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/**
* @file llworld.h
* @brief Initial test structure to organize viewer regions
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#ifndef LL_LLWORLD_H
#define LL_LLWORLD_H
#include "llpatchvertexarray.h"
#include "doublelinkedlist.h"
#include "linked_lists.h"
#include "llmath.h"
//#include "vmath.h"
#include "v3math.h"
#include "llmemory.h"
#include "llstring.h"
#include "llviewerpartsim.h"
#include "llviewerimage.h"
class LLViewerRegion;
class LLVector3d;
class LLMessageSystem;
class LLNetMap;
class LLHost;
class LLViewerObject;
class LLVOWater;
class LLSurfacePatch;
class LLCloudPuff;
class LLCloudGroup;
class LLVOAvatar;
// LLWorld maintains a stack of unused viewer_regions and an array of pointers to viewer regions
// as simulators are connected to, viewer_regions are popped off the stack and connected as required
// as simulators are removed, they are pushed back onto the stack
class LLWorld
{
public:
LLWorld(const U32 grids_per_region, const F32 meters_per_grid);
~LLWorld();
LLViewerRegion* addRegion(const U64 ®ion_handle, const LLHost &host);
// safe to call if already present, does the "right thing" if
// hosts are same, or if hosts are different, etc...
void removeRegion(const LLHost &host);
void disconnectRegions(); // Send quit messages to all child regions
LLViewerRegion* getRegion(const LLHost &host);
LLViewerRegion* getRegionFromPosGlobal(const LLVector3d &pos);
LLViewerRegion* getRegionFromPosAgent(const LLVector3 &pos);
LLViewerRegion* getRegionFromHandle(const U64 &handle);
BOOL positionRegionValidGlobal(const LLVector3d& pos); // true if position is in valid region
LLVector3d clipToVisibleRegions(const LLVector3d &start_pos, const LLVector3d &end_pos);
void updateAgentOffset(const LLVector3d &offset);
// All of these should be in the agent coordinate frame
LLViewerRegion* resolveRegionGlobal(LLVector3 &localpos, const LLVector3d &position);
LLViewerRegion* resolveRegionAgent(LLVector3 &localpos, const LLVector3 &position);
F32 resolveLandHeightGlobal(const LLVector3d &position);
F32 resolveLandHeightAgent(const LLVector3 &position);
// Return the lowest allowed Z point to prevent objects from being moved
// underground.
F32 getMinAllowedZ(LLViewerObject* object);
// takes a line segment defined by point_a and point_b, then
// determines the closest (to point_a) point of intersection that is
// on the land surface or on an object of the world.
// Stores results in "intersection" and "intersection_normal" and
// returns a scalar value that is the normalized (by length of line segment)
// distance along the line from "point_a" to "intersection".
//
// Currently assumes point_a and point_b only differ in z-direction,
// but it may eventually become more general.
F32 resolveStepHeightGlobal(const LLVOAvatar* avatarp, const LLVector3d &point_a, const LLVector3d &point_b,
LLVector3d &intersection, LLVector3 &intersection_normal,
LLViewerObject** viewerObjectPtr=NULL);
LLSurfacePatch * resolveLandPatchGlobal(const LLVector3d &position);
LLVector3 resolveLandNormalGlobal(const LLVector3d &position); // absolute frame
U32 getRegionWidthInPoints() const { return mWidth; }
F32 getRegionScale() const { return mScale; }
// region X and Y size in meters
F32 getRegionWidthInMeters() const { return mWidthInMeters; }
F32 getRegionMinHeight() const { return -mWidthInMeters; }
F32 getRegionMaxHeight() const { return 3.f*mWidthInMeters; }
void updateRegions();
void updateVisibilities();
void updateParticles();
void updateClouds(const F32 dt);
LLCloudGroup * findCloudGroup(const LLCloudPuff &puff);
void renderPropertyLines();
void resetStats();
void updateNetStats(); // Update network statistics for all the regions...
void printPacketsLost();
void requestCacheMisses();
// deal with map object updates in the world.
static void processCoarseUpdate(LLMessageSystem* msg, void** user_data);
F32 getLandFarClip() const;
void setLandFarClip(const F32 far_clip);
LLViewerImage *getDefaultWaterTexture();
void updateWaterObjects();
void setSpaceTimeUSec(const U64 space_time_usec);
U64 getSpaceTimeUSec() const;
LLString getInfoString();
public:
LLDoubleLinkedList<LLViewerRegion> mActiveRegionList;
LLViewerPartSim mPartSim;
private:
LLLinkedList<LLViewerRegion> mRegionList;
LLDoubleLinkedList<LLViewerRegion> mVisibleRegionList;
LLDoubleLinkedList<LLViewerRegion> mCulledRegionList;
// Number of points on edge
const U32 mWidth;
// meters/point, therefore mWidth * mScale = meters per edge
const F32 mScale;
const F32 mWidthInMeters;
F32 mLandFarClip; // Far clip distance for land.
F32 mIdleUpdateTime;
LLPatchVertexArray mLandPatch;
S32 mLastPacketsIn;
S32 mLastPacketsOut;
S32 mLastPacketsLost;
////////////////////////////
//
// Data for "Fake" objects
//
// Used to define the "Square" which we need to fill in
U32 mMinRegionX;
U32 mMaxRegionX;
U32 mMinRegionY;
U32 mMaxRegionY;
LLLinkedList<LLVOWater> mHoleWaterObjects;
LLPointer<LLVOWater> mEdgeWaterObjects[8];
LLPointer<LLViewerImage> mDefaultWaterTexturep;
U64 mSpaceTimeUSec;
};
extern LLWorld *gWorldp;
#define gWorldPointer gWorldp
void process_enable_simulator(LLMessageSystem *mesgsys, void **user_data);
void process_disable_simulator(LLMessageSystem *mesgsys, void **user_data);
void process_region_handshake(LLMessageSystem* msg, void** user_data);
void send_agent_pause();
void send_agent_resume();
#endif
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