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|
/**
* @file llvoavatar.h
* @brief Declaration of LLVOAvatar class which is a derivation of
* LLViewerObject
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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_VOAVATAR_H
#define LL_VOAVATAR_H
#include <map>
#include <deque>
#include <string>
#include <vector>
#include <boost/signals2.hpp>
#include "imageids.h" // IMG_INVISIBLE
#include "llavatarappearance.h"
#include "llchat.h"
#include "lldrawpoolalpha.h"
#include "llviewerobject.h"
#include "llcharacter.h"
#include "llcontrol.h"
#include "llviewerjointmesh.h"
#include "llviewerjointattachment.h"
#include "llrendertarget.h"
#include "llavatarappearancedefines.h"
#include "lltexglobalcolor.h"
#include "lldriverparam.h"
#include "llviewertexlayer.h"
#include "material_codes.h" // LL_MCODE_END
#include "llviewerstats.h"
extern const LLUUID ANIM_AGENT_BODY_NOISE;
extern const LLUUID ANIM_AGENT_BREATHE_ROT;
extern const LLUUID ANIM_AGENT_PHYSICS_MOTION;
extern const LLUUID ANIM_AGENT_EDITING;
extern const LLUUID ANIM_AGENT_EYE;
extern const LLUUID ANIM_AGENT_FLY_ADJUST;
extern const LLUUID ANIM_AGENT_HAND_MOTION;
extern const LLUUID ANIM_AGENT_HEAD_ROT;
extern const LLUUID ANIM_AGENT_PELVIS_FIX;
extern const LLUUID ANIM_AGENT_TARGET;
extern const LLUUID ANIM_AGENT_WALK_ADJUST;
class LLViewerWearable;
class LLVoiceVisualizer;
class LLHUDNameTag;
class LLHUDEffectSpiral;
class LLTexGlobalColor;
class LLViewerJoint;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// LLVOAvatar
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLVOAvatar :
public LLAvatarAppearance,
public LLViewerObject,
public boost::signals2::trackable
{
LOG_CLASS(LLVOAvatar);
public:
friend class LLVOAvatarSelf;
/********************************************************************************
** **
** INITIALIZATION
**/
public:
void* operator new(size_t size)
{
return ll_aligned_malloc_16(size);
}
void operator delete(void* ptr)
{
ll_aligned_free_16(ptr);
}
LLVOAvatar(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
virtual void markDead();
static void initClass(); // Initialize data that's only init'd once per class.
static void cleanupClass(); // Cleanup data that's only init'd once per class.
virtual void initInstance(); // Called after construction to initialize the class.
protected:
virtual ~LLVOAvatar();
/** Initialization
** **
*******************************************************************************/
/********************************************************************************
** **
** INHERITED
**/
//--------------------------------------------------------------------
// LLViewerObject interface and related
//--------------------------------------------------------------------
public:
/*virtual*/ void updateGL();
/*virtual*/ LLVOAvatar* asAvatar();
virtual U32 processUpdateMessage(LLMessageSystem *mesgsys,
void **user_data,
U32 block_num,
const EObjectUpdateType update_type,
LLDataPacker *dp);
virtual void idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
/*virtual*/ BOOL updateLOD();
BOOL updateJointLODs();
void updateLODRiggedAttachments( void );
/*virtual*/ BOOL isActive() const; // Whether this object needs to do an idleUpdate.
void collectTextureUUIDs(std::set<LLUUID>& ids, S32& local_mem, S32& baked_mem);
void releaseOldTextures();
/*virtual*/ void updateTextures();
/*virtual*/ S32 setTETexture(const U8 te, const LLUUID& uuid); // If setting a baked texture, need to request it from a non-local sim.
/*virtual*/ void onShift(const LLVector4a& shift_vector);
/*virtual*/ U32 getPartitionType() const;
/*virtual*/ const LLVector3 getRenderPosition() const;
/*virtual*/ void updateDrawable(BOOL force_damped);
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
/*virtual*/ void setPixelAreaAndAngle(LLAgent &agent);
/*virtual*/ void updateRegion(LLViewerRegion *regionp);
/*virtual*/ void updateSpatialExtents(LLVector4a& newMin, LLVector4a &newMax);
/*virtual*/ void getSpatialExtents(LLVector4a& newMin, LLVector4a& newMax);
/*virtual*/ BOOL lineSegmentIntersect(const LLVector3& start, const LLVector3& end,
S32 face = -1, // which face to check, -1 = ALL_SIDES
BOOL pick_transparent = FALSE,
S32* face_hit = NULL, // which face was hit
LLVector3* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector3* normal = NULL, // return the surface normal at the intersection point
LLVector3* bi_normal = NULL); // return the surface bi-normal at the intersection point
LLViewerObject* lineSegmentIntersectRiggedAttachments(const LLVector3& start, const LLVector3& end,
S32 face = -1, // which face to check, -1 = ALL_SIDES
BOOL pick_transparent = FALSE,
S32* face_hit = NULL, // which face was hit
LLVector3* intersection = NULL, // return the intersection point
LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
LLVector3* normal = NULL, // return the surface normal at the intersection point
LLVector3* bi_normal = NULL); // return the surface bi-normal at the intersection point
//--------------------------------------------------------------------
// LLCharacter interface and related
//--------------------------------------------------------------------
public:
/*virtual*/ LLVector3 getCharacterPosition();
/*virtual*/ LLQuaternion getCharacterRotation();
/*virtual*/ LLVector3 getCharacterVelocity();
/*virtual*/ LLVector3 getCharacterAngularVelocity();
/*virtual*/ LLUUID remapMotionID(const LLUUID& id);
/*virtual*/ BOOL startMotion(const LLUUID& id, F32 time_offset = 0.f);
/*virtual*/ BOOL stopMotion(const LLUUID& id, BOOL stop_immediate = FALSE);
virtual void stopMotionFromSource(const LLUUID& source_id);
virtual void requestStopMotion(LLMotion* motion);
LLMotion* findMotion(const LLUUID& id) const;
void startDefaultMotions();
void dumpAnimationState();
virtual LLJoint* getJoint(const std::string &name);
void resetJointPositions( void );
void resetJointPositionsToDefault( void );
void resetSpecificJointPosition( const std::string& name );
/*virtual*/ const LLUUID& getID() const;
/*virtual*/ void addDebugText(const std::string& text);
/*virtual*/ F32 getTimeDilation();
/*virtual*/ void getGround(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm);
/*virtual*/ F32 getPixelArea() const;
/*virtual*/ LLVector3d getPosGlobalFromAgent(const LLVector3 &position);
/*virtual*/ LLVector3 getPosAgentFromGlobal(const LLVector3d &position);
virtual void updateVisualParams();
/** Inherited
** **
*******************************************************************************/
/********************************************************************************
** **
** STATE
**/
public:
virtual bool isSelf() const { return false; } // True if this avatar is for this viewer's agent
private: //aligned members
LL_ALIGN_16(LLVector4a mImpostorExtents[2]);
//--------------------------------------------------------------------
// Updates
//--------------------------------------------------------------------
public:
virtual BOOL updateCharacter(LLAgent &agent);
void idleUpdateVoiceVisualizer(bool voice_enabled);
void idleUpdateMisc(bool detailed_update);
virtual void idleUpdateAppearanceAnimation();
void idleUpdateLipSync(bool voice_enabled);
void idleUpdateLoadingEffect();
void idleUpdateWindEffect();
void idleUpdateNameTag(const LLVector3& root_pos_last);
void idleUpdateNameTagText(BOOL new_name);
LLVector3 idleUpdateNameTagPosition(const LLVector3& root_pos_last);
void idleUpdateNameTagAlpha(BOOL new_name, F32 alpha);
LLColor4 getNameTagColor(bool is_friend);
void clearNameTag();
static void invalidateNameTag(const LLUUID& agent_id);
// force all name tags to rebuild, useful when display names turned on/off
static void invalidateNameTags();
void addNameTagLine(const std::string& line, const LLColor4& color, S32 style, const LLFontGL* font);
void idleUpdateRenderCost();
void idleUpdateBelowWater();
//--------------------------------------------------------------------
// Static preferences (controlled by user settings/menus)
//--------------------------------------------------------------------
public:
static S32 sRenderName;
static BOOL sRenderGroupTitles;
static U32 sMaxVisible; //(affected by control "RenderAvatarMaxVisible")
static F32 sRenderDistance; //distance at which avatars will render.
static BOOL sShowAnimationDebug; // show animation debug info
static BOOL sUseImpostors; //use impostors for far away avatars
static BOOL sShowFootPlane; // show foot collision plane reported by server
static BOOL sShowCollisionVolumes; // show skeletal collision volumes
static BOOL sVisibleInFirstPerson;
static S32 sNumLODChangesThisFrame;
static S32 sNumVisibleChatBubbles;
static BOOL sDebugInvisible;
static BOOL sShowAttachmentPoints;
static F32 sLODFactor; // user-settable LOD factor
static F32 sPhysicsLODFactor; // user-settable physics LOD factor
static BOOL sJointDebug; // output total number of joints being touched for each avatar
static BOOL sDebugAvatarRotation;
//--------------------------------------------------------------------
// Region state
//--------------------------------------------------------------------
public:
LLHost getObjectHost() const;
//--------------------------------------------------------------------
// Loading state
//--------------------------------------------------------------------
public:
BOOL isFullyLoaded() const;
bool isTooComplex() const;
bool visualParamWeightsAreDefault();
virtual BOOL getIsCloud() const;
BOOL isFullyTextured() const;
BOOL hasGray() const;
S32 getRezzedStatus() const; // 0 = cloud, 1 = gray, 2 = fully textured.
void updateRezzedStatusTimers();
S32 mLastRezzedStatus;
LLViewerStats::PhaseMap& getPhases()
{
return mPhases;
}
protected:
BOOL updateIsFullyLoaded();
BOOL processFullyLoadedChange(bool loading);
void updateRuthTimer(bool loading);
F32 calcMorphAmount();
private:
BOOL mFirstFullyVisible;
BOOL mFullyLoaded;
BOOL mPreviousFullyLoaded;
BOOL mFullyLoadedInitialized;
S32 mFullyLoadedFrameCounter;
S32 mVisualComplexity;
LLFrameTimer mFullyLoadedTimer;
LLFrameTimer mRuthTimer;
public:
class ScopedPhaseSetter
{
public:
ScopedPhaseSetter(LLVOAvatar *avatarp, std::string phase_name):
mAvatar(avatarp), mPhaseName(phase_name)
{
if (mAvatar) { mAvatar->getPhases().startPhase(mPhaseName); }
}
~ScopedPhaseSetter()
{
if (mAvatar) { mAvatar->getPhases().stopPhase(mPhaseName); }
}
private:
std::string mPhaseName;
LLVOAvatar* mAvatar;
};
private:
LLViewerStats::PhaseMap mPhases;
protected:
LLFrameTimer mInvisibleTimer;
/** State
** **
*******************************************************************************/
/********************************************************************************
** **
** SKELETON
**/
protected:
/*virtual*/ LLAvatarJoint* createAvatarJoint(); // Returns LLViewerJoint
/*virtual*/ LLAvatarJoint* createAvatarJoint(S32 joint_num); // Returns LLViewerJoint
/*virtual*/ LLAvatarJointMesh* createAvatarJointMesh(); // Returns LLViewerJointMesh
public:
void updateHeadOffset();
void setPelvisOffset( bool hasOffset, const LLVector3& translation, F32 offset ) ;
bool hasPelvisOffset( void ) { return mHasPelvisOffset; }
void postPelvisSetRecalc( void );
void setPelvisOffset( F32 pelvixFixupAmount );
/*virtual*/ BOOL loadSkeletonNode();
/*virtual*/ void buildCharacter();
bool mHasPelvisOffset;
LLVector3 mPelvisOffset;
F32 mLastPelvisToFoot;
F32 mPelvisFixup;
F32 mLastPelvisFixup;
S32 mLastSkeletonSerialNum;
/** Skeleton
** **
*******************************************************************************/
/********************************************************************************
** **
** RENDERING
**/
public:
U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255), S32 diffuse_channel = 0);
bool isVisuallyMuted() const;
U32 renderRigid();
U32 renderSkinned(EAvatarRenderPass pass);
F32 getLastSkinTime() { return mLastSkinTime; }
U32 renderSkinnedAttachments();
U32 renderTransparent(BOOL first_pass);
void renderCollisionVolumes();
static void deleteCachedImages(bool clearAll=true);
static void destroyGL();
static void restoreGL();
S32 mSpecialRenderMode; // special lighting
U32 mAttachmentGeometryBytes; //number of bytes in attached geometry
F32 mAttachmentSurfaceArea; //estimated surface area of attachments
private:
bool shouldAlphaMask();
BOOL mNeedsSkin; // avatar has been animated and verts have not been updated
F32 mLastSkinTime; //value of gFrameTimeSeconds at last skin update
S32 mUpdatePeriod;
S32 mNumInitFaces; //number of faces generated when creating the avatar drawable, does not inculde splitted faces due to long vertex buffer.
//--------------------------------------------------------------------
// Morph masks
//--------------------------------------------------------------------
public:
/*virtual*/ void applyMorphMask(U8* tex_data, S32 width, S32 height, S32 num_components, LLAvatarAppearanceDefines::EBakedTextureIndex index = LLAvatarAppearanceDefines::BAKED_NUM_INDICES);
BOOL morphMaskNeedsUpdate(LLAvatarAppearanceDefines::EBakedTextureIndex index = LLAvatarAppearanceDefines::BAKED_NUM_INDICES);
//--------------------------------------------------------------------
// Global colors
//--------------------------------------------------------------------
public:
/*virtual*/void onGlobalColorChanged(const LLTexGlobalColor* global_color, BOOL upload_bake);
//--------------------------------------------------------------------
// Visibility
//--------------------------------------------------------------------
protected:
void updateVisibility();
private:
U32 mVisibilityRank;
BOOL mVisible;
//--------------------------------------------------------------------
// Shadowing
//--------------------------------------------------------------------
public:
void updateShadowFaces();
LLDrawable* mShadow;
private:
LLFace* mShadow0Facep;
LLFace* mShadow1Facep;
LLPointer<LLViewerTexture> mShadowImagep;
//--------------------------------------------------------------------
// Impostors
//--------------------------------------------------------------------
public:
BOOL isImpostor() const;
BOOL needsImpostorUpdate() const;
const LLVector3& getImpostorOffset() const;
const LLVector2& getImpostorDim() const;
void getImpostorValues(LLVector4a* extents, LLVector3& angle, F32& distance) const;
void cacheImpostorValues();
void setImpostorDim(const LLVector2& dim);
static void resetImpostors();
static void updateImpostors();
LLRenderTarget mImpostor;
BOOL mNeedsImpostorUpdate;
private:
LLVector3 mImpostorOffset;
LLVector2 mImpostorDim;
BOOL mNeedsAnimUpdate;
LLVector3 mImpostorAngle;
F32 mImpostorDistance;
F32 mImpostorPixelArea;
LLVector3 mLastAnimExtents[2];
LLCachedControl<bool> mRenderUnloadedAvatar;
//--------------------------------------------------------------------
// Wind rippling in clothes
//--------------------------------------------------------------------
public:
LLVector4 mWindVec;
F32 mRipplePhase;
BOOL mBelowWater;
private:
F32 mWindFreq;
LLFrameTimer mRippleTimer;
F32 mRippleTimeLast;
LLVector3 mRippleAccel;
LLVector3 mLastVel;
//--------------------------------------------------------------------
// Culling
//--------------------------------------------------------------------
public:
static void cullAvatarsByPixelArea();
BOOL isCulled() const { return mCulled; }
private:
BOOL mCulled;
//--------------------------------------------------------------------
// Freeze counter
//--------------------------------------------------------------------
public:
static void updateFreezeCounter(S32 counter = 0);
private:
static S32 sFreezeCounter;
//--------------------------------------------------------------------
// Constants
//--------------------------------------------------------------------
public:
virtual LLViewerTexture::EBoostLevel getAvatarBoostLevel() const { return LLGLTexture::BOOST_AVATAR; }
virtual LLViewerTexture::EBoostLevel getAvatarBakedBoostLevel() const { return LLGLTexture::BOOST_AVATAR_BAKED; }
virtual S32 getTexImageSize() const;
/*virtual*/ S32 getTexImageArea() const { return getTexImageSize()*getTexImageSize(); }
/** Rendering
** **
*******************************************************************************/
/********************************************************************************
** **
** TEXTURES
**/
//--------------------------------------------------------------------
// Loading status
//--------------------------------------------------------------------
public:
virtual BOOL isTextureDefined(LLAvatarAppearanceDefines::ETextureIndex type, U32 index = 0) const;
virtual BOOL isTextureVisible(LLAvatarAppearanceDefines::ETextureIndex type, U32 index = 0) const;
virtual BOOL isTextureVisible(LLAvatarAppearanceDefines::ETextureIndex type, LLViewerWearable *wearable) const;
BOOL isFullyBaked();
static BOOL areAllNearbyInstancesBaked(S32& grey_avatars);
static void getNearbyRezzedStats(std::vector<S32>& counts);
static std::string rezStatusToString(S32 status);
//--------------------------------------------------------------------
// Baked textures
//--------------------------------------------------------------------
public:
/*virtual*/ LLTexLayerSet* createTexLayerSet(); // Return LLViewerTexLayerSet
void releaseComponentTextures(); // ! BACKWARDS COMPATIBILITY !
protected:
static void onBakedTextureMasksLoaded(BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata);
static void onInitialBakedTextureLoaded(BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata);
static void onBakedTextureLoaded(BOOL success, LLViewerFetchedTexture *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata);
virtual void removeMissingBakedTextures();
void useBakedTexture(const LLUUID& id);
LLViewerTexLayerSet* getTexLayerSet(const U32 index) const { return dynamic_cast<LLViewerTexLayerSet*>(mBakedTextureDatas[index].mTexLayerSet); }
LLLoadedCallbackEntry::source_callback_list_t mCallbackTextureList ;
BOOL mLoadedCallbacksPaused;
std::set<LLUUID> mTextureIDs;
//--------------------------------------------------------------------
// Local Textures
//--------------------------------------------------------------------
protected:
virtual void setLocalTexture(LLAvatarAppearanceDefines::ETextureIndex type, LLViewerTexture* tex, BOOL baked_version_exits, U32 index = 0);
virtual void addLocalTextureStats(LLAvatarAppearanceDefines::ETextureIndex type, LLViewerFetchedTexture* imagep, F32 texel_area_ratio, BOOL rendered, BOOL covered_by_baked, U32 index = 0);
// MULTI-WEARABLE: make self-only?
virtual void setBakedReady(LLAvatarAppearanceDefines::ETextureIndex type, BOOL baked_version_exists, U32 index = 0);
//--------------------------------------------------------------------
// Texture accessors
//--------------------------------------------------------------------
private:
virtual void setImage(const U8 te, LLViewerTexture *imagep, const U32 index);
virtual LLViewerTexture* getImage(const U8 te, const U32 index) const;
const std::string getImageURL(const U8 te, const LLUUID &uuid);
virtual const LLTextureEntry* getTexEntry(const U8 te_num) const;
virtual void setTexEntry(const U8 index, const LLTextureEntry &te);
void checkTextureLoading() ;
//--------------------------------------------------------------------
// Layers
//--------------------------------------------------------------------
protected:
void deleteLayerSetCaches(bool clearAll = true);
void addBakedTextureStats(LLViewerFetchedTexture* imagep, F32 pixel_area, F32 texel_area_ratio, S32 boost_level);
//--------------------------------------------------------------------
// Composites
//--------------------------------------------------------------------
public:
virtual void invalidateComposite(LLTexLayerSet* layerset, BOOL upload_result);
virtual void invalidateAll();
virtual void setCompositeUpdatesEnabled(bool b) {}
virtual void setCompositeUpdatesEnabled(U32 index, bool b) {}
virtual bool isCompositeUpdateEnabled(U32 index) { return false; }
//--------------------------------------------------------------------
// Static texture/mesh/baked dictionary
//--------------------------------------------------------------------
public:
static BOOL isIndexLocalTexture(LLAvatarAppearanceDefines::ETextureIndex i);
static BOOL isIndexBakedTexture(LLAvatarAppearanceDefines::ETextureIndex i);
private:
static const LLAvatarAppearanceDefines::LLAvatarAppearanceDictionary *getDictionary() { return sAvatarDictionary; }
static LLAvatarAppearanceDefines::LLAvatarAppearanceDictionary* sAvatarDictionary;
//--------------------------------------------------------------------
// Messaging
//--------------------------------------------------------------------
public:
void onFirstTEMessageReceived();
private:
BOOL mFirstTEMessageReceived;
BOOL mFirstAppearanceMessageReceived;
/** Textures
** **
*******************************************************************************/
/********************************************************************************
** **
** MESHES
**/
public:
void debugColorizeSubMeshes(U32 i, const LLColor4& color);
virtual void updateMeshTextures();
void updateSexDependentLayerSets(BOOL upload_bake);
virtual void dirtyMesh(); // Dirty the avatar mesh
void updateMeshData();
protected:
void releaseMeshData();
virtual void restoreMeshData();
private:
virtual void dirtyMesh(S32 priority); // Dirty the avatar mesh, with priority
LLViewerJoint* getViewerJoint(S32 idx);
S32 mDirtyMesh; // 0 -- not dirty, 1 -- morphed, 2 -- LOD
BOOL mMeshTexturesDirty;
//--------------------------------------------------------------------
// Destroy invisible mesh
//--------------------------------------------------------------------
protected:
BOOL mMeshValid;
LLFrameTimer mMeshInvisibleTime;
/** Meshes
** **
*******************************************************************************/
/********************************************************************************
** **
** APPEARANCE
**/
public:
void processAvatarAppearance(LLMessageSystem* mesgsys);
void hideSkirt();
void startAppearanceAnimation();
/*virtual*/ void bodySizeChanged();
//--------------------------------------------------------------------
// Appearance morphing
//--------------------------------------------------------------------
public:
BOOL getIsAppearanceAnimating() const { return mAppearanceAnimating; }
// True if we are computing our appearance via local compositing
// instead of baked textures, as for example during wearable
// editing or when waiting for a subsequent server rebake.
/*virtual*/ BOOL isUsingLocalAppearance() const { return mUseLocalAppearance; }
// True if this avatar should fetch its baked textures via the new
// appearance mechanism.
/*virtual*/ BOOL isUsingServerBakes() const { return mUseServerBakes; }
void setIsUsingServerBakes(BOOL newval);
// True if we are currently in appearance editing mode. Often but
// not always the same as isUsingLocalAppearance().
/*virtual*/ BOOL isEditingAppearance() const { return mIsEditingAppearance; }
// FIXME review isUsingLocalAppearance uses, some should be isEditing instead.
private:
BOOL mAppearanceAnimating;
LLFrameTimer mAppearanceMorphTimer;
F32 mLastAppearanceBlendTime;
BOOL mIsEditingAppearance; // flag for if we're actively in appearance editing mode
BOOL mUseLocalAppearance; // flag for if we're using a local composite
BOOL mUseServerBakes; // flag for if baked textures should be fetched from baking service (false if they're temporary uploads)
//--------------------------------------------------------------------
// Visibility
//--------------------------------------------------------------------
public:
BOOL isVisible() const;
void setVisibilityRank(U32 rank);
U32 getVisibilityRank() const { return mVisibilityRank; } // unused
static S32 sNumVisibleAvatars; // Number of instances of this class
/** Appearance
** **
*******************************************************************************/
/********************************************************************************
** **
** WEARABLES
**/
//--------------------------------------------------------------------
// Attachments
//--------------------------------------------------------------------
public:
void clampAttachmentPositions();
virtual const LLViewerJointAttachment* attachObject(LLViewerObject *viewer_object);
virtual BOOL detachObject(LLViewerObject *viewer_object);
void cleanupAttachedMesh( LLViewerObject* pVO );
static LLVOAvatar* findAvatarFromAttachment(LLViewerObject* obj);
/*virtual*/ BOOL isWearingWearableType(LLWearableType::EType type ) const;
protected:
LLViewerJointAttachment* getTargetAttachmentPoint(LLViewerObject* viewer_object);
void lazyAttach();
void rebuildRiggedAttachments( void );
//--------------------------------------------------------------------
// Map of attachment points, by ID
//--------------------------------------------------------------------
public:
S32 getAttachmentCount(); // Warning: order(N) not order(1) // currently used only by -self
typedef std::map<S32, LLViewerJointAttachment*> attachment_map_t;
attachment_map_t mAttachmentPoints;
std::vector<LLPointer<LLViewerObject> > mPendingAttachment;
//--------------------------------------------------------------------
// HUD functions
//--------------------------------------------------------------------
public:
BOOL hasHUDAttachment() const;
LLBBox getHUDBBox() const;
void rebuildHUD();
void resetHUDAttachments();
BOOL canAttachMoreObjects() const;
BOOL canAttachMoreObjects(U32 n) const;
protected:
U32 getNumAttachments() const; // O(N), not O(1)
/** Wearables
** **
*******************************************************************************/
/********************************************************************************
** **
** ACTIONS
**/
//--------------------------------------------------------------------
// Animations
//--------------------------------------------------------------------
public:
BOOL isAnyAnimationSignaled(const LLUUID *anim_array, const S32 num_anims) const;
void processAnimationStateChanges();
protected:
BOOL processSingleAnimationStateChange(const LLUUID &anim_id, BOOL start);
void resetAnimations();
private:
LLTimer mAnimTimer;
F32 mTimeLast;
//--------------------------------------------------------------------
// Animation state data
//--------------------------------------------------------------------
public:
typedef std::map<LLUUID, S32>::iterator AnimIterator;
std::map<LLUUID, S32> mSignaledAnimations; // requested state of Animation name/value
std::map<LLUUID, S32> mPlayingAnimations; // current state of Animation name/value
typedef std::multimap<LLUUID, LLUUID> AnimationSourceMap;
typedef AnimationSourceMap::iterator AnimSourceIterator;
AnimationSourceMap mAnimationSources; // object ids that triggered anim ids
//--------------------------------------------------------------------
// Chat
//--------------------------------------------------------------------
public:
void addChat(const LLChat& chat);
void clearChat();
void startTyping() { mTyping = TRUE; mTypingTimer.reset(); }
void stopTyping() { mTyping = FALSE; }
private:
BOOL mVisibleChat;
//--------------------------------------------------------------------
// Lip synch morphs
//--------------------------------------------------------------------
private:
bool mLipSyncActive; // we're morphing for lip sync
LLVisualParam* mOohMorph; // cached pointers morphs for lip sync
LLVisualParam* mAahMorph; // cached pointers morphs for lip sync
//--------------------------------------------------------------------
// Flight
//--------------------------------------------------------------------
public:
BOOL mInAir;
LLFrameTimer mTimeInAir;
/** Actions
** **
*******************************************************************************/
/********************************************************************************
** **
** PHYSICS
**/
private:
F32 mSpeedAccum; // measures speed (for diagnostics mostly).
BOOL mTurning; // controls hysteresis on avatar rotation
F32 mSpeed; // misc. animation repeated state
//--------------------------------------------------------------------
// Dimensions
//--------------------------------------------------------------------
public:
void resolveHeightGlobal(const LLVector3d &inPos, LLVector3d &outPos, LLVector3 &outNorm);
bool distanceToGround( const LLVector3d &startPoint, LLVector3d &collisionPoint, F32 distToIntersectionAlongRay );
void resolveHeightAgent(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm);
void resolveRayCollisionAgent(const LLVector3d start_pt, const LLVector3d end_pt, LLVector3d &out_pos, LLVector3 &out_norm);
void slamPosition(); // Slam position to transmitted position (for teleport);
protected:
//--------------------------------------------------------------------
// Material being stepped on
//--------------------------------------------------------------------
private:
BOOL mStepOnLand;
U8 mStepMaterial;
LLVector3 mStepObjectVelocity;
/** Physics
** **
*******************************************************************************/
/********************************************************************************
** **
** HIERARCHY
**/
public:
/*virtual*/ BOOL setParent(LLViewerObject* parent);
/*virtual*/ void addChild(LLViewerObject *childp);
/*virtual*/ void removeChild(LLViewerObject *childp);
//--------------------------------------------------------------------
// Sitting
//--------------------------------------------------------------------
public:
void sitDown(BOOL bSitting);
BOOL isSitting(){return mIsSitting;}
void sitOnObject(LLViewerObject *sit_object);
void getOffObject();
private:
// set this property only with LLVOAvatar::sitDown method
BOOL mIsSitting;
/** Hierarchy
** **
*******************************************************************************/
/********************************************************************************
** **
** NAME
**/
public:
std::string getFullname() const; // Returns "FirstName LastName"
std::string avString() const; // Frequently used string in log messages "Avatar '<full name'"
protected:
static void getAnimLabels(LLDynamicArray<std::string>* labels);
static void getAnimNames(LLDynamicArray<std::string>* names);
private:
std::string mNameString; // UTF-8 title + name + status
std::string mTitle;
bool mNameAway;
bool mNameBusy;
bool mNameMute;
bool mNameAppearance;
bool mNameFriend;
bool mNameCloud;
F32 mNameAlpha;
BOOL mRenderGroupTitles;
//--------------------------------------------------------------------
// Display the name (then optionally fade it out)
//--------------------------------------------------------------------
public:
LLFrameTimer mChatTimer;
LLPointer<LLHUDNameTag> mNameText;
private:
LLFrameTimer mTimeVisible;
std::deque<LLChat> mChats;
BOOL mTyping;
LLFrameTimer mTypingTimer;
/** Name
** **
*******************************************************************************/
/********************************************************************************
** **
** SOUNDS
**/
//--------------------------------------------------------------------
// Voice visualizer
//--------------------------------------------------------------------
public:
// Responsible for detecting the user's voice signal (and when the
// user speaks, it puts a voice symbol over the avatar's head) and gesticulations
LLPointer<LLVoiceVisualizer> mVoiceVisualizer;
int mCurrentGesticulationLevel;
//--------------------------------------------------------------------
// Step sound
//--------------------------------------------------------------------
protected:
const LLUUID& getStepSound() const;
private:
// Global table of sound ids per material, and the ground
const static LLUUID sStepSounds[LL_MCODE_END];
const static LLUUID sStepSoundOnLand;
//--------------------------------------------------------------------
// Foot step state (for generating sounds)
//--------------------------------------------------------------------
public:
void setFootPlane(const LLVector4 &plane) { mFootPlane = plane; }
LLVector4 mFootPlane;
private:
BOOL mWasOnGroundLeft;
BOOL mWasOnGroundRight;
/** Sounds
** **
*******************************************************************************/
/********************************************************************************
** **
** DIAGNOSTICS
**/
//--------------------------------------------------------------------
// General
//--------------------------------------------------------------------
public:
void dumpArchetypeXML(const std::string& prefix, bool group_by_wearables = false);
void dumpAppearanceMsgParams( const std::string& dump_prefix,
const std::vector<F32>& paramsForDump,
const LLTEContents& tec);
static void dumpBakedStatus();
const std::string getBakedStatusForPrintout() const;
void dumpAvatarTEs(const std::string& context) const;
static F32 sUnbakedTime; // Total seconds with >=1 unbaked avatars
static F32 sUnbakedUpdateTime; // Last time stats were updated (to prevent multiple updates per frame)
static F32 sGreyTime; // Total seconds with >=1 grey avatars
static F32 sGreyUpdateTime; // Last time stats were updated (to prevent multiple updates per frame)
protected:
S32 getUnbakedPixelAreaRank();
BOOL mHasGrey;
private:
F32 mMinPixelArea;
F32 mMaxPixelArea;
F32 mAdjustedPixelArea;
std::string mDebugText;
std::string mBakedTextureDebugText;
//--------------------------------------------------------------------
// Avatar Rez Metrics
//--------------------------------------------------------------------
public:
void debugAvatarRezTime(std::string notification_name, std::string comment = "");
F32 debugGetExistenceTimeElapsedF32() const { return mDebugExistenceTimer.getElapsedTimeF32(); }
protected:
LLFrameTimer mRuthDebugTimer; // For tracking how long it takes for av to rez
LLFrameTimer mDebugExistenceTimer; // Debugging for how long the avatar has been in memory.
/** Diagnostics
** **
*******************************************************************************/
/********************************************************************************
** **
** SUPPORT CLASSES
**/
protected: // Shared with LLVOAvatarSelf
/** Support classes
** **
*******************************************************************************/
}; // LLVOAvatar
extern const F32 SELF_ADDITIONAL_PRI;
extern const S32 MAX_TEXTURE_VIRTURE_SIZE_RESET_INTERVAL;
#endif // LL_VOAVATAR_H
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