Some nice dist^2 vector length checks to save from squarerooting.
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@@ -67,7 +67,7 @@ const S32 PKT_SIZE = 57;
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// throttle
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const F32 MAX_SENDS_PER_SEC = 4.f;
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const F32 MIN_DELTAPOS_FOR_UPDATE = 0.05f;
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const F32 MIN_DELTAPOS_FOR_UPDATE_SQUARED = 0.05f * 0.05f;
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const F32 MIN_TARGET_OFFSET_SQUARED = 0.0001f;
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@@ -427,7 +427,7 @@ BOOL LLHUDEffectLookAt::setLookAt(ELookAtType target_type, LLViewerObject *objec
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BOOL lookAtChanged = (target_type != mTargetType) || (object != mTargetObject);
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// lookat position has moved a certain amount and we haven't just sent an update
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lookAtChanged = lookAtChanged || ((dist_vec(position, mLastSentOffsetGlobal) > MIN_DELTAPOS_FOR_UPDATE) &&
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lookAtChanged = lookAtChanged || ((dist_vec_squared(position, mLastSentOffsetGlobal) > MIN_DELTAPOS_FOR_UPDATE_SQUARED) &&
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((current_time - mLastSendTime) > (1.f / MAX_SENDS_PER_SEC)));
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if (lookAtChanged)
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@@ -53,7 +53,7 @@ const S32 PKT_SIZE = 57;
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// throttle
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const F32 MAX_SENDS_PER_SEC = 4.f;
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const F32 MIN_DELTAPOS_FOR_UPDATE = 0.05f;
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const F32 MIN_DELTAPOS_FOR_UPDATE_SQUARED = 0.05f * 0.05f;
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// timeouts
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// can't use actual F32_MAX, because we add this to the current frametime
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@@ -251,7 +251,7 @@ BOOL LLHUDEffectPointAt::setPointAt(EPointAtType target_type, LLViewerObject *ob
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BOOL targetTypeChanged = (target_type != mTargetType) ||
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(object != mTargetObject);
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BOOL targetPosChanged = (dist_vec(position, mLastSentOffsetGlobal) > MIN_DELTAPOS_FOR_UPDATE) &&
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BOOL targetPosChanged = (dist_vec_squared(position, mLastSentOffsetGlobal) > MIN_DELTAPOS_FOR_UPDATE_SQUARED) &&
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((current_time - mLastSendTime) > (1.f / MAX_SENDS_PER_SEC));
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if (targetTypeChanged || targetPosChanged)
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@@ -222,8 +222,6 @@ void LLManipScale::render()
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LLVector3 center_agent = gAgent.getPosAgentFromGlobal(LLSelectMgr::getInstance()->getSelectionCenterGlobal());
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F32 range;
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F32 range_from_agent;
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if (mObjectSelection->getSelectType() == SELECT_TYPE_HUD)
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{
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mBoxHandleSize = BOX_HANDLE_BASE_SIZE * BOX_HANDLE_BASE_FACTOR / (F32) LLViewerCamera::getInstance()->getViewHeightInPixels();
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@@ -231,25 +229,25 @@ void LLManipScale::render()
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}
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else
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{
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range = dist_vec(gAgent.getCameraPositionAgent(), center_agent);
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range_from_agent = dist_vec(gAgent.getPositionAgent(), center_agent);
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F32 range_squared = dist_vec_squared(gAgent.getCameraPositionAgent(), center_agent);
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F32 range_from_agent_squared = dist_vec_squared(gAgent.getPositionAgent(), center_agent);
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// Don't draw manip if object too far away
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if (gSavedSettings.getBOOL("LimitSelectDistance"))
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{
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F32 max_select_distance = gSavedSettings.getF32("MaxSelectDistance");
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if (range_from_agent > max_select_distance)
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if (range_from_agent_squared > max_select_distance * max_select_distance)
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{
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return;
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}
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}
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if (range > 0.001f)
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if (range_squared > 0.001f * 0.001f)
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{
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// range != zero
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F32 fraction_of_fov = BOX_HANDLE_BASE_SIZE / (F32) LLViewerCamera::getInstance()->getViewHeightInPixels();
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F32 apparent_angle = fraction_of_fov * LLViewerCamera::getInstance()->getView(); // radians
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mBoxHandleSize = range * tan(apparent_angle) * BOX_HANDLE_BASE_FACTOR;
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mBoxHandleSize = (F32) sqrtf(range_squared) * tan(apparent_angle) * BOX_HANDLE_BASE_FACTOR;
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}
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else
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{
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@@ -6404,23 +6404,24 @@ bool LLSelectMgr::selectionMove(const LLVector3& displ,
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if (update_position)
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{
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// calculate the distance of the object closest to the camera origin
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F32 min_dist = 1e+30f;
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F32 min_dist_squared = F32_MAX; // value will be overridden in the loop
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LLVector3 obj_pos;
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for (LLObjectSelection::root_iterator it = getSelection()->root_begin();
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it != getSelection()->root_end(); ++it)
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{
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obj_pos = (*it)->getObject()->getPositionEdit();
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F32 obj_dist = dist_vec(obj_pos, LLViewerCamera::getInstance()->getOrigin());
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if (obj_dist < min_dist)
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F32 obj_dist_squared = dist_vec_squared(obj_pos, LLViewerCamera::getInstance()->getOrigin());
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if (obj_dist_squared < min_dist_squared)
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{
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min_dist = obj_dist;
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min_dist_squared = obj_dist_squared;
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}
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}
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// factor the distance inside the displacement vector. This will get us
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// factor the distance into the displacement vector. This will get us
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// equally visible movements for both close and far away selections.
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min_dist = sqrt(min_dist) / 2;
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F32 min_dist = sqrt((F32) sqrtf(min_dist_squared)) / 2;
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displ_global.setVec(displ.mV[0]*min_dist,
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displ.mV[1]*min_dist,
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displ.mV[2]*min_dist);
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