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path: root/indra/newview/llviewerobject.h
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/**
 * @file llviewerobject.h
 * @brief Description of LLViewerObject class, which is the base class for most objects in the viewer.
 *
 * $LicenseInfo:firstyear=2001&license=viewerlgpl$
 * 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_LLVIEWEROBJECT_H
#define LL_LLVIEWEROBJECT_H

#include <map>
#include <unordered_map>

#include "llassetstorage.h"
//#include "llhudicon.h"
#include "llinventory.h"
#include "llrefcount.h"
#include "llprimitive.h"
#include "lluuid.h"
#include "llvoinventorylistener.h"
#include "object_flags.h"
#include "llquaternion.h"
#include "v3dmath.h"
#include "v3math.h"
#include "llvertexbuffer.h"
#include "llbbox.h"
#include "llrigginginfo.h"
#include "llreflectionmap.h"

namespace LL
{
    namespace GLTF
    {
        class Asset;
    }
}

class LLAgent;			// TODO: Get rid of this.
class LLAudioSource;
class LLAudioSourceVO;
class LLColor4;
class LLControlAvatar;
class LLDataPacker;
class LLDataPackerBinaryBuffer;
class LLDrawable;
class LLHUDText;
class LLHost;
class LLMessageSystem;
class LLNameValue;
class LLPartSysData;
class LLPipeline;
class LLTextureEntry;
class LLVOAvatar;
class LLVOInventoryListener;
class LLViewerInventoryItem;
class LLViewerObject;
class LLViewerObjectMedia;
class LLViewerPartSourceScript;
class LLViewerRegion;
class LLViewerTexture;
class LLWorld;

class LLMeshCostData;

typedef enum e_object_update_type
{
	OUT_FULL,
	OUT_TERSE_IMPROVED,
	OUT_FULL_COMPRESSED,
	OUT_FULL_CACHED,
	OUT_UNKNOWN,
} EObjectUpdateType;


// callback typedef for inventory
typedef void (*inventory_callback)(LLViewerObject*,
								   LLInventoryObject::object_list_t*,
								   S32 serial_num,
								   void*);

// for exporting textured materials from SL
struct LLMaterialExportInfo
{
public:
	LLMaterialExportInfo(S32 mat_index, S32 texture_index, LLColor4 color) : 
	  mMaterialIndex(mat_index), mTextureIndex(texture_index), mColor(color) {};

	S32			mMaterialIndex;
	S32			mTextureIndex;
	LLColor4	mColor;
};

struct PotentialReturnableObject
{
	LLBBox			box;
	LLViewerRegion* pRegion;
};

//============================================================================

class LLViewerObject 
:	public LLPrimitive, 
	public LLRefCount, 
	public LLGLUpdate
{
protected:
	virtual ~LLViewerObject(); // use unref()

	// TomY: Provide for a list of extra parameter structures, mapped by structure name
	struct ExtraParameter
	{
		bool in_use;
		LLNetworkData *data;
	};
	std::unordered_map<U16, ExtraParameter*> mExtraParameterList;

public:
	typedef std::list<LLPointer<LLViewerObject> > child_list_t;
	typedef std::list<LLPointer<LLViewerObject> > vobj_list_t;

	typedef const child_list_t const_child_list_t;

	LLViewerObject(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp, bool is_global = false);

	virtual void markDead();				// Mark this object as dead, and clean up its references
	bool isDead() const									{return mDead;}
	bool isOrphaned() const								{ return mOrphaned; }
	bool isParticleSource() const;

	virtual LLVOAvatar* asAvatar();

	LLVOAvatar* getAvatarAncestor();

	static void initVOClasses();
	static void cleanupVOClasses();

	void			addNVPair(const std::string& data);
	bool			removeNVPair(const std::string& name);
	LLNameValue*	getNVPair(const std::string& name) const;			// null if no name value pair by that name

	// Object create and update functions
	virtual void	idleUpdate(LLAgent &agent, const F64 &time);

	// Types of media we can associate
	enum { MEDIA_NONE = 0, MEDIA_SET = 1 };

	// Return codes for processUpdateMessage
	enum { 
        MEDIA_URL_REMOVED = 0x1, 
        MEDIA_URL_ADDED = 0x2, 
        MEDIA_URL_UPDATED = 0x4, 
        MEDIA_FLAGS_CHANGED = 0x8,
        INVALID_UPDATE = 0x80000000
    };

	static  U32     extractSpatialExtents(LLDataPackerBinaryBuffer *dp, LLVector3& pos, LLVector3& scale, LLQuaternion& rot);
	virtual U32		processUpdateMessage(LLMessageSystem *mesgsys,
										void **user_data,
										U32 block_num,
										const EObjectUpdateType update_type,
										LLDataPacker *dp);


	virtual bool    isActive() const; // Whether this object needs to do an idleUpdate.
	bool			onActiveList() const				{return mOnActiveList;}
	void			setOnActiveList(bool on_active)		{ mOnActiveList = on_active; }

	virtual bool	isAttachment() const { return false; }
	const std::string& getAttachmentItemName() const;

	virtual LLVOAvatar* getAvatar() const;  //get the avatar this object is attached to, or NULL if object is not an attachment
    
    bool hasRenderMaterialParams() const;
    void setHasRenderMaterialParams(bool has_params);

    const LLUUID& getRenderMaterialID(U8 te) const;

    // set the RenderMaterialID for the given TextureEntry
    // te - TextureEntry index to set, or -1 for all TEs
    // id - asset id of material asset
    // update_server - if true, will send updates to server and clear most overrides
    void setRenderMaterialID(S32 te, const LLUUID& id, bool update_server = true, bool local_origin = true);
    void setRenderMaterialIDs(const LLUUID& id);

	virtual bool	isHUDAttachment() const { return false; }
	virtual bool	isTempAttachment() const;

	virtual bool isHiglightedOrBeacon() const;

	virtual void 	updateRadius() {};
	virtual F32 	getVObjRadius() const; // default implemenation is mDrawable->getRadius()
	
	// for jointed and other parent-relative hacks
	LLViewerObject* getSubParent();
	const LLViewerObject* getSubParent() const;
	
	// Object visiblility and GPW functions
	virtual void setPixelAreaAndAngle(LLAgent &agent); // Override to generate accurate apparent angle and area

	virtual U32 getNumVertices() const;
	virtual U32 getNumIndices() const;
	S32 getNumFaces() const { return mNumFaces; }

	// Graphical stuff for objects - maybe broken out into render class later?
	virtual void updateTextures();
    virtual void faceMappingChanged() {}
	virtual void boostTexturePriority(bool boost_children = true);	// When you just want to boost priority of this object
	
	virtual LLDrawable* createDrawable(LLPipeline *pipeline);
	virtual bool		updateGeometry(LLDrawable *drawable);
	virtual void		updateGL();
	virtual void		updateFaceSize(S32 idx);
	virtual bool		updateLOD();
	virtual bool		setDrawableParent(LLDrawable* parentp);
	F32					getRotTime() { return mRotTime; }
private:
	void				resetRotTime();
    void				setRenderMaterialIDs(const LLRenderMaterialParams* material_params, bool local_origin);
    void                rebuildMaterial();
public:
	void				resetRot();
	void				applyAngularVelocity(F32 dt);

	void setLineWidthForWindowSize(S32 window_width);

	static void increaseArrowLength();				// makes axis arrows for selections longer
	static void decreaseArrowLength();				// makes axis arrows for selections shorter

	// Accessor functions
	LLViewerRegion* getRegion() const				{ return mRegionp; }

	bool isSelected() const							{ return mUserSelected; }
    // Check whole linkset
    bool isAnySelected() const;
	virtual void setSelected(bool sel);

	const LLUUID &getID() const						{ return mID; }
	U32 getLocalID() const							{ return mLocalID; }
	U32 getCRC() const								{ return mTotalCRC; }
	S32 getListIndex() const						{ return mListIndex; }
	void setListIndex(S32 idx)						{ mListIndex = idx; }

	virtual bool isFlexible() const					{ return false; }
	virtual bool isSculpted() const 				{ return false; }
	virtual bool isMesh() const						{ return false; }
	virtual bool isRiggedMesh() const				{ return false; }
	virtual bool hasLightTexture() const			{ return false; }
    virtual bool isReflectionProbe() const          { return false; }

	// This method returns true if the object is over land owned by
	// the agent, one of its groups, or it encroaches and 
	// anti-encroachment is enabled
	bool isReturnable();

	void buildReturnablesForChildrenVO( std::vector<PotentialReturnableObject>& returnables, LLViewerObject* pChild, LLViewerRegion* pTargetRegion );
	void constructAndAddReturnable( std::vector<PotentialReturnableObject>& returnables, LLViewerObject* pChild, LLViewerRegion* pTargetRegion );

	// This method returns true if the object crosses
	// any parcel bounds in the region.
	bool crossesParcelBounds();

	/*
	// This method will scan through this object, and then query the
	// selection manager to see if the local agent probably has the
	// ability to modify the object. Since this calls into the
	// selection manager, you should avoid calling this method from
	// there.
	bool isProbablyModifiable() const;
	*/

	virtual bool setParent(LLViewerObject* parent);
    virtual void onReparent(LLViewerObject *old_parent, LLViewerObject *new_parent);
    virtual void afterReparent();
	virtual void addChild(LLViewerObject *childp);
	virtual void removeChild(LLViewerObject *childp);
	const_child_list_t& getChildren() const { 	return mChildList; }
	S32 numChildren() const { return mChildList.size(); }
	void addThisAndAllChildren(std::vector<LLViewerObject*>& objects);
	void addThisAndNonJointChildren(std::vector<LLViewerObject*>& objects);
	bool isChild(LLViewerObject *childp) const;
	bool isSeat() const;
	

	//detect if given line segment (in agent space) intersects with this viewer object.
	//returns true if intersection detected and returns information about intersection
	virtual bool lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
									  S32 face = -1,                          // which face to check, -1 = ALL_SIDES
									  bool pick_transparent = false,
									  bool pick_rigged = false,
                                      bool pick_unselectable = true,
									  S32* face_hit = NULL,                   // which face was hit
									  LLVector4a* intersection = NULL,         // return the intersection point
									  LLVector2* tex_coord = NULL,            // return the texture coordinates of the intersection point
									  LLVector4a* normal = NULL,               // return the surface normal at the intersection point
									  LLVector4a* tangent = NULL             // return the surface tangent at the intersection point
		);
	
	virtual bool lineSegmentBoundingBox(const LLVector4a& start, const LLVector4a& end);

	virtual const LLVector3d getPositionGlobal() const;
	virtual const LLVector3 &getPositionRegion() const;
	virtual const LLVector3 getPositionEdit() const;
	virtual const LLVector3 &getPositionAgent() const;
	virtual const LLVector3 getRenderPosition() const;

    LLMatrix4a getAgentToGLTFAssetTransform() const;
    LLMatrix4a getGLTFAssetToAgentTransform() const;
    LLVector3 getGLTFNodePositionAgent(S32 node_index) const;
    LLMatrix4a getGLTFNodeTransformAgent(S32 node_index) const;
    void getGLTFNodeTransformAgent(S32 node_index, LLVector3* position, LLQuaternion* rotation, LLVector3* scale) const;
    
    // move the node at the given index by the given offset in agent space
    void moveGLTFNode(S32 node_index, const LLVector3& offset);

    // set the rotation in agent space of the given node
    void setGLTFNodeRotationAgent(S32 node_index, const LLQuaternion& rotation);

	virtual const LLVector3 getPivotPositionAgent() const; // Usually = to getPositionAgent, unless like flex objects it's not

	LLViewerObject* getRootEdit() const;

	const LLQuaternion getRotationRegion() const;
	const LLQuaternion getRotationEdit() const;
	const LLQuaternion getRenderRotation() const;
	virtual	const LLMatrix4 getRenderMatrix() const;

	void setPosition(const LLVector3 &pos, bool damped = false);
	void setPositionGlobal(const LLVector3d &position, bool damped = false);
	void setPositionRegion(const LLVector3 &position, bool damped = false);
	void setPositionEdit(const LLVector3 &position, bool damped = false);
	void setPositionAgent(const LLVector3 &pos_agent, bool damped = false);
	void setPositionParent(const LLVector3 &pos_parent, bool damped = false);
	void setPositionAbsoluteGlobal( const LLVector3d &pos_global, bool damped = false );

	virtual const LLMatrix4& getWorldMatrix(LLXformMatrix* xform) const		{ return xform->getWorldMatrix(); }

	inline void setRotation(const F32 x, const F32 y, const F32 z, bool damped = false);
	inline void setRotation(const LLQuaternion& quat, bool damped = false);

	/*virtual*/	void	setNumTEs(const U8 num_tes);
	/*virtual*/	void	setTE(const U8 te, const LLTextureEntry &texture_entry);
    void updateTEMaterialTextures(U8 te);
	/*virtual*/ S32		setTETexture(const U8 te, const LLUUID &uuid);
	/*virtual*/ S32		setTENormalMap(const U8 te, const LLUUID &uuid);
	/*virtual*/ S32		setTESpecularMap(const U8 te, const LLUUID &uuid);
	S32 				setTETextureCore(const U8 te, LLViewerTexture *image);
	S32 setTENormalMapCore(const U8 te, LLViewerTexture *image);
	S32 setTESpecularMapCore(const U8 te, LLViewerTexture *image);
	/*virtual*/ S32		setTEColor(const U8 te, const LLColor3 &color);
	/*virtual*/ S32		setTEColor(const U8 te, const LLColor4 &color);
	/*virtual*/ S32		setTEScale(const U8 te, const F32 s, const F32 t);
	/*virtual*/ S32		setTEScaleS(const U8 te, const F32 s);
	/*virtual*/ S32		setTEScaleT(const U8 te, const F32 t);
	/*virtual*/ S32		setTEOffset(const U8 te, const F32 s, const F32 t);
	/*virtual*/ S32		setTEOffsetS(const U8 te, const F32 s);
	/*virtual*/ S32		setTEOffsetT(const U8 te, const F32 t);
	/*virtual*/ S32		setTERotation(const U8 te, const F32 r);
	/*virtual*/	S32		setTEBumpmap(const U8 te, const U8 bump );
	/*virtual*/	S32		setTETexGen(const U8 te, const U8 texgen );
	/*virtual*/	S32		setTEMediaTexGen(const U8 te, const U8 media ); // *FIXME: this confusingly acts upon a superset of setTETexGen's flags without absorbing its semantics
	/*virtual*/	S32		setTEShiny(const U8 te, const U8 shiny );
	/*virtual*/	S32		setTEFullbright(const U8 te, const U8 fullbright );
	/*virtual*/	S32		setTEMediaFlags(const U8 te, const U8 media_flags );
	/*virtual*/ S32     setTEGlow(const U8 te, const F32 glow);
	/*virtual*/ S32     setTEMaterialID(const U8 te, const LLMaterialID& pMaterialID);
	/*virtual*/ S32		setTEMaterialParams(const U8 te, const LLMaterialPtr pMaterialParams);
    virtual     S32     setTEGLTFMaterialOverride(U8 te, LLGLTFMaterial* mat);

	// Used by Materials update functions to properly kick off rebuilds
	// of VBs etc when materials updates require changes.
	//
	void refreshMaterials();

	/*virtual*/	bool	setMaterial(const U8 material);
	virtual		void	setTEImage(const U8 te, LLViewerTexture *imagep); // Not derived from LLPrimitive
	virtual     void    changeTEImage(S32 index, LLViewerTexture* new_image)  ;
	virtual     void    changeTENormalMap(S32 index, LLViewerTexture* new_image)  ;
	virtual     void    changeTESpecularMap(S32 index, LLViewerTexture* new_image)  ;
	LLViewerTexture		*getTEImage(const U8 te) const;
	LLViewerTexture		*getTENormalMap(const U8 te) const;
	LLViewerTexture		*getTESpecularMap(const U8 te) const;

	bool 						isImageAlphaBlended(const U8 te) const;

	void fitFaceTexture(const U8 face);
	void sendTEUpdate() const;			// Sends packed representation of all texture entry information
	
	virtual void setScale(const LLVector3 &scale, bool damped = false);

    S32 getAnimatedObjectMaxTris() const;
    F32 recursiveGetEstTrianglesMax() const;
    virtual F32 getEstTrianglesMax() const;
    virtual F32 getEstTrianglesStreamingCost() const;
	virtual F32 getStreamingCost() const;
    virtual bool getCostData(LLMeshCostData& costs) const;
	virtual U32 getTriangleCount(S32* vcount = NULL) const;
	virtual U32 getHighLODTriangleCount();
    F32 recursiveGetScaledSurfaceArea() const;

    U32 recursiveGetTriangleCount(S32* vcount = NULL) const;

	void setObjectCost(F32 cost);
	F32 getObjectCost();
	
	void setLinksetCost(F32 cost);
	F32 getLinksetCost();
	
	void setPhysicsCost(F32 cost);
	F32 getPhysicsCost();
	
	void setLinksetPhysicsCost(F32 cost);
	F32 getLinksetPhysicsCost();

	void sendShapeUpdate();

	U8 getAttachmentState()							{ return mAttachmentState; }

	F32 getAppAngle() const					{ return mAppAngle; }
	F32 getPixelArea() const				{ return mPixelArea; }
	void setPixelArea(F32 area)				{ mPixelArea = area; }
	F32 getMaxScale() const;
	F32 getMidScale() const;
	F32 getMinScale() const;

	// Owner id is this object's owner
	void setAttachedSound(const LLUUID &audio_uuid, const LLUUID& owner_id, const F32 gain, const U8 flags);
	void adjustAudioGain(const F32 gain);
	F32  getSoundCutOffRadius() const { return mSoundCutOffRadius; }
	void clearAttachedSound()								{ mAudioSourcep = NULL; }

	 // Create if necessary
	LLAudioSource *getAudioSource(const LLUUID& owner_id);
	bool isAudioSource() const {return mAudioSourcep != NULL;}

	U8 getMediaType() const;
	void setMediaType(U8 media_type);

	std::string getMediaURL() const;
	void setMediaURL(const std::string& media_url);

	bool getMediaPassedWhitelist() const;
	void setMediaPassedWhitelist(bool passed);

	void sendMaterialUpdate() const;

	void setDebugText(const std::string &utf8text, const LLColor4& color = LLColor4::white);
	void appendDebugText(const std::string &utf8text);
	void initHudText();
	void restoreHudText();
	void setIcon(LLViewerTexture* icon_image);
	void clearIcon();

    void recursiveMarkForUpdate();
	virtual void markForUpdate();
	void updateVolume(const LLVolumeParams& volume_params);
	virtual	void updateSpatialExtents(LLVector4a& min, LLVector4a& max);
	virtual F32 getBinRadius();
	
	LLBBox				getBoundingBoxAgent() const;

	void updatePositionCaches() const; // Update the global and region position caches from the object (and parent's) xform.
	void updateText(); // update text label position
	virtual void updateDrawable(bool force_damped); // force updates on static objects

	bool isOwnerInMuteList(LLUUID item_id = LLUUID());

	void setDrawableState(U32 state, bool recursive = true);
	void clearDrawableState(U32 state, bool recursive = true);
	bool isDrawableState(U32 state, bool recursive = true) const;

	// Called when the drawable shifts
	virtual void onShift(const LLVector4a &shift_vector)	{ }
		
	//////////////////////////////////////
	//
	// Inventory methods
	//

	// This function is called when someone is interested in a viewer
	// object's inventory. The callback is called as soon as the
	// viewer object has the inventory stored locally.
	void registerInventoryListener(LLVOInventoryListener* listener, void* user_data);
	void removeInventoryListener(LLVOInventoryListener* listener);
	bool isInventoryPending();
	void clearInventoryListeners();
	bool hasInventoryListeners();
	void requestInventory();
	static void processTaskInv(LLMessageSystem* msg, void** user_data);
	void removeInventory(const LLUUID& item_id);

	// The updateInventory() call potentially calls into the selection
	// manager, so do no call updateInventory() from the selection
	// manager until we have better iterators.
	void updateInventory(LLViewerInventoryItem* item, U8 key, bool is_new);
	void updateInventoryLocal(LLInventoryItem* item, U8 key); // Update without messaging.
	void updateMaterialInventory(LLViewerInventoryItem* item, U8 key, bool is_new);
	LLInventoryObject* getInventoryObject(const LLUUID& item_id);
	LLInventoryItem* getInventoryItem(const LLUUID& item_id);

	// Get content except for root category
	void getInventoryContents(LLInventoryObject::object_list_t& objects);
	LLInventoryObject* getInventoryRoot();
	LLViewerInventoryItem* getInventoryItemByAsset(const LLUUID& asset_id);
    LLViewerInventoryItem* getInventoryItemByAsset(const LLUUID& asset_id, LLAssetType::EType type);
	S16 getInventorySerial() const { return mInventorySerialNum; }

	// These functions does viewer-side only object inventory modifications
	void updateViewerInventoryAsset(
		const LLViewerInventoryItem* item,
		const LLUUID& new_asset);

	// This function will make sure that we refresh the inventory.
	void dirtyInventory();
	bool isInventoryDirty() { return mInventoryDirty; }

	// save a script, which involves removing the old one, and rezzing
	// in the new one. This method should be called with the asset id
	// of the new and old script AFTER the bytecode has been saved.
	void saveScript(const LLViewerInventoryItem* item, bool active, bool is_new);

	// move an inventory item out of the task and into agent
	// inventory. This operation is based on messaging. No permissions
	// checks are made on the viewer - the server will double check.
	void moveInventory(const LLUUID& agent_folder, const LLUUID& item_id);

	// Find the number of instances of this object's inventory that are of the given type
	S32 countInventoryContents( LLAssetType::EType type );

	bool			permAnyOwner() const;	
	bool			permYouOwner() const;
	bool			permGroupOwner() const;
	bool			permOwnerModify() const;
	bool			permModify() const;	
	bool			permCopy() const;	
	bool			permMove() const;		
	bool			permTransfer() const;
	inline bool		flagUsePhysics() const			{ return ((mFlags & FLAGS_USE_PHYSICS) != 0); }
	inline bool		flagObjectAnyOwner() const		{ return ((mFlags & FLAGS_OBJECT_ANY_OWNER) != 0); }
	inline bool		flagObjectYouOwner() const		{ return ((mFlags & FLAGS_OBJECT_YOU_OWNER) != 0); }
	inline bool		flagObjectGroupOwned() const	{ return ((mFlags & FLAGS_OBJECT_GROUP_OWNED) != 0); }
	inline bool		flagObjectOwnerModify() const	{ return ((mFlags & FLAGS_OBJECT_OWNER_MODIFY) != 0); }
	inline bool		flagObjectModify() const		{ return ((mFlags & FLAGS_OBJECT_MODIFY) != 0); }
	inline bool		flagObjectCopy() const			{ return ((mFlags & FLAGS_OBJECT_COPY) != 0); }
	inline bool		flagObjectMove() const			{ return ((mFlags & FLAGS_OBJECT_MOVE) != 0); }
	inline bool		flagObjectTransfer() const		{ return ((mFlags & FLAGS_OBJECT_TRANSFER) != 0); }
	inline bool		flagObjectPermanent() const		{ return ((mFlags & FLAGS_AFFECTS_NAVMESH) != 0); }
	inline bool		flagCharacter() const			{ return ((mFlags & FLAGS_CHARACTER) != 0); }
	inline bool		flagVolumeDetect() const		{ return ((mFlags & FLAGS_VOLUME_DETECT) != 0); }
	inline bool		flagIncludeInSearch() const     { return ((mFlags & FLAGS_INCLUDE_IN_SEARCH) != 0); }
	inline bool		flagScripted() const			{ return ((mFlags & FLAGS_SCRIPTED) != 0); }
	inline bool		flagHandleTouch() const			{ return ((mFlags & FLAGS_HANDLE_TOUCH) != 0); }
	inline bool		flagTakesMoney() const			{ return ((mFlags & FLAGS_TAKES_MONEY) != 0); }
	inline bool		flagPhantom() const				{ return ((mFlags & FLAGS_PHANTOM) != 0); }
	inline bool		flagInventoryEmpty() const		{ return ((mFlags & FLAGS_INVENTORY_EMPTY) != 0); }
	inline bool		flagAllowInventoryAdd() const	{ return ((mFlags & FLAGS_ALLOW_INVENTORY_DROP) != 0); }
	inline bool		flagTemporaryOnRez() const		{ return ((mFlags & FLAGS_TEMPORARY_ON_REZ) != 0); }
	inline bool		flagAnimSource() const			{ return ((mFlags & FLAGS_ANIM_SOURCE) != 0); }
	inline bool		flagCameraSource() const		{ return ((mFlags & FLAGS_CAMERA_SOURCE) != 0); }
	inline bool		flagCameraDecoupled() const		{ return ((mFlags & FLAGS_CAMERA_DECOUPLED) != 0); }

	U8       getPhysicsShapeType() const;
	inline F32      getPhysicsGravity() const       { return mPhysicsGravity; }
	inline F32      getPhysicsFriction() const      { return mPhysicsFriction; }
	inline F32      getPhysicsDensity() const       { return mPhysicsDensity; }
	inline F32      getPhysicsRestitution() const   { return mPhysicsRestitution; }

	bool            isPermanentEnforced() const;
	
	bool getIncludeInSearch() const;
	void setIncludeInSearch(bool include_in_search);

	// Does "open" object menu item apply?
	bool allowOpen() const;

	void setClickAction(U8 action) { mClickAction = action; }
	U8 getClickAction() const { return mClickAction; }
	bool specialHoverCursor() const;	// does it have a special hover cursor?

	void			setRegion(LLViewerRegion *regionp);
	virtual void	updateRegion(LLViewerRegion *regionp);

	void updateFlags(bool physics_changed = false);
	void loadFlags(U32 flags); //load flags from cache or from message
	bool setFlags(U32 flag, bool state);
	bool setFlagsWithoutUpdate(U32 flag, bool state);
	void setPhysicsShapeType(U8 type);
	void setPhysicsGravity(F32 gravity);
	void setPhysicsFriction(F32 friction);
	void setPhysicsDensity(F32 density);
	void setPhysicsRestitution(F32 restitution);
	
	virtual void dump() const;
	static U32		getNumZombieObjects()			{ return sNumZombieObjects; }

	void printNameValuePairs() const;

	virtual S32 getLOD() const { return 3; } 
	virtual U32 getPartitionType() const;
	void dirtySpatialGroup() const;
	virtual void dirtyMesh();

	virtual LLNetworkData* getParameterEntry(U16 param_type) const;
	virtual bool setParameterEntry(U16 param_type, const LLNetworkData& new_value, bool local_origin);
	virtual bool getParameterEntryInUse(U16 param_type) const;
	virtual bool setParameterEntryInUse(U16 param_type, bool in_use, bool local_origin);
	// Called when a parameter is changed
	virtual void parameterChanged(U16 param_type, bool local_origin);
	virtual void parameterChanged(U16 param_type, LLNetworkData* data, bool in_use, bool local_origin);
	
    bool isShrinkWrapped() const { return mShouldShrinkWrap; }

    // Used to improve performance.  If an object is likely to rebuild its vertex buffer often
    // as a side effect of some update (color update, scale, etc), setting this to true
    // will cause it to be pushed deeper into the octree and isolate it from other nodes
    // so that nearby objects won't attempt to share a vertex buffer with this object.
    void shrinkWrap();

	friend class LLViewerObjectList;
	friend class LLViewerMediaList;

public:
	LLViewerTexture* getBakedTextureForMagicId(const LLUUID& id);
	void updateAvatarMeshVisibility(const LLUUID& id, const LLUUID& old_id);
	void refreshBakeTexture();
public:
	static void unpackVector3(LLDataPackerBinaryBuffer* dp, LLVector3& value, std::string name);
	static void unpackUUID(LLDataPackerBinaryBuffer* dp, LLUUID& value, std::string name);
	static void unpackU32(LLDataPackerBinaryBuffer* dp, U32& value, std::string name);
	static void unpackU8(LLDataPackerBinaryBuffer* dp, U8& value, std::string name);
	static U32 unpackParentID(LLDataPackerBinaryBuffer* dp, U32& parent_id);

public:
	//counter-translation
	void resetChildrenPosition(const LLVector3& offset, bool simplified = false,  bool skip_avatar_child = false) ;
	//counter-rotation
	void resetChildrenRotationAndPosition(const std::vector<LLQuaternion>& rotations, 
											const std::vector<LLVector3>& positions) ;
	void saveUnselectedChildrenRotation(std::vector<LLQuaternion>& rotations) ;
	void saveUnselectedChildrenPosition(std::vector<LLVector3>& positions) ;
	std::vector<LLVector3> mUnselectedChildrenPositions ;

private:
    void setObjectCostStale();
    bool isAssetInInventory(LLViewerInventoryItem* item, LLAssetType::EType type);

	ExtraParameter* createNewParameterEntry(U16 param_type);
	ExtraParameter* getExtraParameterEntry(U16 param_type) const;
	ExtraParameter* getExtraParameterEntryCreate(U16 param_type);
	bool unpackParameterEntry(U16 param_type, LLDataPacker *dp);

    // This function checks to see if the given media URL has changed its version
    // and the update wasn't due to this agent's last action.
    U32 checkMediaURL(const std::string &media_url);
	
	// Motion prediction between updates
	void interpolateLinearMotion(const F64SecondsImplicit & frame_time, const F32SecondsImplicit & dt);

	static void initObjectDataMap();

	// forms task inventory request if none are pending, marks request as pending
	void fetchInventoryFromServer();

	// forms task inventory request after some time passed, marks request as pending
	void fetchInventoryDelayed(const F64 &time_seconds);
	static void fetchInventoryDelayedCoro(const LLUUID task_inv, const F64 time_seconds);

public:
	//
	// Viewer-side only types - use the LL_PCODE_APP mask.
	//
	typedef enum e_vo_types
	{
		LL_VO_CLOUDS =				LL_PCODE_APP | 0x20, // no longer used
		LL_VO_SURFACE_PATCH =		LL_PCODE_APP | 0x30,
		LL_VO_WL_SKY =				LL_PCODE_APP | 0x40,
		LL_VO_SQUARE_TORUS =		LL_PCODE_APP | 0x50,
		LL_VO_SKY =					LL_PCODE_APP | 0x60,
		LL_VO_VOID_WATER =			LL_PCODE_APP | 0x70,
		LL_VO_WATER =				LL_PCODE_APP | 0x80,
		LL_VO_PART_GROUP =			LL_PCODE_APP | 0xa0,
		LL_VO_TRIANGLE_TORUS =		LL_PCODE_APP | 0xb0,
		LL_VO_HUD_PART_GROUP =		LL_PCODE_APP | 0xc0,
	} EVOType;

	typedef enum e_physics_shape_types
	{
		PHYSICS_SHAPE_PRIM = 0,
		PHYSICS_SHAPE_NONE,
		PHYSICS_SHAPE_CONVEX_HULL,
	} EPhysicsShapeType;

	LLUUID			mID;
	LLUUID			mOwnerID; //null if unknown

	// unique within region, not unique across regions
	// Local ID = 0 is not used
	U32				mLocalID;

	// Last total CRC received from sim, used for caching
	U32				mTotalCRC;

	// index into LLViewerObjectList::mActiveObjects or -1 if not in list
	S32				mListIndex;

	LLPointer<LLViewerTexture> *mTEImages;
	LLPointer<LLViewerTexture> *mTENormalMaps;
	LLPointer<LLViewerTexture> *mTESpecularMaps;
    
    // true if user can select this object by clicking under any circumstances (even if pick_unselectable is true)
    // can likely be factored out
    bool			mbCanSelect;

private:
	// Grabbed from UPDATE_FLAGS
	U32				mFlags;

	static std::map<std::string, U32> sObjectDataMap;
public:
	// Sent to sim in UPDATE_FLAGS, received in ObjectPhysicsProperties
	U8              mPhysicsShapeType;
	F32             mPhysicsGravity;
	F32             mPhysicsFriction;
	F32             mPhysicsDensity;
	F32             mPhysicsRestitution;
	
    // Associated GLTF Asset
    std::shared_ptr<LL::GLTF::Asset> mGLTFAsset;

	// Pipeline classes
	LLPointer<LLDrawable> mDrawable;

	// Band-aid to select object after all creation initialization is done
	bool mCreateSelected;

	// Replace textures with web pages on this object while drawing
	bool mRenderMedia;

    bool mRiggedAttachedWarned;

	// In bits
	S32				mBestUpdatePrecision;

	// TODO: Make all this stuff private.  JC
	LLPointer<LLHUDText> mText;
	LLPointer<class LLHUDIcon> mIcon;

	std::string mHudText;
	LLColor4 mHudTextColor;

	static			bool		sUseSharedDrawables;

public:
    // Returns mControlAvatar for the edit root prim of this linkset
    LLControlAvatar *getControlAvatar();
    LLControlAvatar *getControlAvatar() const;

    // Create or connect to an existing control av as applicable
    void linkControlAvatar();
    // Remove any reference to control av for this prim
    void unlinkControlAvatar();
    // Link or unlink as needed
    void updateControlAvatar();

    virtual bool isAnimatedObject() const;

    // Flags for createObject
    static const S32 CO_FLAG_CONTROL_AVATAR = 1 << 0;
    static const S32 CO_FLAG_UI_AVATAR = 1 << 1;

protected:
    LLPointer<LLControlAvatar> mControlAvatar;

protected:
	// delete an item in the inventory, but don't tell the
	// server. This is used internally by remove, update, and
	// savescript.
	void deleteInventoryItem(const LLUUID& item_id);

	// do the update/caching logic. called by saveScript and
	// updateInventory.
	void doUpdateInventory(LLPointer<LLViewerInventoryItem>& item, U8 key, bool is_new);

	static LLViewerObject *createObject(const LLUUID &id, LLPCode pcode, LLViewerRegion *regionp, S32 flags = 0);

	// Hide or show HUD, icon and particles
	void	hideExtraDisplayItems( bool hidden );

	//////////////////////////
	//
	// inventory functionality
	//

	static void processTaskInvFile(void** user_data, S32 error_code, LLExtStat ext_status);
	bool loadTaskInvFile(const std::string& filename);
	void doInventoryCallback();
	
	bool isOnMap();

	void unpackParticleSource(const S32 block_num, const LLUUID& owner_id);
	void unpackParticleSource(LLDataPacker &dp, const LLUUID& owner_id, bool legacy);
	void deleteParticleSource();
	void setParticleSource(const LLPartSysData& particle_parameters, const LLUUID& owner_id);
	
private:
	void setNameValueList(const std::string& list);		// clears nv pairs and then individually adds \n separated NV pairs from \0 terminated string
	void deleteTEImages(); // correctly deletes list of images
	
protected:

	typedef std::map<char *, LLNameValue *> name_value_map_t;
	name_value_map_t mNameValuePairs;	// Any name-value pairs stored by script

	child_list_t	mChildList;
	
	F64Seconds		mLastInterpUpdateSecs;			// Last update for purposes of interpolation
	F64Seconds		mLastMessageUpdateSecs;			// Last update from a message from the simulator
	TPACKETID		mLatestRecvPacketID;			// Latest time stamp on message from simulator
	F64SecondsImplicit mRegionCrossExpire;		// frame time we detected region crossing in + wait time

	// extra data sent from the sim...currently only used for tree species info
	U8* mData;

	LLPointer<LLViewerPartSourceScript>		mPartSourcep;	// Particle source associated with this object.
	LLAudioSourceVO* mAudioSourcep;
	F32				mAudioGain;
	F32				mSoundCutOffRadius;
	
	F32				mAppAngle;	// Apparent visual arc in degrees
	F32				mPixelArea; // Apparent area in pixels

	// IDs of of all items in the object's content which are added to the object's content,
	// but not updated on the server yet. After item was updated, its ID will be removed from this list.
	std::list<LLUUID> mPendingInventoryItemsIDs;

	// This is the object's inventory from the viewer's perspective.
	LLInventoryObject::object_list_t* mInventory;
	class LLInventoryCallbackInfo
	{
	public:
		~LLInventoryCallbackInfo();
		LLVOInventoryListener* mListener;
		void* mInventoryData;
	};
	typedef std::list<LLInventoryCallbackInfo*> callback_list_t;
	callback_list_t mInventoryCallbacks;
	S16 mInventorySerialNum;
	S16 mExpectedInventorySerialNum;

	enum EInventoryRequestState
	{
		INVENTORY_REQUEST_STOPPED,
		INVENTORY_REQUEST_WAIT,    // delay before requesting
		INVENTORY_REQUEST_PENDING, // just did fetchInventoryFromServer()
		INVENTORY_XFER             // processed response from 'fetch', now doing an xfer
	};
	EInventoryRequestState	mInvRequestState;
	U64						mInvRequestXFerId;
	bool					mInventoryDirty;

	LLViewerRegion	*mRegionp;					// Region that this object belongs to.
	bool			mDead;
	bool			mOrphaned;					// This is an orphaned child
	bool			mUserSelected;				// Cached user select information
	bool			mOnActiveList;
	bool			mOnMap;						// On the map.
	bool			mStatic;					// Object doesn't move.
	S32				mSeatCount;
	S32				mNumFaces;

	F32				mRotTime;					// Amount (in seconds) that object has rotated according to angular velocity (llSetTargetOmega)
	LLQuaternion	mAngularVelocityRot;		// accumulated rotation from the angular velocity computations
	LLQuaternion	mPreviousRotation;

	U8				mAttachmentState;	// this encodes the attachment id in a somewhat complex way. 0 if not an attachment.
	LLViewerObjectMedia* mMedia;	// NULL if no media associated
	U8 mClickAction;
	F32 mObjectCost; //resource cost of this object or -1 if unknown
	F32 mLinksetCost;
	F32 mPhysicsCost;
	F32 mLinksetPhysicsCost;
    
    // If true, "shrink wrap" this volume in its spatial partition.  See "shrinkWrap"
    bool mShouldShrinkWrap = false;

	bool mCostStale;
	mutable bool mPhysicsShapeUnknown;

	static			U32			sNumZombieObjects;			// Objects which are dead, but not deleted

	static			bool		sMapDebug;					// Map render mode
	static			LLColor4	sEditSelectColor;
	static			LLColor4	sNoEditSelectColor;
	static			F32			sCurrentPulse;
	static			bool		sPulseEnabled;

	static			S32			sAxisArrowLength;


	// These two caches are only correct for non-parented objects right now!
	mutable LLVector3		mPositionRegion;
	mutable LLVector3		mPositionAgent;

	static void setPhaseOutUpdateInterpolationTime(F32 value)	{ sPhaseOutUpdateInterpolationTime = (F64Seconds) value;	}
	static void setMaxUpdateInterpolationTime(F32 value)		{ sMaxUpdateInterpolationTime = (F64Seconds) value;	}
	static void setMaxRegionCrossingInterpolationTime(F32 value)		{ sMaxRegionCrossingInterpolationTime = (F64Seconds) value; }

	static void	setVelocityInterpolate(bool value)		{ sVelocityInterpolate = value;	}
	static void	setPingInterpolate(bool value)			{ sPingInterpolate = value;	}

private:	
	static S32 sNumObjects;

	static F64Seconds sPhaseOutUpdateInterpolationTime;	// For motion interpolation
	static F64Seconds sMaxUpdateInterpolationTime;			// For motion interpolation
	static F64Seconds sMaxRegionCrossingInterpolationTime;			// For motion interpolation

	static bool sVelocityInterpolate;
	static bool sPingInterpolate;

	bool mCachedOwnerInMuteList;
	F64 mCachedMuteListUpdateTime;

	//--------------------------------------------------------------------
	// For objects that are attachments
	//--------------------------------------------------------------------
public:
	const LLUUID &getAttachmentItemID() const;
	void setAttachmentItemID(const LLUUID &id);
	const LLUUID &extractAttachmentItemID(); // find&set the inventory item ID of the attached object
	EObjectUpdateType getLastUpdateType() const;
	void setLastUpdateType(EObjectUpdateType last_update_type);
	bool getLastUpdateCached() const;
	void setLastUpdateCached(bool last_update_cached);

    virtual void updateRiggingInfo() {}

    LLJointRiggingInfoTab mJointRiggingInfoTab;

private:
	LLUUID mAttachmentItemID; // ItemID of the associated object is in user inventory.
	EObjectUpdateType	mLastUpdateType;
	bool	mLastUpdateCached;

public:
    // reflection probe state
    bool mIsReflectionProbe = false;  // if true, this object should register itself with LLReflectionProbeManager
    LLPointer<LLReflectionMap> mReflectionProbe = nullptr; // reflection probe coupled to this viewer object.  If not null, should be deregistered when this object is destroyed
    bool mIsHeroProbe = false; // This is a special case for mirrors and other high resolution probes.

    // the amount of GPU time (in ms) it took to render this object according to LLPipeline::profileAvatar
    // -1.f if no profile data available
    F32 mGPURenderTime = -1.f;
};

///////////////////
//
// Inlines
//
//

inline void LLViewerObject::setRotation(const LLQuaternion& quat, bool damped)
{
	LLPrimitive::setRotation(quat);
	setChanged(ROTATED | SILHOUETTE);
	updateDrawable(damped);
}

inline void LLViewerObject::setRotation(const F32 x, const F32 y, const F32 z, bool damped)
{
	LLPrimitive::setRotation(x, y, z);
	setChanged(ROTATED | SILHOUETTE);
	updateDrawable(damped);
}

class LLViewerObjectMedia
{
public:
	LLViewerObjectMedia() : mMediaURL(), mPassedWhitelist(false), mMediaType(0) { }

	std::string mMediaURL;	// for web pages on surfaces, one per prim
	bool mPassedWhitelist;	// user has OK'd display
	U8 mMediaType;			// see LLTextureEntry::WEB_PAGE, etc.
};

// subclass of viewer object that can be added to particle partitions
class LLAlphaObject : public LLViewerObject
{
public:
	LLAlphaObject(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
	: LLViewerObject(id,pcode,regionp) 
	{ mDepth = 0.f; }

	virtual F32 getPartSize(S32 idx);
	virtual void getGeometry(S32 idx,
								LLStrider<LLVector4a>& verticesp,
								LLStrider<LLVector3>& normalsp, 
								LLStrider<LLVector2>& texcoordsp,
								LLStrider<LLColor4U>& colorsp, 
								LLStrider<LLColor4U>& emissivep,
								LLStrider<U16>& indicesp) = 0;

	virtual void getBlendFunc(S32 face, LLRender::eBlendFactor& src, LLRender::eBlendFactor& dst);

	F32 mDepth;
};

class LLStaticViewerObject : public LLViewerObject
{
public:
	LLStaticViewerObject(const LLUUID& id, const LLPCode pcode, LLViewerRegion* regionp, bool is_global = false)
		: LLViewerObject(id,pcode,regionp, is_global)
	{ }

	virtual void updateDrawable(bool force_damped);
};


#endif