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/**
* @file llmeshrepository.h
* @brief Client-side repository of mesh assets.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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_MESH_REPOSITORY_H
#define LL_MESH_REPOSITORY_H
#include "llassettype.h"
#include "llmodel.h"
#include "lluuid.h"
#include "llviewertexture.h"
#include "llvolume.h"
#define LLCONVEXDECOMPINTER_STATIC 1
#include "llconvexdecomposition.h"
class LLVOVolume;
class LLMeshResponder;
class LLCurlRequest;
class LLMutex;
class LLCondition;
class LLVFS;
class LLMeshRepository;
class LLMeshUploadData
{
public:
LLPointer<LLModel> mBaseModel;
LLPointer<LLModel> mModel[5];
LLUUID mUUID;
U32 mRetries;
std::string mRSVP;
std::string mAssetData;
LLSD mPostData;
LLMeshUploadData()
{
mRetries = 0;
}
};
class LLTextureUploadData
{
public:
LLViewerFetchedTexture* mTexture;
LLUUID mUUID;
std::string mRSVP;
std::string mLabel;
U32 mRetries;
std::string mAssetData;
LLSD mPostData;
LLTextureUploadData()
{
mRetries = 0;
}
LLTextureUploadData(LLViewerFetchedTexture* texture, std::string& label)
: mTexture(texture), mLabel(label)
{
mRetries = 0;
}
};
class LLImportMaterial
{
public:
LLPointer<LLViewerFetchedTexture> mDiffuseMap;
std::string mDiffuseMapFilename;
std::string mDiffuseMapLabel;
LLColor4 mDiffuseColor;
bool mFullbright;
bool operator<(const LLImportMaterial ¶ms) const;
LLImportMaterial()
: mFullbright(false)
{
mDiffuseColor.set(1,1,1,1);
}
LLImportMaterial(LLSD& data);
LLSD asLLSD();
};
class LLModelInstance
{
public:
LLPointer<LLModel> mModel;
LLPointer<LLModel> mLOD[5];
std::string mLabel;
LLUUID mMeshID;
S32 mLocalMeshID;
LLMatrix4 mTransform;
std::vector<LLImportMaterial> mMaterial;
LLModelInstance(LLModel* model, const std::string& label, LLMatrix4& transform, std::vector<LLImportMaterial>& materials)
: mModel(model), mLabel(label), mTransform(transform), mMaterial(materials)
{
mLocalMeshID = -1;
}
LLModelInstance(LLSD& data);
LLSD asLLSD();
};
class LLPhysicsDecomp : public LLThread
{
public:
typedef std::map<std::string, LLSD> decomp_params;
class Request : public LLRefCount
{
public:
//input params
S32* mDecompID;
std::string mStage;
std::vector<LLVector3> mPositions;
std::vector<U16> mIndices;
decomp_params mParams;
//output state
std::string mStatusMessage;
std::vector<LLModel::PhysicsMesh> mHullMesh;
LLModel::convex_hull_decomposition mHull;
//status message callback, called from decomposition thread
virtual S32 statusCallback(const char* status, S32 p1, S32 p2) = 0;
//completed callback, called from the main thread
virtual void completed() = 0;
virtual void setStatusMessage(const std::string& msg);
protected:
//internal use
LLVector3 mBBox[2] ;
F32 mTriangleAreaThreshold ;
void updateTriangleAreaThreshold() ;
bool isValidTriangle(U16 idx1, U16 idx2, U16 idx3) ;
};
LLCondition* mSignal;
LLMutex* mMutex;
bool mInited;
bool mQuitting;
bool mDone;
LLPhysicsDecomp();
~LLPhysicsDecomp();
void shutdown();
void submitRequest(Request* request);
static S32 llcdCallback(const char*, S32, S32);
void cancel();
void setMeshData(LLCDMeshData& mesh);
void doDecomposition();
void doDecompositionSingleHull();
virtual void run();
void completeCurrent();
void notifyCompleted();
std::map<std::string, S32> mStageID;
typedef std::queue<LLPointer<Request> > request_queue;
request_queue mRequestQ;
LLPointer<Request> mCurRequest;
std::queue<LLPointer<Request> > mCompletedQ;
};
class LLMeshRepoThread : public LLThread
{
public:
static S32 sActiveHeaderRequests;
static S32 sActiveLODRequests;
static U32 sMaxConcurrentRequests;
LLCurlRequest* mCurlRequest;
LLMutex* mMutex;
LLMutex* mHeaderMutex;
LLCondition* mSignal;
bool mWaiting;
//map of known mesh headers
typedef std::map<LLUUID, LLSD> mesh_header_map;
mesh_header_map mMeshHeader;
std::map<LLUUID, U32> mMeshHeaderSize;
std::map<LLUUID, U32> mMeshResourceCost;
class HeaderRequest
{
public:
const LLVolumeParams mMeshParams;
HeaderRequest(const LLVolumeParams& mesh_params)
: mMeshParams(mesh_params)
{
}
bool operator<(const HeaderRequest& rhs) const
{
return mMeshParams < rhs.mMeshParams;
}
};
class LODRequest
{
public:
LLVolumeParams mMeshParams;
S32 mLOD;
F32 mScore;
LODRequest(const LLVolumeParams& mesh_params, S32 lod)
: mMeshParams(mesh_params), mLOD(lod), mScore(0.f)
{
}
};
struct CompareScoreGreater
{
bool operator()(const LODRequest& lhs, const LODRequest& rhs)
{
return lhs.mScore > rhs.mScore; // greatest = first
}
};
class LoadedMesh
{
public:
LLPointer<LLVolume> mVolume;
LLVolumeParams mMeshParams;
S32 mLOD;
LoadedMesh(LLVolume* volume, const LLVolumeParams& mesh_params, S32 lod)
: mVolume(volume), mMeshParams(mesh_params), mLOD(lod)
{
}
};
//set of requested skin info
std::set<LLUUID> mSkinRequests;
//queue of completed skin info requests
std::queue<LLMeshSkinInfo> mSkinInfoQ;
//set of requested decompositions
std::set<LLUUID> mDecompositionRequests;
//set of requested physics shapes
std::set<LLUUID> mPhysicsShapeRequests;
//queue of completed Decomposition info requests
std::queue<LLModel::Decomposition*> mDecompositionQ;
//queue of requested headers
std::queue<HeaderRequest> mHeaderReqQ;
//queue of requested LODs
std::queue<LODRequest> mLODReqQ;
//queue of unavailable LODs (either asset doesn't exist or asset doesn't have desired LOD)
std::queue<LODRequest> mUnavailableQ;
//queue of successfully loaded meshes
std::queue<LoadedMesh> mLoadedQ;
//map of pending header requests and currently desired LODs
typedef std::map<LLVolumeParams, std::vector<S32> > pending_lod_map;
pending_lod_map mPendingLOD;
static std::string constructUrl(LLUUID mesh_id);
LLMeshRepoThread();
~LLMeshRepoThread();
virtual void run();
void loadMeshLOD(const LLVolumeParams& mesh_params, S32 lod);
bool fetchMeshHeader(const LLVolumeParams& mesh_params);
bool fetchMeshLOD(const LLVolumeParams& mesh_params, S32 lod);
bool headerReceived(const LLVolumeParams& mesh_params, U8* data, S32 data_size);
bool lodReceived(const LLVolumeParams& mesh_params, S32 lod, U8* data, S32 data_size);
bool skinInfoReceived(const LLUUID& mesh_id, U8* data, S32 data_size);
bool decompositionReceived(const LLUUID& mesh_id, U8* data, S32 data_size);
bool physicsShapeReceived(const LLUUID& mesh_id, U8* data, S32 data_size);
LLSD& getMeshHeader(const LLUUID& mesh_id);
void notifyLoadedMeshes();
S32 getActualMeshLOD(const LLVolumeParams& mesh_params, S32 lod);
U32 getResourceCost(const LLUUID& mesh_params);
void loadMeshSkinInfo(const LLUUID& mesh_id);
void loadMeshDecomposition(const LLUUID& mesh_id);
void loadMeshPhysicsShape(const LLUUID& mesh_id);
//send request for skin info, returns true if header info exists
// (should hold onto mesh_id and try again later if header info does not exist)
bool fetchMeshSkinInfo(const LLUUID& mesh_id);
//send request for decomposition, returns true if header info exists
// (should hold onto mesh_id and try again later if header info does not exist)
bool fetchMeshDecomposition(const LLUUID& mesh_id);
//send request for PhysicsShape, returns true if header info exists
// (should hold onto mesh_id and try again later if header info does not exist)
bool fetchMeshPhysicsShape(const LLUUID& mesh_id);
};
class LLMeshUploadThread : public LLThread
{
public:
class DecompRequest : public LLPhysicsDecomp::Request
{
public:
LLPointer<LLModel> mModel;
LLPointer<LLModel> mBaseModel;
LLMeshUploadThread* mThread;
DecompRequest(LLModel* mdl, LLModel* base_model, LLMeshUploadThread* thread);
S32 statusCallback(const char* status, S32 p1, S32 p2) { return 1; }
void completed();
};
LLPointer<DecompRequest> mFinalDecomp;
bool mPhysicsComplete;
typedef std::map<LLPointer<LLModel>, std::vector<LLVector3> > hull_map;
hull_map mHullMap;
typedef std::vector<LLModelInstance> instance_list;
instance_list mInstanceList;
typedef std::map<LLPointer<LLModel>, instance_list> instance_map;
instance_map mInstance;
LLMutex* mMutex;
LLCurlRequest* mCurlRequest;
S32 mPendingConfirmations;
S32 mPendingUploads;
S32 mPendingCost;
LLVector3 mOrigin;
bool mFinished;
bool mUploadTextures;
bool mUploadSkin;
bool mUploadJoints;
BOOL mDiscarded ;
LLHost mHost;
std::string mUploadObjectAssetCapability;
std::string mNewInventoryCapability;
std::string mWholeModelFeeCapability;
std::string mWholeModelUploadURL;
std::queue<LLMeshUploadData> mUploadQ;
std::queue<LLMeshUploadData> mConfirmedQ;
std::queue<LLModelInstance> mInstanceQ;
std::queue<LLTextureUploadData> mTextureQ;
std::queue<LLTextureUploadData> mConfirmedTextureQ;
std::map<LLViewerFetchedTexture*, LLTextureUploadData> mTextureMap;
LLMeshUploadThread(instance_list& data, LLVector3& scale, bool upload_textures,
bool upload_skin, bool upload_joints);
~LLMeshUploadThread();
void uploadTexture(LLTextureUploadData& data);
void doUploadTexture(LLTextureUploadData& data);
void sendCostRequest(LLTextureUploadData& data);
void priceResult(LLTextureUploadData& data, const LLSD& content);
void onTextureUploaded(LLTextureUploadData& data);
void uploadModel(LLMeshUploadData& data);
void sendCostRequest(LLMeshUploadData& data);
void doUploadModel(LLMeshUploadData& data);
void onModelUploaded(LLMeshUploadData& data);
void createObjects(LLMeshUploadData& data);
LLSD createObject(LLModelInstance& instance);
void priceResult(LLMeshUploadData& data, const LLSD& content);
bool finished() { return mFinished; }
virtual void run();
void preStart();
void discard() ;
BOOL isDiscarded();
void doWholeModelUpload();
void doIterativeUpload();
void wholeModelToLLSD(LLSD& dest, bool include_textures);
void decomposeMeshMatrix(LLMatrix4& transformation,
LLVector3& result_pos,
LLQuaternion& result_rot,
LLVector3& result_scale);
};
class LLMeshRepository
{
public:
//metrics
static U32 sBytesReceived;
static U32 sHTTPRequestCount;
static U32 sHTTPRetryCount;
static U32 sCacheBytesRead;
static U32 sCacheBytesWritten;
static U32 sPeakKbps;
static F32 getStreamingCost(LLSD& header, F32 radius, S32* bytes = NULL, S32* visible_bytes = NULL, S32 detail = -1);
LLMeshRepository();
void init();
void shutdown();
S32 update() ;
//mesh management functions
S32 loadMesh(LLVOVolume* volume, const LLVolumeParams& mesh_params, S32 detail = 0, S32 last_lod = -1);
void notifyLoadedMeshes();
void notifyMeshLoaded(const LLVolumeParams& mesh_params, LLVolume* volume);
void notifyMeshUnavailable(const LLVolumeParams& mesh_params, S32 lod);
void notifySkinInfoReceived(LLMeshSkinInfo& info);
void notifyDecompositionReceived(LLModel::Decomposition* info);
S32 getActualMeshLOD(const LLVolumeParams& mesh_params, S32 lod);
static S32 getActualMeshLOD(LLSD& header, S32 lod);
U32 calcResourceCost(LLSD& header);
U32 getResourceCost(const LLUUID& mesh_params);
const LLMeshSkinInfo* getSkinInfo(const LLUUID& mesh_id);
LLModel::Decomposition* getDecomposition(const LLUUID& mesh_id);
void fetchPhysicsShape(const LLUUID& mesh_id);
bool hasPhysicsShape(const LLUUID& mesh_id);
void buildHull(const LLVolumeParams& params, S32 detail);
void buildPhysicsMesh(LLModel::Decomposition& decomp);
LLSD& getMeshHeader(const LLUUID& mesh_id);
void uploadModel(std::vector<LLModelInstance>& data, LLVector3& scale, bool upload_textures,
bool upload_skin, bool upload_joints);
S32 getMeshSize(const LLUUID& mesh_id, S32 lod);
typedef std::map<LLVolumeParams, std::set<LLUUID> > mesh_load_map;
mesh_load_map mLoadingMeshes[4];
typedef std::map<LLUUID, LLMeshSkinInfo> skin_map;
skin_map mSkinMap;
typedef std::map<LLUUID, LLModel::Decomposition*> decomposition_map;
decomposition_map mDecompositionMap;
LLMutex* mMeshMutex;
std::vector<LLMeshRepoThread::LODRequest> mPendingRequests;
//list of mesh ids awaiting skin info
std::set<LLUUID> mLoadingSkins;
//list of mesh ids that need to send skin info fetch requests
std::queue<LLUUID> mPendingSkinRequests;
//list of mesh ids awaiting decompositions
std::set<LLUUID> mLoadingDecompositions;
//list of mesh ids that need to send decomposition fetch requests
std::queue<LLUUID> mPendingDecompositionRequests;
//list of mesh ids awaiting physics shapes
std::set<LLUUID> mLoadingPhysicsShapes;
//list of mesh ids that need to send physics shape fetch requests
std::queue<LLUUID> mPendingPhysicsShapeRequests;
U32 mMeshThreadCount;
void cacheOutgoingMesh(LLMeshUploadData& data, LLSD& header);
LLMeshRepoThread* mThread;
std::vector<LLMeshUploadThread*> mUploads;
std::vector<LLMeshUploadThread*> mUploadWaitList;
LLPhysicsDecomp* mDecompThread;
class inventory_data
{
public:
LLSD mPostData;
LLSD mResponse;
inventory_data(const LLSD& data, const LLSD& content)
: mPostData(data), mResponse(content)
{
}
};
std::queue<inventory_data> mInventoryQ;
std::queue<LLSD> mUploadErrorQ;
void uploadError(LLSD& args);
void updateInventory(inventory_data data);
std::string mGetMeshCapability;
};
extern LLMeshRepository gMeshRepo;
#endif
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