本文整理汇总了C++中LLDrawable::getVObj方法的典型用法代码示例。如果您正苦于以下问题:C++ LLDrawable::getVObj方法的具体用法?C++ LLDrawable::getVObj怎么用?C++ LLDrawable::getVObj使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLDrawable
的用法示例。
在下文中一共展示了LLDrawable::getVObj方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: updateDistance
void LLSpatialBridge::updateDistance(LLCamera& camera_in, bool force_update)
{
if (mDrawable == NULL)
{
markDead();
return;
}
if (mDrawable->getVObj())
{
if (mDrawable->getVObj()->isAttachment())
{
LLDrawable* parent = mDrawable->getParent();
if (parent && parent->getVObj())
{
LLVOAvatar* av = parent->getVObj()->asAvatar();
if (av && av->isImpostor())
{
return;
}
}
}
LLCamera camera = transformCamera(camera_in);
mDrawable->updateDistance(camera, force_update);
LLViewerObject::const_child_list_t& child_list = mDrawable->getVObj()->getChildren();
for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
iter != child_list.end(); iter++)
{
LLViewerObject* child = *iter;
LLDrawable* drawable = child->mDrawable;
if (!drawable)
{
continue;
}
if (!drawable->isAvatar())
{
drawable->updateDistance(camera, force_update);
}
}
}
}
示例2: updateDistance
void LLSpatialBridge::updateDistance(LLCamera& camera_in, bool force_update)
{
if (mDrawable == NULL)
{
markDead();
return;
}
if (gShiftFrame)
{
return;
}
if (mDrawable->getVObj())
{
if (mDrawable->getVObj()->isAttachment())
{
LLDrawable* parent = mDrawable->getParent();
if (parent)
{
LLViewerObject *obj = parent->getVObj();
if (obj && obj->isAvatar() && ((LLVOAvatar*)obj)->isImpostor())
{
return;
}
}
else
{
static const LLCachedControl<bool> draw_orphans("ShyotlDrawOrphanAttachments",false);
if(!draw_orphans)
return;
}
}
LLCamera camera = transformCamera(camera_in);
mDrawable->updateDistance(camera, force_update);
LLViewerObject::const_child_list_t& child_list = mDrawable->getVObj()->getChildren();
for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
iter != child_list.end(); iter++)
{
LLViewerObject* child = *iter;
LLDrawable* drawable = child->mDrawable;
if (!drawable)
{
continue;
}
if (!drawable->isAvatar())
{
drawable->updateDistance(camera, force_update);
}
}
}
}
示例3: renderForSelect
void LLDrawPoolTree::renderForSelect()
{
if (mDrawFace.empty())
{
return;
}
LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);
LLGLSObjectSelectAlpha gls_alpha;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.setSceneBlendType(LLRender::BT_REPLACE);
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);
if (gSavedSettings.getBOOL("RenderAnimateTrees"))
{
renderTree(TRUE);
}
else
{
gGL.getTexUnit(sDiffTex)->bind(mTexturep);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
LLDrawable *drawablep = face->getDrawable();
if (drawablep->isDead() || face->mVertexBuffer.isNull())
{
continue;
}
// Render each of the trees
LLVOTree *treep = (LLVOTree *)drawablep->getVObj().get();
LLColor4U color(255,255,255,255);
if (treep->mGLName != 0)
{
S32 name = treep->mGLName;
color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
LLFacePool::LLOverrideFaceColor col(this, color);
face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
face->mVertexBuffer->drawRange(LLRender::TRIANGLES, 0, face->mVertexBuffer->getRequestedVerts()-1, face->mVertexBuffer->getRequestedIndices(), 0);
gPipeline.addTrianglesDrawn(face->mVertexBuffer->getRequestedIndices()/3);
}
}
}
示例4: renderOwnership
void LLDrawPoolTerrain::renderOwnership()
{
LLGLSPipelineAlpha gls_pipeline_alpha;
llassert(!mDrawFace.empty());
// Each terrain pool is associated with a single region.
// We need to peek back into the viewer's data to find out
// which ownership overlay texture to use.
LLFace *facep = mDrawFace[0];
LLDrawable *drawablep = facep->getDrawable();
const LLViewerObject *objectp = drawablep->getVObj();
const LLVOSurfacePatch *vo_surface_patchp = (LLVOSurfacePatch *)objectp;
LLSurfacePatch *surface_patchp = vo_surface_patchp->getPatch();
LLSurface *surfacep = surface_patchp->getSurface();
LLViewerRegion *regionp = surfacep->getRegion();
LLViewerParcelOverlay *overlayp = regionp->getParcelOverlay();
LLImageGL *texturep = overlayp->getTexture();
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
LLViewerImage::bindTexture(texturep);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// *NOTE: Because the region is 256 meters wide, but has 257 pixels, the
// texture coordinates for pixel 256x256 is not 1,1. This makes the
// ownership map not line up with the selection. We address this with
// a texture matrix multiply.
glMatrixMode(GL_TEXTURE);
glPushMatrix();
const F32 TEXTURE_FUDGE = 257.f / 256.f;
glScalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *facep = *iter;
facep->renderIndexed(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD);
}
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
// Restore non Texture Unit specific defaults
glDisableClientState(GL_NORMAL_ARRAY);
}
示例5: addGeometryCount
void LLParticlePartition::addGeometryCount(LLSpatialGroup* group, U32& vertex_count, U32& index_count)
{
group->mBufferUsage = mBufferUsage;
mFaceList.clear();
LLViewerCamera* camera = LLViewerCamera::getInstance();
for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
{
LLDrawable* drawablep = *i;
if (drawablep->isDead())
{
continue;
}
LLAlphaObject* obj = (LLAlphaObject*) drawablep->getVObj().get();
obj->mDepth = 0.f;
if (drawablep->isAnimating())
{
group->mBufferUsage = GL_STREAM_DRAW_ARB;
}
U32 count = 0;
for (S32 j = 0; j < drawablep->getNumFaces(); ++j)
{
drawablep->updateFaceSize(j);
LLFace* facep = drawablep->getFace(j);
if ( !facep || !facep->hasGeometry())
{
continue;
}
count++;
facep->mDistance = (facep->mCenterLocal - camera->getOrigin()) * camera->getAtAxis();
obj->mDepth += facep->mDistance;
mFaceList.push_back(facep);
vertex_count += facep->getGeomCount();
index_count += facep->getIndicesCount();
llassert(facep->getIndicesCount() < 65536);
}
obj->mDepth /= count;
}
}
示例6: renderTree
void LLDrawPoolTree::renderTree(BOOL selecting)
{
LLGLState normalize(GL_NORMALIZE, TRUE);
// Bind the texture for this tree.
gGL.getTexUnit(sDiffTex)->bind(mTexturep.get(), TRUE);
U32 indices_drawn = 0;
glMatrixMode(GL_MODELVIEW);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
LLDrawable *drawablep = face->getDrawable();
if (drawablep->isDead() || !face->getVertexBuffer())
{
continue;
}
face->getVertexBuffer()->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
U16* indicesp = (U16*) face->getVertexBuffer()->getIndicesPointer();
// Render each of the trees
LLVOTree *treep = (LLVOTree *)drawablep->getVObj().get();
LLColor4U color(255,255,255,255);
if (!selecting || treep->mGLName != 0)
{
if (selecting)
{
S32 name = treep->mGLName;
color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
}
gGLLastMatrix = NULL;
glLoadMatrixd(gGLModelView);
//glPushMatrix();
F32 mat[16];
for (U32 i = 0; i < 16; i++)
mat[i] = (F32) gGLModelView[i];
LLMatrix4 matrix(mat);
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = treep->getPositionAgent();
//glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
LLMatrix4 trans_mat;
trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
trans_mat *= matrix;
// Rotate to tree position and bend for current trunk/wind
// Note that trunk stiffness controls the amount of bend at the trunk as
// opposed to the crown of the tree
//
const F32 TRUNK_STIFF = 22.f;
LLQuaternion rot =
LLQuaternion(treep->mTrunkBend.magVec()*TRUNK_STIFF*DEG_TO_RAD, LLVector4(treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0)) *
LLQuaternion(90.f*DEG_TO_RAD, LLVector4(0,0,1)) *
treep->getRotation();
LLMatrix4 rot_mat(rot);
rot_mat *= trans_mat;
F32 radius = treep->getScale().magVec()*0.05f;
LLMatrix4 scale_mat;
scale_mat.mMatrix[0][0] =
scale_mat.mMatrix[1][1] =
scale_mat.mMatrix[2][2] = radius;
scale_mat *= rot_mat;
const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f;
const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f;
F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec());
S32 stop_depth = 0;
F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor;
F32 alpha = 1.0;
S32 trunk_LOD = LLVOTree::sMAX_NUM_TREE_LOD_LEVELS;
for (S32 j = 0; j < 4; j++)
{
if (app_angle > LLVOTree::sLODAngles[j])
{
trunk_LOD = j;
break;
}
}
if(trunk_LOD >= LLVOTree::sMAX_NUM_TREE_LOD_LEVELS)
{
continue ; //do not render.
}
//.........这里部分代码省略.........
示例7: handleRectangleSelection
//.........这里部分代码省略.........
return true;
}
S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius());
switch (result)
{
case 0:
LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp);
break;
case 1:
// check vertices
if (!LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive))
{
LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp);
}
break;
default:
break;
}
return true;
}
} func;
LLSelectMgr::getInstance()->getHighlightedObjects()->applyToObjects(&func);
}
if (grow_selection)
{
std::vector<LLDrawable*> potentials;
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
part->cull(*LLViewerCamera::getInstance(), &potentials, TRUE);
}
}
}
for (std::vector<LLDrawable*>::iterator iter = potentials.begin();
iter != potentials.end(); iter++)
{
LLDrawable* drawable = *iter;
LLViewerObject* vobjp = drawable->getVObj();
if (!drawable || !vobjp ||
vobjp->getPCode() != LL_PCODE_VOLUME ||
vobjp->isAttachment() ||
(deselect && !vobjp->isSelected()))
{
continue;
}
if (limit_select_distance && dist_vec_squared(drawable->getWorldPosition(), av_pos) > select_dist_squared)
{
continue;
}
// [RLVa:KB] - Checked: 2010-11-29 (RLVa-1.3.0c) | Added: RLVa-1.3.0c
if ( (rlv_handler_t::isEnabled()) && (!gRlvHandler.canEdit(vobjp)) )
{
continue;
}
// [/RLVa:KB]
S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius());
if (result)
{
switch (result)
{
case 1:
// check vertices
if (LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive))
{
LLSelectMgr::getInstance()->highlightObjectOnly(vobjp);
}
break;
case 2:
LLSelectMgr::getInstance()->highlightObjectOnly(vobjp);
break;
default:
break;
}
}
}
}
// restore drawing mode
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
// restore camera
LLViewerCamera::getInstance()->setFar(old_far_plane);
LLViewerCamera::getInstance()->setNear(old_near_plane);
gViewerWindow->setup3DRender();
}
示例8: setVisible
void LLSpatialBridge::setVisible(LLCamera& camera_in, std::vector<LLDrawable*>* results, BOOL for_select)
{
if (!gPipeline.hasRenderType(mDrawableType))
{
return;
}
//HACK don't draw attachments for avatars that haven't been visible in more than a frame
LLViewerObject *vobj = mDrawable->getVObj();
if (vobj && vobj->isAttachment() && !vobj->isHUDAttachment())
{
LLDrawable* av;
LLDrawable* parent = mDrawable->getParent();
if (parent)
{
LLViewerObject* objparent = parent->getVObj();
av = objparent->mDrawable;
LLSpatialGroup* group = av->getSpatialGroup();
BOOL impostor = FALSE;
BOOL loaded = FALSE;
if (objparent->isAvatar())
{
LLVOAvatar* avatarp = (LLVOAvatar*) objparent;
if (avatarp->isVisible())
{
impostor = objparent->isAvatar() && ((LLVOAvatar*) objparent)->isImpostor();
loaded = objparent->isAvatar() && ((LLVOAvatar*) objparent)->isFullyLoaded();
}
else
{
return;
}
}
if (!group ||
LLDrawable::getCurrentFrame() - av->mVisible > 1 ||
impostor ||
!loaded)
{
return;
}
}
}
LLSpatialGroup* group = (LLSpatialGroup*) mOctree->getListener(0);
group->rebound();
LLVector4a center;
center.setAdd(mExtents[0], mExtents[1]);
center.mul(0.5f);
LLVector4a size;
size.setSub(mExtents[1], mExtents[0]);
size.mul(0.5f);
if ((LLPipeline::sShadowRender && camera_in.AABBInFrustum(center, size)) ||
LLPipeline::sImpostorRender ||
(camera_in.AABBInFrustumNoFarClip(center, size) &&
AABBSphereIntersect(mExtents[0], mExtents[1], camera_in.getOrigin(), camera_in.mFrustumCornerDist)))
{
if (!LLPipeline::sImpostorRender &&
!LLPipeline::sShadowRender &&
LLPipeline::calcPixelArea(center, size, camera_in) < FORCE_INVISIBLE_AREA)
{
return;
}
LLDrawable::setVisible(camera_in);
if (for_select)
{
results->push_back(mDrawable);
if (mDrawable->getVObj())
{
LLViewerObject::const_child_list_t& child_list = mDrawable->getVObj()->getChildren();
for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
iter != child_list.end(); iter++)
{
LLViewerObject* child = *iter;
LLDrawable* drawable = child->mDrawable;
results->push_back(drawable);
}
}
}
else
{
LLCamera trans_camera = transformCamera(camera_in);
LLOctreeMarkNotCulled culler(&trans_camera);
culler.traverse(mOctree);
}
}
}
示例9: handleRectangleSelection
//.........这里部分代码省略.........
struct f : public LLSelectedObjectFunctor
{
virtual bool apply(LLViewerObject* vobjp)
{
LLDrawable* drawable = vobjp->mDrawable;
if (!drawable || vobjp->getPCode() != LL_PCODE_VOLUME || vobjp->isAttachment())
{
return true;
}
S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius());
switch (result)
{
case 0:
LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp);
break;
case 1:
// check vertices
if (!LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive))
{
LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp);
}
break;
default:
break;
}
return true;
}
} func;
LLSelectMgr::getInstance()->getHighlightedObjects()->applyToObjects(&func);
}
if (grow_selection)
{
std::vector<LLDrawable*> potentials;
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
LLViewerRegion* region = *iter;
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
{
LLSpatialPartition* part = region->getSpatialPartition(i);
if (part)
{
part->cull(*LLViewerCamera::getInstance(), &potentials, TRUE);
}
}
}
for (std::vector<LLDrawable*>::iterator iter = potentials.begin();
iter != potentials.end(); iter++)
{
LLDrawable* drawable = *iter;
LLViewerObject* vobjp = drawable->getVObj();
if (!drawable || !vobjp ||
vobjp->getPCode() != LL_PCODE_VOLUME ||
vobjp->isAttachment() ||
(deselect && !vobjp->isSelected()))
{
continue;
}
if (limit_select_distance && dist_vec_squared(drawable->getWorldPosition(), av_pos) > select_dist_squared)
{
continue;
}
S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius());
if (result)
{
switch (result)
{
case 1:
// check vertices
if (LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive))
{
LLSelectMgr::getInstance()->highlightObjectOnly(vobjp);
}
break;
case 2:
LLSelectMgr::getInstance()->highlightObjectOnly(vobjp);
break;
default:
break;
}
}
}
}
// restore drawing mode
glMatrixMode(GL_PROJECTION);
gGL.popMatrix();
glMatrixMode(GL_MODELVIEW);
// restore camera
LLViewerCamera::getInstance()->setFar(old_far_plane);
LLViewerCamera::getInstance()->setNear(old_near_plane);
gViewerWindow->setup3DRender();
}
示例10: renderTree
void LLDrawPoolTree::renderTree(BOOL selecting)
{
LLGLState normalize(GL_NORMALIZE, TRUE);
// Bind the texture for this tree.
LLViewerImage::bindTexture(mTexturep,sDiffTex);
if (mTexturep)
{
if (mTexturep->getClampS()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
}
if (mTexturep->getClampT()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
}
U32 indices_drawn = 0;
glMatrixMode(GL_MODELVIEW);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
LLDrawable *drawablep = face->getDrawable();
if (drawablep->isDead() || face->mVertexBuffer.isNull())
{
continue;
}
face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
U32* indicesp = (U32*) face->mVertexBuffer->getIndicesPointer();
// Render each of the trees
LLVOTree *treep = (LLVOTree *)drawablep->getVObj();
LLColor4U color(255,255,255,255);
if (!selecting || treep->mGLName != 0)
{
if (selecting)
{
S32 name = treep->mGLName;
color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
}
glPushMatrix();
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = treep->getPositionAgent();
glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
// Rotate to tree position
F32 angle_radians, x, y, z;
treep->getRotation().getAngleAxis(&angle_radians, &x, &y, &z);
glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
// Rotate and bend for current trunk/wind
// Note that trunk stiffness controls the amount of bend at the trunk as
// opposed to the crown of the tree
//
glRotatef(90.f, 0, 0, 1);
const F32 TRUNK_STIFF = 22.f;
glRotatef(treep->mTrunkBend.magVec()*TRUNK_STIFF, treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0);
F32 radius = treep->getScale().magVec()*0.5f;
radius *= 0.1f;
glScalef(radius, radius, radius);
const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f;
const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f;
F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec());
S32 stop_depth = 0;
F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor;
F32 alpha = 1.0;
S32 trunk_LOD = 0;
for (S32 j = 0; j < 4; j++)
{
if (app_angle > LLVOTree::sLODAngles[j])
{
trunk_LOD = j;
break;
}
}
if (app_angle < (THRESH_ANGLE_FOR_BILLBOARD - BLEND_RANGE_FOR_BILLBOARD))
{
//
// Draw only the billboard
//
// Only the billboard, can use closer to normal alpha func.
stop_depth = -1;
LLFacePool::LLOverrideFaceColor clr(this, color);
indices_drawn += treep->drawBranchPipeline(indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
//.........这里部分代码省略.........