phoenix-firestorm/indra/llmessage/llregionhandle.h

150 lines
4.9 KiB
C

/**
* @file llregionhandle.h
* @brief Routines for converting positions to/from region handles.
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLREGIONHANDLE_H
#define LL_LLREGIONHANDLE_H
#include "indra_constants.h"
#include "v3math.h"
#include "v3dmath.h"
inline U64 to_region_handle(const U32 x_origin, const U32 y_origin)
{
U64 region_handle;
region_handle = ((U64)x_origin) << 32;
region_handle |= (U64) y_origin;
return region_handle;
}
// <FS:Beq> FIRE-30534 Overload that takes explicit region origin and width to improve Var Region identification.
inline U64 to_region_handle(const LLVector3d& pos_global, const LLVector3d& agent_region_origin, const F32 width)
{
U32 global_x { static_cast<U32>( pos_global.mdV[VX] ) };
U32 global_y { static_cast<U32>( pos_global.mdV[VY] ) };
U32 agent_region_origin_x { static_cast<U32>( agent_region_origin.mdV[VX] ) };
U32 agent_region_origin_y { static_cast<U32>( agent_region_origin.mdV[VY] ) };
if( agent_region_origin_x < global_x && ( agent_region_origin_x + width ) > global_x &&
agent_region_origin_y < global_y && ( agent_region_origin_y + width ) > global_y )
{
// target is local to current region we can make a more informed guess
return to_region_handle( agent_region_origin_x, agent_region_origin_y );
}
// fallback to legacy 256m tile-based guess and let the region server / map work it out.
global_x -= global_x % 256;
global_y -= global_y % 256;
return to_region_handle( global_x, global_y );
}
// </FS:Beq>
inline U64 to_region_handle(const LLVector3d& pos_global)
{
U32 global_x = (U32)pos_global.mdV[VX];
global_x -= global_x % 256;
U32 global_y = (U32)pos_global.mdV[VY];
global_y -= global_y % 256;
return to_region_handle(global_x, global_y);
}
inline U64 to_region_handle_global(const F32 x_global, const F32 y_global)
{
// Round down to the nearest origin
U32 x_origin = (U32)x_global;
x_origin -= x_origin % REGION_WIDTH_U32;
U32 y_origin = (U32)y_global;
y_origin -= y_origin % REGION_WIDTH_U32;
U64 region_handle;
region_handle = ((U64)x_origin) << 32;
region_handle |= (U64) y_origin;
return region_handle;
}
inline bool to_region_handle(const F32 x_pos, const F32 y_pos, U64 *region_handle)
{
U32 x_int, y_int;
if (x_pos < 0.f)
{
// LL_WARNS() << "to_region_handle:Clamping negative x position " << x_pos << " to zero!" << LL_ENDL;
return false;
}
else
{
x_int = (U32)ll_round(x_pos);
}
if (y_pos < 0.f)
{
// LL_WARNS() << "to_region_handle:Clamping negative y position " << y_pos << " to zero!" << LL_ENDL;
return false;
}
else
{
y_int = (U32)ll_round(y_pos);
}
*region_handle = to_region_handle(x_int, y_int);
return true;
}
// stuff the word-frame XY location of sim's SouthWest corner in x_pos, y_pos
inline void from_region_handle(const U64 &region_handle, F32 *x_pos, F32 *y_pos)
{
*x_pos = (F32)((U32)(region_handle >> 32));
*y_pos = (F32)((U32)(region_handle & 0xFFFFFFFF));
}
// stuff the word-frame XY location of sim's SouthWest corner in x_pos, y_pos
inline void from_region_handle(const U64 &region_handle, U32 *x_pos, U32 *y_pos)
{
*x_pos = ((U32)(region_handle >> 32));
*y_pos = ((U32)(region_handle & 0xFFFFFFFF));
}
// return the word-frame XY location of sim's SouthWest corner in LLVector3d
inline LLVector3d from_region_handle(const U64 &region_handle)
{
return LLVector3d(((U32)(region_handle >> 32)), (U32)(region_handle & 0xFFFFFFFF), 0.f);
}
// grid-based region handle encoding. pass in a grid position
// (eg: 1000,1000) and this will return the region handle.
inline U64 grid_to_region_handle(const U32 grid_x, const U32 grid_y)
{
return to_region_handle(grid_x * REGION_WIDTH_UNITS,
grid_y * REGION_WIDTH_UNITS);
}
inline void grid_from_region_handle(const U64& region_handle, U32* grid_x, U32* grid_y)
{
from_region_handle(region_handle, grid_x, grid_y);
*grid_x /= REGION_WIDTH_UNITS;
*grid_y /= REGION_WIDTH_UNITS;
}
#endif