#include "llviewerinventory.h" enum export_states { EXPORT_INIT, EXPORT_STRUCTURE, EXPORT_TEXTURES, EXPORT_LLSD, EXPORT_DONE, EXPORT_FAILED }; class PrimBackup : public LLFloater { public: virtual ~PrimBackup(); // Floater stuff virtual void show(bool exporting); virtual void draw(); virtual void onClose(bool app_quitting); // Static accessor static PrimBackup* getInstance(); // Export idle callback static void exportWorker(void *userdata); // Import entry point void importObject(bool upload=FALSE); // Export entry point void exportObject(); // Update map from texture worker void updateMap(LLUUID uploaded_asset); // Move to next texture upload void uploadNextAsset(); // Folder public geter std::string getfolder() { return mFolder; }; // Prim updated callback void primUpdate(LLViewerObject* object); // New prim call back bool newPrim(LLViewerObject* pobject); static const U32 TEXTURE_OK = 0x00; static const U32 TEXTURE_BAD_PERM = 0x01; static const U32 TEXTURE_MISSING = 0x02; static const U32 TEXTURE_BAD_ENCODING = 0x04; static const U32 TEXTURE_IS_NULL = 0x08; static const U32 TEXTURE_SAVED_FAILED = 0x10; // Is ready for next texture? bool mNextTextureReady; // Export state machine enum export_states mExportState; // Export result flags for textures. U32 mNonExportedTextures; static bool validatePerms(const LLPermissions* item_permissions); private: // Static singleton stuff PrimBackup(); static PrimBackup* sInstance; // Update the floater with status numbers void updateImportNumbers(); void updateExportNumbers(); // Permissions stuff. LLUUID validateTextureID(LLUUID asset_id); // Convert a selection list of objects to LLSD LLSD primsToLLSD(LLViewerObject::child_list_t child_list, bool is_attachment); // Start the import process void importFirstObject(); // Move to the next import group void importNextObject(); // Export the next texture in list void exportNextTexture(); // Apply LLSD to object void xmlToPrim(LLSD prim_llsd, LLViewerObject* pobject); // Rez a prim at a given position (note not agent offset X/Y screen for raycast) void rezAgentOffset(LLVector3 offset); // Get an offset from the agent based on rotation and current pos LLVector3 offsetAgent(LLVector3 offset); // Are we active flag bool mRunning; // File and folder name control std::string mFileName; std::string mFolder; // True if we need to rebase the assets bool mRetexture; // Counts of import and export objects and prims U32 mObjects; U32 mCurObject; U32 mPrims; U32 mCurPrim; // No prims rezed U32 mRezCount; // Rebase map std::map mAssetMap; // Export texture list std::list mTexturesList; // Import object tracking std::vector mToSelect; std::vector::iterator mProcessIter; // Working LLSD holders LLUUID mCurrentAsset; LLSD mLLSD; LLSD mThisGroup; LLUUID mExpectingUpdate; // Working llsd itterators for objects and linksets LLSD::map_const_iterator mPrimImportIter; LLSD::array_const_iterator mGroupPrimImportIter; // Root pos and rotation and central root pos for link set LLVector3 mRootPos; LLQuaternion mRootRot; LLVector3 mRootRootPos; LLVector3 mGroupOffset; // Agent inital pos and rot when starting import LLVector3 mAgentPos; LLQuaternion mAgentRot; };