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/**
* @file llfloatermodelpreview.h
* @brief LLFloaterModelPreview class definition
*
* $LicenseInfo:firstyear=2004&license=viewergpl$
*
* Copyright (c) 2004-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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_LLFLOATERMODELPREVIEW_H
#define LL_LLFLOATERMODELPREVIEW_H
#include "llfloaternamedesc.h"
#include "lldynamictexture.h"
#include "llquaternion.h"
#include "llmeshrepository.h"
#include "llmodel.h"
#include "llthread.h"
class LLComboBox;
class LLJoint;
class LLViewerJointMesh;
class LLVOAvatar;
class LLTextBox;
class LLVertexBuffer;
class LLModelPreview;
class LLFloaterModelPreview;
class daeElement;
class domProfile_COMMON;
class domInstance_geometry;
class LLPhysicsDecompFloater : public LLFloater
{
public:
LLPhysicsDecompFloater(LLSD& key);
~LLPhysicsDecompFloater();
};
class LLModelLoader : public LLThread
{
public:
typedef enum
{
STARTING = 0,
READING_FILE,
CREATING_FACES,
GENERATING_VERTEX_BUFFERS,
GENERATING_LOD,
DONE,
} eLoadState;
U32 mState;
std::string mFilename;
S32 mLod;
LLModelPreview* mPreview;
LLMatrix4 mTransform;
BOOL mFirstTransform;
LLVector3 mExtents[2];
std::map<daeElement*, LLPointer<LLModel> > mModel;
typedef std::vector<LLPointer<LLModel> > model_list;
model_list mModelList;
typedef std::vector<LLModelInstance> model_instance_list;
typedef std::map<LLMatrix4, model_instance_list > scene;
scene mScene;
typedef std::queue<LLPointer<LLModel> > model_queue;
//queue of models that need a physics rep
model_queue mPhysicsQ;
LLModelLoader(std::string filename, S32 lod, LLModelPreview* preview);
virtual void run();
void processElement(daeElement* element);
std::vector<LLImportMaterial> getMaterials(LLModel* model, domInstance_geometry* instance_geo);
LLImportMaterial profileToMaterial(domProfile_COMMON* material);
std::string getElementLabel(daeElement *element);
LLColor4 getDaeColor(daeElement* element);
//map of avatar joints as named in COLLADA assets to internal joint names
std::map<std::string, std::string> mJointMap;
};
class LLFloaterModelPreview : public LLFloater
{
public:
class DecompRequest : public LLPhysicsDecomp::Request
{
public:
S32 mContinue;
LLPointer<LLModel> mModel;
DecompRequest(const std::string& stage, LLModel* mdl);
virtual S32 statusCallback(const char* status, S32 p1, S32 p2);
virtual void completed();
};
static LLFloaterModelPreview* sInstance;
LLFloaterModelPreview(const LLSD& key);
virtual ~LLFloaterModelPreview();
virtual BOOL postBuild();
BOOL handleMouseDown(S32 x, S32 y, MASK mask);
BOOL handleMouseUp(S32 x, S32 y, MASK mask);
BOOL handleHover(S32 x, S32 y, MASK mask);
BOOL handleScrollWheel(S32 x, S32 y, S32 clicks);
static void onMouseCaptureLostModelPreview(LLMouseHandler*);
static void setUploadAmount(S32 amount) { sUploadAmount = amount; }
static void onBrowseHighLOD(void* data);
static void onBrowseMediumLOD(void* data);
static void onBrowseLowLOD(void* data);
static void onBrowseLowestLOD(void* data);
static void onUpload(void* data);
static void onConsolidate(void* data);
static void onScrubMaterials(void* data);
static void onDecompose(void* data);
static void onModelDecompositionComplete(LLModel* model, std::vector<LLPointer<LLVertexBuffer> >& physics_mesh);
static void refresh(LLUICtrl* ctrl, void* data);
void updateResourceCost();
void loadModel(S32 lod);
protected:
friend class LLModelPreview;
friend class LLMeshFilePicker;
friend class LLPhysicsDecomp;
friend class LLPhysicsDecompFloater;
static void onDebugScaleCommit(LLUICtrl*, void*);
static void onUploadJointsCommit(LLUICtrl*,void*);
static void onUploadSkinCommit(LLUICtrl*,void*);
static void onPreviewLODCommit(LLUICtrl*,void*);
static void onHighLODCommit(LLUICtrl*,void*);
static void onMediumLODCommit(LLUICtrl*,void*);
static void onLowLODCommit(LLUICtrl*,void*);
static void onLowestLODCommit(LLUICtrl*,void*);
static void onPhysicsLODCommit(LLUICtrl*,void*);
static void onHighLimitCommit(LLUICtrl*,void*);
static void onMediumLimitCommit(LLUICtrl*,void*);
static void onLowLimitCommit(LLUICtrl*,void*);
static void onLowestLimitCommit(LLUICtrl*,void*);
static void onPhysicsLimitCommit(LLUICtrl*,void*);
static void onSmoothNormalsCommit(LLUICtrl*,void*);
static void onAutoFillCommit(LLUICtrl*,void*);
static void onShowEdgesCommit(LLUICtrl*,void*);
static void onExplodeCommit(LLUICtrl*, void*);
static void onPhysicsParamCommit(LLUICtrl* ctrl, void* userdata);
static void onPhysicsStageExecute(LLUICtrl* ctrl, void* userdata);
static void onPhysicsStageCancel(LLUICtrl* ctrl, void* userdata);
static void onClosePhysicsFloater(LLUICtrl* ctrl, void* userdata);
void draw();
static void setLODMode(S32 lod, void* userdata);
void setLODMode(S32 lod, S32 which_mode);
static void setLimit(S32 lod, void* userdata);
void setLimit(S32 lod, S32 limit);
void showDecompFloater();
LLModelPreview* mModelPreview;
LLFloater* mDecompFloater;
LLPhysicsDecomp::decomp_params mDecompParams;
S32 mLastMouseX;
S32 mLastMouseY;
LLRect mPreviewRect;
U32 mGLName;
BOOL mLoading;
static S32 sUploadAmount;
LLPointer<DecompRequest> mCurRequest;
};
class LLModelPreview : public LLViewerDynamicTexture, public LLMutex
{
public:
LLModelPreview(S32 width, S32 height, LLFloaterModelPreview* fmp);
virtual ~LLModelPreview();
void resetPreviewTarget();
void setPreviewTarget(F32 distance);
void setTexture(U32 name) { mTextureName = name; }
BOOL render();
void update();
void genBuffers(S32 lod, bool skinned);
void clearBuffers();
void refresh();
void rotate(F32 yaw_radians, F32 pitch_radians);
void zoom(F32 zoom_amt);
void pan(F32 right, F32 up);
virtual BOOL needsRender() { return mNeedsUpdate; }
void setPreviewLOD(S32 lod);
void clearModel(S32 lod);
void loadModel(std::string filename, S32 lod);
void loadModelCallback(S32 lod);
void genLODs(S32 which_lod = -1);
void smoothNormals();
void consolidate();
void scrubMaterials();
U32 calcResourceCost();
void rebuildUploadData();
void clearIncompatible(S32 lod);
void updateStatusMessages();
bool containsRiggedAsset( void );
static void textureLoadedCallback( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* src_aux, S32 discard_level, BOOL final, void* userdata );
protected:
friend class LLFloaterModelPreview;
friend class LLFloaterModelPreview::DecompRequest;
friend class LLPhysicsDecomp;
LLFloaterModelPreview* mFMP;
BOOL mNeedsUpdate;
bool mDirty;
U32 mTextureName;
F32 mCameraDistance;
F32 mCameraYaw;
F32 mCameraPitch;
F32 mCameraZoom;
LLVector3 mCameraOffset;
LLVector3 mPreviewTarget;
LLVector3 mPreviewScale;
S32 mPreviewLOD;
U32 mResourceCost;
S32 mLODMode[LLModel::NUM_LODS];
S32 mLimit[LLModel::NUM_LODS];
LLModelLoader* mModelLoader;
LLModelLoader::scene mScene[LLModel::NUM_LODS];
LLModelLoader::scene mBaseScene;
LLModelLoader::model_list mModel[LLModel::NUM_LODS];
LLModelLoader::model_list mBaseModel;
std::map<LLPointer<LLModel>, U32> mGroup;
std::map<LLPointer<LLModel>, U32> mObject;
std::map<LLPointer<LLModel>, std::vector<U32> > mPatch;
std::map<LLPointer<LLModel>, F32> mPercentage;
std::map<LLPointer<LLModel>, std::vector<LLPointer<LLVertexBuffer> > > mPhysicsMesh;
LLMeshUploadThread::instance_list mUploadData;
std::set<LLPointer<LLViewerFetchedTexture> > mTextureSet;
//map of vertex buffers to models (one vertex buffer in vector per face in model
std::map<LLModel*, std::vector<LLPointer<LLVertexBuffer> > > mVertexBuffer[LLModel::NUM_LODS+1];
};
#endif // LL_LLFLOATERMODELPREVIEW_H
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