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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) 2001-2008, 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
// May help Visual Studio avoid opening this file.
#include <set>
#include <map>
#include <algorithm>
#include <deque>
#include "llchat.h"
#include "llviewerobject.h"
#include "lljointsolverrp3.h"
#include "llviewerjointmesh.h"
#include "llviewerjointattachment.h"
#include "llcharacter.h"
#include "material_codes.h"
#include "llanimationstates.h"
#include "v4coloru.h"
#include "llstring.h"
#include "llframetimer.h"
#include "llxmltree.h"
#include "llwearable.h"
#include "llrendertarget.h"
//Ventrella
//#include "llvoiceclient.h"
#include "llvoicevisualizer.h"
//End Ventrella
const S32 VOAVATAR_SCRATCH_TEX_WIDTH = 512;
const S32 VOAVATAR_SCRATCH_TEX_HEIGHT = 512;
const S32 VOAVATAR_IMPOSTOR_PERIOD = 2;
const LLUUID ANIM_AGENT_BODY_NOISE = LLUUID("9aa8b0a6-0c6f-9518-c7c3-4f41f2c001ad"); //"body_noise"
const LLUUID ANIM_AGENT_BREATHE_ROT = LLUUID("4c5a103e-b830-2f1c-16bc-224aa0ad5bc8"); //"breathe_rot"
const LLUUID ANIM_AGENT_EDITING = LLUUID("2a8eba1d-a7f8-5596-d44a-b4977bf8c8bb"); //"editing"
const LLUUID ANIM_AGENT_EYE = LLUUID("5c780ea8-1cd1-c463-a128-48c023f6fbea"); //"eye"
const LLUUID ANIM_AGENT_FLY_ADJUST = LLUUID("db95561f-f1b0-9f9a-7224-b12f71af126e"); //"fly_adjust"
const LLUUID ANIM_AGENT_HAND_MOTION = LLUUID("ce986325-0ba7-6e6e-cc24-b17c4b795578"); //"hand_motion"
const LLUUID ANIM_AGENT_HEAD_ROT = LLUUID("e6e8d1dd-e643-fff7-b238-c6b4b056a68d"); //"head_rot"
const LLUUID ANIM_AGENT_PELVIS_FIX = LLUUID("0c5dd2a2-514d-8893-d44d-05beffad208b"); //"pelvis_fix"
const LLUUID ANIM_AGENT_TARGET = LLUUID("0e4896cb-fba4-926c-f355-8720189d5b55"); //"target"
const LLUUID ANIM_AGENT_WALK_ADJUST = LLUUID("829bc85b-02fc-ec41-be2e-74cc6dd7215d"); //"walk_adjust"
class LLChat;
class LLXmlTreeNode;
class LLTexLayerSet;
class LLTexGlobalColor;
class LLTexGlobalColorInfo;
class LLTexLayerSetInfo;
class LLDriverParamInfo;
class LLHUDText;
class LLHUDEffectSpiral;
class LLVertexBufferAvatar : public LLVertexBuffer
{
public:
LLVertexBufferAvatar();
virtual void setupVertexBuffer(U32 data_mask) const;
};
typedef enum e_mesh_id
{
MESH_ID_HAIR,
MESH_ID_HEAD,
MESH_ID_UPPER_BODY,
MESH_ID_LOWER_BODY,
MESH_ID_SKIRT
} eMeshID;
typedef enum e_render_name
{
RENDER_NAME_NEVER,
RENDER_NAME_FADE,
RENDER_NAME_ALWAYS
} eRenderName;
const S32 BAKED_TEXTURE_COUNT = 5; // number of values in ETextureIndex that are pre-composited
//------------------------------------------------------------------------
// LLVOAvatar Support classes
//------------------------------------------------------------------------
class LLVOAvatarBoneInfo
{
friend class LLVOAvatar;
friend class LLVOAvatarSkeletonInfo;
public:
LLVOAvatarBoneInfo() : mIsJoint(FALSE) {}
~LLVOAvatarBoneInfo()
{
std::for_each(mChildList.begin(), mChildList.end(), DeletePointer());
}
BOOL parseXml(LLXmlTreeNode* node);
protected:
std::string mName;
BOOL mIsJoint;
LLVector3 mPos;
LLVector3 mRot;
LLVector3 mScale;
LLVector3 mPivot;
typedef std::vector<LLVOAvatarBoneInfo*> child_list_t;
child_list_t mChildList;
};
class LLVOAvatarSkeletonInfo
{
friend class LLVOAvatar;
public:
LLVOAvatarSkeletonInfo() :
mNumBones(0), mNumCollisionVolumes(0) {}
~LLVOAvatarSkeletonInfo()
{
std::for_each(mBoneInfoList.begin(), mBoneInfoList.end(), DeletePointer());
}
BOOL parseXml(LLXmlTreeNode* node);
S32 getNumBones() { return mNumBones; }
S32 getNumCollisionVolumes() { return mNumCollisionVolumes; }
protected:
S32 mNumBones;
S32 mNumCollisionVolumes;
typedef std::vector<LLVOAvatarBoneInfo*> bone_info_list_t;
bone_info_list_t mBoneInfoList;
};
//------------------------------------------------------------------------
// LLVOAvatarInfo
// One instance (in LLVOAvatar) with common data parsed from the XML files
//------------------------------------------------------------------------
class LLVOAvatarInfo
{
friend class LLVOAvatar;
public:
LLVOAvatarInfo();
~LLVOAvatarInfo();
protected:
BOOL parseXmlSkeletonNode(LLXmlTreeNode* root);
BOOL parseXmlMeshNodes(LLXmlTreeNode* root);
BOOL parseXmlColorNodes(LLXmlTreeNode* root);
BOOL parseXmlLayerNodes(LLXmlTreeNode* root);
BOOL parseXmlDriverNodes(LLXmlTreeNode* root);
struct LLVOAvatarMeshInfo
{
typedef std::pair<LLPolyMorphTargetInfo*,BOOL> morph_info_pair_t;
typedef std::vector<morph_info_pair_t> morph_info_list_t;
LLVOAvatarMeshInfo() : mLOD(0), mMinPixelArea(.1f) {}
~LLVOAvatarMeshInfo()
{
morph_info_list_t::iterator iter;
for (iter = mPolyMorphTargetInfoList.begin(); iter != mPolyMorphTargetInfoList.end(); iter++)
{
delete iter->first;
}
mPolyMorphTargetInfoList.clear();
}
std::string mType;
S32 mLOD;
std::string mMeshFileName;
std::string mReferenceMeshName;
F32 mMinPixelArea;
morph_info_list_t mPolyMorphTargetInfoList;
};
typedef std::vector<LLVOAvatarMeshInfo*> mesh_info_list_t;
mesh_info_list_t mMeshInfoList;
typedef std::vector<LLPolySkeletalDistortionInfo*> skeletal_distortion_info_list_t;
skeletal_distortion_info_list_t mSkeletalDistortionInfoList;
struct LLVOAvatarAttachmentInfo
{
LLVOAvatarAttachmentInfo()
: mGroup(-1), mAttachmentID(-1), mPieMenuSlice(-1), mVisibleFirstPerson(FALSE),
mIsHUDAttachment(FALSE), mHasPosition(FALSE), mHasRotation(FALSE) {}
std::string mName;
std::string mJointName;
LLVector3 mPosition;
LLVector3 mRotationEuler;
S32 mGroup;
S32 mAttachmentID;
S32 mPieMenuSlice;
BOOL mVisibleFirstPerson;
BOOL mIsHUDAttachment;
BOOL mHasPosition;
BOOL mHasRotation;
};
typedef std::vector<LLVOAvatarAttachmentInfo*> attachment_info_list_t;
attachment_info_list_t mAttachmentInfoList;
LLTexGlobalColorInfo *mTexSkinColorInfo;
LLTexGlobalColorInfo *mTexHairColorInfo;
LLTexGlobalColorInfo *mTexEyeColorInfo;
typedef std::vector<LLTexLayerSetInfo*> layer_info_list_t;
layer_info_list_t mLayerInfoList;
typedef std::vector<LLDriverParamInfo*> driver_info_list_t;
driver_info_list_t mDriverInfoList;
};
//------------------------------------------------------------------------
// LLVOAvatar
//------------------------------------------------------------------------
class LLVOAvatar :
public LLViewerObject,
public LLCharacter
{
protected:
virtual ~LLVOAvatar();
public:
struct CompareScreenAreaGreater
{
bool operator()(const LLCharacter* const& lhs, const LLCharacter* const& rhs)
{
return lhs->getPixelArea() > rhs->getPixelArea();
}
};
enum
{
VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) |
(1 << LLVertexBuffer::TYPE_NORMAL) |
(1 << LLVertexBuffer::TYPE_TEXCOORD) |
(1 << LLVertexBuffer::TYPE_WEIGHT) |
(1 << LLVertexBuffer::TYPE_CLOTHWEIGHT)
};
LLVOAvatar(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
/*virtual*/ void markDead();
static void updateImpostors();
//--------------------------------------------------------------------
// LLViewerObject interface
//--------------------------------------------------------------------
static void initClass(); // Initialize data that's only inited once per class.
static void cleanupClass(); // Cleanup data that's only inited 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();
virtual BOOL updateLOD();
void setFootPlane(const LLVector4 &plane) { mFootPlane = plane; }
/*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();
void renderCollisionVolumes();
/*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)
BOOL hasHUDAttachment();
LLBBox getHUDBBox();
// void renderHUD(BOOL for_select); // old
void rebuildHUD();
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
void updateShadowFaces();
/*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);
void cacheImpostorValues();
void setImpostorDim(const LLVector2& dim);
//--------------------------------------------------------------------
// texture entry assignment
//--------------------------------------------------------------------
enum ETextureIndex
{
TEX_HEAD_BODYPAINT = 0,
TEX_UPPER_SHIRT = 1,
TEX_LOWER_PANTS = 2,
TEX_EYES_IRIS = 3,
TEX_HAIR = 4,
TEX_UPPER_BODYPAINT = 5,
TEX_LOWER_BODYPAINT = 6,
TEX_LOWER_SHOES = 7,
TEX_HEAD_BAKED = 8, // Pre-composited
TEX_UPPER_BAKED = 9, // Pre-composited
TEX_LOWER_BAKED = 10, // Pre-composited
TEX_EYES_BAKED = 11, // Pre-composited
TEX_LOWER_SOCKS = 12,
TEX_UPPER_JACKET = 13,
TEX_LOWER_JACKET = 14,
TEX_UPPER_GLOVES = 15,
TEX_UPPER_UNDERSHIRT = 16,
TEX_LOWER_UNDERPANTS = 17,
TEX_SKIRT = 18,
TEX_SKIRT_BAKED = 19, // Pre-composited
TEX_NUM_ENTRIES = 20
};
// Note: if TEX_NUM_ENTRIES changes, update AGENT_TEXTURES in llagentinfo.h, mTextureIndexBaked, and BAKED_TEXTURE_COUNT
static BOOL isTextureIndexBaked( S32 i )
{
switch(i)
{
case TEX_HEAD_BAKED:
case TEX_UPPER_BAKED:
case TEX_LOWER_BAKED:
case TEX_EYES_BAKED:
case TEX_SKIRT_BAKED:
return TRUE;
default:
return FALSE;
}
}
//--------------------------------------------------------------------
// LLCharacter interface
//--------------------------------------------------------------------
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
//--------------------------------------------------------------------
BOOL allocateCollisionVolumes( U32 num );
void resetHUDAttachments();
static void getAnimLabels( LLDynamicArray<std::string>* labels );
static void getAnimNames( LLDynamicArray<std::string>* names );
static void onCustomizeStart();
static void onCustomizeEnd();
void getLocalTextureByteCount( S32* gl_byte_count );
static void dumpTotalLocalTextureByteCount();
LLMotion* findMotion(const LLUUID& id);
BOOL isVisible();
BOOL isSelf() { return mIsSelf; }
BOOL isCulled() { return mCulled; }
S32 getUnbakedPixelAreaRank();
void setVisibilityRank(U32 rank);
U32 getVisibilityRank();
static void cullAvatarsByPixelArea();
void dumpLocalTextures();
const LLUUID& grabLocalTexture(ETextureIndex index);
BOOL canGrabLocalTexture(ETextureIndex index);
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;
//--------------------------------------------------------------------
// internal (pseudo-private) functions
//--------------------------------------------------------------------
F32 getPelvisToFoot() { return mPelvisToFoot; }
void startDefaultMotions();
void buildCharacter();
void releaseMeshData();
void restoreMeshData();
void updateMeshData();
void computeBodySize();
BOOL updateCharacter(LLAgent &agent);
void updateHeadOffset();
LLUUID& getStepSound();
void processAnimationStateChanges();
BOOL processSingleAnimationStateChange(const LLUUID &anim_id, BOOL start);
void resetAnimations();
BOOL isAnyAnimationSignaled(const LLUUID *anim_array, const S32 num_anims);
BOOL needsRenderBeam();
// Utility functions
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);
BOOL loadAvatar();
BOOL setupBone(LLVOAvatarBoneInfo* info, LLViewerJoint* parent);
BOOL buildSkeleton(LLVOAvatarSkeletonInfo *info);
// morph targets and such
void processAvatarAppearance( LLMessageSystem* mesgsys );
void onFirstTEMessageReceived();
void updateSexDependentLayerSets( BOOL set_by_user );
void dirtyMesh(); // Dirty the avatar mesh
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();
//--------------------------------------------------------------------
// local textures for compositing.
//--------------------------------------------------------------------
enum ELocTexIndex
{
LOCTEX_UPPER_SHIRT = 0,
LOCTEX_UPPER_BODYPAINT = 1,
LOCTEX_LOWER_PANTS = 2,
LOCTEX_LOWER_BODYPAINT = 3,
LOCTEX_HEAD_BODYPAINT = 4,
LOCTEX_LOWER_SHOES = 5,
LOCTEX_LOWER_SOCKS = 6,
LOCTEX_UPPER_JACKET = 7,
LOCTEX_LOWER_JACKET = 8,
LOCTEX_UPPER_GLOVES = 9,
LOCTEX_UPPER_UNDERSHIRT = 10,
LOCTEX_LOWER_UNDERPANTS = 11,
LOCTEX_EYES_IRIS = 12,
LOCTEX_SKIRT = 13,
LOCTEX_NUM_ENTRIES = 14
};
//--------------------------------------------------------------------
// texture compositing (used only by the LLTexLayer series of classes)
//--------------------------------------------------------------------
LLColor4 getGlobalColor( const std::string& color_name );
BOOL isLocalTextureDataAvailable( LLTexLayerSet* layerset );
BOOL isLocalTextureDataFinal( LLTexLayerSet* layerset );
ETextureIndex getBakedTE( LLTexLayerSet* layerset );
void updateComposites();
void onGlobalColorChanged( LLTexGlobalColor* global_color, BOOL set_by_user );
BOOL getLocalTextureRaw( S32 index, LLImageRaw* image_raw_pp );
BOOL getLocalTextureGL( S32 index, LLImageGL** image_gl_pp );
const LLUUID& getLocalTextureID( S32 index );
LLGLuint getScratchTexName( LLGLenum format, U32* texture_bytes );
BOOL bindScratchTexture( LLGLenum format );
void invalidateComposite( LLTexLayerSet* layerset, BOOL set_by_user );
void forceBakeAllTextures(bool slam_for_debug = false);
static void processRebakeAvatarTextures(LLMessageSystem* msg, void**);
void setNewBakedTexture( ETextureIndex i, const LLUUID& uuid );
void setCachedBakedTexture( ETextureIndex i, const LLUUID& uuid );
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();
static void destroyGL();
static void restoreGL();
static void resetImpostors();
static enum EWearableType getTEWearableType( S32 te );
static LLUUID getDefaultTEImageID( S32 te );
//--------------------------------------------------------------------
// Clothing colors (conventience functions to access visual parameters
//--------------------------------------------------------------------
void setClothesColor( ETextureIndex te, const LLColor4& new_color, BOOL set_by_user );
LLColor4 getClothesColor( ETextureIndex te );
BOOL teToColorParams( ETextureIndex te, const char* param_name[3] );
BOOL isWearingWearableType( EWearableType type );
//--------------------------------------------------------------------
// texture compositing
//--------------------------------------------------------------------
void setLocTexTE( U8 te, LLViewerImage* image, BOOL set_by_user );
void setupComposites();
//--------------------------------------------------------------------
// member variables
//--------------------------------------------------------------------
BOOL mDirtyMesh;
LLFace *mShadow0Facep;
LLFace *mShadow1Facep;
LLFrameTimer mUpdateLODTimer; // controls frequency of LOD change calculations
//--------------------------------------------------------------------
// State of deferred character building
//--------------------------------------------------------------------
BOOL mIsBuilt;
//--------------------------------------------------------------------
// skeleton for skinned avatar
//--------------------------------------------------------------------
S32 mNumJoints;
LLViewerJoint *mSkeleton;
S32 mNumCollisionVolumes;
LLViewerJointCollisionVolume* mCollisionVolumes;
//--------------------------------------------------------------------
// cached pointers to well known joints
//--------------------------------------------------------------------
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;
//--------------------------------------------------------------------
// special purpose joint for HUD attachments
//--------------------------------------------------------------------
LLViewerJoint *mScreenp;
//--------------------------------------------------------------------
// mesh objects for skinned avatar
//--------------------------------------------------------------------
LLViewerJoint mHairLOD;
LLViewerJointMesh mHairMesh0;
LLViewerJointMesh mHairMesh1;
LLViewerJointMesh mHairMesh2;
LLViewerJointMesh mHairMesh3;
LLViewerJointMesh mHairMesh4;
LLViewerJointMesh mHairMesh5;
LLViewerJoint mHeadLOD;
LLViewerJointMesh mHeadMesh0;
LLViewerJointMesh mHeadMesh1;
LLViewerJointMesh mHeadMesh2;
LLViewerJointMesh mHeadMesh3;
LLViewerJointMesh mHeadMesh4;
LLViewerJoint mEyeLashLOD;
LLViewerJointMesh mEyeLashMesh0;
LLViewerJoint mUpperBodyLOD;
LLViewerJointMesh mUpperBodyMesh0;
LLViewerJointMesh mUpperBodyMesh1;
LLViewerJointMesh mUpperBodyMesh2;
LLViewerJointMesh mUpperBodyMesh3;
LLViewerJointMesh mUpperBodyMesh4;
LLViewerJoint mLowerBodyLOD;
LLViewerJointMesh mLowerBodyMesh0;
LLViewerJointMesh mLowerBodyMesh1;
LLViewerJointMesh mLowerBodyMesh2;
LLViewerJointMesh mLowerBodyMesh3;
LLViewerJointMesh mLowerBodyMesh4;
LLViewerJoint mEyeBallLeftLOD;
LLViewerJointMesh mEyeBallLeftMesh0;
LLViewerJointMesh mEyeBallLeftMesh1;
LLViewerJoint mEyeBallRightLOD;
LLViewerJointMesh mEyeBallRightMesh0;
LLViewerJointMesh mEyeBallRightMesh1;
LLViewerJoint mSkirtLOD;
LLViewerJointMesh mSkirtMesh0;
LLViewerJointMesh mSkirtMesh1;
LLViewerJointMesh mSkirtMesh2;
LLViewerJointMesh mSkirtMesh3;
LLViewerJointMesh mSkirtMesh4;
typedef std::multimap<std::string, LLPolyMesh*> mesh_map_t;
mesh_map_t mMeshes;
S32 mNumInitFaces ; //number of faces generated when creating the avatar drawable, does not inculde splitted faces due to long vertex buffer.
//--------------------------------------------------------------------
// true if this avatar is for this viewers agent
//--------------------------------------------------------------------
BOOL mIsSelf;
//--------------------------------------------------------------------
// texture ids and pointers
//--------------------------------------------------------------------
LLPointer<LLViewerImage> mShadowImagep;
LLUUID mLastHeadBakedID;
LLUUID mLastUpperBodyBakedID;
LLUUID mLastLowerBodyBakedID;
LLUUID mLastEyesBakedID;
LLUUID mLastSkirtBakedID;
//--------------------------------------------------------------------
// impostor state
//--------------------------------------------------------------------
LLRenderTarget mImpostor;
LLVector3 mImpostorOffset;
LLVector2 mImpostorDim;
BOOL mNeedsImpostorUpdate;
BOOL mNeedsAnimUpdate;
LLVector3 mImpostorExtents[2];
LLVector3 mImpostorAngle;
F32 mImpostorDistance;
F32 mImpostorPixelArea;
LLVector3 mLastAnimExtents[2];
//--------------------------------------------------------------------
// Misc Render State
//--------------------------------------------------------------------
BOOL mIsDummy; // For special views
S32 mSpecialRenderMode; // Special lighting
//--------------------------------------------------------------------
// Animation timer
//--------------------------------------------------------------------
LLTimer mAnimTimer;
F32 mTimeLast;
//--------------------------------------------------------------------
// Measures speed (for diagnostics mostly).
//--------------------------------------------------------------------
F32 mSpeedAccum;
//--------------------------------------------------------------------
// animation state data
//--------------------------------------------------------------------
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
BOOL mTurning; // controls hysteresis on avatar rotation
//--------------------------------------------------------------------
// misc. animation related state
//--------------------------------------------------------------------
F32 mSpeed;
//--------------------------------------------------------------------
// Shadow stuff
//--------------------------------------------------------------------
LLDrawable* mShadow;
BOOL mInAir;
LLFrameTimer mTimeInAir;
//--------------------------------------------------------------------
// Keeps track of foot step state for generating sounds
//--------------------------------------------------------------------
BOOL mWasOnGroundLeft;
BOOL mWasOnGroundRight;
LLVector4 mFootPlane;
//--------------------------------------------------------------------
// Keep track of the material being stepped on
//--------------------------------------------------------------------
BOOL mStepOnLand;
U8 mStepMaterial;
LLVector3 mStepObjectVelocity;
//--------------------------------------------------------------------
// Pelvis height adjustment members.
//--------------------------------------------------------------------
F32 mPelvisToFoot;
LLVector3 mBodySize;
S32 mLastSkeletonSerialNum;
//--------------------------------------------------------------------
// current head position
//--------------------------------------------------------------------
LLVector3 mHeadOffset;
//--------------------------------------------------------------------
// avatar skeleton
//--------------------------------------------------------------------
LLViewerJoint mRoot;
//--------------------------------------------------------------------
// sitting state
//--------------------------------------------------------------------
BOOL mIsSitting;
//--------------------------------------------------------------------
// Display the name, then optionally fade it out
//--------------------------------------------------------------------
LLFrameTimer mTimeVisible;
LLPointer<LLHUDText> mNameText;
std::deque<LLChat> mChats;
LLFrameTimer mChatTimer;
BOOL mTyping;
LLFrameTimer mTypingTimer;
//--------------------------------------------------------------------
// destroy mesh data after being invisible for a while
//--------------------------------------------------------------------
BOOL mMeshValid;
BOOL mVisible;
LLFrameTimer mMeshInvisibleTime;
//--------------------------------------------------------------------
// wind rippling in clothes
//--------------------------------------------------------------------
LLVector4 mWindVec;
F32 mWindFreq;
F32 mRipplePhase;
LLFrameTimer mRippleTimer;
F32 mRippleTimeLast;
LLVector3 mRippleAccel;
LLVector3 mLastVel;
BOOL mBelowWater;
//--------------------------------------------------------------------
// appearance morphing
//--------------------------------------------------------------------
LLFrameTimer mAppearanceMorphTimer;
BOOL mAppearanceAnimSetByUser;
F32 mLastAppearanceBlendTime;
BOOL mAppearanceAnimating;
//--------------------------------------------------------------------
// we're morphing for lip sync
//--------------------------------------------------------------------
bool mLipSyncActive;
//--------------------------------------------------------------------
// cached pointers morphs for lip sync
//--------------------------------------------------------------------
LLVisualParam *mOohMorph;
LLVisualParam *mAahMorph;
//--------------------------------------------------------------------
// static members
//--------------------------------------------------------------------
static S32 sMaxVisible;
static F32 sRenderDistance; //distance at which avatars will render (affected by control "RenderAvatarMaxVisible")
static S32 sCurJoint;
static S32 sCurVolume;
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 sShowCollisionVolumes; // show skeletal collision volumes
static BOOL sVisibleInFirstPerson;
static S32 sMaxOtherAvatarsToComposite;
static S32 sNumLODChangesThisFrame;
// global table of sound ids per material, and the ground
static LLUUID sStepSounds[LL_MCODE_END];
static LLUUID sStepSoundOnLand;
static S32 sRenderName;
static BOOL sRenderGroupTitles;
static S32 sNumVisibleChatBubbles;
static BOOL sDebugInvisible;
static BOOL sShowAttachmentPoints;
// Number of instances of this class
static S32 sNumVisibleAvatars;
// Scratch textures used for compositing
static LLMap< LLGLenum, LLGLuint*> sScratchTexNames;
static LLMap< LLGLenum, F32*> sScratchTexLastBindTime;
static S32 sScratchTexBytes;
// map of attachment points, by ID
typedef std::map<S32, LLViewerJointAttachment*> attachment_map_t;
attachment_map_t mAttachmentPoints;
std::vector<LLPointer<LLViewerObject> > mPendingAttachment;
// xml parse tree of avatar config file
static LLXmlTree sXMLTree;
// xml parse tree of avatar skeleton file
static LLXmlTree sSkeletonXMLTree;
// user-settable LOD factor
static F32 sLODFactor;
// output total number of joints being touched for each avatar
static BOOL sJointDebug;
static ETextureIndex sBakedTextureIndices[BAKED_TEXTURE_COUNT];
//--------------------------------------------------------------------
// Texture Layer Sets and Global Colors
//--------------------------------------------------------------------
LLTexLayerSet* mHeadLayerSet;
LLTexLayerSet* mUpperBodyLayerSet;
LLTexLayerSet* mLowerBodyLayerSet;
LLTexLayerSet* mEyesLayerSet;
LLTexLayerSet* mSkirtLayerSet;
protected:
LLPointer<LLHUDEffectSpiral> mBeam;
LLFrameTimer mBeamTimer;
LLFrameTimer mEditEffectTimer;
F32 mRenderPriority;
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.
//--------------------------------------------------------------------
LLPointer<LLViewerImage> mLocalTexture[ LOCTEX_NUM_ENTRIES ];
BOOL mLocalTextureBaked[ LOCTEX_NUM_ENTRIES ]; // Texture is covered by a baked texture
S32 mLocalTextureDiscard[ LOCTEX_NUM_ENTRIES ];
LLUUID mSavedTE[ TEX_NUM_ENTRIES ];
BOOL mFirstTEMessageReceived;
BOOL mFirstAppearanceMessageReceived;
BOOL mHeadBakedLoaded;
S32 mHeadMaskDiscard;
BOOL mUpperBakedLoaded;
S32 mUpperMaskDiscard;
BOOL mLowerBakedLoaded;
S32 mLowerMaskDiscard;
BOOL mEyesBakedLoaded;
BOOL mSkirtBakedLoaded;
//RN: testing 2 pass rendering
U32 mHeadMaskTexName;
U32 mUpperMaskTexName;
U32 mLowerMaskTexName;
BOOL mCulled;
U32 mVisibilityRank;
F32 mFadeTime;
F32 mLastFadeTime;
F32 mLastFadeDistance;
F32 mMinPixelArea; // debug
F32 mMaxPixelArea; // debug
//--------------------------------------------------------------------
// Global Colors
//--------------------------------------------------------------------
LLTexGlobalColor* mTexSkinColor;
LLTexGlobalColor* mTexHairColor;
LLTexGlobalColor* mTexEyeColor;
BOOL mNeedsSkin; //if TRUE, avatar has been animated and verts have not been updated
S32 mUpdatePeriod;
static LLVOAvatarSkeletonInfo* sSkeletonInfo;
static LLVOAvatarInfo* sAvatarInfo;
//--------------------------------------------------------------------
// Handling partially loaded avatars (Ruth)
//--------------------------------------------------------------------
public:
BOOL isFullyLoaded();
BOOL updateIsFullyLoaded();
private:
BOOL mFullyLoaded;
BOOL mPreviousFullyLoaded;
BOOL mFullyLoadedInitialized;
S32 mFullyLoadedFrameCounter;
LLFrameTimer mFullyLoadedTimer;
protected:
BOOL loadSkeletonNode();
BOOL loadMeshNodes();
BOOL isFullyBaked();
void deleteLayerSetCaches();
static BOOL areAllNearbyInstancesBaked();
static void onBakedTextureMasksLoaded(BOOL success, LLViewerImage *src_vi, LLImageRaw* src, LLImageRaw* aux_src, S32 discard_level, BOOL final, void* userdata);
void setLocalTexture(ELocTexIndex i, LLViewerImage* tex, BOOL baked_version_exits);
void requestLayerSetUpdate(LLVOAvatar::ELocTexIndex i);
void addLocalTextureStats(LLVOAvatar::ELocTexIndex 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(ETextureIndex index) const;
LLHost getObjectHost() const;
S32 getLocalDiscardLevel( S32 index);
//-----------------------------------------------------------------------------------------------
// the 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
//-----------------------------------------------------------------------------------------------
private:
LLVoiceVisualizer * mVoiceVisualizer;
int mCurrentGesticulationLevel;
private:
static S32 sFreezeCounter ;
public:
static void updateFreezeCounter(S32 counter = 0 ) ;
};
#endif // LL_VO_AVATAR_H
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