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|
/**
* @file llvoavatar.h
* @brief Declaration of LLVOAvatar class which is a derivation fo
* LLViewerObject
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#ifndef LL_LLVOAVATAR_H
#define LL_LLVOAVATAR_H
#include <map>
#include <deque>
#include <string>
#include <vector>
#include "llchat.h"
#include "lldrawpoolalpha.h"
#include "llviewerobject.h"
#include "llcharacter.h"
#include "llviewerjointmesh.h"
#include "llviewerjointattachment.h"
#include "llrendertarget.h"
#include "llwearable.h"
#include "llvoavatardefines.h"
extern const LLUUID ANIM_AGENT_BODY_NOISE;
extern const LLUUID ANIM_AGENT_BREATHE_ROT;
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 LLTexLayerSet;
class LLVoiceVisualizer;
class LLHUDText;
class LLHUDEffectSpiral;
class LLTexGlobalColor;
class LLVOAvatarBoneInfo;
class LLVOAvatarSkeletonInfo;
class LLVOAvatarXmlInfo;
//------------------------------------------------------------------------
// LLVOAvatar
//------------------------------------------------------------------------
class LLVOAvatar :
public LLViewerObject,
public LLCharacter
{
protected:
virtual ~LLVOAvatar();
public:
LLVOAvatar(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
/*virtual*/ void markDead();
void startDefaultMotions();
static void updateImpostors();
//--------------------------------------------------------------------
// LLViewerObject interface
//--------------------------------------------------------------------
public:
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.
static BOOL parseSkeletonFile(const std::string& filename);
virtual U32 processUpdateMessage(LLMessageSystem *mesgsys,
void **user_data,
U32 block_num,
const EObjectUpdateType update_type,
LLDataPacker *dp);
/*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
void idleUpdateVoiceVisualizer(bool voice_enabled);
void idleUpdateMisc(bool detailed_update);
void idleUpdateAppearanceAnimation();
void idleUpdateLipSync(bool voice_enabled);
void idleUpdateLoadingEffect();
void idleUpdateWindEffect();
void idleUpdateNameTag(const LLVector3& root_pos_last);
void idleUpdateRenderCost();
void idleUpdateTractorBeam();
void idleUpdateBelowWater();
public:
virtual BOOL updateLOD();
/*virtual*/ BOOL isActive() const; // Whether this object needs to do an idleUpdate.
// Graphical stuff for objects - maybe broken out into render class later?
U32 renderFootShadows();
U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255));
U32 renderRigid();
U32 renderSkinned(EAvatarRenderPass pass);
U32 renderTransparent(BOOL first_pass);
void renderCollisionVolumes();
/*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
);
/*virtual*/ void updateTextures(LLAgent &agent);
// If setting a baked texture, need to request it from a non-local sim.
/*virtual*/ S32 setTETexture(const U8 te, const LLUUID& uuid);
/*virtual*/ void onShift(const LLVector3& shift_vector);
virtual U32 getPartitionType() const;
void updateVisibility();
void updateAttachmentVisibility(U32 camera_mode);
void clampAttachmentPositions();
S32 getAttachmentCount(); // Warning: order(N) not order(1)
// HUD functions
BOOL hasHUDAttachment() const;
LLBBox getHUDBBox() const;
void rebuildHUD();
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
/*virtual*/ void setPixelAreaAndAngle(LLAgent &agent);
BOOL updateJointLODs();
virtual void updateRegion(LLViewerRegion *regionp);
virtual const LLVector3 getRenderPosition() const;
virtual void updateDrawable(BOOL force_damped);
void updateSpatialExtents(LLVector3& newMin, LLVector3 &newMax);
void getSpatialExtents(LLVector3& newMin, LLVector3& newMax);
BOOL isImpostor() const;
BOOL needsImpostorUpdate() const;
const LLVector3& getImpostorOffset() const;
const LLVector2& getImpostorDim() const;
void getImpostorValues(LLVector3* extents, LLVector3& angle, F32& distance) const;
void cacheImpostorValues();
void setImpostorDim(const LLVector2& dim);
//--------------------------------------------------------------------
// LLCharacter interface
//--------------------------------------------------------------------
public:
virtual const char *getAnimationPrefix() { return "avatar"; }
virtual LLJoint *getRootJoint() { return &mRoot; }
virtual LLVector3 getCharacterPosition();
virtual LLQuaternion getCharacterRotation();
virtual LLVector3 getCharacterVelocity();
virtual LLVector3 getCharacterAngularVelocity();
virtual F32 getTimeDilation();
virtual void getGround(const LLVector3 &inPos, LLVector3 &outPos, LLVector3 &outNorm);
virtual BOOL allocateCharacterJoints( U32 num );
virtual LLJoint *getCharacterJoint( U32 num );
virtual void requestStopMotion( LLMotion* motion );
virtual F32 getPixelArea() const;
virtual LLPolyMesh* getHeadMesh();
virtual LLPolyMesh* getUpperBodyMesh();
virtual LLVector3d getPosGlobalFromAgent(const LLVector3 &position);
virtual LLVector3 getPosAgentFromGlobal(const LLVector3d &position);
virtual void updateVisualParams();
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 LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset);
virtual LLJoint* findCollisionVolume(U32 volume_id);
virtual S32 getCollisionVolumeID(std::string &name);
virtual void addDebugText(const std::string& text);
virtual const LLUUID& getID();
virtual LLJoint *getJoint( const std::string &name );
//--------------------------------------------------------------------
// Other public functions
//--------------------------------------------------------------------
public:
static void onCustomizeStart();
static void onCustomizeEnd();
public:
static void dumpTotalLocalTextureByteCount();
protected:
void getLocalTextureByteCount( S32* gl_byte_count );
public:
LLMotion* findMotion(const LLUUID& id);
BOOL isVisible();
BOOL isSelf() const { return mIsSelf; }
BOOL isCulled() const { return mCulled; }
public:
static void cullAvatarsByPixelArea();
void setVisibilityRank(U32 rank);
U32 getVisibilityRank(); // unused
protected:
S32 getUnbakedPixelAreaRank();
public:
void dumpLocalTextures();
const LLUUID& grabLocalTexture(LLVOAvatarDefines::ETextureIndex index);
BOOL canGrabLocalTexture(LLVOAvatarDefines::ETextureIndex index);
BOOL isTextureDefined(U8 te) const;
BOOL isTextureVisible(U8 te) const;
void startAppearanceAnimation(BOOL set_by_user, BOOL play_sound);
void setCompositeUpdatesEnabled(BOOL b);
void addChat(const LLChat& chat);
void clearChat();
void startTyping() { mTyping = TRUE; mTypingTimer.reset(); }
void stopTyping() { mTyping = FALSE; }
// Returns "FirstName LastName"
std::string getFullname() const;
BOOL updateCharacter(LLAgent &agent);
void updateHeadOffset();
F32 getPelvisToFoot() const { return mPelvisToFoot; }
public:
BOOL isAnyAnimationSignaled(const LLUUID *anim_array, const S32 num_anims);
void processAnimationStateChanges();
protected:
BOOL processSingleAnimationStateChange(const LLUUID &anim_id, BOOL start);
void resetAnimations();
public:
void resolveHeightGlobal(const LLVector3d &inPos, LLVector3d &outPos, LLVector3 &outNorm);
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);
// morph targets and such
void processAvatarAppearance( LLMessageSystem* mesgsys );
void onFirstTEMessageReceived();
void updateSexDependentLayerSets( BOOL set_by_user );
void dirtyMesh(); // Dirty the avatar mesh
void hideSkirt();
virtual void setParent(LLViewerObject* parent);
virtual void addChild(LLViewerObject *childp);
virtual void removeChild(LLViewerObject *childp);
LLViewerJointAttachment* getTargetAttachmentPoint(LLViewerObject* viewer_object);
BOOL attachObject(LLViewerObject *viewer_object);
BOOL detachObject(LLViewerObject *viewer_object);
void lazyAttach();
void sitOnObject(LLViewerObject *sit_object);
void getOffObject();
BOOL isWearingAttachment( const LLUUID& inv_item_id );
LLViewerObject* getWornAttachment( const LLUUID& inv_item_id );
const std::string getAttachedPointName(const LLUUID& inv_item_id);
static LLVOAvatar* findAvatarFromAttachment( LLViewerObject* obj );
void updateMeshTextures();
//--------------------------------------------------------------------
// texture compositing (used only by the LLTexLayer series of classes)
//--------------------------------------------------------------------
public:
LLColor4 getGlobalColor( const std::string& color_name );
BOOL isLocalTextureDataAvailable( LLTexLayerSet* layerset );
BOOL isLocalTextureDataFinal( LLTexLayerSet* layerset );
LLVOAvatarDefines::ETextureIndex getBakedTE( LLTexLayerSet* layerset );
void updateComposites();
void onGlobalColorChanged( LLTexGlobalColor* global_color, BOOL set_by_user );
BOOL getLocalTextureRaw( LLVOAvatarDefines::ETextureIndex index, LLImageRaw* image_raw_pp );
BOOL getLocalTextureGL( LLVOAvatarDefines::ETextureIndex index, LLImageGL** image_gl_pp );
const LLUUID& getLocalTextureID( LLVOAvatarDefines::ETextureIndex index );
LLGLuint getScratchTexName( LLGLenum format, U32* texture_bytes );
BOOL bindScratchTexture( LLGLenum format );
void invalidateComposite( LLTexLayerSet* layerset, BOOL set_by_user );
void invalidateAll();
void forceBakeAllTextures(bool slam_for_debug = false);
static void processRebakeAvatarTextures(LLMessageSystem* msg, void**);
void setNewBakedTexture( LLVOAvatarDefines::ETextureIndex i, const LLUUID& uuid );
void setCachedBakedTexture( LLVOAvatarDefines::ETextureIndex i, const LLUUID& uuid );
void releaseUnnecessaryTextures();
void requestLayerSetUploads();
bool hasPendingBakedUploads();
static void onLocalTextureLoaded( BOOL succcess, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata );
static void dumpArchetypeXML( void* );
static void dumpScratchTextureByteCount();
static void dumpBakedStatus();
static void deleteCachedImages(bool clearAll=true);
static void destroyGL();
static void restoreGL();
static void resetImpostors();
static enum EWearableType getTEWearableType(LLVOAvatarDefines::ETextureIndex te );
static LLUUID getDefaultTEImageID(LLVOAvatarDefines::ETextureIndex te );
static void onChangeSelfInvisible(BOOL newvalue);
void setInvisible(BOOL newvalue);
static LLColor4 getDummyColor();
//--------------------------------------------------------------------
// Clothing colors (conventience functions to access visual parameters
//--------------------------------------------------------------------
public:
void setClothesColor( LLVOAvatarDefines::ETextureIndex te, const LLColor4& new_color, BOOL set_by_user );
LLColor4 getClothesColor( LLVOAvatarDefines::ETextureIndex te );
BOOL teToColorParams( LLVOAvatarDefines::ETextureIndex te, const char* param_name[3] );
BOOL isWearingWearableType( EWearableType type );
void wearableUpdated( EWearableType type );
//--------------------------------------------------------------------
// texture compositing
//--------------------------------------------------------------------
public:
void setLocTexTE( U8 te, LLViewerImage* image, BOOL set_by_user );
void setupComposites();
//--------------------------------------------------------------------
// Handling partially loaded avatars (Ruth)
//--------------------------------------------------------------------
public:
BOOL isFullyLoaded();
BOOL updateIsFullyLoaded();
private:
BOOL mFullyLoaded;
BOOL mPreviousFullyLoaded;
BOOL mFullyLoadedInitialized;
S32 mFullyLoadedFrameCounter;
LLFrameTimer mFullyLoadedTimer;
//--------------------------------------------------------------------
// Collision Volumes
//--------------------------------------------------------------------
public:
S32 mNumCollisionVolumes;
LLViewerJointCollisionVolume* mCollisionVolumes;
//--------------------------------------------------------------------
// cached pointers to well known joints
//--------------------------------------------------------------------
public:
LLViewerJoint* mPelvisp;
LLViewerJoint* mTorsop;
LLViewerJoint* mChestp;
LLViewerJoint* mNeckp;
LLViewerJoint* mHeadp;
LLViewerJoint* mSkullp;
LLViewerJoint* mEyeLeftp;
LLViewerJoint* mEyeRightp;
LLViewerJoint* mHipLeftp;
LLViewerJoint* mHipRightp;
LLViewerJoint* mKneeLeftp;
LLViewerJoint* mKneeRightp;
LLViewerJoint* mAnkleLeftp;
LLViewerJoint* mAnkleRightp;
LLViewerJoint* mFootLeftp;
LLViewerJoint* mFootRightp;
LLViewerJoint* mWristLeftp;
LLViewerJoint* mWristRightp;
//--------------------------------------------------------------------
// impostor state
//--------------------------------------------------------------------
public:
LLRenderTarget mImpostor;
BOOL mNeedsImpostorUpdate;
private:
LLVector3 mImpostorOffset;
LLVector2 mImpostorDim;
BOOL mNeedsAnimUpdate;
LLVector3 mImpostorExtents[2];
LLVector3 mImpostorAngle;
F32 mImpostorDistance;
F32 mImpostorPixelArea;
LLVector3 mLastAnimExtents[2];
//--------------------------------------------------------------------
// Misc Render State
//--------------------------------------------------------------------
public:
BOOL mIsDummy; // For special views
S32 mSpecialRenderMode; // Special lighting
//--------------------------------------------------------------------
// 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
//--------------------------------------------------------------------
// Shadowing
//--------------------------------------------------------------------
public:
void updateShadowFaces();
LLDrawable* mShadow;
private:
LLFace* mShadow0Facep;
LLFace* mShadow1Facep;
LLPointer<LLViewerImage> mShadowImagep;
//--------------------------------------------------------------------
// Keeps track of foot step state for generating sounds
//--------------------------------------------------------------------
public:
void setFootPlane(const LLVector4 &plane) { mFootPlane = plane; }
LLVector4 mFootPlane;
private:
BOOL mWasOnGroundLeft;
BOOL mWasOnGroundRight;
//--------------------------------------------------------------------
// Pelvis height adjustment members.
//--------------------------------------------------------------------
public:
LLVector3 mBodySize;
S32 mLastSkeletonSerialNum;
private:
F32 mPelvisToFoot;
//--------------------------------------------------------------------
// Display the name, then optionally fade it out
//--------------------------------------------------------------------
public:
LLFrameTimer mChatTimer;
LLPointer<LLHUDText> mNameText;
private:
LLFrameTimer mTimeVisible;
std::deque<LLChat> mChats;
BOOL mTyping;
LLFrameTimer mTypingTimer;
//--------------------------------------------------------------------
// wind rippling in clothes
//--------------------------------------------------------------------
public:
LLVector4 mWindVec;
F32 mRipplePhase;
BOOL mBelowWater;
private:
F32 mWindFreq;
LLFrameTimer mRippleTimer;
F32 mRippleTimeLast;
LLVector3 mRippleAccel;
LLVector3 mLastVel;
//--------------------------------------------------------------------
// appearance morphing
//--------------------------------------------------------------------
public:
BOOL mAppearanceAnimating;
private:
LLFrameTimer mAppearanceMorphTimer;
BOOL mAppearanceAnimSetByUser;
F32 mLastAppearanceBlendTime;
//--------------------------------------------------------------------
// Attachments
//--------------------------------------------------------------------
public:
// map of attachment points, by ID
typedef std::map<S32, LLViewerJointAttachment*> attachment_map_t;
attachment_map_t mAttachmentPoints;
std::vector<LLPointer<LLViewerObject> > mPendingAttachment;
//--------------------------------------------------------------------
// static preferences that are controlled by user settings/menus
//--------------------------------------------------------------------
public:
static S32 sRenderName;
static BOOL sRenderGroupTitles;
static S32 sMaxVisible;
static F32 sRenderDistance; //distance at which avatars will render (affected by control "RenderAvatarMaxVisible")
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 sVisibleInFirstPerson;
static S32 sNumLODChangesThisFrame;
static S32 sNumVisibleChatBubbles;
static BOOL sDebugInvisible;
static BOOL sShowAttachmentPoints;
static F32 sLODFactor; // user-settable LOD factor
static BOOL sJointDebug; // output total number of joints being touched for each avatar
static BOOL sDebugAvatarRotation;
static S32 sNumVisibleAvatars; // Number of instances of this class
//--------------------------------------------------------------------
// Miscellaneous public variables.
//--------------------------------------------------------------------
public:
BOOL mInAir;
LLFrameTimer mTimeInAir;
LLVector3 mHeadOffset; // current head position
LLViewerJoint mRoot; // avatar skeleton
BOOL mIsSitting; // sitting state
//--------------------------------------------------------------------
// Private member variables.
//--------------------------------------------------------------------
private:
BOOL mIsSelf; // True if this avatar is for this viewer's agent
LLViewerJoint *mScreenp; // special purpose joint for HUD attachments
BOOL mIsBuilt; // state of deferred character building
F32 mSpeedAccum; // measures speed (for diagnostics mostly).
// LLFrameTimer mUpdateLODTimer; // controls frequency of LOD change calculations
BOOL mDirtyMesh;
BOOL mTurning; // controls hysteresis on avatar rotation
F32 mSpeed; // misc. animation repeated state
// Keep track of the material being stepped on
BOOL mStepOnLand;
U8 mStepMaterial;
LLVector3 mStepObjectVelocity;
// Destroy mesh data after being invisible for a while
BOOL mMeshValid;
BOOL mVisible;
LLFrameTimer mMeshInvisibleTime;
// Lip synch morph stuff
bool mLipSyncActive; // we're morphing for lip sync
LLVisualParam* mOohMorph; // cached pointers morphs for lip sync
LLVisualParam* mAahMorph; // cached pointers morphs for lip sync
// Skeleton for skinned avatar
S32 mNumJoints;
LLViewerJoint* mSkeleton;
// Scratch textures used for compositing
static LLMap< LLGLenum, LLGLuint*> sScratchTexNames;
static LLMap< LLGLenum, F32*> sScratchTexLastBindTime;
static S32 sScratchTexBytes;
// Global table of sound ids per material, and the ground
const static LLUUID sStepSounds[LL_MCODE_END];
const static LLUUID sStepSoundOnLand;
// Xml parse tree of avatar config file
static LLXmlTree sXMLTree;
// Xml parse tree of avatar skeleton file
static LLXmlTree sSkeletonXMLTree;
// Voice Visualizer is responsible for detecting the user's voice signal, and when the
// user speaks, it puts a voice symbol over the avatar's head, and triggering gesticulations
LLVoiceVisualizer* mVoiceVisualizer;
int mCurrentGesticulationLevel;
// Animation timer
LLTimer mAnimTimer;
F32 mTimeLast;
LLPointer<LLHUDEffectSpiral> mBeam;
LLFrameTimer mBeamTimer;
F32 mAdjustedPixelArea;
LLWString mNameString;
std::string mTitle;
BOOL mNameAway;
BOOL mNameBusy;
BOOL mNameMute;
BOOL mNameAppearance;
BOOL mVisibleChat;
BOOL mRenderGroupTitles;
std::string mDebugText;
U64 mLastRegionHandle;
LLFrameTimer mRegionCrossingTimer;
S32 mRegionCrossingCount;
//--------------------------------------------------------------------
// local textures for compositing.
//--------------------------------------------------------------------
private:
LLUUID mSavedTE[ LLVOAvatarDefines::TEX_NUM_INDICES ];
BOOL mFirstTEMessageReceived;
BOOL mFirstAppearanceMessageReceived;
BOOL mHasBakedHair;
BOOL mCulled;
U32 mVisibilityRank;
F32 mMinPixelArea; // debug
F32 mMaxPixelArea; // debug
BOOL mHasGrey; // debug
//--------------------------------------------------------------------
// Global Colors
//--------------------------------------------------------------------
private:
LLTexGlobalColor* mTexSkinColor;
LLTexGlobalColor* mTexHairColor;
LLTexGlobalColor* mTexEyeColor;
BOOL mNeedsSkin; //if TRUE, avatar has been animated and verts have not been updated
S32 mUpdatePeriod;
//--------------------------------------------------------------------
// Internal functions
//--------------------------------------------------------------------
protected:
void buildCharacter();
void releaseMeshData();
void restoreMeshData();
void updateMeshData();
void computeBodySize();
const LLUUID& getStepSound() const;
BOOL needsRenderBeam();
BOOL allocateCollisionVolumes( U32 num );
void resetHUDAttachments();
static void getAnimLabels( LLDynamicArray<std::string>* labels );
static void getAnimNames( LLDynamicArray<std::string>* names );
//--------------------------------------------------------------------
// Textures and Layers
//--------------------------------------------------------------------
protected:
BOOL loadSkeletonNode();
BOOL loadMeshNodes();
BOOL isFullyBaked();
void deleteLayerSetCaches(bool clearAll = true);
static BOOL areAllNearbyInstancesBaked(S32& grey_avatars);
static void onBakedTextureMasksLoaded(BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata);
void setLocalTexture(LLVOAvatarDefines::ETextureIndex i, LLViewerImage* tex, BOOL baked_version_exits);
void requestLayerSetUpdate(LLVOAvatarDefines::ETextureIndex i);
void addLocalTextureStats(LLVOAvatarDefines::ETextureIndex i, LLViewerImage* imagep, F32 texel_area_ratio, BOOL rendered, BOOL covered_by_baked);
void addBakedTextureStats( LLViewerImage* imagep, F32 pixel_area, F32 texel_area_ratio, S32 boost_level);
static void onInitialBakedTextureLoaded( BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata );
static void onBakedTextureLoaded(BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata);
void useBakedTexture(const LLUUID& id);
void dumpAvatarTEs(const std::string& context);
void removeMissingBakedTextures();
LLTexLayerSet* getLayerSet(LLVOAvatarDefines::ETextureIndex index) const;
LLHost getObjectHost() const;
S32 getLocalDiscardLevel(LLVOAvatarDefines::ETextureIndex index);
public:
static void updateFreezeCounter(S32 counter = 0 );
private:
static S32 sFreezeCounter;
//-----------------------------------------------------------------------------------------------
// Avatar skeleton setup.
//-----------------------------------------------------------------------------------------------
private:
BOOL loadAvatar();
BOOL setupBone(const LLVOAvatarBoneInfo* info, LLViewerJoint* parent, S32 ¤t_volume_num, S32 ¤t_joint_num);
BOOL buildSkeleton(const LLVOAvatarSkeletonInfo *info);
//-----------------------------------------------------------------------------------------------
// Per-avatar information about texture data.
// To-do: Move this to private implementation class
//-----------------------------------------------------------------------------------------------
private:
struct BakedTextureData
{
LLUUID mLastTextureIndex;
LLTexLayerSet* mTexLayerSet;
bool mIsLoaded;
LLVOAvatarDefines::ETextureIndex mTextureIndex;
U32 mMaskTexName;
// Stores pointers to the joint meshes that this baked texture deals with
std::vector< LLViewerJointMesh * > mMeshes; // std::vector<LLViewerJointMesh> mJoints[i]->mMeshParts
};
typedef std::vector<BakedTextureData> bakedtexturedata_vec_t;
bakedtexturedata_vec_t mBakedTextureData;
struct LocalTextureData
{
LocalTextureData() : mIsBakedReady(FALSE), mDiscard(MAX_DISCARD_LEVEL+1), mImage(NULL)
{}
LLPointer<LLViewerImage> mImage;
BOOL mIsBakedReady;
S32 mDiscard;
};
typedef std::map<LLVOAvatarDefines::ETextureIndex, LocalTextureData> localtexture_map_t;
localtexture_map_t mLocalTextureData;
typedef std::multimap<std::string, LLPolyMesh*> polymesh_map_t;
polymesh_map_t mMeshes;
std::vector<LLViewerJoint *> mMeshLOD;
S32 mNumInitFaces ; //number of faces generated when creating the avatar drawable, does not inculde splitted faces due to long vertex buffer.
//-----------------------------------------------------------------------------------------------
// Static texture/mesh/baked dictionary for avatars
//-----------------------------------------------------------------------------------------------
public:
static BOOL isIndexLocalTexture(LLVOAvatarDefines::ETextureIndex i);
static BOOL isIndexBakedTexture(LLVOAvatarDefines::ETextureIndex i);
private:
static const LLVOAvatarDefines::LLVOAvatarDictionary *getDictionary() { return sAvatarDictionary; }
static LLVOAvatarDefines::LLVOAvatarDictionary *sAvatarDictionary;
static LLVOAvatarSkeletonInfo* sAvatarSkeletonInfo;
static LLVOAvatarXmlInfo* sAvatarXmlInfo;
//-----------------------------------------------------------------------------------------------
// Diagnostics
//-----------------------------------------------------------------------------------------------
public:
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)
const std::string getBakedStatusForPrintout() const;
};
//-----------------------------------------------------------------------------------------------
// Inlines
//-----------------------------------------------------------------------------------------------
inline BOOL LLVOAvatar::isTextureDefined(U8 te) const
{
return (getTEImage(te)->getID() != IMG_DEFAULT_AVATAR && getTEImage(te)->getID() != IMG_DEFAULT);
}
inline BOOL LLVOAvatar::isTextureVisible(U8 te) const
{
return ((isTextureDefined(te) || isSelf())
&& (getTEImage(te)->getID() != IMG_INVISIBLE
|| LLDrawPoolAlpha::sShowDebugAlpha));
}
#endif // LL_VO_AVATAR_H
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