829 lines
22 KiB
C++
829 lines
22 KiB
C++
/**
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* @file llviewercamera.cpp
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* @brief LLViewerCamera class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llviewercamera.h"
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#include "llagent.h"
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#include "llagentcamera.h"
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#include "llviewercontrol.h"
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#include "llviewerobjectlist.h"
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#include "llviewerregion.h"
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#include "llviewerwindow.h"
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#include "llvovolume.h"
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#include "llworld.h"
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#include "lltoolmgr.h"
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#include "llviewerjoystick.h"
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// [RLVa:KB] - Checked: 2010-04-11 (RLVa-1.2.0e)
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#include "rlvhandler.h"
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// [/RLVa:KB]
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// Linden library includes
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#include "lldrawable.h"
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#include "llface.h"
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#include "llgl.h"
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#include "llglheaders.h"
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#include "llquaternion.h"
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#include "llwindow.h" // getPixelAspectRatio()
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// System includes
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#include <iomanip> // for setprecision
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U32 LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
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//glu pick matrix implementation borrowed from Mesa3D
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glh::matrix4f gl_pick_matrix(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLint* viewport)
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{
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GLfloat m[16];
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GLfloat sx, sy;
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GLfloat tx, ty;
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sx = viewport[2] / width;
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sy = viewport[3] / height;
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tx = (viewport[2] + 2.f * (viewport[0] - x)) / width;
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ty = (viewport[3] + 2.f * (viewport[1] - y)) / height;
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#define M(row,col) m[col*4+row]
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M(0,0) = sx; M(0,1) = 0.f; M(0,2) = 0.f; M(0,3) = tx;
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M(1,0) = 0.f; M(1,1) = sy; M(1,2) = 0.f; M(1,3) = ty;
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M(2,0) = 0.f; M(2,1) = 0.f; M(2,2) = 1.f; M(2,3) = 0.f;
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M(3,0) = 0.f; M(3,1) = 0.f; M(3,2) = 0.f; M(3,3) = 1.f;
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#undef M
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return glh::matrix4f(m);
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}
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glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
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{
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GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f);
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return glh::matrix4f(f/aspect, 0, 0, 0,
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0, f, 0, 0,
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0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar),
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0, 0, -1.f, 0);
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}
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glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up)
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{
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LLVector3 f = center-eye;
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f.normVec();
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up.normVec();
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LLVector3 s = f % up;
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LLVector3 u = s % f;
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return glh::matrix4f(s[0], s[1], s[2], 0,
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u[0], u[1], u[2], 0,
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-f[0], -f[1], -f[2], 0,
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0, 0, 0, 1);
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}
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LLViewerCamera::LLViewerCamera() : LLCamera()
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{
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calcProjection(getFar());
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mCameraFOVDefault = DEFAULT_FIELD_OF_VIEW;
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mSavedFOVDefault = DEFAULT_FIELD_OF_VIEW; // <exodus/>
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mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f);
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mPixelMeterRatio = 0.f;
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mScreenPixelArea = 0;
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mZoomFactor = 1.f;
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mZoomSubregion = 1;
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mAverageSpeed = 0.f;
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mAverageAngularSpeed = 0.f;
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gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2));
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}
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void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er,
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const LLVector3 &up_direction,
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const LLVector3 &point_of_interest)
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{
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// do not update if avatar didn't move
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if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate())
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{
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return;
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}
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LLVector3 last_position;
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LLVector3 last_axis;
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last_position = getOrigin();
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last_axis = getAtAxis();
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mLastPointOfInterest = point_of_interest;
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LLViewerRegion * regp = gAgent.getRegion();
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F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f;
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LLVector3 origin = center;
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if (origin.mV[2] > water_height)
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{
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origin.mV[2] = llmax(origin.mV[2], water_height+0.20f);
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}
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else
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{
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origin.mV[2] = llmin(origin.mV[2], water_height-0.20f);
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}
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setOriginAndLookAt(origin, up_direction, point_of_interest);
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mVelocityDir = center - last_position ;
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F32 dpos = mVelocityDir.normVec() ;
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LLQuaternion rotation;
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rotation.shortestArc(last_axis, getAtAxis());
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F32 x, y, z;
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F32 drot;
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rotation.getAngleAxis(&drot, &x, &y, &z);
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mVelocityStat.addValue(dpos);
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mAngularVelocityStat.addValue(drot);
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mAverageSpeed = mVelocityStat.getMeanPerSec() ;
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mAverageAngularSpeed = mAngularVelocityStat.getMeanPerSec() ;
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mCosHalfCameraFOV = cosf(0.5f * getView() * llmax(1.0f, getAspect()));
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// update pixel meter ratio using default fov, not modified one
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mPixelMeterRatio = getViewHeightInPixels()/ (2.f*tanf(mCameraFOVDefault*0.5));
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// update screen pixel area
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mScreenPixelArea =(S32)((F32)getViewHeightInPixels() * ((F32)getViewHeightInPixels() * getAspect()));
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}
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const LLMatrix4 &LLViewerCamera::getProjection() const
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{
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calcProjection(getFar());
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return mProjectionMatrix;
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}
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const LLMatrix4 &LLViewerCamera::getModelview() const
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{
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LLMatrix4 cfr(OGL_TO_CFR_ROTATION);
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getMatrixToLocal(mModelviewMatrix);
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mModelviewMatrix *= cfr;
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return mModelviewMatrix;
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}
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void LLViewerCamera::calcProjection(const F32 far_distance) const
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{
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F32 fov_y, z_far, z_near, aspect, f;
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fov_y = getView();
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z_far = far_distance;
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z_near = getNear();
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aspect = getAspect();
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f = 1/tan(fov_y*0.5f);
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mProjectionMatrix.setZero();
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mProjectionMatrix.mMatrix[0][0] = f/aspect;
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mProjectionMatrix.mMatrix[1][1] = f;
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mProjectionMatrix.mMatrix[2][2] = (z_far + z_near)/(z_near - z_far);
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mProjectionMatrix.mMatrix[3][2] = (2*z_far*z_near)/(z_near - z_far);
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mProjectionMatrix.mMatrix[2][3] = -1;
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}
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// Sets up opengl state for 3D drawing. If for selection, also
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// sets up a pick matrix. x and y are ignored if for_selection is false.
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// The picking region is centered on x,y and has the specified width and
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// height.
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//static
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void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip, BOOL no_hacks)
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{
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LLVector3 frust[8];
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LLRect view_port(gGLViewport[0],gGLViewport[1]+gGLViewport[3],gGLViewport[0]+gGLViewport[2],gGLViewport[1]);
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if (no_hacks)
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{
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mBottom,0.f),gGLModelView,gGLProjection,view_port,frust[0]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mBottom,0.f),gGLModelView,gGLProjection,view_port,frust[1]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mTop,0.f),gGLModelView,gGLProjection,view_port,frust[2]);
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mTop,0.f),gGLModelView,gGLProjection,view_port,frust[3]);
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mBottom,1.f),gGLModelView,gGLProjection,view_port,frust[4]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mBottom,1.f),gGLModelView,gGLProjection,view_port,frust[5]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mTop,1.f),gGLModelView,gGLProjection,view_port,frust[6]);
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mTop,1.f),gGLModelView,gGLProjection,view_port,frust[7]);
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}
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else if (zflip)
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{
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mTop,0.f),gGLModelView,gGLProjection,view_port,frust[0]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mTop,0.f),gGLModelView,gGLProjection,view_port,frust[1]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mBottom,0.f),gGLModelView,gGLProjection,view_port,frust[2]);
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mBottom,0.f),gGLModelView,gGLProjection,view_port,frust[3]);
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mTop,1.f),gGLModelView,gGLProjection,view_port,frust[4]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mTop,1.f),gGLModelView,gGLProjection,view_port,frust[5]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mBottom,1.f),gGLModelView,gGLProjection,view_port,frust[6]);
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mBottom,1.f),gGLModelView,gGLProjection,view_port,frust[7]);
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for (U32 i = 0; i < 4; i++)
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{
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frust[i+4] = frust[i+4]-frust[i];
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frust[i+4].normVec();
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frust[i+4] = frust[i] + frust[i+4]*camera.getFar();
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}
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}
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else
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{
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mBottom,0.f),gGLModelView,gGLProjection,view_port,frust[0]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mBottom,0.f),gGLModelView,gGLProjection,view_port,frust[1]);
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gGL.unprojectf(LLVector3(view_port.mRight,view_port.mTop,0.f),gGLModelView,gGLProjection,view_port,frust[2]);
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gGL.unprojectf(LLVector3(view_port.mLeft,view_port.mTop,0.f),gGLModelView,gGLProjection,view_port,frust[3]);
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if (ortho)
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{
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LLVector3 far_shift = camera.getAtAxis()*camera.getFar()*2.f;
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for (U32 i = 0; i < 4; i++)
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{
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frust[i+4] = frust[i] + far_shift;
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}
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}
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else
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{
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for (U32 i = 0; i < 4; i++)
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{
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LLVector3 vec = frust[i] - camera.getOrigin();
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vec.normVec();
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frust[i+4] = camera.getOrigin() + vec*camera.getFar();
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}
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}
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}
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camera.calcAgentFrustumPlanes(frust);
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}
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void LLViewerCamera::setPerspective(BOOL for_selection,
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S32 x, S32 y_from_bot, S32 width, S32 height,
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BOOL limit_select_distance,
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F32 z_near, F32 z_far)
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{
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F32 fov_y, aspect;
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fov_y = RAD_TO_DEG * getView();
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BOOL z_default_far = FALSE;
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if (z_far <= 0)
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{
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z_default_far = TRUE;
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z_far = getFar();
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}
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if (z_near <= 0)
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{
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z_near = getNear();
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}
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aspect = getAspect();
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// Load camera view matrix
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gGL.matrixMode( LLRender::MM_PROJECTION );
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gGL.loadIdentity();
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glh::matrix4f proj_mat;
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if (for_selection)
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{
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// make a tiny little viewport
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// anything drawn into this viewport will be "selected"
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GLint viewport[4];
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viewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
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viewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
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viewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
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viewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
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proj_mat = gl_pick_matrix(x+width/2.f, y_from_bot+height/2.f, (GLfloat) width, (GLfloat) height, viewport);
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if (limit_select_distance)
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{
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// ...select distance from control
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// z_far = gSavedSettings.getF32("MaxSelectDistance");
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// [RLVa:KB] - Checked: 2010-04-11 (RLVa-1.2.0e) | Added: RLVa-1.2.0e
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z_far = (!gRlvHandler.hasBehaviour(RLV_BHVR_FARTOUCH)) ? gSavedSettings.getF32("MaxSelectDistance") : 1.5;
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// [/RLVa:KB]
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}
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else
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{
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z_far = gAgentCamera.mDrawDistance;
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}
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}
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else
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{
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// Only override the far clip if it's not passed in explicitly.
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if (z_default_far)
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{
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z_far = MAX_FAR_CLIP;
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}
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glViewport(x, y_from_bot, width, height);
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gGLViewport[0] = x;
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gGLViewport[1] = y_from_bot;
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gGLViewport[2] = width;
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gGLViewport[3] = height;
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}
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if (mZoomFactor > 1.f)
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{
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float offset = mZoomFactor - 1.f;
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int pos_y = mZoomSubregion / llceil(mZoomFactor);
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int pos_x = mZoomSubregion - (pos_y*llceil(mZoomFactor));
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glh::matrix4f translate;
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translate.set_translate(glh::vec3f(offset - (F32)pos_x * 2.f, offset - (F32)pos_y * 2.f, 0.f));
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glh::matrix4f scale;
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scale.set_scale(glh::vec3f(mZoomFactor, mZoomFactor, 1.f));
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proj_mat = scale*proj_mat;
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proj_mat = translate*proj_mat;
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}
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calcProjection(z_far); // Update the projection matrix cache
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proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far);
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gGL.loadMatrix(proj_mat.m);
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gGLProjection.loadu(proj_mat.m);
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gGL.matrixMode(LLRender::MM_MODELVIEW );
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glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION);
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GLfloat ogl_matrix[16];
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getOpenGLTransform(ogl_matrix);
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modelview *= glh::matrix4f(ogl_matrix);
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gGL.loadMatrix(modelview.m);
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if (for_selection && (width > 1 || height > 1))
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{
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// NB: as of this writing, i believe the code below is broken (doesn't take into account the world view, assumes entire window)
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// however, it is also unused (the GL matricies are used for selection, (see LLCamera::sphereInFrustum())) and so i'm not
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// comfortable hacking on it.
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calculateFrustumPlanesFromWindow((F32)(x - width / 2) / (F32)gViewerWindow->getWindowWidthScaled() - 0.5f,
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(F32)(y_from_bot - height / 2) / (F32)gViewerWindow->getWindowHeightScaled() - 0.5f,
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(F32)(x + width / 2) / (F32)gViewerWindow->getWindowWidthScaled() - 0.5f,
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(F32)(y_from_bot + height / 2) / (F32)gViewerWindow->getWindowHeightScaled() - 0.5f);
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}
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// if not picking and not doing a snapshot, cache various GL matrices
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if (!for_selection && mZoomFactor == 1.f)
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{
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// Save GL matrices for access elsewhere in code, especially project_world_to_screen
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//glGetDoublev(GL_MODELVIEW_MATRIX, gGLModelView);
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gGLModelView.loadu(modelview.m);
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}
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updateFrustumPlanes(*this);
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/*if (gSavedSettings.getBOOL("CameraOffset"))
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{
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gGL.matrixMode(LLRender::MM_PROJECTION);
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gGL.translatef(0,0,-50);
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gGL.rotatef(20.0,1,0,0);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}*/
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}
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// Uses the last GL matrices set in set_perspective to project a point from
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// screen coordinates to the agent's region.
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void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const
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{
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gGL.unprojectf(
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LLVector3(screen_x,screen_y,0.f),
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gGLModelView, gGLProjection, LLRect(gGLViewport[0],gGLViewport[1]+gGLViewport[3],gGLViewport[0]+gGLViewport[2],gGLViewport[1]),
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*pos_agent );
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}
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// Uses the last GL matrices set in set_perspective to project a point from
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// the agent's region space to screen coordinates. Returns TRUE if point in within
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// the current window.
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BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const BOOL clamp) const
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{
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BOOL in_front = TRUE;
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|
LLVector3 window_coordinates;
|
|
|
|
LLVector3 dir_to_point = pos_agent - getOrigin();
|
|
dir_to_point /= dir_to_point.magVec();
|
|
|
|
if (dir_to_point * getAtAxis() < 0.f)
|
|
{
|
|
if (clamp)
|
|
{
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
in_front = FALSE;
|
|
}
|
|
}
|
|
|
|
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
|
|
|
|
if (gGL.projectf(pos_agent, gGLModelView, gGLProjection, world_view_rect, window_coordinates))
|
|
{
|
|
F32 &x = window_coordinates.mV[VX];
|
|
F32 &y = window_coordinates.mV[VY];
|
|
|
|
// convert screen coordinates to virtual UI coordinates
|
|
x /= gViewerWindow->getDisplayScale().mV[VX];
|
|
y /= gViewerWindow->getDisplayScale().mV[VY];
|
|
|
|
// should now have the x,y coords of grab_point in screen space
|
|
LLRect world_rect = gViewerWindow->getWorldViewRectScaled();
|
|
|
|
// ...sanity check
|
|
S32 int_x = lltrunc(x);
|
|
S32 int_y = lltrunc(y);
|
|
|
|
BOOL valid = TRUE;
|
|
|
|
if (clamp)
|
|
{
|
|
if (int_x < world_rect.mLeft)
|
|
{
|
|
out_point.mX = world_rect.mLeft;
|
|
valid = FALSE;
|
|
}
|
|
else if (int_x > world_rect.mRight)
|
|
{
|
|
out_point.mX = world_rect.mRight;
|
|
valid = FALSE;
|
|
}
|
|
else
|
|
{
|
|
out_point.mX = int_x;
|
|
}
|
|
|
|
if (int_y < world_rect.mBottom)
|
|
{
|
|
out_point.mY = world_rect.mBottom;
|
|
valid = FALSE;
|
|
}
|
|
else if (int_y > world_rect.mTop)
|
|
{
|
|
out_point.mY = world_rect.mTop;
|
|
valid = FALSE;
|
|
}
|
|
else
|
|
{
|
|
out_point.mY = int_y;
|
|
}
|
|
return valid;
|
|
}
|
|
else
|
|
{
|
|
out_point.mX = int_x;
|
|
out_point.mY = int_y;
|
|
|
|
if (int_x < world_rect.mLeft)
|
|
{
|
|
valid = FALSE;
|
|
}
|
|
else if (int_x > world_rect.mRight)
|
|
{
|
|
valid = FALSE;
|
|
}
|
|
if (int_y < world_rect.mBottom)
|
|
{
|
|
valid = FALSE;
|
|
}
|
|
else if (int_y > world_rect.mTop)
|
|
{
|
|
valid = FALSE;
|
|
}
|
|
|
|
return in_front && valid;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// Uses the last GL matrices set in set_perspective to project a point from
|
|
// the agent's region space to the nearest edge in screen coordinates.
|
|
// Returns TRUE if projection succeeds.
|
|
BOOL LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
|
|
LLCoordGL &out_point) const
|
|
{
|
|
LLVector3 dir_to_point = pos_agent - getOrigin();
|
|
dir_to_point /= dir_to_point.magVec();
|
|
|
|
BOOL in_front = TRUE;
|
|
if (dir_to_point * getAtAxis() < 0.f)
|
|
{
|
|
in_front = FALSE;
|
|
}
|
|
|
|
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
|
|
LLVector3 window_coordinates;
|
|
|
|
if (gGL.projectf(pos_agent, gGLModelView, gGLProjection, world_view_rect, window_coordinates))
|
|
{
|
|
F32 &x = window_coordinates.mV[VX];
|
|
F32 &y = window_coordinates.mV[VY];
|
|
|
|
x /= gViewerWindow->getDisplayScale().mV[VX];
|
|
y /= gViewerWindow->getDisplayScale().mV[VY];
|
|
// should now have the x,y coords of grab_point in screen space
|
|
const LLRect& world_rect = gViewerWindow->getWorldViewRectScaled();
|
|
|
|
// ...sanity check
|
|
S32 int_x = lltrunc(x);
|
|
S32 int_y = lltrunc(y);
|
|
|
|
// find the center
|
|
GLdouble center_x = (GLdouble)world_rect.getCenterX();
|
|
GLdouble center_y = (GLdouble)world_rect.getCenterY();
|
|
|
|
if (x == center_x && y == center_y)
|
|
{
|
|
// can't project to edge from exact center
|
|
return FALSE;
|
|
}
|
|
|
|
// find the line from center to local
|
|
GLdouble line_x = x - center_x;
|
|
GLdouble line_y = y - center_y;
|
|
|
|
int_x = lltrunc(center_x);
|
|
int_y = lltrunc(center_y);
|
|
|
|
|
|
if (0.f == line_x)
|
|
{
|
|
// the slope of the line is undefined
|
|
if (line_y > 0.f)
|
|
{
|
|
int_y = world_rect.mTop;
|
|
}
|
|
else
|
|
{
|
|
int_y = world_rect.mBottom;
|
|
}
|
|
}
|
|
else if (0 == world_rect.getWidth())
|
|
{
|
|
// the diagonal slope of the view is undefined
|
|
if (y < world_rect.mBottom)
|
|
{
|
|
int_y = world_rect.mBottom;
|
|
}
|
|
else if ( y > world_rect.mTop)
|
|
{
|
|
int_y = world_rect.mTop;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
F32 line_slope = (F32)(line_y / line_x);
|
|
F32 rect_slope = ((F32)world_rect.getHeight()) / ((F32)world_rect.getWidth());
|
|
|
|
if (fabs(line_slope) > rect_slope)
|
|
{
|
|
if (line_y < 0.f)
|
|
{
|
|
// bottom
|
|
int_y = world_rect.mBottom;
|
|
}
|
|
else
|
|
{
|
|
// top
|
|
int_y = world_rect.mTop;
|
|
}
|
|
int_x = lltrunc(((GLdouble)int_y - center_y) / line_slope + center_x);
|
|
}
|
|
else if (fabs(line_slope) < rect_slope)
|
|
{
|
|
if (line_x < 0.f)
|
|
{
|
|
// left
|
|
int_x = world_rect.mLeft;
|
|
}
|
|
else
|
|
{
|
|
// right
|
|
int_x = world_rect.mRight;
|
|
}
|
|
int_y = lltrunc(((GLdouble)int_x - center_x) * line_slope + center_y);
|
|
}
|
|
else
|
|
{
|
|
// exactly parallel ==> push to the corners
|
|
if (line_x > 0.f)
|
|
{
|
|
int_x = world_rect.mRight;
|
|
}
|
|
else
|
|
{
|
|
int_x = world_rect.mLeft;
|
|
}
|
|
if (line_y > 0.0f)
|
|
{
|
|
int_y = world_rect.mTop;
|
|
}
|
|
else
|
|
{
|
|
int_y = world_rect.mBottom;
|
|
}
|
|
}
|
|
}
|
|
if (!in_front)
|
|
{
|
|
int_x = world_rect.mLeft + world_rect.mRight - int_x;
|
|
int_y = world_rect.mBottom + world_rect.mTop - int_y;
|
|
}
|
|
|
|
out_point.mX = int_x + world_rect.mLeft;
|
|
out_point.mY = int_y + world_rect.mBottom;
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
void LLViewerCamera::getPixelVectors(const LLVector3 &pos_agent, LLVector3 &up, LLVector3 &right)
|
|
{
|
|
LLVector3 to_vec = pos_agent - getOrigin();
|
|
|
|
F32 at_dist = to_vec * getAtAxis();
|
|
|
|
F32 height_meters = at_dist* (F32)tan(getView()/2.f);
|
|
F32 height_pixels = getViewHeightInPixels()/2.f;
|
|
|
|
F32 pixel_aspect = gViewerWindow->getWindow()->getPixelAspectRatio();
|
|
|
|
F32 meters_per_pixel = height_meters / height_pixels;
|
|
up = getUpAxis() * meters_per_pixel * gViewerWindow->getDisplayScale().mV[VY];
|
|
right = -1.f * pixel_aspect * meters_per_pixel * getLeftAxis() * gViewerWindow->getDisplayScale().mV[VX];
|
|
}
|
|
|
|
LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent)
|
|
{
|
|
F32 dist = (pos_agent - getOrigin()).magVec();
|
|
// Convert to screen space and back, preserving the depth.
|
|
LLCoordGL screen_point;
|
|
if (!projectPosAgentToScreen(pos_agent, screen_point, FALSE))
|
|
{
|
|
// Off the screen, just return the original position.
|
|
return pos_agent;
|
|
}
|
|
|
|
LLVector3 ray_dir;
|
|
|
|
projectScreenToPosAgent(screen_point.mX, screen_point.mY, &ray_dir);
|
|
ray_dir -= getOrigin();
|
|
ray_dir.normVec();
|
|
|
|
LLVector3 pos_agent_rounded = getOrigin() + ray_dir*dist;
|
|
|
|
/*
|
|
LLVector3 pixel_x, pixel_y;
|
|
getPixelVectors(pos_agent_rounded, pixel_y, pixel_x);
|
|
pos_agent_rounded += 0.5f*pixel_x, 0.5f*pixel_y;
|
|
*/
|
|
return pos_agent_rounded;
|
|
}
|
|
|
|
BOOL LLViewerCamera::cameraUnderWater() const
|
|
{
|
|
if(!gAgent.getRegion())
|
|
{
|
|
return FALSE ;
|
|
}
|
|
return getOrigin().mV[VZ] < gAgent.getRegion()->getWaterHeight();
|
|
}
|
|
|
|
BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts)
|
|
{
|
|
S32 i, num_faces;
|
|
LLDrawable* drawablep = volumep->mDrawable;
|
|
|
|
if (!drawablep)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
LLVolume* volume = volumep->getVolume();
|
|
if (!volume)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
LLVOVolume* vo_volume = (LLVOVolume*) volumep;
|
|
|
|
vo_volume->updateRelativeXform();
|
|
LLMatrix4 mat = vo_volume->getRelativeXform();
|
|
|
|
LLMatrix4 render_mat(vo_volume->getRenderRotation(), LLVector4(vo_volume->getRenderPosition()));
|
|
|
|
LLMatrix4a render_mata;
|
|
render_mata.loadu(render_mat);
|
|
LLMatrix4a mata;
|
|
mata.loadu(mat);
|
|
|
|
num_faces = volume->getNumVolumeFaces();
|
|
for (i = 0; i < num_faces; i++)
|
|
{
|
|
const LLVolumeFace& face = volume->getVolumeFace(i);
|
|
|
|
for (U32 v = 0; v < (U32)face.mNumVertices; v++)
|
|
{
|
|
const LLVector4a& src_vec = face.mPositions[v];
|
|
LLVector4a vec;
|
|
mata.affineTransform(src_vec, vec);
|
|
|
|
if (drawablep->isActive())
|
|
{
|
|
LLVector4a t = vec;
|
|
render_mata.affineTransform(t, vec);
|
|
}
|
|
|
|
BOOL in_frustum = pointInFrustum(LLVector3(vec.getF32ptr())) > 0;
|
|
|
|
if (( !in_frustum && all_verts) ||
|
|
(in_frustum && !all_verts))
|
|
{
|
|
return !all_verts;
|
|
}
|
|
}
|
|
}
|
|
return all_verts;
|
|
}
|
|
|
|
// changes local camera and broadcasts change
|
|
/* virtual */ void LLViewerCamera::setView(F32 vertical_fov_rads)
|
|
{
|
|
F32 old_fov = LLViewerCamera::getInstance()->getView();
|
|
|
|
// cap the FoV
|
|
vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView());
|
|
|
|
if (vertical_fov_rads == old_fov) return;
|
|
|
|
// send the new value to the simulator
|
|
LLMessageSystem* msg = gMessageSystem;
|
|
msg->newMessageFast(_PREHASH_AgentFOV);
|
|
msg->nextBlockFast(_PREHASH_AgentData);
|
|
msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
|
|
msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
|
|
msg->addU32Fast(_PREHASH_CircuitCode, gMessageSystem->mOurCircuitCode);
|
|
|
|
msg->nextBlockFast(_PREHASH_FOVBlock);
|
|
msg->addU32Fast(_PREHASH_GenCounter, 0);
|
|
msg->addF32Fast(_PREHASH_VerticalAngle, vertical_fov_rads);
|
|
|
|
gAgent.sendReliableMessage();
|
|
|
|
// sync the camera with the new value
|
|
LLCamera::setView(vertical_fov_rads); // call base implementation
|
|
}
|
|
|
|
void LLViewerCamera::setDefaultFOV(F32 vertical_fov_rads)
|
|
{
|
|
vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView());
|
|
setView(vertical_fov_rads);
|
|
mCameraFOVDefault = vertical_fov_rads;
|
|
mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f);
|
|
}
|
|
|
|
// <exodus>
|
|
void LLViewerCamera::loadDefaultFOV()
|
|
{
|
|
setView(mSavedFOVDefault);
|
|
mSavedFOVLoaded = true;
|
|
mCameraFOVDefault = mSavedFOVDefault;
|
|
mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f);
|
|
}
|
|
// </exodus>
|
|
|
|
// static
|
|
void LLViewerCamera::updateCameraAngle( void* user_data, const LLSD& value)
|
|
{
|
|
LLViewerCamera* self=(LLViewerCamera*)user_data;
|
|
self->setDefaultFOV(value.asReal());
|
|
}
|