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/**
* @file llfloatermodelpreview.h
* @brief LLFloaterModelPreview class definition
*
* $LicenseInfo:firstyear=2004&license=viewerlgpl$
* 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_LLFLOATERMODELPREVIEW_H
#define LL_LLFLOATERMODELPREVIEW_H
#include "llfloaternamedesc.h"
#include "lldynamictexture.h"
#include "llfloatermodelwizard.h"
#include "llquaternion.h"
#include "llmeshrepository.h"
#include "llmodel.h"
#include "llthread.h"
#include "llviewermenufile.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 domNode;
class domTranslate;
class LLMenuButton;
class LLToggleableMenu;
const S32 NUM_LOD = 4;
class LLModelLoader : public LLThread
{
public:
typedef enum
{
STARTING = 0,
READING_FILE,
CREATING_FACES,
GENERATING_VERTEX_BUFFERS,
GENERATING_LOD,
DONE,
ERROR_PARSING, //basically loading failed
} eLoadState;
U32 mState;
std::string mFilename;
S32 mLod;
LLModelPreview* mPreview;
LLMatrix4 mTransform;
BOOL mFirstTransform;
LLVector3 mExtents[2];
bool mTrySLM;
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();
bool doLoadModel();
bool loadFromSLM(const std::string& filename);
void loadModelCallback();
void loadTextures() ; //called in the main thread.
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);
daeElement* getChildFromElement( daeElement* pElement, std::string const & name );
bool isNodeAJoint( domNode* pNode );
void processJointNode( domNode* pNode, std::map<std::string,LLMatrix4>& jointTransforms );
void extractTranslation( domTranslate* pTranslate, LLMatrix4& transform );
void extractTranslationViaElement( daeElement* pTranslateElement, LLMatrix4& transform );
bool doesJointArrayContainACompleteRig( const std::vector<std::string> &modelJointList );
bool checkForCompleteRig( const std::vector<std::string> &jointListFromModel );
void handlePivotPoint( daeElement* pRoot );
bool isNodeAPivotPoint( domNode* pNode );
void setLoadState(U32 state);
//map of avatar joints as named in COLLADA assets to internal joint names
std::map<std::string, std::string> mJointMap;
std::deque<std::string> mMasterJointList;
bool mResetJoints;
};
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; }
void setDetails(F32 x, F32 y, F32 z, F32 streaming_cost, F32 physics_cost);
static void onBrowseLOD(void* data);
static void onUpload(void* data);
static void onClearMaterials(void* data);
static void refresh(LLUICtrl* ctrl, void* data);
void updateResourceCost();
void loadModel(S32 lod);
void onViewOptionChecked(const LLSD& userdata);
bool isViewOptionChecked(const LLSD& userdata);
bool isViewOptionEnabled(const LLSD& userdata);
void setViewOptionEnabled(const std::string& option, bool enabled);
void enableViewOption(const std::string& option);
void disableViewOption(const std::string& option);
protected:
friend class LLModelPreview;
friend class LLMeshFilePicker;
friend class LLPhysicsDecomp;
static void onImportScaleCommit(LLUICtrl*, void*);
static void onPelvisOffsetCommit(LLUICtrl*, void*);
static void onUploadJointsCommit(LLUICtrl*,void*);
static void onUploadSkinCommit(LLUICtrl*,void*);
static void onPreviewLODCommit(LLUICtrl*,void*);
static void onGenerateNormalsCommit(LLUICtrl*,void*);
static void onAutoFillCommit(LLUICtrl*,void*);
static void onLODParamCommit(LLUICtrl*,void*);
static void onLODParamCommitTriangleLimit(LLUICtrl*,void*);
static void onExplodeCommit(LLUICtrl*, void*);
static void onPhysicsParamCommit(LLUICtrl* ctrl, void* userdata);
static void onPhysicsStageExecute(LLUICtrl* ctrl, void* userdata);
static void onCancel(LLUICtrl* ctrl, void* userdata);
static void onPhysicsStageCancel(LLUICtrl* ctrl, void* userdata);
static void onPhysicsBrowse(LLUICtrl* ctrl, void* userdata);
static void onPhysicsUseLOD(LLUICtrl* ctrl, void* userdata);
static void onPhysicsOptimize(LLUICtrl* ctrl, void* userdata);
static void onPhysicsDecomposeBack(LLUICtrl* ctrl, void* userdata);
static void onPhysicsSimplifyBack(LLUICtrl* ctrl, void* userdata);
void draw();
void initDecompControls();
void setStatusMessage(const std::string& msg);
LLModelPreview* mModelPreview;
LLPhysicsDecomp::decomp_params mDecompParams;
S32 mLastMouseX;
S32 mLastMouseY;
LLRect mPreviewRect;
U32 mGLName;
static S32 sUploadAmount;
std::set<LLPointer<DecompRequest> > mCurRequest;
std::string mStatusMessage;
//use "disabled" as false by default
std::map<std::string, bool> mViewOptionDisabled;
//store which lod mode each LOD is using
// 0 - load from file
// 1 - auto generate
// 2 - None
S32 mLODMode[4];
LLMenuButton* mViewOptionMenuButton;
LLToggleableMenu* mViewOptionMenu;
LLMutex* mStatusLock;
};
class LLMeshFilePicker : public LLFilePickerThread
{
public:
LLMeshFilePicker(LLModelPreview* mp, S32 lod);
virtual void notify(const std::string& filename);
private:
LLModelPreview* mMP;
S32 mLOD;
};
class LLModelPreview : public LLViewerDynamicTexture, public LLMutex
{
typedef boost::signals2::signal<void (F32 x, F32 y, F32 z, F32 streaming_cost, F32 physics_cost)> details_signal_t;
typedef boost::signals2::signal<void (void)> model_loaded_signal_t;
public:
LLModelPreview(S32 width, S32 height, LLFloater* fmp);
virtual ~LLModelPreview();
void resetPreviewTarget();
void setPreviewTarget(F32 distance);
void setTexture(U32 name) { mTextureName = name; }
void setPhysicsFromLOD(S32 lod);
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, U32 decimation = 3, bool enforce_tri_limit = false);
void generateNormals();
void alterModelsPivot( void );
void clearMaterials();
U32 calcResourceCost();
void rebuildUploadData();
void saveUploadData(bool save_skinweights, bool save_joint_poisitions);
void saveUploadData(const std::string& filename, bool save_skinweights, bool save_joint_poisitions);
void clearIncompatible(S32 lod);
void updateStatusMessages();
void clearGLODGroup();
void onLODParamCommit(bool enforce_tri_limit);
const bool getModelPivot( void ) const { return mHasPivot; }
void setHasPivot( bool val ) { mHasPivot = val; }
void setModelPivot( const LLVector3& pivot ) { mModelPivot = pivot; }
const bool isRigValid( void ) const { return mRigValid; }
void setRigValid( bool rigValid ) { mRigValid = rigValid; }
static void textureLoadedCallback( BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* src_aux, S32 discard_level, BOOL final, void* userdata );
boost::signals2::connection setDetailsCallback( const details_signal_t::slot_type& cb ){ return mDetailsSignal.connect(cb); }
boost::signals2::connection setModelLoadedCallback( const model_loaded_signal_t::slot_type& cb ){ return mModelLoadedSignal.connect(cb); }
void setLoadState( U32 state ) { mLoadState = state; }
U32 getLoadState() { return mLoadState; }
protected:
friend class LLModelLoader;
friend class LLFloaterModelPreview;
friend class LLFloaterModelWizard;
friend class LLFloaterModelPreview::DecompRequest;
friend class LLFloaterModelWizard::DecompRequest;
friend class LLPhysicsDecomp;
LLFloater* mFMP;
BOOL mNeedsUpdate;
bool mDirty;
bool mGenLOD;
U32 mTextureName;
F32 mCameraDistance;
F32 mCameraYaw;
F32 mCameraPitch;
F32 mCameraZoom;
LLVector3 mCameraOffset;
LLVector3 mPreviewTarget;
LLVector3 mPreviewScale;
S32 mPreviewLOD;
U32 mResourceCost;
std::string mLODFile[LLModel::NUM_LODS];
bool mLoading;
U32 mLoadState;
std::map<std::string, bool> mViewOption;
//GLOD object parameters (must rebuild object if these change)
F32 mBuildShareTolerance;
U32 mBuildQueueMode;
U32 mBuildOperator;
U32 mBuildBorderMode;
S32 mRequestedTriangleCount[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;
U32 mGroup;
std::map<LLPointer<LLModel>, U32> mObject;
U32 mMaxTriangleLimit;
LLMeshUploadThread::instance_list mUploadData;
std::set<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];
details_signal_t mDetailsSignal;
model_loaded_signal_t mModelLoadedSignal;
LLVector3 mModelPivot;
bool mHasPivot;
float mPelvisZOffset;
bool mRigValid;
};
#endif // LL_LLFLOATERMODELPREVIEW_H
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