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/**
* @file llselectmgr.h
* @brief A manager for selected objects and TEs.
*
* Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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.
*/
#ifndef LL_LLSELECTMGR_H
#define LL_LLSELECTMGR_H
#include "llcharacter.h"
#include "lldarray.h"
#include "lleditmenuhandler.h"
#include "llstring.h"
#include "llundo.h"
#include "lluuid.h"
#include "llmemory.h"
#include "llsaleinfo.h"
#include "llcategory.h"
#include "v3dmath.h"
#include "llquaternion.h"
#include "llcoord.h"
#include "llframetimer.h"
#include "llbbox.h"
#include "llpermissions.h"
#include <deque>
class LLMessageSystem;
class LLViewerImage;
class LLViewerObject;
class LLColor4;
class LLVector3;
class LLSelectNode;
const S32 SELECT_ALL_TES = -1;
const S32 SELECT_MAX_TES = 32;
// Do something to all objects in the selection manager.
// The bool return value can be used to indicate if all
// objects are identical (gathering information) or if
// the operation was successful.
class LLSelectedObjectFunctor
{
public:
virtual ~LLSelectedObjectFunctor() {};
virtual bool apply(LLViewerObject* object) = 0;
};
// Do something to all select nodes in the selection manager.
// The bool return value can be used to indicate if all
// objects are identical (gathering information) or if
// the operation was successful.
class LLSelectedNodeFunctor
{
public:
virtual ~LLSelectedNodeFunctor() {};
virtual bool apply(LLSelectNode* node) = 0;
};
typedef enum e_send_type
{
SEND_ONLY_ROOTS,
SEND_INDIVIDUALS,
SEND_ROOTS_FIRST, // useful for serial undos on linked sets
SEND_CHILDREN_FIRST // useful for serial transforms of linked sets
} ESendType;
typedef enum e_grid_mode
{
GRID_MODE_WORLD,
GRID_MODE_LOCAL,
GRID_MODE_REF_OBJECT
} EGridMode;
typedef enum e_action_type
{
SELECT_ACTION_TYPE_BEGIN,
SELECT_ACTION_TYPE_PICK,
SELECT_ACTION_TYPE_MOVE,
SELECT_ACTION_TYPE_ROTATE,
SELECT_ACTION_TYPE_SCALE,
NUM_ACTION_TYPES
}EActionType;
typedef enum e_selection_type
{
SELECT_TYPE_WORLD,
SELECT_TYPE_ATTACHMENT,
SELECT_TYPE_HUD
}ESelectType;
class LLObjectSelection : public std::list<LLSelectNode*>, public LLRefCount
{
friend class LLSelectMgr;
public:
LLObjectSelection();
virtual ~LLObjectSelection();
void updateEffects();
BOOL isEmpty();
S32 getOwnershipCost(S32 &cost);
LLSelectNode* getFirstNode();
LLSelectNode* getCurrentNode(); // Warning! This is NOT the same as the linked_list getCurrentNode
LLSelectNode* getNextNode();
LLSelectNode *getFirstRootNode();
LLSelectNode *getNextRootNode();
LLSelectNode* getFirstMoveableNode(BOOL get_root = FALSE);
// iterate through objects
LLViewerObject* getFirstObject();
LLViewerObject* getNextObject();
// iterate through root objects
LLViewerObject *getFirstRootObject();
LLViewerObject *getNextRootObject();
LLViewerObject* getFirstEditableObject(BOOL get_root = FALSE);
LLViewerObject* getFirstCopyableObject(BOOL get_root = FALSE);
LLViewerObject* getFirstDeleteableObject(BOOL get_root = FALSE);
LLViewerObject* getFirstMoveableObject(BOOL get_root = FALSE);
LLViewerObject* getPrimaryObject() { return mPrimaryObject; }
// iterate through texture entries
void getPrimaryTE(LLViewerObject* *object, S32 *te);
void getFirstTE(LLViewerObject* *object, S32 *te);
void getNextTE(LLViewerObject* *object, S32 *te);
void getCurrentTE(LLViewerObject* *object, S32 *te);
void addNode(LLSelectNode *nodep);
void addNodeAtEnd(LLSelectNode *nodep);
void removeNode(LLSelectNode *nodep);
void deleteAllNodes(); // Delete all nodes
S32 getNumNodes();
LLSelectNode* findNode(LLViewerObject* objectp);
// count members
S32 getObjectCount();
S32 getTECount();
S32 getRootObjectCount();
BOOL contains(LLViewerObject* object);
BOOL contains(LLViewerObject* object, S32 te);
// returns TRUE is any node is currenly worn as an attachment
BOOL isAttachment();
// Apply functors to various subsets of the selected objects
// Returns the AND of all apply() calls.
bool applyToRootObjects(LLSelectedObjectFunctor* func);
bool applyToObjects(LLSelectedObjectFunctor* func);
bool applyToNodes(LLSelectedNodeFunctor* func);
ESelectType getSelectType() { return mSelectType; }
private:
const LLObjectSelection &operator=(const LLObjectSelection &);
LLPointer<LLViewerObject> mPrimaryObject;
std::list<LLSelectNode*>::iterator mCurrentNode;
S32 mCurrentTE;
std::map<LLViewerObject*, LLSelectNode*> mSelectNodeMap;
ESelectType mSelectType;
};
typedef LLHandle<LLObjectSelection> LLObjectSelectionHandle;
class LLSelectMgr : public LLEditMenuHandler
{
public:
static BOOL sRectSelectInclusive; // do we need to surround an object to pick it?
static BOOL sRenderHiddenSelections; // do we show selection silhouettes that are occluded?
static BOOL sRenderLightRadius; // do we show the radius of selected lights?
static F32 sHighlightThickness;
static F32 sHighlightUScale;
static F32 sHighlightVScale;
static F32 sHighlightAlpha;
static F32 sHighlightAlphaTest;
static F32 sHighlightUAnim;
static F32 sHighlightVAnim;
static LLColor4 sSilhouetteParentColor;
static LLColor4 sSilhouetteChildColor;
static LLColor4 sHighlightParentColor;
static LLColor4 sHighlightChildColor;
static LLColor4 sHighlightInspectColor;
static LLColor4 sContextSilhouetteColor;
public:
LLSelectMgr();
~LLSelectMgr();
// LLEditMenuHandler interface
virtual BOOL canUndo();
virtual void undo();
virtual BOOL canRedo();
virtual void redo();
virtual BOOL canDoDelete();
virtual void doDelete();
virtual void deselect();
virtual BOOL canDeselect();
virtual void duplicate();
virtual BOOL canDuplicate();
void updateEffects(); // Update HUD effects
void overrideObjectUpdates();
void setForceSelection(BOOL force) { mForceSelection = force; }
////////////////////////////////////////////////////////////////
// Selection methods
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
// Add
////////////////////////////////////////////////////////////////
// For when you want just a child object.
LLObjectSelectionHandle selectObjectOnly(LLViewerObject* object, S32 face = SELECT_ALL_TES);
// This method is meant to select an object, and then select all
// of the ancestors and descendents. This should be the normal behavior.
LLObjectSelectionHandle selectObjectAndFamily(LLViewerObject* object, BOOL add_to_end = FALSE);
// Same as above, but takes a list of objects. Used by rectangle select.
LLObjectSelectionHandle selectObjectAndFamily(const LLDynamicArray<LLViewerObject*>& object_list, BOOL send_to_sim = TRUE);
// converts all objects currently highlighted to a selection, and returns it
LLObjectSelectionHandle selectHighlightedObjects();
LLObjectSelectionHandle setHoverObject(LLViewerObject *objectp);
void highlightObjectOnly(LLViewerObject *objectp);
void highlightObjectAndFamily(LLViewerObject *objectp);
void highlightObjectAndFamily(const LLDynamicArray<LLViewerObject*>& list);
////////////////////////////////////////////////////////////////
// Remove
////////////////////////////////////////////////////////////////
void deselectObjectOnly(LLViewerObject* object, BOOL send_to_sim = TRUE);
void deselectObjectAndFamily(LLViewerObject* object, BOOL send_to_sim = TRUE);
// Send deselect messages to simulator, then clear the list
void deselectAll();
// deselect only if nothing else currently referencing the selection
void deselectUnused();
// Deselect if the selection center is too far away from the agent.
void deselectAllIfTooFar();
// Removes all highlighted objects from current selection
void deselectHighlightedObjects();
void unhighlightObjectOnly(LLViewerObject *objectp);
void unhighlightObjectAndFamily(LLViewerObject *objectp);
void unhighlightAll();
BOOL removeObjectFromSelections(const LLUUID &id);
////////////////////////////////////////////////////////////////
// Selection accessors
////////////////////////////////////////////////////////////////
LLObjectSelectionHandle getHoverObjects() { return mHoverObjects; }
LLObjectSelectionHandle getSelection() { return mSelectedObjects; }
// right now this just renders the selection with root/child colors instead of a single color
LLObjectSelectionHandle getEditSelection() { convertTransient(); return mSelectedObjects; }
LLObjectSelectionHandle getHighlightedObjects() { return mHighlightedObjects; }
LLSelectNode *getHoverNode();
////////////////////////////////////////////////////////////////
// Grid manipulation
////////////////////////////////////////////////////////////////
void addGridObject(LLViewerObject* objectp);
void clearGridObjects();
void setGridMode(EGridMode mode);
EGridMode getGridMode() { return mGridMode; }
void getGrid(LLVector3& origin, LLQuaternion& rotation, LLVector3 &scale);
BOOL getTEMode() { return mTEMode; }
void setTEMode(BOOL b) { mTEMode = b; }
BOOL shouldShowSelection() { return mShowSelection; }
LLBBox getBBoxOfSelection() const;
LLBBox getSavedBBoxOfSelection() const { return mSavedSelectionBBox; }
void dump();
void cleanup();
void updateSilhouettes();
void renderSilhouettes(BOOL for_hud);
void enableSilhouette(BOOL enable) { mRenderSilhouettes = enable; }
////////////////////////////////////////////////////////////////
// Utility functions that operate on the current selection
////////////////////////////////////////////////////////////////
void saveSelectedObjectTransform(EActionType action_type);
void saveSelectedObjectColors();
void saveSelectedObjectTextures();
void selectionUpdatePhysics(BOOL use_physics);
void selectionUpdateTemporary(BOOL is_temporary);
void selectionUpdatePhantom(BOOL is_ghost);
void selectionUpdateCastShadows(BOOL cast_shadows);
void selectionDump();
BOOL selectionAllPCode(LLPCode code); // all objects have this PCode
BOOL selectionGetMaterial(U8 *material); // all objects have same material
BOOL selectionGetTexUUID(LLUUID& id); // true if all selected tes have same texture
BOOL selectionGetColor(LLColor4 &color); // all tes have same color
BOOL selectionGetTexScale(F32 *u, F32 *v); // true if all selected tes have same scale
BOOL selectionGetTexOffset(F32 *u, F32 *v); // true if all selected tes have same offset
BOOL selectionGetTexRotation(F32 *rad); // true if all selected tes have same rotation
BOOL selectionGetBumpmap(U8 *bumpmap); // true if all selected tes have same
BOOL selectionGetShiny(U8 *shiny); // true if all selected tes have same
BOOL selectionGetFullbright(U8 *fullbright);// true if all selected tes have same
bool selectionGetMediaType(U8 *media_type); // true if all selected tes have same
BOOL selectionGetClickAction(U8* action);
void selectionSetMaterial(U8 material);
void selectionSetImage(const LLUUID& imageid); // could be item or asset id
void selectionSetColor(const LLColor4 &color);
void selectionSetColorOnly(const LLColor4 &color); // Set only the RGB channels
void selectionSetAlphaOnly(const F32 alpha); // Set only the alpha channel
void selectionRevertColors();
BOOL selectionRevertTextures();
void selectionSetBumpmap( U8 bumpmap );
void selectionSetTexGen( U8 texgen );
void selectionSetShiny( U8 shiny );
void selectionSetFullbright( U8 fullbright );
void selectionSetMediaTypeAndURL( U8 media_type, const std::string& media_url );
void selectionSetClickAction(U8 action);
void selectionSetObjectPermissions(U8 perm_field, BOOL set, U32 perm_mask, BOOL override = FALSE);
void selectionSetObjectName(const LLString& name);
void selectionSetObjectDescription(const LLString& desc);
void selectionSetObjectCategory(const LLCategory& category);
void selectionSetObjectSaleInfo(const LLSaleInfo& sale_info);
void selectionTexScaleAutofit(F32 repeats_per_meter);
void selectionResetTexInfo(S32 te); // sets S,T to 1
void adjustTexturesByScale(BOOL send_to_sim, BOOL stretch);
BOOL getTESTAxes(const LLViewerObject* object, const U8 te, U32* s_axis, U32* t_axis); // Only for flex boxes
void selectionResetRotation(); // sets rotation quat to identity
void selectionRotateAroundZ(F32 degrees);
void sendGodlikeRequest(const LLString& request, const LLString& parameter);
// will make sure all selected object meet current criteria, or deselect them otherwise
void validateSelection();
// returns TRUE if it is possible to select this object
BOOL canSelectObject(LLViewerObject* object);
// Returns true if the viewer has information on all selected objects
BOOL selectGetAllRootsValid();
BOOL selectGetAllValid();
// returns TRUE if you can modify all selected objects.
BOOL selectGetRootsModify();
BOOL selectGetModify();
// returns TRUE if selected objects can be transferred.
BOOL selectGetRootsTransfer();
// returns TRUE if selected objects can be copied.
BOOL selectGetRootsCopy();
BOOL selectGetCreator(LLUUID& id, LLString& name); // true if all have same creator, returns id
BOOL selectGetOwner(LLUUID& id, LLString& name); // true if all objects have same owner, returns id
BOOL selectGetLastOwner(LLUUID& id, LLString& name); // true if all objects have same owner, returns id
// returns TRUE if all are the same. id is stuffed with
// the value found if available.
BOOL selectGetGroup(LLUUID& id);
BOOL selectGetPerm( U8 which_perm, U32* mask_on, U32* mask_off); // true if all have data, returns two masks, each indicating which bits are all on and all off
BOOL selectGetOwnershipCost(S32* cost); // sum of all ownership costs
BOOL selectIsGroupOwned(); // true if all root objects have valid data and are group owned.
// returns TRUE if all the nodes are valid. Accumulates
// permissions in the parameter.
BOOL selectGetPermissions(LLPermissions& perm);
// returns TRUE if anything is for sale. calculates the total
// price and stores that value in price.
BOOL selectIsForSale(S32& price);
// returns TRUE if all nodes are valid.
BOOL selectGetCategory(LLCategory& category);
// returns TRUE if all nodes are valid. method also stores an
// accumulated sale info.
BOOL selectGetSaleInfo(LLSaleInfo& sale_info);
// returns TRUE if all nodes are valid. fills passed in object
// with the aggregate permissions of the selection.
BOOL selectGetAggregatePermissions(LLAggregatePermissions& ag_perm);
// returns TRUE if all nodes are valid. fills passed in object
// with the aggregate permissions for texture inventory items of the selection.
BOOL selectGetAggregateTexturePermissions(LLAggregatePermissions& ag_perm);
LLPermissions* findObjectPermissions(const LLViewerObject* object);
void selectDelete(); // Delete on simulator
void selectForceDelete(); // just delete, no into trash
void selectDuplicate(const LLVector3& offset, BOOL select_copy); // Duplicate on simulator
void repeatDuplicate();
void selectDuplicateOnRay(const LLVector3 &ray_start_region,
const LLVector3 &ray_end_region,
BOOL bypass_raycast,
BOOL ray_end_is_intersection,
const LLUUID &ray_target_id,
BOOL copy_centers,
BOOL copy_rotates,
BOOL select_copy);
void sendMultipleUpdate(U32 type); // Position, rotation, scale all in one
void sendOwner(const LLUUID& owner_id, const LLUUID& group_id, BOOL override = FALSE);
void sendGroup(const LLUUID& group_id);
// Category ID is the UUID of the folder you want to contain the purchase.
// *NOTE: sale_info check doesn't work for multiple object buy,
// which UI does not currently support sale info is used for
// verification only, if it doesn't match region info then sale is
// canceled
void sendBuy(const LLUUID& buyer_id, const LLUUID& category_id, const LLSaleInfo sale_info);
void sendAttach(U8 attachment_point);
void sendDetach();
void sendDropAttachment();
void sendLink();
void sendDelink();
void sendHinge(U8 type);
void sendDehinge();
void sendSelect();
void requestObjectPropertiesFamily(LLViewerObject* object); // asks sim for creator, permissions, resources, etc.
static void processObjectProperties(LLMessageSystem *mesgsys, void **user_data);
static void processObjectPropertiesFamily(LLMessageSystem *mesgsys, void **user_data);
static void processForceObjectSelect(LLMessageSystem* msg, void**);
void requestGodInfo();
LLVector3d getSelectionCenterGlobal() const { return mSelectionCenterGlobal; }
void updateSelectionCenter();
void updatePointAt();
// Internal list maintenance functions. TODO: Make these private!
void remove(LLDynamicArray<LLViewerObject*>& objects);
void remove(LLViewerObject* object, S32 te = SELECT_ALL_TES, BOOL undoable = TRUE);
void removeAll();
void addAsIndividual(LLViewerObject* object, S32 te = SELECT_ALL_TES, BOOL undoable = TRUE);
void promoteSelectionToRoot();
void demoteSelectionToIndividuals();
private:
void convertTransient(); // converts temporarily selected objects to full-fledged selections
ESelectType getSelectTypeForObject(LLViewerObject* object);
void addAsFamily(LLDynamicArray<LLViewerObject*>& objects, BOOL add_to_end = FALSE);
void generateSilhouette(LLSelectNode *nodep, const LLVector3& view_point);
// Send one message to each region containing an object on selection list.
void sendListToRegions( const LLString& message_name,
void (*pack_header)(void *user_data),
void (*pack_body)(LLSelectNode* node, void *user_data),
void *user_data,
ESendType send_type);
static void packAgentID( void *);
static void packAgentAndSessionID(void* user_data);
static void packAgentAndGroupID(void* user_data);
static void packAgentAndSessionAndGroupID(void* user_data);
static void packAgentIDAndSessionAndAttachment(void*);
static void packAgentGroupAndCatID(void*);
static void packDeleteHeader(void* userdata);
static void packDeRezHeader(void* user_data);
static void packObjectID( LLSelectNode* node, void *);
static void packObjectIDAsParam(LLSelectNode* node, void *);
static void packObjectIDAndRotation( LLSelectNode* node, void *);
static void packObjectLocalID(LLSelectNode* node, void *);
static void packObjectClickAction(LLSelectNode* node, void* data);
static void packObjectName(LLSelectNode* node, void* user_data);
static void packObjectDescription(LLSelectNode* node, void* user_data);
static void packObjectCategory(LLSelectNode* node, void* user_data);
static void packObjectSaleInfo(LLSelectNode* node, void* user_data);
static void packBuyObjectIDs(LLSelectNode* node, void* user_data);
static void packDuplicate( LLSelectNode* node, void *duplicate_data);
static void packDuplicateHeader(void*);
static void packDuplicateOnRayHead(void *user_data);
static void packPermissions(LLSelectNode* node, void *user_data);
static void packDeselect( LLSelectNode* node, void *user_data);
static void packMultipleUpdate(LLSelectNode* node, void *user_data);
static void packPhysics(LLSelectNode* node, void *user_data);
static void packShape(LLSelectNode* node, void *user_data);
static void packOwnerHead(void *user_data);
static void packHingeHead(void *user_data);
static void packPermissionsHead(void* user_data);
static void packGodlikeHead(void* user_data);
static void confirmDelete(S32 option, void* data);
private:
LLPointer<LLViewerImage> mSilhouetteImagep;
LLObjectSelectionHandle mSelectedObjects;
LLObjectSelectionHandle mHoverObjects;
LLObjectSelectionHandle mHighlightedObjects;
std::set<LLPointer<LLViewerObject> > mRectSelectedObjects;
LLObjectSelection mGridObjects;
LLQuaternion mGridRotation;
LLVector3 mGridOrigin;
LLVector3 mGridScale;
EGridMode mGridMode;
BOOL mGridValid;
BOOL mTEMode; // render te
LLVector3d mSelectionCenterGlobal;
LLBBox mSelectionBBox;
LLVector3d mLastSentSelectionCenterGlobal;
BOOL mShowSelection; // do we send the selection center name value and do we animate this selection?
LLVector3d mLastCameraPos; // camera position from last generation of selection silhouette
BOOL mRenderSilhouettes; // do we render the silhouette
LLBBox mSavedSelectionBBox;
LLFrameTimer mEffectsTimer;
BOOL mForceSelection;
LLAnimPauseRequest mPauseRequest;
};
// Contains information about a selected object, particularly which
// tes are selected.
class LLSelectNode
{
public:
LLSelectNode(LLViewerObject* object, BOOL do_glow);
LLSelectNode(const LLSelectNode& nodep);
~LLSelectNode();
void selectAllTEs(BOOL b);
void selectTE(S32 te_index, BOOL selected);
BOOL isTESelected(S32 te_index);
S32 getLastSelectedTE();
void renderOneSilhouette(const LLColor4 &color);
void setTransient(BOOL transient) { mTransient = transient; }
BOOL isTransient() { return mTransient; }
LLViewerObject *getObject();
// *NOTE: invalidate stored textures and colors when # faces change
void saveColors();
void saveTextures(const std::vector<LLUUID>& textures);
void saveTextureScaleRatios();
BOOL allowOperationOnNode(PermissionBit op, U64 group_proxy_power) const;
public:
BOOL mIndividualSelection; // For root objects and objects individually selected
BOOL mTransient;
BOOL mValid; // is extra information valid?
LLPermissions* mPermissions;
LLSaleInfo mSaleInfo;
LLAggregatePermissions mAggregatePerm;
LLAggregatePermissions mAggregateTexturePerm;
LLAggregatePermissions mAggregateTexturePermOwner;
LLString mName;
LLString mDescription;
LLCategory mCategory;
S16 mInventorySerial;
LLVector3 mSavedPositionLocal; // for interactively modifying object position
LLVector3 mLastPositionLocal;
LLVector3d mSavedPositionGlobal; // for interactively modifying object position
LLVector3 mSavedScale; // for interactively modifying object scale
LLVector3 mLastScale;
LLQuaternion mSavedRotation; // for interactively modifying object rotation
LLQuaternion mLastRotation;
BOOL mDuplicated;
LLVector3d mDuplicatePos;
LLQuaternion mDuplicateRot;
LLUUID mItemID;
LLUUID mFolderID;
LLUUID mFromTaskID;
LLString mTouchName;
LLString mSitName;
U64 mCreationDate;
std::vector<LLColor4> mSavedColors;
std::vector<LLUUID> mSavedTextures;
std::vector<LLVector3> mTextureScaleRatios;
std::vector<LLVector3> mSilhouetteVertices; // array of vertices to render silhouette of object
std::vector<LLVector3> mSilhouetteNormals; // array of normals to render silhouette of object
std::vector<S32> mSilhouetteSegments; // array of normals to render silhouette of object
BOOL mSilhouetteExists; // need to generate silhouette?
protected:
LLPointer<LLViewerObject> mObject;
BOOL mTESelected[SELECT_MAX_TES];
S32 mLastTESelected;
};
extern LLSelectMgr* gSelectMgr;
// Utilities
void dialog_refresh_all(); // Update subscribers to the selection list
#endif
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