setHomePosRegion(const U64& region_handle, const LLVector3& pos_region);
BOOL getHomePosGlobal(LLVector3d* pos_global);
private:
BOOL mHaveHomePosition;
U64 mHomeRegionHandle;
LLVector3 mHomePosRegion;
//--------------------------------------------------------------------
// Region
//--------------------------------------------------------------------
public:
void setRegion(LLViewerRegion *regionp);
LLViewerRegion *getRegion() const;
LLHost getRegionHost() const;
BOOL inPrelude();
private:
LLViewerRegion *mRegionp;
//--------------------------------------------------------------------
// History
//--------------------------------------------------------------------
public:
S32 getRegionsVisited() const;
F64 getDistanceTraveled() const;
private:
std::set<U64> mRegionsVisited; // Stat - what distinct regions has the avatar been to?
F64 mDistanceTraveled; // Stat - how far has the avatar moved?
LLVector3d mLastPositionGlobal; // Used to calculate travel distance
/** Position
** **
*******************************************************************************/
/********************************************************************************
** **
** ACTIONS
**/
//--------------------------------------------------------------------
// Fidget
//--------------------------------------------------------------------
// Trigger random fidget animations
public:
void fidget();
static void stopFidget();
private:
LLFrameTimer mFidgetTimer;
LLFrameTimer mFocusObjectFadeTimer;
F32 mNextFidgetTime;
S32 mCurrentFidget;
//--------------------------------------------------------------------
// Fly
//--------------------------------------------------------------------
public:
BOOL getFlying() const;
void setFlying(BOOL fly);
static void toggleFlying();
static bool enableFlying();
BOOL canFly(); // Does this parcel allow you to fly?
//--------------------------------------------------------------------
// Chat
//--------------------------------------------------------------------
public:
void heardChat(const LLUUID& id);
void lookAtLastChat();
F32 getTypingTime() { return mTypingTimer.getElapsedTimeF32(); }
LLUUID getLastChatter() const { return mLastChatterID; }
F32 getNearChatRadius() { return mNearChatRadius; }
protected:
void ageChat(); // Helper function to prematurely age chat when agent is moving
private:
LLFrameTimer mChatTimer;
LLUUID mLastChatterID;
F32 mNearChatRadius;
//--------------------------------------------------------------------
// Typing
//--------------------------------------------------------------------
public:
void startTyping();
void stopTyping();
public:
// When the agent hasn't typed anything for this duration, it leaves the
// typing state (for both chat and IM).
static const F32 TYPING_TIMEOUT_SECS;
private:
LLFrameTimer mTypingTimer;
//--------------------------------------------------------------------
// AFK
//--------------------------------------------------------------------
public:
void setAFK();
void clearAFK();
BOOL getAFK() const;
//--------------------------------------------------------------------
// Run
//--------------------------------------------------------------------
public:
enum EDoubleTapRunMode
{
DOUBLETAP_NONE,
DOUBLETAP_FORWARD,
DOUBLETAP_BACKWARD,
DOUBLETAP_SLIDELEFT,
DOUBLETAP_SLIDERIGHT
};
void setAlwaysRun() { mbAlwaysRun = true; }
void clearAlwaysRun() { mbAlwaysRun = false; }
void setRunning() { mbRunning = true; }
void clearRunning() { mbRunning = false; }
void sendWalkRun(bool running);
bool getAlwaysRun() const { return mbAlwaysRun; }
bool getRunning() const { return mbRunning; }
public:
LLFrameTimer mDoubleTapRunTimer;
EDoubleTapRunMode mDoubleTapRunMode;
private:
bool mbAlwaysRun; // Should the avatar run by default rather than walk?
bool mbRunning; // Is the avatar trying to run right now?
//--------------------------------------------------------------------
// Sit and stand
//--------------------------------------------------------------------
public:
void standUp();
//--------------------------------------------------------------------
// Busy
//--------------------------------------------------------------------
public:
void setBusy();
void clearBusy();
BOOL getBusy() const;
private:
BOOL mIsBusy;
//--------------------------------------------------------------------
// Jump
//--------------------------------------------------------------------
public:
BOOL getJump() const { return mbJump; }
private:
BOOL mbJump;
//--------------------------------------------------------------------
// Grab
//--------------------------------------------------------------------
public:
BOOL leftButtonGrabbed() const;
BOOL rotateGrabbed() const;
BOOL forwardGrabbed() const;
BOOL backwardGrabbed() const;
BOOL upGrabbed() const;
BOOL downGrabbed() const;
//--------------------------------------------------------------------
// Controls
//--------------------------------------------------------------------
public:
U32 getControlFlags();
void setControlFlags(U32 mask); // Performs bitwise mControlFlags |= mask
void clearControlFlags(U32 mask); // Performs bitwise mControlFlags &= ~mask
BOOL controlFlagsDirty() const;
void enableControlFlagReset();
void resetControlFlags();
BOOL anyControlGrabbed() const; // True iff a script has taken over a control
BOOL isControlGrabbed(S32 control_index) const;
// Send message to simulator to force grabbed controls to be
// released, in case of a poorly written script.
void forceReleaseControls();
private:
S32 mControlsTakenCount[TOTAL_CONTROLS];
S32 mControlsTakenPassedOnCount[TOTAL_CONTROLS];
U32 mControlFlags; // Replacement for the mFooKey's
BOOL mbFlagsDirty;
BOOL mbFlagsNeedReset; // ! HACK ! For preventing incorrect flags sent when crossing region boundaries
//--------------------------------------------------------------------
// Animations
//--------------------------------------------------------------------
public:
void stopCurrentAnimations();
void requestStopMotion(LLMotion* motion);
void onAnimStop(const LLUUID& id);
void sendAnimationRequests(LLDynamicArray<LLUUID> &anim_ids, EAnimRequest request);
void sendAnimationRequest(const LLUUID &anim_id, EAnimRequest request);
void endAnimationUpdateUI();
private:
LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active // SERAPH REMOVE
F32 mAnimationDuration; // In seconds // SERAPH REMOVE
BOOL mCustomAnim; // Current animation is ANIM_AGENT_CUSTOMIZE ?
LLAnimPauseRequest mPauseRequest;
BOOL mViewsPushed; // Keep track of whether or not we have pushed views
/** Animation
** **
*******************************************************************************/
/********************************************************************************
** **
** MOVEMENT
**/
//--------------------------------------------------------------------
// Keys
//--------------------------------------------------------------------
public:
void setKey(const S32 direction, S32 &key); // Sets key to +1 for +direction, -1 for -direction
private:
S32 mAtKey; // Either 1, 0, or -1. Indicates that movement key is pressed
S32 mWalkKey; // Like AtKey, but causes less forward thrust
S32 mLeftKey;
S32 mUpKey;
F32 mYawKey;
F32 mPitchKey;
//--------------------------------------------------------------------
// Movement from user input
//--------------------------------------------------------------------
// All set the appropriate animation flags.
// All turn off autopilot and make sure the camera is behind the avatar.
// Direction is either positive, zero, or negative
public:
void moveAt(S32 direction, bool reset_view = true);
void moveAtNudge(S32 direction);
void moveLeft(S32 direction);
void moveLeftNudge(S32 direction);
void moveUp(S32 direction);
void moveYaw(F32 mag, bool reset_view = true);
void movePitch(F32 mag);
// SERAPH Remove this whole section
//--------------------------------------------------------------------
// Orbit
//--------------------------------------------------------------------
public:
void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; }
void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; }
void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; }
void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; }
void setOrbitInKey(F32 mag) { mOrbitInKey = mag; }
void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; }
private:
F32 mOrbitLeftKey;
F32 mOrbitRightKey;
F32 mOrbitUpKey;
F32 mOrbitDownKey;
F32 mOrbitInKey;
F32 mOrbitOutKey;
// SERAPH Remove this whole section
//--------------------------------------------------------------------
// Pan
//--------------------------------------------------------------------
public:
void setPanLeftKey(F32 mag) { mPanLeftKey = mag; }
void setPanRightKey(F32 mag) { mPanRightKey = mag; }
void setPanUpKey(F32 mag) { mPanUpKey = mag; }
void setPanDownKey(F32 mag) { mPanDownKey = mag; }
void setPanInKey(F32 mag) { mPanInKey = mag; }
void setPanOutKey(F32 mag) { mPanOutKey = mag; }
private:
F32 mPanUpKey;
F32 mPanDownKey;
F32 mPanLeftKey;
F32 mPanRightKey;
F32 mPanInKey;
F32 mPanOutKey;
//--------------------------------------------------------------------
// Move the avatar's frame
//--------------------------------------------------------------------
public:
void rotate(F32 angle, const LLVector3 &axis);
void rotate(F32 angle, F32 x, F32 y, F32 z);
void rotate(const LLMatrix3 &matrix);
void rotate(const LLQuaternion &quaternion);
void pitch(F32 angle);
void roll(F32 angle);
void yaw(F32 angle);
LLVector3 getReferenceUpVector();
F32 clampPitchToLimits(F32 angle);
//--------------------------------------------------------------------
// Autopilot
//--------------------------------------------------------------------
public:
BOOL getAutoPilot() const { return mAutoPilot; }
LLVector3d getAutoPilotTargetGlobal() const { return mAutoPilotTargetGlobal; }
void startAutoPilotGlobal(const LLVector3d &pos_global,
const std::string& behavior_name = std::string(),
const LLQuaternion *target_rotation = NULL,
void (*finish_callback)(BOOL, void *) = NULL, void *callback_data = NULL,
F32 stop_distance = 0.f, F32 rotation_threshold = 0.03f);
void startFollowPilot(const LLUUID &leader_id);
void stopAutoPilot(BOOL user_cancel = FALSE);
void setAutoPilotGlobal(const LLVector3d &pos_global);
void autoPilot(F32 *delta_yaw); // Autopilot walking action, angles in radians
void renderAutoPilotTarget();
private:
BOOL mAutoPilot;
BOOL mAutoPilotFlyOnStop;
LLVector3d mAutoPilotTargetGlobal;
F32 mAutoPilotStopDistance;
BOOL mAutoPilotUseRotation;
LLVector3 mAutoPilotTargetFacing;
F32 mAutoPilotTargetDist;
S32 mAutoPilotNoProgressFrameCount;
F32 mAutoPilotRotationThreshold;
std::string mAutoPilotBehaviorName;
void (*mAutoPilotFinishedCallback)(BOOL, void *);
void* mAutoPilotCallbackData;
LLUUID mLeaderID;
/** Movement
** **
*******************************************************************************/
/********************************************************************************
** **
** TELEPORT
**/
public:
enum ETeleportState
{
TELEPORT_NONE = 0, // No teleport in progress
TELEPORT_START = 1, // Transition to REQUESTED. Viewer has sent a TeleportRequest to the source simulator
TELEPORT_REQUESTED = 2, // Waiting for source simulator to respond
TELEPORT_MOVING = 3, // Viewer has received destination location from source simulator
TELEPORT_START_ARRIVAL = 4, // Transition to ARRIVING. Viewer has received avatar update, etc., from destination simulator
TELEPORT_ARRIVING = 5 // Make the user wait while content "pre-caches"
};
public:
static void parseTeleportMessages(const std::string& xml_filename);
const std::string getTeleportSourceSLURL() const { return mTeleportSourceSLURL; }
public:
// ! TODO ! Define ERROR and PROGRESS enums here instead of exposing the mappings.
static std::map<std::string, std::string> sTeleportErrorMessages;
static std::map<std::string, std::string> sTeleportProgressMessages;
private:
std::string mTeleportSourceSLURL; // SLURL where last TP began
//--------------------------------------------------------------------
// Teleport Actions
//--------------------------------------------------------------------
public:
void teleportRequest(const U64& region_handle,
const LLVector3& pos_local); // Go to a named location home
void teleportViaLandmark(const LLUUID& landmark_id); // Teleport to a landmark
void teleportHome() { teleportViaLandmark(LLUUID::null); } // Go home
void teleportViaLure(const LLUUID& lure_id, BOOL godlike); // To an invited location
void teleportViaLocation(const LLVector3d& pos_global); // To a global location - this will probably need to be deprecated
void teleportCancel(); // May or may not be allowed by server
protected:
bool teleportCore(bool is_local = false); // Stuff for all teleports; returns true if the teleport can proceed
//--------------------------------------------------------------------
// Teleport State
//--------------------------------------------------------------------
public:
ETeleportState getTeleportState() const { return mTeleportState; }
void setTeleportState(ETeleportState state);
private:
ETeleportState mTeleportState;
//--------------------------------------------------------------------
// Teleport Message
//--------------------------------------------------------------------
public:
const std::string& getTeleportMessage() const { return mTeleportMessage; }
void setTeleportMessage(const std::string& message) { mTeleportMessage = message; }
private:
std::string mTeleportMessage;
/** Teleport
** **
*******************************************************************************/
/********************************************************************************
** **
** CAMERA
**/
/*
//--------------------------------------------------------------------
// Mode
//--------------------------------------------------------------------
public:
void changeCameraToDefault();
void changeCameraToMouselook(BOOL animate = TRUE);
void changeCameraToThirdPerson(BOOL animate = TRUE);
void changeCameraToCustomizeAvatar(BOOL avatar_animate = TRUE, BOOL camera_animate = TRUE); // Trigger transition animation
void changeCameraToFollow(BOOL animate = TRUE); // Ventrella
BOOL cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); }
BOOL cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); }
BOOL cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR); }
BOOL cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); }
ECameraMode getCameraMode() const { return mCameraMode; }
void updateCamera(); // Call once per frame to update camera location/orientation
void resetCamera(); // Slam camera into its default position
private:
ECameraMode mCameraMode; // Target mode after transition animation is done
ECameraMode mLastCameraMode;
//--------------------------------------------------------------------
// Preset
//--------------------------------------------------------------------
public:
void switchCameraPreset(ECameraPreset preset);
private:
// Determines default camera offset depending on the current camera preset
LLVector3 getCameraOffsetInitial();
// Camera preset in Third Person Mode
ECameraPreset mCameraPreset;
// Initial camera offsets
std::map<ECameraPreset, LLVector3> mCameraOffsetInitial;
// Initial focus offsets
std::map<ECameraPreset, LLVector3d> mFocusOffsetInitial;
//--------------------------------------------------------------------
// Position
//--------------------------------------------------------------------
public:
LLVector3d getCameraPositionGlobal() const;
const LLVector3 &getCameraPositionAgent() const;
LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target
F32 getCameraMinOffGround(); // Minimum height off ground for this mode, meters
void setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; }
BOOL calcCameraMinDistance(F32 &obj_min_distance);
F32 calcCustomizeAvatarUIOffset(const LLVector3d& camera_pos_global);
F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); }
private:
F32 mCurrentCameraDistance; // Current camera offset from avatar
F32 mTargetCameraDistance; // Target camera offset from avatar
F32 mCameraFOVZoomFactor; // Amount of fov zoom applied to camera when zeroing in on an object
F32 mCameraCurrentFOVZoomFactor; // Interpolated fov zoom
F32 mCameraFOVDefault; // Default field of view that is basis for FOV zoom effect
LLVector4 mCameraCollidePlane; // Colliding plane for camera
F32 mCameraZoomFraction; // Mousewheel driven fraction of zoom
LLVector3 mCameraPositionAgent; // Camera position in agent coordinates
LLVector3 mCameraVirtualPositionAgent; // Camera virtual position (target) before performing FOV zoom
LLVector3d mCameraSmoothingLastPositionGlobal;
LLVector3d mCameraSmoothingLastPositionAgent;
BOOL mCameraSmoothingStop;
LLVector3 mCameraLag; // Third person camera lag
LLVector3 mCameraUpVector; // Camera's up direction in world coordinates (determines the 'roll' of the view)
//--------------------------------------------------------------------
// Follow
//--------------------------------------------------------------------
public:
void setUsingFollowCam(bool using_follow_cam);
private:
LLFollowCam mFollowCam; // Ventrella
//--------------------------------------------------------------------
// Sit
//--------------------------------------------------------------------
public:
void setupSitCamera();
BOOL sitCameraEnabled() { return mSitCameraEnabled; }
void setSitCamera(const LLUUID &object_id,
const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero);
private:
LLPointer<LLViewerObject> mSitCameraReferenceObject; // Object to which camera is related when sitting
BOOL mSitCameraEnabled; // Use provided camera information when sitting?
LLVector3 mSitCameraPos; // Root relative camera pos when sitting
LLVector3 mSitCameraFocus; // Root relative camera target when sitting
#endif
//--------------------------------------------------------------------
// Animation
//--------------------------------------------------------------------
public:
void setCameraAnimating(BOOL b) { mCameraAnimating = b; }
BOOL getCameraAnimating() { return mCameraAnimating; }
void setAnimationDuration(F32 seconds) { mAnimationDuration = seconds; }
void startCameraAnimation();
void stopCameraAnimation();
private:
BOOL mCameraAnimating; // Camera is transitioning from one mode to another
LLVector3d mAnimationCameraStartGlobal; // Camera start position, global coords
LLVector3d mAnimationFocusStartGlobal; // Camera focus point, global coords
//--------------------------------------------------------------------
// Focus
//--------------------------------------------------------------------
public:
LLVector3d calcFocusPositionTargetGlobal();
LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y);
BOOL getFocusOnAvatar() const { return mFocusOnAvatar; }
LLPointer<LLViewerObject>& getFocusObject() { return mFocusObject; }
F32 getFocusObjectDist() const { return mFocusObjectDist; }
void updateFocusOffset();
void validateFocusObject();
void setFocusGlobal(const LLPickInfo& pick);
void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null);
void setFocusOnAvatar(BOOL focus, BOOL animate);
void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id);
void clearFocusObject();
void setFocusObject(LLViewerObject* object);
void setObjectTracking(BOOL track) { mTrackFocusObject = track; }
const LLVector3d &getFocusGlobal() const { return mFocusGlobal; }
const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; }
private:
LLVector3d mCameraFocusOffset; // Offset from focus point in build mode
LLVector3d mCameraFocusOffsetTarget; // Target towards which we are lerping the camera's focus offset
BOOL mFocusOnAvatar;
LLVector3d mFocusGlobal;
LLVector3d mFocusTargetGlobal;
LLPointer<LLViewerObject> mFocusObject;
F32 mFocusObjectDist;
LLVector3 mFocusObjectOffset;
F32 mFocusDotRadius; // Meters
BOOL mTrackFocusObject;
F32 mUIOffset;
//--------------------------------------------------------------------
// Third person
//--------------------------------------------------------------------
public:
LLVector3d calcThirdPersonFocusOffset();
void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; }
private:
LLVector3 mThirdPersonHeadOffset; // Head offset for third person camera position
//--------------------------------------------------------------------
// Orbit
//--------------------------------------------------------------------
public:
void cameraOrbitAround(const F32 radians); // Rotate camera CCW radians about build focus point
void cameraOrbitOver(const F32 radians); // Rotate camera forward radians over build focus point
void cameraOrbitIn(const F32 meters); // Move camera in toward build focus point
//--------------------------------------------------------------------
// Zoom
//--------------------------------------------------------------------
public:
void handleScrollWheel(S32 clicks); // Mousewheel driven zoom
void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance
F32 getCameraZoomFraction(); // Get camera zoom as fraction of minimum and maximum zoom
void setCameraZoomFraction(F32 fraction); // Set camera zoom as fraction of minimum and maximum zoom
F32 calcCameraFOVZoomFactor();
//--------------------------------------------------------------------
// Pan
//--------------------------------------------------------------------
public:
void cameraPanIn(const F32 meters);
void cameraPanLeft(const F32 meters);
void cameraPanUp(const F32 meters);
//--------------------------------------------------------------------
// View
//--------------------------------------------------------------------
public:
// Called whenever the agent moves. Puts camera back in default position, deselects items, etc.
void resetView(BOOL reset_camera = TRUE, BOOL change_camera = FALSE);
// Called on camera movement. Unlocks camera from the default position behind the avatar.
void unlockView();
//--------------------------------------------------------------------
// Mouselook
//--------------------------------------------------------------------
public:
BOOL getForceMouselook() const { return mForceMouselook; }
void setForceMouselook(BOOL mouselook) { mForceMouselook = mouselook; }
private:
BOOL mForceMouselook;
*/
//--------------------------------------------------------------------
// HUD
//--------------------------------------------------------------------
public:
const LLColor4 &getEffectColor();
void setEffectColor(const LLColor4 &color);
private:
LLUIColor mEffectColor;
/** Camera
** **
*******************************************************************************/
/********************************************************************************
** **
** ACCESS
**/
public:
// Checks if agent can modify an object based on the permissions and the agent's proxy status.
BOOL isGrantedProxy(const LLPermissions& perm);
BOOL allowOperation(PermissionBit op,
const LLPermissions& perm,
U64 group_proxy_power = 0,
U8 god_minimum = GOD_MAINTENANCE);
const LLAgentAccess& getAgentAccess();
BOOL canManageEstate() const;
BOOL getAdminOverride() const;
// ! BACKWARDS COMPATIBILITY ! This function can go away after the AO transition (see llstartup.cpp).
void setAOTransition();
private:
LLAgentAccess mAgentAccess;
//--------------------------------------------------------------------
// God
//--------------------------------------------------------------------
public:
bool isGodlike() const;
bool isGodlikeWithoutAdminMenuFakery() const;
U8 getGodLevel() const;
void setAdminOverride(BOOL b);
void setGodLevel(U8 god_level);
void requestEnterGodMode();
void requestLeaveGodMode();
//--------------------------------------------------------------------
// Maturity
//--------------------------------------------------------------------
public:
// Note: this is a prime candidate for pulling out into a Maturity class.
// Rather than just expose the preference setting, we're going to actually
// expose what the client code cares about -- what the user should see
// based on a combination of the is* and prefers* flags, combined with god bit.
bool wantsPGOnly() const;
bool canAccessMature() const;
bool canAccessAdult() const;
bool canAccessMaturityInRegion( U64 region_handle ) const;
bool canAccessMaturityAtGlobal( LLVector3d pos_global ) const;
bool prefersPG() const;
bool prefersMature() const;
bool prefersAdult() const;
bool isTeen() const;
bool isMature() const;
bool isAdult() const;
void setTeen(bool teen);
void setMaturity(char text);
static int convertTextToMaturity(char text);
bool sendMaturityPreferenceToServer(int preferredMaturity); // ! "U8" instead of "int"?
// Maturity callbacks for PreferredMaturity control variable
void handleMaturity(const LLSD& newvalue);
bool validateMaturity(const LLSD& newvalue);
/** Access
** **
*******************************************************************************/
/********************************************************************************
** **
** RENDERING
**/
public:
LLQuaternion getHeadRotation();
BOOL needsRenderAvatar(); // TRUE when camera mode is such that your own avatar should draw
BOOL needsRenderHead();
public:
F32 mDrawDistance; // SERAPH REMOVE
private:
BOOL mShowAvatar; // Should we render the avatar?
U32 mAppearanceSerialNum;
//--------------------------------------------------------------------
// Rendering state bitmap helpers
//--------------------------------------------------------------------
public:
void setRenderState(U8 newstate);
void clearRenderState(U8 clearstate);
U8 getRenderState();
private:
U8 mRenderState; // Current behavior state of agent
/** Rendering
** **
*******************************************************************************/
/********************************************************************************
** **
** GROUPS
**/
public:
const LLUUID &getGroupID() const { return mGroupID; }
// Get group information by group_id, or FALSE if not in group.
BOOL getGroupData(const LLUUID& group_id, LLGroupData& data) const;
// Get just the agent's contribution to the given group.
S32 getGroupContribution(const LLUUID& group_id) const;
// Update internal datastructures and update the server.
BOOL setGroupContribution(const LLUUID& group_id, S32 contribution);
BOOL setUserGroupFlags(const LLUUID& group_id, BOOL accept_notices, BOOL list_in_profile);
const std::string &getGroupName() const { return mGroupName; }
BOOL canJoinGroups() const;
private:
std::string mGroupName;
LLUUID mGroupID;
//--------------------------------------------------------------------
// Group Membership
//--------------------------------------------------------------------
public:
// Checks against all groups in the entire agent group list.
BOOL isInGroup(const LLUUID& group_id, BOOL ingnore_God_mod = FALSE) const;
protected:
// Only used for building titles.
BOOL isGroupMember() const { return !mGroupID.isNull(); }
public:
LLDynamicArray<LLGroupData> mGroups;
//--------------------------------------------------------------------
// Group Title
//--------------------------------------------------------------------
public:
void setHideGroupTitle(BOOL hide) { mHideGroupTitle = hide; }
BOOL isGroupTitleHidden() const { return mHideGroupTitle; }
private:
std::string mGroupTitle; // Honorific, like "Sir"
BOOL mHideGroupTitle;
//--------------------------------------------------------------------
// Group Powers
//--------------------------------------------------------------------
public:
BOOL hasPowerInGroup(const LLUUID& group_id, U64 power) const;
BOOL hasPowerInActiveGroup(const U64 power) const;
U64 getPowerInGroup(const LLUUID& group_id) const;
U64 mGroupPowers;
//--------------------------------------------------------------------
// Friends
//--------------------------------------------------------------------
public:
void observeFriends();
void friendsChanged();
private:
LLFriendObserver* mFriendObserver;
std::set<LLUUID> mProxyForAgents;
/** Groups
** **
*******************************************************************************/
/********************************************************************************
** **
** MESSAGING
**/
//--------------------------------------------------------------------
// Send
//--------------------------------------------------------------------
public:
void sendMessage(); // Send message to this agent's region
void sendReliableMessage();
void sendAgentSetAppearance();
void sendAgentDataUpdateRequest();
void sendAgentUserInfoRequest();
// IM to Email and Online visibility
void sendAgentUpdateUserInfo(bool im_to_email, const std::string& directory_visibility);
//--------------------------------------------------------------------
// Receive
//--------------------------------------------------------------------
public:
static void processAgentDataUpdate(LLMessageSystem *msg, void **);
static void processAgentGroupDataUpdate(LLMessageSystem *msg, void **);
static void processAgentDropGroup(LLMessageSystem *msg, void **);
static void processScriptControlChange(LLMessageSystem *msg, void **);
static void processAgentCachedTextureResponse(LLMessageSystem *mesgsys, void **user_data);
/** Messaging
** **
*******************************************************************************/
/********************************************************************************
** **
** DEBUGGING
**/
public:
static void dumpGroupInfo();
static void clearVisualParams(void *);
friend std::ostream& operator<<(std::ostream &s, const LLAgent &sphere);
/** Debugging
** **
*******************************************************************************/
};
extern LLAgent gAgent;
inline bool operator==(const LLGroupData &a, const LLGroupData &b)
{
return (a.mID == b.mID);
}
class LLAgentQueryManager
{
friend class LLAgent;
friend class LLAgentWearables;
public:
LLAgentQueryManager();
virtual ~LLAgentQueryManager();
BOOL hasNoPendingQueries() const { return getNumPendingQueries() == 0; }
S32 getNumPendingQueries() const { return mNumPendingQueries; }
private:
S32 mNumPendingQueries;
S32 mWearablesCacheQueryID;
U32 mUpdateSerialNum;
S32 mActiveCacheQueries[LLVOAvatarDefines::BAKED_NUM_INDICES];
};
extern LLAgentQueryManager gAgentQueryManager;
#endif
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