partsyspacket.h
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- /**
- * @file partsyspacket.h
- * @brief Object for packing particle system initialization parameters
- * before sending them over the network
- *
- * $LicenseInfo:firstyear=2000&license=viewergpl$
- *
- * Copyright (c) 2000-2010, 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_PARTSYSPACKET_H
- #define LL_PARTSYSPACKET_H
- #include "lluuid.h"
- // Particle system stuff
- const U64 PART_SYS_MAX_TIME_IN_USEC = 1000000; // 1 second, die not quite near instantaneously
- // this struct is for particle system initialization parameters
- // I'm breaking some rules here, but I need a storage structure to hold initialization data
- // for these things. Sorry guys, they're not simple enough (yet) to avoid this cleanly
- struct LLPartInitData {
- // please do not add functions to this class -- data only!
- //F32 k[18]; // first 9 --> x,y,z last 9 --> scale, alpha, rot
- //F32 kill_p[6]; // last one is for particles that die when they reach a spherical bounding radius
- //F32 kill_plane[3];
- //F32 bounce_p[5];
- F32 bounce_b; // recently changed
- // no need to store orientation and position here, as they're sent over seperately
- //F32 pos_ranges[6];
- //F32 vel_ranges[6];
- F32 scale_range[4];
- F32 alpha_range[4];
- F32 vel_offset[3]; //new - more understandable!
- F32 mDistBeginFadeout; // for fadeout LOD optimization
- F32 mDistEndFadeout;
-
- LLUUID mImageUuid;
- //U8 n; // number of particles
- U8 mFlags[8]; // for miscellaneous data --> its interpretation can change at my whim!
- U8 createMe; // do I need to be created? or has the work allready been done?
- //ActionFlag is now mFlags[PART_SYS_ACTION_BYTE]
- //Spawn point is initially object creation center
- F32 diffEqAlpha[3];
- F32 diffEqScale[3];
- U8 maxParticles;
- //How many particles exist at any time within the system?
- U8 initialParticles;
- //How many particles exist when the system is created?
- F32 killPlaneZ;
- //For simplicity assume the XY plane, so this sets an altitude at which to die
- F32 killPlaneNormal[3];
- //Normal if not planar XY
- F32 bouncePlaneZ;
- //For simplicity assume the XY plane, so this sets an altitude at which to bounce
- F32 bouncePlaneNormal[3];
- //Normal if not planar XY
- F32 spawnRange;
- //Range of emission points about the mSpawnPoint
- F32 spawnFrequency;
- //Required if the system is to spawn new particles.
- //This variable determines the time after a particle dies when it is respawned.
- F32 spawnFreqencyRange;
- //Determines the random range of time until a new particle is spawned.
- F32 spawnDirection[3];
- //Direction vector giving the mean direction in which particles are spawned
- F32 spawnDirectionRange;
- //Direction limiting the angular range of emissions about the mean direction. 1.0f means everywhere, 0.0f means uni-directional
- F32 spawnVelocity;
- //The mean speed at which particles are emitted
- F32 spawnVelocityRange;
- //The range of speeds about the mean at which particles are emitted.
- F32 speedLimit;
- //Used to constrain particle maximum velocity
- F32 windWeight;
- //How much of an effect does wind have
- F32 currentGravity[3];
- //Gravity direction used in update calculations
- F32 gravityWeight;
- //How much of an effect does gravity have
- F32 globalLifetime;
- //If particles re-spawn, a system can exist forever.
- //If (ActionFlags & PART_SYS_GLOBAL_DIE) is TRUE this variable is used to determine how long the system lasts.
- F32 individualLifetime;
- //How long does each particle last if nothing else happens to it
- F32 individualLifetimeRange;
- //Range of variation in individual lifetimes
- F32 alphaDecay;
- //By what factor does alpha decrease as the lifetime of a particle is approached.
- F32 scaleDecay;
- //By what factor does scale decrease as the lifetime of a particle is approached.
- F32 distanceDeath;
- //With the increased functionality, particle systems can expand to indefinite size
- //(e.g. wind can chaotically move particles into a wide spread).
- //To avoid particles exceeding normal object size constraints,
- //set the PART_SYS_DISTANCE_DEATH flag, and set a distance value here, representing a radius around the spawn point.
- F32 dampMotionFactor;
- //How much to damp motion
- F32 windDiffusionFactor[3];
- //Change the size and alpha of particles as wind speed increases (scale gets bigger, alpha smaller)
- };
- // constants for setting flag values
- // BYTES are in range 0-8, bits are in range 2^0 - 2^8 and can only be powers of two
- const int PART_SYS_NO_Z_BUFFER_BYTE = 0; // option to turn off z-buffer when rendering
- const int PART_SYS_NO_Z_BUFFER_BIT = 2; // particle systems --
- // I advise against using this, as it looks bad in every case I've tried
- const int PART_SYS_SLOW_ANIM_BYTE = 0; // slow animation down by a factor of 10
- const int PART_SYS_SLOW_ANIM_BIT = 1; // useful for tweaking anims during debugging
- const int PART_SYS_FOLLOW_VEL_BYTE = 0; // indicates whether to orient sprites towards
- const int PART_SYS_FOLLOW_VEL_BIT = 4; // their velocity vector -- default is FALSE
- const int PART_SYS_IS_LIGHT_BYTE = 0; // indicates whether a particular particle system
- const int PART_SYS_IS_LIGHT_BIT = 8; // is also a light object -- for andrew
- // should deprecate this once there is a general method for setting light properties of objects
- const int PART_SYS_SPAWN_COPY_BYTE = 0; // indicates whether to spawn baby particle systems on
- const int PART_SYS_SPAWN_COPY_BIT = 0x10; // particle death -- intended for smoke trails
- const int PART_SYS_COPY_VEL_BYTE = 0; // indicates whether baby particle systems inherit parents vel
- const int PART_SYS_COPY_VEL_BIT = 0x20; // (by default they don't)
- const int PART_SYS_INVISIBLE_BYTE = 0; // optional -- turn off display, just simulate
- const int PART_SYS_INVISIBLE_BIT = 0x40; // useful for smoke trails
- const int PART_SYS_ADAPT_TO_FRAMERATE_BYTE = 0; // drop sprites from render call proportionally
- const int PART_SYS_ADAPT_TO_FRAMERATE_BIT = 0x80; // to how far we are below 60 fps
- // 26 September 2001 - not even big enough to hold all changes, so should enlarge anyway
- //const U16 MAX_PART_SYS_PACKET_SIZE = 180;
- const U16 MAX_PART_SYS_PACKET_SIZE = 256;
- //const U8 PART_SYS_K_MASK = 0x01;
- const U8 PART_SYS_KILL_P_MASK = 0x02;
- const U8 PART_SYS_BOUNCE_P_MASK = 0x04;
- const U8 PART_SYS_BOUNCE_B_MASK = 0x08;
- //const U8 PART_SYS_POS_RANGES_MASK = 0x10;
- //const U8 PART_SYS_VEL_RANGES_MASK = 0x20;
- const U8 PART_SYS_VEL_OFFSET_MASK = 0x10; //re-use one of the original slots now commented out
- const U8 PART_SYS_ALPHA_SCALE_DIFF_MASK = 0x20; //re-use one of the original slots now commented out
- const U8 PART_SYS_SCALE_RANGE_MASK = 0x40;
- const U8 PART_SYS_M_IMAGE_UUID_MASK = 0x80;
- const U8 PART_SYS_BYTE_3_ALPHA_MASK = 0x01; // wrapped around, didn't we?
- const U8 PART_SYS_BYTE_SPAWN_MASK = 0x01;
- const U8 PART_SYS_BYTE_ENVIRONMENT_MASK = 0x02;
- const U8 PART_SYS_BYTE_LIFESPAN_MASK = 0x04;
- const U8 PART_SYS_BYTE_DECAY_DAMP_MASK = 0x08;
- const U8 PART_SYS_BYTE_WIND_DIFF_MASK = 0x10;
- // 26 September 2001 - new constants for mActionFlags
- const int PART_SYS_ACTION_BYTE = 1;
- const U8 PART_SYS_SPAWN = 0x01;
- const U8 PART_SYS_BOUNCE = 0x02;
- const U8 PART_SYS_AFFECTED_BY_WIND = 0x04;
- const U8 PART_SYS_AFFECTED_BY_GRAVITY = 0x08;
- const U8 PART_SYS_EVALUATE_WIND_PER_PARTICLE = 0x10;
- const U8 PART_SYS_DAMP_MOTION = 0x20;
- const U8 PART_SYS_WIND_DIFFUSION = 0x40;
- // 26 September 2001 - new constants for mKillFlags
- const int PART_SYS_KILL_BYTE = 2;
- const U8 PART_SYS_KILL_PLANE = 0x01;
- const U8 PART_SYS_GLOBAL_DIE = 0x02;
- const U8 PART_SYS_DISTANCE_DEATH = 0x04;
- const U8 PART_SYS_TIME_DEATH = 0x08;
- // global, because the sim-side also calls it in the LLPartInitDataFactory
- void gSetInitDataDefaults(LLPartInitData *setMe);
- class LLPartSysCompressedPacket
- {
- public:
- LLPartSysCompressedPacket();
- ~LLPartSysCompressedPacket();
- BOOL fromLLPartInitData(LLPartInitData *in, U32 &bytesUsed);
- BOOL toLLPartInitData(LLPartInitData *out, U32 *bytesUsed);
- BOOL fromUnsignedBytes(U8 *in, U32 bytesUsed);
- BOOL toUnsignedBytes(U8 *out);
- U32 bufferSize();
- U8 *getBytePtr();
- protected:
- U8 mData[MAX_PART_SYS_PACKET_SIZE];
- U32 mNumBytes;
- LLPartInitData mDefaults; // this is intended to hold default LLPartInitData values
- // please do not modify it
- LLPartInitData mWorkingCopy; // uncompressed data I'm working with
- protected:
- // private functions (used only to break up code)
- void writeFlagByte(LLPartInitData *in);
- //U32 writeK(LLPartInitData *in, U32 startByte);
- U32 writeKill_p(LLPartInitData *in, U32 startByte);
- U32 writeBounce_p(LLPartInitData *in, U32 startByte);
- U32 writeBounce_b(LLPartInitData *in, U32 startByte);
- //U32 writePos_ranges(LLPartInitData *in, U32 startByte);
- //U32 writeVel_ranges(LLPartInitData *in, U32 startByte);
- U32 writeAlphaScaleDiffEqn_range(LLPartInitData *in, U32 startByte);
- U32 writeScale_range(LLPartInitData *in, U32 startByte);
- U32 writeAlpha_range(LLPartInitData *in, U32 startByte);
- U32 writeUUID(LLPartInitData *in, U32 startByte);
- U32 writeVelocityOffset(LLPartInitData *in, U32 startByte);
- U32 writeSpawn(LLPartInitData *in, U32 startByte); //all spawn data
- U32 writeEnvironment(LLPartInitData *in, U32 startByte); //wind and gravity
- U32 writeLifespan(LLPartInitData *in, U32 startByte); //lifespan data - individual and global
- U32 writeDecayDamp(LLPartInitData *in, U32 startByte); //alpha and scale, and motion damp
- U32 writeWindDiffusionFactor(LLPartInitData *in, U32 startByte);
-
- //U32 readK(LLPartInitData *in, U32 startByte);
- U32 readKill_p(LLPartInitData *in, U32 startByte);
- U32 readBounce_p(LLPartInitData *in, U32 startByte);
- U32 readBounce_b(LLPartInitData *in, U32 startByte);
- //U32 readPos_ranges(LLPartInitData *in, U32 startByte);
- //U32 readVel_ranges(LLPartInitData *in, U32 startByte);
- U32 readAlphaScaleDiffEqn_range(LLPartInitData *in, U32 startByte);
- U32 readScale_range(LLPartInitData *in, U32 startByte);
- U32 readAlpha_range(LLPartInitData *in, U32 startByte);
- U32 readUUID(LLPartInitData *in, U32 startByte);
- U32 readVelocityOffset(LLPartInitData *in, U32 startByte);
- U32 readSpawn(LLPartInitData *in, U32 startByte); //all spawn data
- U32 readEnvironment(LLPartInitData *in, U32 startByte); //wind and gravity
- U32 readLifespan(LLPartInitData *in, U32 startByte); //lifespan data - individual and global
- U32 readDecayDamp(LLPartInitData *in, U32 startByte); //alpha and scale, and motion damp
- U32 readWindDiffusionFactor(LLPartInitData *in, U32 startByte);
- };
- #endif