phoenix-firestorm/indra/newview/llworld.h

337 lines
13 KiB
C++

/**
* @file llworld.h
* @brief Collection of viewer regions in the vacinity of the user.
*
* Represents the whole world, so far as 3D functionality is conserned.
* Always contains the region that the user's avatar is in along with
* neighboring regions. As the user crosses region boundaries, new
* regions are added to the world and distant ones are rolled up.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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_LLWORLD_H
#define LL_LLWORLD_H
#include "llpatchvertexarray.h"
#include "llmath.h"
#include "v3math.h"
#include "llsingleton.h"
#include "llstring.h"
#include "llviewerpartsim.h"
#include "llviewertexture.h"
#include "llvowater.h"
class LLViewerRegion;
class LLVector3d;
class LLMessageSystem;
class LLNetMap;
class LLHost;
class LLViewerObject;
class LLSurfacePatch;
class LLCharacter;
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 LLSimpleton<LLWorld>
{
public:
LLWorld();
// Clear any objects, regions
// Prepares class to be reused or destroyed
void resetClass();
void refreshLimits();// <AW: opensim-limits>
// <FS:CR> Aurora Sim
void updateLimits(); // <FS:CR> Aurora Sim
//LLViewerRegion* addRegion(const U64 &region_handle, const LLHost &host);
LLViewerRegion* addRegion(const U64 &region_handle, const LLHost &host, const U32 &region_size_x, const U32 &region_size_y);
// <FS:CR> Aurora Sim
// 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);
LLViewerRegion* getRegionFromID(const LLUUID& region_id);
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, const LLVector3d &global_pos);
// 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; }
// <AW: opensim-limits>
// F32 getRegionMaxHeight() const { return MAX_OBJECT_Z; }
F32 getRegionMaxHeight() const { return mRegionMaxHeight; }
F32 getRegionMinPrimScale() const { return mRegionMinPrimScale; }
F32 getRegionMaxPrimScale() const { return mRegionMaxPrimScale; }
F32 getRegionMaxPrimScaleNoMesh() const { return mRegionMaxPrimScaleNoMesh; }
F32 getRegionMaxHollowSize() const { return mRegionMaxHollowSize; }
F32 getRegionMinHoleSize() const { return mRegionMinHoleSize; }
// <FS:CR> Aurora Sim
int getMaxLinkedPrims() const { return mMaxLinkedPrims; }
int getMaxPhysLinkedPrims() const { return mMaxPhysLinkedPrims; }
int getMaxInventoryItemsTransfer() const { return mMaxInventoryItemsTransfer; }
int getAllowRenderName() const { return mAllowRenderName; }
bool getAllowMinimap() const { return mAllowMinimap; }
bool getAllowPhysicalPrims() const { return mAllowPhysicalPrims; }
bool getAllowRenderWater() const { return mAllowRenderWater; }
F32 getMaxPrimXPos() const { return mMaxPrimXPos; }
F32 getMaxPrimYPos() const { return mMaxPrimYPos; }
F32 getMaxPrimZPos() const { return mMaxPrimZPos; }
F32 getMinPrimXPos() const { return mMinPrimXPos; }
F32 getMinPrimYPos() const { return mMinPrimYPos; }
F32 getMinPrimZPos() const { return mMinPrimZPos; }
F32 getMaxDragDistance() const { return mMaxDragDistance; }
F32 getMaxPhysPrimScale() const { return mMaxPhysPrimScale; }
bool getAllowParcelWindLight() const{ return mAllowParcelWindLight; }
bool getEnableTeenMode() const { return mEnableTeenMode; }
bool getEnforceMaxBuild() const { return mEnforceMaxBuild; }
bool getLockedDrawDistance() const { return mLockedDrawDistance; }
F32 getDrawDistance() const { return mDrawDistance; }
F32 getTerrainDetailScale() const { return mTerrainDetailScale; }
//setters
void setRegionMaxHeight(F32 val);
void setRegionMinPrimScale(F32 val);
void setRegionMaxPrimScale(F32 val);
void setRegionMaxPrimScaleNoMesh(F32 val);
void setRegionMaxHollowSize(F32 val);
void setRegionMinHoleSize(F32 val);
void setMaxLinkedPrims(S32 val);
void setMaxPhysLinkedPrims(S32 val);
void setMaxInventoryItemsTransfer(S32 val);
void setAllowRenderName(S32 val);
void setAllowMinimap(bool val);
void setAllowPhysicalPrims(bool val);
void setAllowRenderWater(bool val);
void setMaxPrimXPos(F32 val);
void setMaxPrimYPos(F32 val);
void setMaxPrimZPos(F32 val);
void setMinPrimXPos(F32 val);
void setMinPrimYPos(F32 val);
void setMinPrimZPos(F32 val);
void setMaxDragDistance(F32 val);
void setMaxPhysPrimScale(F32 val);
void setAllowParcelWindLight(bool val);
void setEnableTeenMode(bool val);
void setEnforceMaxBuild(bool val);
void setLockedDrawDistance(bool val);
void setDrawDistance(F32 val);
void setTerrainDetailScale(F32 val);
// <FS:CR> Aurora Sim
// </AW: opensim-limits>
void updateRegions(F32 max_update_time);
void updateVisibilities();
void updateParticles();
void renderPropertyLines();
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);
LLViewerTexture *getDefaultWaterTexture();
void updateWaterObjects();
void waterHeightRegionInfo(std::string const& sim_name, F32 water_height);
void shiftRegions(const LLVector3& offset);
void setSpaceTimeUSec(const U64MicrosecondsImplicit space_time_usec);
U64MicrosecondsImplicit getSpaceTimeUSec() const;
void getInfo(LLSD& info);
U32 getNumOfActiveCachedObjects() const {return mNumOfActiveCachedObjects;}
void clearAllVisibleObjects();
public:
typedef std::list<LLViewerRegion*> region_list_t;
const region_list_t& getRegionList() const { return mActiveRegionList; }
typedef boost::signals2::signal<void(LLViewerRegion*)> region_remove_signal_t;
boost::signals2::connection setRegionRemovedCallback(const region_remove_signal_t::slot_type& cb);
// Returns lists of avatar IDs and their world-space positions within a given distance of a point.
// All arguments are optional. Given containers will be emptied and then filled.
// Not supplying origin or radius input returns data on all avatars in the known regions.
void getAvatars(
uuid_vec_t* avatar_ids = NULL,
std::vector<LLVector3d>* positions = NULL,
const LLVector3d& relative_to = LLVector3d(), F32 radius = FLT_MAX) const;
// [RLVa:KB] - Checked: RLVa-2.0.1
bool getAvatar(const LLUUID& idAvatar, LLVector3d& posAvatar) const;
// [/RLVa:KB]
// Returns 'true' if the region is in mRegionList,
// 'false' if the region has been removed due to region change
// or if the circuit to this simulator had been lost.
bool isRegionListed(const LLViewerRegion* region) const;
// profile nearby avatars using gPipeline.profileAvatar and update their render times
// return max GPU time
F32 getNearbyAvatarsAndMaxGPUTime(std::vector<LLVOAvatar*> &valid_nearby_avs);
private:
void clearHoleWaterObjects();
void clearEdgeWaterObjects();
region_list_t mActiveRegionList;
region_list_t mRegionList;
region_list_t mVisibleRegionList;
region_list_t mCulledRegionList;
region_remove_signal_t mRegionRemovedSignal;
// Number of points on edge
// <FS:CR> Aurora Sim
//static const U32 mWidth;
static U32 mWidth;
// </FS:CR> Aurora Sim
// meters/point, therefore mWidth * mScale = meters per edge
static const F32 mScale;
// <FS:CR> Aurora Sim
//static const F32 mWidthInMeters;
static F32 mWidthInMeters;
// </FS:CR> Aurora Sim
// <AW: opensim-limits>
F32 mRegionMaxHeight;
F32 mRegionMinPrimScale;
F32 mRegionMaxPrimScale;
F32 mRegionMaxPrimScaleNoMesh;
F32 mRegionMaxHollowSize;
F32 mRegionMinHoleSize;
// <FS:CR> Aurora Sim
S32 mMaxLinkedPrims;
S32 mMaxPhysLinkedPrims;
S32 mMaxInventoryItemsTransfer;
S32 mAllowRenderName;
bool mAllowMinimap;
bool mAllowPhysicalPrims;
bool mAllowRenderWater;
F32 mMaxPrimXPos;
F32 mMaxPrimYPos;
F32 mMaxPrimZPos;
F32 mMinPrimXPos;
F32 mMinPrimYPos;
F32 mMinPrimZPos;
F32 mMaxDragDistance;
F32 mMaxPhysPrimScale;
bool mAllowParcelWindLight;
bool mEnableTeenMode;
bool mEnforceMaxBuild;
bool mLockedDrawDistance;
F32 mDrawDistance;
F32 mTerrainDetailScale;
// <FS:CR> Aurora Sim
bool mLimitsNeedRefresh;
// </AW: opensim-limits>
F32 mLandFarClip; // Far clip distance for land.
LLPatchVertexArray mLandPatch;
S32 mLastPacketsIn;
S32 mLastPacketsOut;
S32 mLastPacketsLost;
U32 mNumOfActiveCachedObjects;
U64MicrosecondsImplicit mSpaceTimeUSec;
////////////////////////////
//
// Data for "Fake" objects
//
std::list<LLPointer<LLVOWater> > mHoleWaterObjects;
static const S32 EDGE_WATER_OBJECTS_COUNT = 8;
LLPointer<LLVOWater> mEdgeWaterObjects[EDGE_WATER_OBJECTS_COUNT];
LLPointer<LLViewerTexture> mDefaultWaterTexturep;
};
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