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/**
* @file llvotree.h
* @brief LLVOTree class header file
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, 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_LLVOTREE_H
#define LL_LLVOTREE_H
#include "llviewerobject.h"
#include "lldarray.h"
#include "xform.h"
class LLFace;
class LLDrawPool;
class LLVOTree : public LLViewerObject
{
protected:
~LLVOTree();
public:
enum
{
VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) |
(1 << LLVertexBuffer::TYPE_NORMAL) |
(1 << LLVertexBuffer::TYPE_TEXCOORD0)
};
LLVOTree(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
// Initialize data that's only inited once per class.
static void initClass();
static void cleanupClass();
/*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);
// Graphical stuff for objects - maybe broken out into render class later?
/*virtual*/ void render(LLAgent &agent);
/*virtual*/ void setPixelAreaAndAngle(LLAgent &agent);
/*virtual*/ void updateTextures(LLAgent &agent);
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
/*virtual*/ void updateSpatialExtents(LLVector3 &min, LLVector3 &max);
virtual U32 getPartitionType() const;
void updateRadius();
void calcNumVerts(U32& vert_count, U32& index_count, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 branches);
void updateMesh();
void appendMesh(LLStrider<LLVector3>& vertices,
LLStrider<LLVector3>& normals,
LLStrider<LLVector2>& tex_coords,
LLStrider<U16>& indices,
U16& idx_offset,
LLMatrix4& matrix,
LLMatrix4& norm_mat,
S32 vertex_offset,
S32 vertex_count,
S32 index_count,
S32 index_offset);
void genBranchPipeline(LLStrider<LLVector3>& vertices,
LLStrider<LLVector3>& normals,
LLStrider<LLVector2>& tex_coords,
LLStrider<U16>& indices,
U16& index_offset,
LLMatrix4& matrix,
S32 trunk_LOD,
S32 stop_level,
U16 depth,
U16 trunk_depth,
F32 scale,
F32 twist,
F32 droop,
F32 branches,
F32 alpha);
U32 drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha);
/*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
);
static S32 sMaxTreeSpecies;
struct TreeSpeciesData
{
LLUUID mTextureID;
F32 mBranchLength; // Scale (length) of tree branches
F32 mDroop; // Droop from vertical (degrees) at each branch recursion
F32 mTwist; // Twist
F32 mBranches; // Number of branches emitted at each recursion level
U8 mDepth; // Number of recursions to tips of branches
F32 mScaleStep; // Multiplier for scale at each recursion level
U8 mTrunkDepth;
F32 mLeafScale; // Scales leaf texture when rendering
F32 mTrunkLength; // Scales branch diameters when rendering
F32 mBillboardScale; // Scales the billboard representation
F32 mBillboardRatio; // Height to width aspect ratio
F32 mTrunkAspect;
F32 mBranchAspect;
F32 mRandomLeafRotate;
F32 mNoiseScale; // Scaling of noise function in perlin space (norm = 1.0)
F32 mNoiseMag; // amount of perlin noise to deform by (0 = none)
F32 mTaper; // amount of perlin noise to deform by (0 = none)
F32 mRepeatTrunkZ; // Times to repeat the trunk texture vertically along trunk
};
static F32 sTreeFactor; // Tree level of detail factor
friend class LLDrawPoolTree;
protected:
LLVector3 mTrunkBend; // Accumulated wind (used for blowing trees)
LLVector3 mTrunkVel; //
LLVector3 mWind;
LLPointer<LLVertexBuffer> mReferenceBuffer; //reference geometry for generating tree mesh
LLPointer<LLViewerImage> mTreeImagep; // Pointer to proper tree image
U8 mSpecies; // Species of tree
F32 mBranchLength; // Scale (length) of tree branches
F32 mTrunkLength; // Trunk length (first recursion)
F32 mDroop; // Droop from vertical (degrees) at each branch recursion
F32 mTwist; // Twist
F32 mBranches; // Number of branches emitted at each recursion level
U8 mDepth; // Number of recursions to tips of branches
F32 mScaleStep; // Multiplier for scale at each recursion level
U8 mTrunkDepth;
U32 mTrunkLOD;
F32 mLeafScale; // Scales leaf texture when rendering
F32 mBillboardScale; // How big to draw the billboard?
F32 mBillboardRatio; // Height to width ratio of billboard
F32 mTrunkAspect; // Ratio between width/length of trunk
F32 mBranchAspect; // Ratio between width/length of branch
F32 mRandomLeafRotate; // How much to randomly rotate leaves about arbitrary axis
// cache last position+rotation so we can detect the need for a
// complete rebuild when not animating
LLVector3 mLastPosition;
LLQuaternion mLastRotation;
U32 mFrameCount;
typedef std::map<U32, TreeSpeciesData*> SpeciesMap;
static SpeciesMap sSpeciesTable;
static S32 sLODIndexOffset[4];
static S32 sLODIndexCount[4];
static S32 sLODVertexOffset[4];
static S32 sLODVertexCount[4];
static S32 sLODSlices[4];
static F32 sLODAngles[4];
};
#endif
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