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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;
// set the GLTF asset for this LLViewerObject to the specified asset id
// id MUST be for a GLTF asset (LLAssetType::AT_GLTF)
// will relesae any currently held references to a GLTF asset on id change
void setGLTFAsset(const LLUUID& id);
// 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
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