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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/trackable.hpp>
#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 "llrigginginfo.h"
#include "llviewerstats.h"
#include "llvovolume.h"
#include "llavatarrendernotifier.h"
#include "llmodel.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;
struct LLAppearanceMessageContents;
class LLViewerJointMesh;
const F32 MAX_AVATAR_LOD_FACTOR = 1.0f;
extern U32 gFrameCount;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// LLVOAvatar
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLVOAvatar :
public LLAvatarAppearance,
public LLViewerObject,
public boost::signals2::trackable
{
LL_ALIGN_NEW;
LOG_CLASS(LLVOAvatar);
public:
friend class LLVOAvatarSelf;
friend class LLAvatarCheckImpostorMode;
/********************************************************************************
** **
** INITIALIZATION
**/
public:
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();
static bool handleVOAvatarPrefsChanged(const LLSD &newvalue);
/** 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, const F64 &time);
/*virtual*/ bool updateLOD();
bool updateJointLODs();
void updateLODRiggedAttachments( void );
/*virtual*/ bool isActive() const; // Whether this object needs to do an idleUpdate.
S32Bytes totalTextureMemForUUIDS(std::set<LLUUID>& ids);
bool allTexturesCompletelyDownloaded(std::set<LLUUID>& ids) const;
bool allLocalTexturesCompletelyDownloaded() const;
bool allBakedTexturesCompletelyDownloaded() const;
void bakedTextureOriginCounts(S32 &sb_count, S32 &host_count,
S32 &both_count, S32 &neither_count);
std::string bakedTextureOriginInfo();
void collectLocalTextureUUIDs(std::set<LLUUID>& ids) const;
void collectBakedTextureUUIDs(std::set<LLUUID>& ids) const;
void collectTextureUUIDs(std::set<LLUUID>& ids);
void releaseOldTextures();
/*virtual*/ void updateTextures();
LLViewerFetchedTexture* getBakedTextureImage(const U8 te, const LLUUID& uuid);
/*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);
void calculateSpatialExtents(LLVector4a& newMin, LLVector4a& newMax);
/*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 LLViewerObject* lineSegmentIntersectRiggedAttachments(
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
//--------------------------------------------------------------------
// 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 bool hasMotionFromSource(const LLUUID& source_id);
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);
LLJoint* getJoint(S32 num);
//if you KNOW joint_num is a valid animated joint index, use getSkeletonJoint for efficiency
inline LLJoint* getSkeletonJoint(S32 joint_num) { return mSkeleton[joint_num]; }
inline size_t getSkeletonJointCount() const { return mSkeleton.size(); }
void notifyAttachmentMeshLoaded();
void addAttachmentOverridesForObject(LLViewerObject *vo, std::set<LLUUID>* meshes_seen = NULL, bool recursive = true);
void removeAttachmentOverridesForObject(const LLUUID& mesh_id);
void removeAttachmentOverridesForObject(LLViewerObject *vo);
bool jointIsRiggedTo(const LLJoint *joint) const;
void clearAttachmentOverrides();
void rebuildAttachmentOverrides();
void updateAttachmentOverrides();
void showAttachmentOverrides(bool verbose = false) const;
void getAttachmentOverrideNames(std::set<std::string>& pos_names,
std::set<std::string>& scale_names) const;
void getAssociatedVolumes(std::vector<LLVOVolume*>& volumes);
// virtual
void updateRiggingInfo();
// This encodes mesh id and LOD, so we can see whether display is up-to-date.
std::map<LLUUID,S32> mLastRiggingInfoKey;
std::set<LLUUID> mActiveOverrideMeshes;
virtual void onActiveOverrideMeshesChanged();
/*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
virtual bool isControlAvatar() const { return mIsControlAvatar; } // True if this avatar is a control av (no associated user)
virtual bool isUIAvatar() const { return mIsUIAvatar; } // True if this avatar is a supplemental av used in some UI views (no associated user)
virtual bool isBuddy() const;
// If this is an attachment, return the avatar it is attached to. Otherwise NULL.
virtual const LLVOAvatar *getAttachedAvatar() const { return NULL; }
virtual LLVOAvatar *getAttachedAvatar() { return NULL; }
private: //aligned members
LL_ALIGN_16(LLVector4a mImpostorExtents[2]);
//--------------------------------------------------------------------
// Updates
//--------------------------------------------------------------------
public:
void updateAppearanceMessageDebugText();
void updateAnimationDebugText();
virtual void updateDebugText();
virtual bool computeNeedsUpdate();
virtual bool updateCharacter(LLAgent &agent);
void updateFootstepSounds();
void computeUpdatePeriod();
void updateOrientation(LLAgent &agent, F32 speed, F32 delta_time);
void updateTimeStep();
void updateRootPositionAndRotation(LLAgent &agent, F32 speed, bool was_sit_ground_constrained);
void idleUpdateVoiceVisualizer(bool voice_enabled, const LLVector3 &position);
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);
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, const bool use_ellipses = false);
void idleUpdateRenderComplexity();
void idleUpdateDebugInfo();
void accountRenderComplexityForObject(LLViewerObject *attached_object,
const F32 max_attachment_complexity,
LLVOVolume::texture_cost_t& textures,
U32& cost,
hud_complexity_list_t& hud_complexity_list,
object_complexity_list_t& object_complexity_list);
void calculateUpdateRenderComplexity();
static const U32 VISUAL_COMPLEXITY_UNKNOWN;
void updateVisualComplexity();
void placeProfileQuery();
void readProfileQuery(S32 retries);
// get the GPU time in ms of rendering this avatar including all attachments
// returns 0.f if this avatar has not been profiled using gPipeline.profileAvatar
// or the avatar is visually muted
F32 getGPURenderTime();
// get the total GPU render time in ms of all avatars that have been benched
static F32 getTotalGPURenderTime();
// get the max GPU render time in ms of all avatars that have been benched
static F32 getMaxGPURenderTime();
// get the average GPU render time in ms of all avatars that have been benched
static F32 getAverageGPURenderTime();
// get the CPU time in ms of rendering this avatar including all attachments
// return 0.f if this avatar has not been profiled using gPipeline.mProfileAvatar
F32 getCPURenderTime() { return mCPURenderTime; }
// avatar render cost
U32 getVisualComplexity() { return mVisualComplexity; };
// surface area calculation
F32 getAttachmentSurfaceArea() { return mAttachmentSurfaceArea; };
U32 getReportedVisualComplexity() { return mReportedVisualComplexity; }; // Numbers as reported by the SL server
void setReportedVisualComplexity(U32 value) { mReportedVisualComplexity = value; };
S32 getUpdatePeriod() { return mUpdatePeriod; };
const LLColor4 & getMutedAVColor() { return mMutedAVColor; };
static void updateImpostorRendering(U32 newMaxNonImpostorsValue);
void idleUpdateBelowWater();
static void updateNearbyAvatarCount();
LLVector3 idleCalcNameTagPosition(const LLVector3 &root_pos_last);
//--------------------------------------------------------------------
// Static preferences (controlled by user settings/menus)
//--------------------------------------------------------------------
public:
static S32 sRenderName;
static bool sRenderGroupTitles;
static const U32 NON_IMPOSTORS_MAX_SLIDER; /* Must equal the maximum allowed the RenderAvatarMaxNonImpostors
* slider in panel_preferences_graphics1.xml */
static U32 sMaxNonImpostors; // affected by control "RenderAvatarMaxNonImpostors"
static bool sLimitNonImpostors; // use impostors for far away avatars
static F32 sRenderDistance; // distance at which avatars will render.
static bool sShowAnimationDebug; // show animation debug info
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 sLipSyncEnabled;
static LLPointer<LLViewerTexture> sCloudTexture;
static std::vector<LLUUID> sAVsIgnoringARTLimit;
static S32 sAvatarsNearby;
//--------------------------------------------------------------------
// Region state
//--------------------------------------------------------------------
public:
LLHost getObjectHost() const;
//--------------------------------------------------------------------
// Loading state
//--------------------------------------------------------------------
public:
bool isFullyLoaded() const;
F32 getFirstDecloudTime() const {return mFirstDecloudTime;}
// check and return current state relative to limits
// default will test only the geometry (combined=false).
// this allows us to disable shadows separately on complex avatars.
inline bool isTooSlowWithoutShadows() const {return mTooSlowWithoutShadows;};
bool isTooSlow() const;
void updateTooSlow();
bool isTooComplex() const;
bool visualParamWeightsAreDefault();
virtual bool getIsCloud() const;
bool isFullyTextured() const;
bool hasGray() const;
S32 getRezzedStatus() const; // 0 = cloud, 1 = gray, 2 = textured, 3 = textured and fully downloaded.
void updateRezzedStatusTimers(S32 status);
S32 mLastRezzedStatus;
void startPhase(const std::string& phase_name);
void stopPhase(const std::string& phase_name, bool err_check = true);
void clearPhases();
void logPendingPhases();
static void logPendingPhasesAllAvatars();
void logMetricsTimerRecord(const std::string& phase_name, F32 elapsed, bool completed);
void calcMutedAVColor();
protected:
LLViewerStats::PhaseMap& getPhases() { return mPhases; }
bool updateIsFullyLoaded();
bool processFullyLoadedChange(bool loading);
void updateRuthTimer(bool loading);
F32 calcMorphAmount() const;
private:
bool mFirstFullyVisible;
F32 mFirstDecloudTime;
LLFrameTimer mFirstAppearanceMessageTimer;
bool mFullyLoaded;
bool mPreviousFullyLoaded;
bool mFullyLoadedInitialized;
S32 mFullyLoadedFrameCounter;
LLColor4 mMutedAVColor;
LLFrameTimer mFullyLoadedTimer;
LLFrameTimer mRuthTimer;
// variables to hold "slowness" status
bool mTooSlow{false};
bool mTooSlowWithoutShadows{false};
bool mTuned{false};
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 debugBodySize() const;
void postPelvisSetRecalc( void );
/*virtual*/ bool loadSkeletonNode();
void initAttachmentPoints(bool ignore_hud_joints = false);
/*virtual*/ void buildCharacter();
void resetVisualParams();
void applyDefaultParams();
void resetSkeleton(bool reset_animations);
LLVector3 mCurRootToHeadOffset;
LLVector3 mTargetRootToHeadOffset;
S32 mLastSkeletonSerialNum;
/** Skeleton
** **
*******************************************************************************/
/********************************************************************************
** **
** RENDERING
**/
public:
U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255), S32 diffuse_channel = 0);
bool isVisuallyMuted();
bool isInMuteList() const;
// states for RenderAvatarComplexityMode
enum ERenderComplexityMode
{
AV_RENDER_LIMIT_BY_COMPLEXITY = 0,
AV_RENDER_ALWAYS_SHOW_FRIENDS = 1,
AV_RENDER_ONLY_SHOW_FRIENDS = 2
};
// Visual Mute Setting is an input. Does not necessarily determine
// what the avatar looks like, because it interacts with other
// settings like muting, complexity threshold. Should be private or protected.
enum VisualMuteSettings
{
AV_RENDER_NORMALLY = 0,
AV_DO_NOT_RENDER = 1,
AV_ALWAYS_RENDER = 2
};
void setVisualMuteSettings(VisualMuteSettings set);
protected:
// If you think you need to access this outside LLVOAvatar, you probably want getOverallAppearance()
VisualMuteSettings getVisualMuteSettings() { return mVisuallyMuteSetting; };
public:
// Overall Appearance is an output. Depending on whether the
// avatar is blocked/muted, whether it exceeds the complexity
// threshold, etc, avatar will want to be displayed in one of
// these ways. Rendering code that wants to know how to display an
// avatar should be looking at this value, NOT the visual mute
// settings
enum AvatarOverallAppearance
{
AOA_NORMAL,
AOA_JELLYDOLL,
AOA_INVISIBLE
};
AvatarOverallAppearance getOverallAppearance() const;
void setOverallAppearanceNormal();
void setOverallAppearanceJellyDoll();
void setOverallAppearanceInvisible();
void updateOverallAppearance();
void updateOverallAppearanceAnimations();
std::set<LLUUID> mJellyAnims;
U32 renderRigid();
U32 renderSkinned();
F32 getLastSkinTime() { return mLastSkinTime; }
U32 renderTransparent(bool first_pass);
void renderCollisionVolumes();
void renderBones(const std::string &selected_joint = std::string());
void renderJoints();
static void deleteCachedImages(bool clearAll=true);
static void destroyGL();
static void restoreGL();
S32 mSpecialRenderMode; // special lighting
private:
friend class LLPipeline;
AvatarOverallAppearance mOverallAppearance;
F32 mAttachmentSurfaceArea; //estimated surface area of attachments
U32 mAttachmentVisibleTriangleCount;
F32 mAttachmentEstTriangleCount;
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.
// profile handle
U32 mGPUTimerQuery = 0;
// profile results
// GPU render time in ms
F32 mGPURenderTime = 0.f;
bool mGPUProfilePending = false;
// CPU render time in ms
F32 mCPURenderTime = 0.f;
// the isTooComplex method uses these mutable values to avoid recalculating too frequently
// DEPRECATED -- obsolete avatar render cost values
mutable U32 mVisualComplexity;
mutable bool mVisualComplexityStale;
U32 mReportedVisualComplexity; // from other viewers through the simulator
mutable bool mCachedInMuteList;
mutable F64 mCachedMuteListUpdateTime;
mutable bool mCachedInBuddyList = false;
mutable F64 mCachedBuddyListUpdateTime = 0.0;
VisualMuteSettings mVisuallyMuteSetting; // Always or never visually mute this AV
//--------------------------------------------------------------------
// animated object status
//--------------------------------------------------------------------
public:
bool mIsControlAvatar;
bool mIsUIAvatar;
bool mEnableDefaultMotions;
//--------------------------------------------------------------------
// Morph masks
//--------------------------------------------------------------------
public:
/*virtual*/ void applyMorphMask(const 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);
//--------------------------------------------------------------------
// 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:
virtual bool isImpostor();
bool shouldImpostor(const F32 rank_factor = 1.0);
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;
S32 mLastImpostorUpdateReason;
F32SecondsImplicit mLastImpostorUpdateFrameTime;
const LLVector3* getLastAnimExtents() const { return mLastAnimExtents; }
void setNeedsExtentUpdate(bool val) { mNeedsExtentUpdate = val; }
private:
LLVector3 mImpostorOffset;
LLVector2 mImpostorDim;
// This becomes true in the constructor and false after the first
// idleUpdateMisc(). Not clear it serves any purpose.
bool mNeedsAnimUpdate;
bool mNeedsExtentUpdate;
LLVector3 mImpostorAngle;
F32 mImpostorDistance;
F32 mImpostorPixelArea;
LLVector3 mLastAnimExtents[2];
LLVector3 mLastAnimBasePos;
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;
//--------------------------------------------------------------------
// 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, F32& avg_cloud_time, S32& cloud_avatars);
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;
S32 mLoadedCallbackTextures; // count of 'loaded' baked textures, filled from mCallbackTextureList
LLFrameTimer mLastTexCallbackAddedTime;
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);
// 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);
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);
//--------------------------------------------------------------------
// Messaging
//--------------------------------------------------------------------
public:
void onFirstTEMessageReceived();
private:
bool mFirstTEMessageReceived;
bool mFirstAppearanceMessageReceived;
/** Textures
** **
*******************************************************************************/
/********************************************************************************
** **
** MESHES
**/
public:
void debugColorizeSubMeshes(U32 i, const LLColor4& color);
virtual void updateMeshTextures();
void updateSexDependentLayerSets();
virtual void dirtyMesh(); // Dirty the avatar mesh
void updateMeshData();
void updateMeshVisibility();
LLViewerTexture* getBakedTexture(const U8 te);
// Matrix palette cache entry
class alignas(16) MatrixPaletteCache
{
public:
// Last frame this entry was updated
U32 mFrame;
// List of Matrix4a's for this entry
LLMeshSkinInfo::matrix_list_t mMatrixPalette;
// Float array ready to be sent to GL
std::vector<F32> mGLMp;
MatrixPaletteCache() :
mFrame(gFrameCount - 1)
{
}
};
// Accessor for Matrix Palette Cache
// Will do a map lookup for the entry associated with the given MeshSkinInfo
// Will update said entry if it hasn't been updated yet this frame
const MatrixPaletteCache& updateSkinInfoMatrixPalette(const LLMeshSkinInfo* skinInfo);
// Map of LLMeshSkinInfo::mHash to MatrixPaletteCache
typedef std::unordered_map<U64, MatrixPaletteCache> matrix_palette_cache_t;
matrix_palette_cache_t mMatrixPaletteCache;
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
**/
LLPointer<LLAppearanceMessageContents> mLastProcessedAppearance;
public:
void parseAppearanceMessage(LLMessageSystem* mesgsys, LLAppearanceMessageContents& msg);
void processAvatarAppearance(LLMessageSystem* mesgsys);
void applyParsedAppearanceMessage(LLAppearanceMessageContents& contents, bool slam_params);
void hideHair();
void hideSkirt();
void startAppearanceAnimation();
//--------------------------------------------------------------------
// 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 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
//--------------------------------------------------------------------
// Visibility
//--------------------------------------------------------------------
public:
bool isVisible() const;
virtual bool shouldRenderRigged() const;
void setVisibilityRank(U32 rank);
U32 getVisibilityRank() const { return mVisibilityRank; }
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);
static bool getRiggedMeshID( LLViewerObject* pVO, LLUUID& mesh_id );
void cleanupAttachedMesh( LLViewerObject* pVO );
bool hasPendingAttachedMeshes();
static LLVOAvatar* findAvatarFromAttachment(LLViewerObject* obj);
/*virtual*/ bool isWearingWearableType(LLWearableType::EType type ) const;
LLViewerObject * findAttachmentByID( const LLUUID & target_id ) const;
LLViewerJointAttachment* getTargetAttachmentPoint(LLViewerObject* viewer_object);
protected:
void lazyAttach();
void rebuildRiggedAttachments( void );
//--------------------------------------------------------------------
// Map of attachment points, by ID
//--------------------------------------------------------------------
public:
S32 getAttachmentCount() const; // Warning: order(N) not order(1)
typedef std::map<S32, LLViewerJointAttachment*> attachment_map_t;
attachment_map_t mAttachmentPoints;
std::vector<LLPointer<LLViewerObject> > mPendingAttachment;
// List of attachments' ids with attach points from simulator.
// we need this info to know when all attachments are present.
std::map<LLUUID, S32> mSimAttachments;
S32 mLastCloudAttachmentCount;
LLFrameTimer mLastCloudAttachmentChangeTime;
//--------------------------------------------------------------------
// HUD functions
//--------------------------------------------------------------------
public:
bool hasHUDAttachment() const;
LLBBox getHUDBBox() const;
void resetHUDAttachments();
S32 getMaxAttachments() const;
bool canAttachMoreObjects(U32 n=1) const;
S32 getMaxAnimatedObjectAttachments() const;
bool canAttachMoreAnimatedObjects(U32 n=1) const;
protected:
U32 getNumAttachments() const; // O(N), not O(1)
U32 getNumAnimatedObjectAttachments() 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;
// position backup in case of missing data
LLVector3 mLastRootPos;
/** Hierarchy
** **
*******************************************************************************/
/********************************************************************************
** **
** NAME
**/
public:
virtual std::string getFullname() const; // Returns "FirstName LastName"
std::string avString() const; // Frequently used string in log messages "Avatar '<full name'"
protected:
static void getAnimLabels(std::vector<std::string>* labels);
static void getAnimNames(std::vector<std::string>* names);
private:
bool mNameIsSet;
std::string mTitle;
bool mNameAway;
bool mNameDoNotDisturb;
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 getSortedJointNames(S32 joint_type, std::vector<std::string>& result) const;
void dumpArchetypeXML(const std::string& prefix, bool group_by_wearables = false);
void dumpAppearanceMsgParams( const std::string& dump_prefix,
const LLAppearanceMessageContents& contents);
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.
LLFrameTimer mLastAppearanceMessageTimer; // Time since last appearance message received.
//--------------------------------------------------------------------
// COF monitoring
//--------------------------------------------------------------------
public:
// COF version of last viewer-initiated appearance update request. For non-self avs, this will remain at default.
S32 mLastUpdateRequestCOFVersion;
// COF version of last appearance message received for this av.
S32 mLastUpdateReceivedCOFVersion;
/** Diagnostics
** **
*******************************************************************************/
/********************************************************************************
** **
** SUPPORT CLASSES
**/
protected: // Shared with LLVOAvatarSelf
/** Support classes
** **
*******************************************************************************/
}; // LLVOAvatar
extern const F32 SELF_ADDITIONAL_PRI;
extern const S32 MAX_TEXTURE_VIRTUAL_SIZE_RESET_INTERVAL;
extern const F32 MAX_HOVER_Z;
extern const F32 MIN_HOVER_Z;
std::string get_sequential_numbered_file_name(const std::string& prefix,
const std::string& suffix);
void dump_sequential_xml(const std::string outprefix, const LLSD& content);
void dump_visual_param(apr_file_t* file, LLVisualParam* viewer_param, F32 value);
#endif // LL_VOAVATAR_H
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