Example #1
0
BOOL LLPrimitive::setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume)
{
	LLMemType m1(LLMemType::MTYPE_VOLUME);
	LLVolume *volumep;
	if (unique_volume)
	{
		F32 volume_detail = LLVolumeLODGroup::getVolumeScaleFromDetail(detail);
		if (mVolumep.notNull() && volume_params == mVolumep->getParams() && (volume_detail == mVolumep->getDetail()))
		{
			return FALSE;
		}
		volumep = new LLVolume(volume_params, volume_detail, FALSE, TRUE);
	}
	else
	{
		if (mVolumep.notNull())
		{
			F32 volume_detail = LLVolumeLODGroup::getVolumeScaleFromDetail(detail);
			if (volume_params == mVolumep->getParams() && (volume_detail == mVolumep->getDetail()))
			{
				return FALSE;
			}
		}

		volumep = sVolumeManager->refVolume(volume_params, detail);
		if (volumep == mVolumep)
		{
			sVolumeManager->unrefVolume( volumep );  // LLVolumeMgr::refVolume() creates a reference, but we don't need a second one.
			return TRUE;
		}
	}

	setChanged(GEOMETRY);

	
	if (!mVolumep)
	{
		mVolumep = volumep;
		//mFaceMask = mVolumep->generateFaceMask();
		setNumTEs(mVolumep->getNumFaces());
		return TRUE;
	}

	U32 old_face_mask = mVolumep->mFaceMask;

	// build the new object
	sVolumeManager->unrefVolume(mVolumep);
	mVolumep = volumep;
	
	U32 new_face_mask = mVolumep->mFaceMask;	
	if (old_face_mask != new_face_mask) 
	{
		setNumTEs(mVolumep->getNumFaces());
	}	
	
	return TRUE;
}
LLVOPartGroup::LLVOPartGroup(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
	:	LLAlphaObject(id, pcode, regionp),
		mViewerPartGroupp(NULL)
{
	setNumTEs(1);
	setTETexture(0, LLUUID::null);
	mbCanSelect = FALSE;			// users can't select particle systems
}
LLVOClouds::LLVOClouds(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
:	LLAlphaObject(id, LL_VO_CLOUDS, regionp)
{
	mCloudGroupp = NULL;
	mbCanSelect = FALSE;
	setNumTEs(1);
	LLViewerTexture* image = LLViewerTextureManager::getFetchedTexture(gCloudTextureID);
	image->setBoostLevel(LLViewerTexture::BOOST_CLOUDS);
	setTEImage(0, image);
}
BOOL LLPrimitive::setVolume(const LLVolumeParams &volume_params, const S32 detail, bool unique_volume)
{
	LLMemType m1(LLMemType::MTYPE_VOLUME);
	LLVolume *volumep;
	if (unique_volume)
	{
		F32 volume_detail = LLVolumeLODGroup::getVolumeScaleFromDetail(detail);
		if (mVolumep.notNull() && volume_params == mVolumep->getParams() && (volume_detail == mVolumep->getDetail()))
		{
			return FALSE;
		}
		volumep = new LLVolume(volume_params, volume_detail, FALSE, TRUE);
	}
	else
	{
		if (mVolumep.notNull())
		{
			F32 volume_detail = LLVolumeLODGroup::getVolumeScaleFromDetail(detail);
			if (volume_params == mVolumep->getParams() && (volume_detail == mVolumep->getDetail()))
			{
				return FALSE;
			}
		}

		volumep = sVolumeManager->refVolume(volume_params, detail);
		if (volumep == mVolumep)
		{
			sVolumeManager->unrefVolume( volumep );  // LLVolumeMgr::refVolume() creates a reference, but we don't need a second one.
			return TRUE;
		}
	}

	setChanged(GEOMETRY);

	
	if (!mVolumep)
	{
		mVolumep = volumep;
		//mFaceMask = mVolumep->generateFaceMask();
		setNumTEs(mVolumep->getNumFaces());
		return TRUE;
	}
	
#if 0 
	// #if 0'd out by davep
	// this is a lot of cruft to set texture entry values that just stay the same for LOD switch 
	// or immediately get overridden by an object update message, also crashes occasionally
	U32 old_face_mask = mVolumep->mFaceMask;

	S32 face_bit = 0;
	S32 cur_mask = 0;

	// Grab copies of the old faces from the original shape, ordered by type.
	// We will use these to figure out what old texture info gets mapped to new
	// faces in the new shape.
	std::vector<LLProfile::Face> old_faces; 
	for (S32 face = 0; face < mVolumep->getNumFaces(); face++)
	{
		old_faces.push_back(mVolumep->getProfile().mFaces[face]);
	}

	// Copy the old texture info off to the side, but not in the order in which
	// they live in the mTextureList, rather in order of ther "face id" which
	// is the corresponding value of LLVolueParams::LLProfile::mFaces::mIndex.
	//
	// Hence, some elements of old_tes::mEntryList will be invalid.  It is
	// initialized to a size of 9 (max number of possible faces on a volume?)
	// and only the ones with valid types are filled in.
	LLPrimTextureList old_tes;
	old_tes.setSize(9);
	for (face_bit = 0; face_bit < 9; face_bit++)
	{
		cur_mask = 0x1 << face_bit;
		if (old_face_mask & cur_mask)
		{
			S32 te_index = face_index_from_id(cur_mask, old_faces);
			old_tes.copyTexture(face_bit, *(getTE(te_index)));
			//llinfos << face_bit << ":" << te_index << ":" << old_tes[face_bit].getID() << llendl;
		}
	}


	// build the new object
	sVolumeManager->unrefVolume(mVolumep);
	mVolumep = volumep;
	
	U32 new_face_mask = mVolumep->mFaceMask;
	S32 i;

	if (old_face_mask == new_face_mask) 
	{
		// nothing to do
		return TRUE;
	}

	if (mVolumep->getNumFaces() == 0 && new_face_mask != 0)
	{
		llwarns << "Object with 0 faces found...INCORRECT!" << llendl;
		setNumTEs(mVolumep->getNumFaces());
		return TRUE;
	}

	// initialize face_mapping
	S32 face_mapping[9];
	for (face_bit = 0; face_bit < 9; face_bit++)
	{
		face_mapping[face_bit] = face_bit;
	}

	// The new shape may have more faces than the original, but we can't just
	// add them to the end -- the ordering matters and it may be that we must
	// insert the new faces in the middle of the list.  When we add a face it
	// will pick up the texture/color info of one of the old faces an so we
	// now figure out which old face info gets mapped to each new face, and 
	// store in the face_mapping lookup table.
	for (face_bit = 0; face_bit < 9; face_bit++)
	{
		cur_mask = 0x1 << face_bit;
		if (!(new_face_mask & cur_mask))
		{
			// Face doesn't exist in new map.
			face_mapping[face_bit] = -1;
			continue;
		}
		else if (old_face_mask & cur_mask)
		{
			// Face exists in new and old map.
			face_mapping[face_bit] = face_bit;
			continue;
		}

		// OK, how we've got a mismatch, where we have to fill a new face with one from
		// the old face.
		if (cur_mask & (LL_FACE_PATH_BEGIN | LL_FACE_PATH_END | LL_FACE_INNER_SIDE))
		{
			// It's a top/bottom/hollow interior face.
			if (old_face_mask & LL_FACE_PATH_END)
			{
				face_mapping[face_bit] = 1;
				continue;
			}
			else
			{
				S32 cur_outer_mask = LL_FACE_OUTER_SIDE_0;
				for (i = 0; i < 4; i++)
				{
					if (old_face_mask & cur_outer_mask)
					{
						face_mapping[face_bit] = 5 + i;
						break;
					}
					cur_outer_mask <<= 1;
				}
				if (i == 4)
				{
					llwarns << "No path end or outer face in volume!" << llendl;
				}
				continue;
			}
		}

		if (cur_mask & (LL_FACE_PROFILE_BEGIN | LL_FACE_PROFILE_END))
		{
			// A cut slice.  Use the hollow interior if we have it.
			if (old_face_mask & LL_FACE_INNER_SIDE)
			{
				face_mapping[face_bit] = 2;
				continue;
			}

			// No interior, use the bottom face.
			// Could figure out which of the outer faces was nearest, but that would be harder.
			if (old_face_mask & LL_FACE_PATH_END)
			{
				face_mapping[face_bit] = 1;
				continue;
			}
			else
			{
				S32 cur_outer_mask = LL_FACE_OUTER_SIDE_0;
				for (i = 0; i < 4; i++)
				{
					if (old_face_mask & cur_outer_mask)
					{
						face_mapping[face_bit] = 5 + i;
						break;
					}
					cur_outer_mask <<= 1;
				}
				if (i == 4)
				{
					llwarns << "No path end or outer face in volume!" << llendl;
				}
				continue;
			}
		}

		// OK, the face that's missing is an outer face...
		// Pull from the nearest adjacent outer face (there's always guaranteed to be one...
		S32 cur_outer = face_bit - 5;
		S32 min_dist = 5;
		S32 min_outer_bit = -1;
		S32 i;
		for (i = 0; i < 4; i++)
		{
			if (old_face_mask & (LL_FACE_OUTER_SIDE_0 << i))
			{
				S32 dist = abs(i - cur_outer);
				if (dist < min_dist)
				{
					min_dist = dist;
					min_outer_bit = i + 5;
				}
			}
		}
		if (-1 == min_outer_bit)
		{
			llinfos << (LLVolume *)mVolumep << llendl;
			llwarns << "Bad!  No outer faces, impossible!" << llendl;
		}
		face_mapping[face_bit] = min_outer_bit;
	}
	

	setNumTEs(mVolumep->getNumFaces());
	for (face_bit = 0; face_bit < 9; face_bit++)
	{
		// For each possible face type on the new shape we check to see if that
		// face exists and if it does we create a texture entry that is a copy
		// of one of the originals.  Since the originals might not have a
		// matching face, we use the face_mapping lookup table to figure out
		// which face information to copy.
		cur_mask = 0x1 << face_bit;
		if (new_face_mask & cur_mask)
		{
			if (-1 == face_mapping[face_bit])
			{
				llwarns << "No mapping from old face to new face!" << llendl;
			}

			S32 te_num = face_index_from_id(cur_mask, mVolumep->getProfile().mFaces);
			setTE(te_num, *(old_tes.getTexture(face_mapping[face_bit])));
		}
	}
#else
	// build the new object
	sVolumeManager->unrefVolume(mVolumep);
	mVolumep = volumep; 

	setNumTEs(mVolumep->getNumFaces());
#endif
	return TRUE;
}