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/**
* @file llmodelpreview.h
* @brief LLModelPreview class definition, class
* responsible for model preview inside LLFloaterModelPreview
*
* $LicenseInfo:firstyear=2020&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2020, 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_LLMODELPREVIEW_H
#define LL_LLMODELPREVIEW_H
#include "lldynamictexture.h"
#include "llfloatermodelpreview.h"
#include "llmeshrepository.h"
#include "llmodelloader.h" //NUM_LOD
#include "llmodel.h"
class LLJoint;
class LLVOAvatar;
class LLTextBox;
class LLVertexBuffer;
class DAE;
class daeElement;
class domProfile_COMMON;
class domInstance_geometry;
class domNode;
class domTranslate;
class domController;
class domSkin;
class domMesh;
// const strings needed by classes that use model preivew
static const std::string lod_name[NUM_LOD + 1] =
{
"lowest",
"low",
"medium",
"high",
"I went off the end of the lod_name array. Me so smart."
};
static const std::string lod_triangles_name[NUM_LOD + 1] =
{
"lowest_triangles",
"low_triangles",
"medium_triangles",
"high_triangles",
"I went off the end of the lod_triangles_name array. Me so smart."
};
static const std::string lod_vertices_name[NUM_LOD + 1] =
{
"lowest_vertices",
"low_vertices",
"medium_vertices",
"high_vertices",
"I went off the end of the lod_vertices_name array. Me so smart."
};
static const std::string lod_status_name[NUM_LOD + 1] =
{
"lowest_status",
"low_status",
"medium_status",
"high_status",
"I went off the end of the lod_status_name array. Me so smart."
};
static const std::string lod_icon_name[NUM_LOD + 1] =
{
"status_icon_lowest",
"status_icon_low",
"status_icon_medium",
"status_icon_high",
"I went off the end of the lod_status_name array. Me so smart."
};
static const std::string lod_status_image[NUM_LOD + 1] =
{
"ModelImport_Status_Good",
"ModelImport_Status_Warning",
"ModelImport_Status_Error",
"I went off the end of the lod_status_image array. Me so smart."
};
static const std::string lod_label_name[NUM_LOD + 1] =
{
"lowest_label",
"low_label",
"medium_label",
"high_label",
"I went off the end of the lod_label_name array. Me so smart."
};
class LLModelPreview : public LLViewerDynamicTexture, public LLMutex, public LLHandleProvider<LLModelPreview>
{
LOG_CLASS(LLModelPreview);
typedef boost::signals2::signal<void(F32 x, F32 y, F32 z)> details_signal_t;
typedef boost::signals2::signal<void(void)> model_loaded_signal_t;
typedef boost::signals2::signal<void(bool)> model_updated_signal_t;
public:
typedef enum
{
LOD_FROM_FILE = 0,
MESH_OPTIMIZER_AUTO, // automatically selects method based on model or face
MESH_OPTIMIZER_PRECISE, // combines faces into a single model, simplifies, then splits back into faces
MESH_OPTIMIZER_SLOPPY, // uses sloppy method, works per face
USE_LOD_ABOVE,
} eLoDMode;
typedef enum
{
LIMIT_TRIANGLES = 0,
LIMIT_ERROR_TRESHOLD,
} eLoDLimit;
public:
// Todo: model preview shouldn't need floater dependency, it
// should just expose data to floater, not control flaoter like it does
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 getJointAliases(JointMap& joint_map);
void loadModel(std::string filename, S32 lod, bool force_disable_slm = false);
void loadModelCallback(S32 lod);
bool lodsReady() { return !mGenLOD && mLodsQuery.empty(); }
void queryLODs() { mGenLOD = true; };
void genMeshOptimizerLODs(S32 which_lod, S32 meshopt_mode, U32 decimation = 3, bool enforce_tri_limit = false);
void generateNormals();
void restoreNormals();
void updateDimentionsAndOffsets();
void rebuildUploadData();
void saveUploadData(bool save_skinweights, bool save_joint_positions, bool lock_scale_if_joint_position);
void saveUploadData(const std::string& filename, bool save_skinweights, bool save_joint_positions, bool lock_scale_if_joint_position);
void clearIncompatible(S32 lod);
void updateStatusMessages();
void updateLodControls(S32 lod);
void onLODMeshOptimizerParamCommit(S32 lod, bool enforce_tri_limit, S32 mode);
void addEmptyFace(LLModel* pTarget);
const bool getModelPivot(void) const { return mHasPivot; }
void setHasPivot(bool val) { mHasPivot = val; }
void setModelPivot(const LLVector3& pivot) { mModelPivot = pivot; }
//Is a rig valid so that it can be used as a criteria for allowing for uploading of joint positions
//Accessors for joint position upload friendly rigs
const bool isRigValidForJointPositionUpload(void) const { return mRigValidJointUpload; }
void setRigValidForJointPositionUpload(bool rigValid) { mRigValidJointUpload = rigValid; }
//Accessors for the legacy rigs
const bool isLegacyRigValid(void) const { return mLegacyRigFlags == 0; }
U32 getLegacyRigFlags() const { return mLegacyRigFlags; }
void setLegacyRigFlags(U32 rigFlags) { mLegacyRigFlags = rigFlags; }
static void textureLoadedCallback(bool success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* src_aux, S32 discard_level, bool final, void* userdata);
static bool lodQueryCallback();
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); }
boost::signals2::connection setModelUpdatedCallback(const model_updated_signal_t::slot_type& cb){ return mModelUpdatedSignal.connect(cb); }
void setLoadState(U32 state) { mLoadState = state; }
U32 getLoadState() { return mLoadState; }
static bool sIgnoreLoadedCallback;
std::vector<S32> mLodsQuery;
std::vector<S32> mLodsWithParsingError;
bool mHasDegenerate;
protected:
static void loadedCallback(LLModelLoader::scene& scene, LLModelLoader::model_list& model_list, S32 lod, void* opaque);
static void stateChangedCallback(U32 state, void* opaque);
static LLJoint* lookupJointByName(const std::string&, void* opaque);
static U32 loadTextures(LLImportMaterial& material, LLHandle<LLModelPreview> handle);
void lookupLODModelFiles(S32 lod);
private:
//Utility function for controller vertex compare
bool verifyCount(int expected, int result);
//Creates the dummy avatar for the preview window
void createPreviewAvatar(void);
//Accessor for the dummy avatar
LLVOAvatar* getPreviewAvatar(void) { return mPreviewAvatar; }
// Count amount of original models, excluding sub-models
static U32 countRootModels(LLModelLoader::model_list models);
LLVector3 mGroundPlane[4];
void renderGroundPlane(float z_offset = 0.0f);
/// Indicates whether we should warn of high-lod meshes that do not have a corresponding physics mesh.
/// Reset when resetting the modelpreview (i.e., when the uploader dialog is created or reset), and when
/// about to process a physics file. Set to true immediately after the file is loaded (before rebuildUploadData()).
///
/// (The rules for mapping the correspondence of high-lod meshes to physics meshes are complex. When
/// lod rendering meshes are used, there is never an unmatched mesh. Nor is there a mismatch when
/// the high-lod file and physics file have ony one mesh each. In these cases, this value is moot.
/// When there are multiple meshes in each file, they are matched by name or order, and some meshes
/// are broken up by limitations into multiple objects, and thus there can be mismatches.)
bool mWarnOfUnmatchedPhyicsMeshes{false};
/// A mesh to use as the default physics shape in only those cases where the physics shape is not otherwise specified.
/// It is set only when the user chooses a physics shape file that contains a mesh with a name that matches DEFAULT_PHYSICS_MESH_NAME.
/// It is reset when such a name is not found, and when resetting the modelpreview.
/// Not read unless mWarnOfUnmatchedPhyicsMeshes is true.
LLPointer<LLModel> mDefaultPhysicsShapeP;
typedef enum
{
MESH_OPTIMIZER_FULL,
MESH_OPTIMIZER_NO_NORMALS,
MESH_OPTIMIZER_NO_UVS,
MESH_OPTIMIZER_NO_TOPOLOGY,
} eSimplificationMode;
// Merges faces into single mesh, simplifies using mesh optimizer,
// then splits back into faces.
// Returns reached simplification ratio. -1 in case of a failure.
F32 genMeshOptimizerPerModel(LLModel *base_model, LLModel *target_model, F32 indices_ratio, F32 error_threshold, eSimplificationMode simplification_mode);
// Simplifies specified face using mesh optimizer.
// Returns reached simplification ratio. -1 in case of a failure.
F32 genMeshOptimizerPerFace(LLModel *base_model, LLModel *target_model, U32 face_idx, F32 indices_ratio, F32 error_threshold, eSimplificationMode simplification_mode);
protected:
friend class LLModelLoader;
friend class LLFloaterModelPreview;
friend class LLFloaterModelPreview::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;
S32 mPhysicsSearchLOD;
std::string mLODFile[LLModel::NUM_LODS];
bool mLoading;
U32 mLoadState;
bool mResetJoints;
bool mModelNoErrors;
bool mLookUpLodFiles;
std::map<std::string, bool> mViewOption;
// Model generation parameters (must rebuild object if these change)
bool mLODFrozen;
U32 mRequestedLoDMode[LLModel::NUM_LODS];
S32 mRequestedTriangleCount[LLModel::NUM_LODS];
F32 mRequestedErrorThreshold[LLModel::NUM_LODS];
F32 mRequestedCreaseAngle[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;
typedef std::vector<LLVolumeFace> v_LLVolumeFace_t;
typedef std::vector<v_LLVolumeFace_t> vv_LLVolumeFace_t;
vv_LLVolumeFace_t mModelFacesCopy[LLModel::NUM_LODS];
vv_LLVolumeFace_t mBaseModelFacesCopy;
U32 mGroup;
// Amount of triangles in original(base) model
U32 mMaxTriangleLimit;
LLMeshUploadThread::instance_list mUploadData;
std::set<LLViewerFetchedTexture * > mTextureSet;
LLLoadedCallbackEntry::source_callback_list_t mCallbackTextureList;
//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;
model_updated_signal_t mModelUpdatedSignal;
LLVector3 mModelPivot;
bool mHasPivot;
float mPelvisZOffset;
bool mRigValidJointUpload;
U32 mLegacyRigFlags;
bool mLastJointUpdate;
bool mFirstSkinUpdate;
JointNameSet mJointsFromNode;
JointTransformMap mJointTransformMap;
LLPointer<LLVOAvatar> mPreviewAvatar;
LLCachedControl<bool> mImporterDebug;
};
#endif // LL_LLMODELPREVIEW_H
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