/** * @file llavatarjointmesh.h * @brief Declaration of LLAvatarJointMesh class * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, 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_LLAVATARJOINTMESH_H #define LL_LLAVATARJOINTMESH_H #include "llavatarjoint.h" #include "llgltexture.h" #include "llpolymesh.h" #include "llpreprocessor.h" #include "llcolor4.h" class LLCharacter; class LLDrawable; class LLFace; class LLTexLayerSet; typedef enum e_avatar_render_pass { AVATAR_RENDER_PASS_SINGLE, AVATAR_RENDER_PASS_CLOTHING_INNER, AVATAR_RENDER_PASS_CLOTHING_OUTER } EAvatarRenderPass; //----------------------------------------------------------------------------- // class LLSkinJoint //----------------------------------------------------------------------------- class LLSkinJoint { protected: LOG_CLASS(LLSkinJoint); public: LLSkinJoint(); ~LLSkinJoint(); bool setupSkinJoint(LLAvatarJoint* joint); static LLAvatarJoint* getBaseSkeletonAncestor(LLAvatarJoint* joint); private: static LLVector3 totalSkinOffset(LLAvatarJoint* joint); public: LLAvatarJoint* mJoint; LLVector3 mRootToJointSkinOffset; LLVector3 mRootToParentJointSkinOffset; }; //----------------------------------------------------------------------------- // class LLAvatarJointMesh //----------------------------------------------------------------------------- class LLAvatarJointMesh : public virtual LLAvatarJoint { public: LLAvatarJointMesh(); virtual ~LLAvatarJointMesh(); // Gets the shape color void getColor(F32* red, F32* green, F32* blue, F32* alpha); // Sets the shape color void setColor(F32 red, F32 green, F32 blue, F32 alpha); void setColor(const LLColor4& color); // Sets the shininess LL_INLINE void setSpecular(const LLColor4& color, F32 shiny) { #if 0 mSpecular = color; #endif mShiny = shiny; } // Sets the shape texture void setTexture(LLGLTexture* texture); bool hasGLTexture() const; LL_INLINE void setTestTexture(U32 name) { mTestImageName = name; } // Sets layer set responsible for a dynamic shape texture (takes precedence // over normal texture) void setLayerSet(LLTexLayerSet* layer_set); bool hasComposite() const; // Gets the poly mesh LL_INLINE LLPolyMesh* getMesh() { return mMesh; } // Sets the poly mesh void setMesh(LLPolyMesh* mesh); LL_INLINE LLFace* getFace() { return mFace; } // Sets up joint matrix data for rendering void setupJoint(LLAvatarJoint* current_joint); // Render time method to upload batches of joint matrices void uploadJointMatrices(); // Sets ID for picking LL_INLINE void setMeshID(S32 id) { mMeshID = id; } // Gets ID for picking LL_INLINE S32 getMeshID() { return mMeshID; } LL_INLINE void setIsTransparent(bool b) { mIsTransparent = b; } private: // Allocate skin data bool allocateSkinData(U32 numSkinJoints); // Free skin data void freeSkinData(); protected: LLPointer mTexture; // ptr to a global texture LLTexLayerSet* mLayerSet; // ptr to a layer set owned by the avatar LLFace* mFace; // ptr to a face w/ AGP copy of mesh LLSkinJoint* mSkinJoints; LLPolyMesh* mMesh; // ptr to a global polymesh LLColor4 mColor; // color value F32 mShiny; // shiny value S32 mMeshID; U32 mTestImageName; // handle to a temporary texture for previewing uploads U32 mFaceIndexCount; U32 mNumSkinJoints; #if 0 // Not used LLColor4 mSpecular; // specular color (always white for now) bool mCullBackFaces; // true by default #endif public: // RN: this is here for testing purposes static U32 sClothingMaskImageName; static LLColor4 sClothingInnerColor; }; #endif // LL_LLAVATARJOINTMESH_H