Files
SingularityViewer/indra/newview/llviewercamera.cpp
Inusaito Sayori 9ec10cf246 Reworked LLToolCompGun so piemenu in mouselook plays nicer with zoom feature
Switches to exodus implementation
Includes relicensing of LLViewerCamera and LLToolComp
Maintains use of the old saved zoomed setting
2013-10-22 07:47:43 -04:00

941 lines
27 KiB
C++

/**
* @file llviewercamera.cpp
* @brief LLViewerCamera class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llviewercamera.h"
#include "llagent.h"
#include "llagentcamera.h"
#include "llmatrix4a.h"
#include "llviewercontrol.h"
#include "llviewerobjectlist.h"
#include "llviewerregion.h"
#include "llviewerwindow.h"
#include "llvovolume.h"
#include "llworld.h"
#include "lltoolmgr.h"
#include "llviewerjoystick.h"
// [RLVa:KB] - Checked: 2010-04-11 (RLVa-1.2.0e)
#include "rlvhandler.h"
// [/RLVa:KB]
// Linden library includes
#include "lldrawable.h"
#include "llface.h"
#include "llgl.h"
#include "llglheaders.h"
#include "llquaternion.h"
#include "llwindow.h" // getPixelAspectRatio()
// System includes
#include <iomanip> // for setprecision
U32 LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
//glu pick matrix implementation borrowed from Mesa3D
glh::matrix4f gl_pick_matrix(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLint* viewport)
{
GLfloat m[16];
GLfloat sx, sy;
GLfloat tx, ty;
sx = viewport[2] / width;
sy = viewport[3] / height;
tx = (viewport[2] + 2.f * (viewport[0] - x)) / width;
ty = (viewport[3] + 2.f * (viewport[1] - y)) / height;
#define M(row,col) m[col*4+row]
M(0,0) = sx; M(0,1) = 0.f; M(0,2) = 0.f; M(0,3) = tx;
M(1,0) = 0.f; M(1,1) = sy; M(1,2) = 0.f; M(1,3) = ty;
M(2,0) = 0.f; M(2,1) = 0.f; M(2,2) = 1.f; M(2,3) = 0.f;
M(3,0) = 0.f; M(3,1) = 0.f; M(3,2) = 0.f; M(3,3) = 1.f;
#undef M
return glh::matrix4f(m);
}
glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
{
GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f);
return glh::matrix4f(f/aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar),
0, 0, -1.f, 0);
}
glh::matrix4f gl_lookat(LLVector3 eye, LLVector3 center, LLVector3 up)
{
LLVector3 f = center-eye;
f.normVec();
up.normVec();
LLVector3 s = f % up;
LLVector3 u = s % f;
return glh::matrix4f(s[0], s[1], s[2], 0,
u[0], u[1], u[2], 0,
-f[0], -f[1], -f[2], 0,
0, 0, 0, 1);
}
LLViewerCamera::LLViewerCamera() : LLCamera()
{
calcProjection(getFar());
mCameraFOVDefault = DEFAULT_FIELD_OF_VIEW;
mSavedFOVDefault = DEFAULT_FIELD_OF_VIEW; // <exodus/>
mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f);
mPixelMeterRatio = 0.f;
mScreenPixelArea = 0;
mZoomFactor = 1.f;
mZoomSubregion = 1;
mAverageSpeed = 0.f;
mAverageAngularSpeed = 0.f;
gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2));
}
void LLViewerCamera::updateCameraLocation(const LLVector3 &center,
const LLVector3 &up_direction,
const LLVector3 &point_of_interest)
{
// do not update if avatar didn't move
if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate())
{
return;
}
LLVector3 last_position;
LLVector3 last_axis;
last_position = getOrigin();
last_axis = getAtAxis();
mLastPointOfInterest = point_of_interest;
LLViewerRegion * regp = gAgent.getRegion();
F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f;
LLVector3 origin = center;
if (origin.mV[2] > water_height)
{
origin.mV[2] = llmax(origin.mV[2], water_height+0.20f);
}
else
{
origin.mV[2] = llmin(origin.mV[2], water_height-0.20f);
}
setOriginAndLookAt(origin, up_direction, point_of_interest);
mVelocityDir = center - last_position ;
F32 dpos = mVelocityDir.normVec() ;
LLQuaternion rotation;
rotation.shortestArc(last_axis, getAtAxis());
F32 x, y, z;
F32 drot;
rotation.getAngleAxis(&drot, &x, &y, &z);
mVelocityStat.addValue(dpos);
mAngularVelocityStat.addValue(drot);
mAverageSpeed = mVelocityStat.getMeanPerSec() ;
mAverageAngularSpeed = mAngularVelocityStat.getMeanPerSec() ;
mCosHalfCameraFOV = cosf(0.5f * getView() * llmax(1.0f, getAspect()));
// update pixel meter ratio using default fov, not modified one
mPixelMeterRatio = getViewHeightInPixels()/ (2.f*tanf(mCameraFOVDefault*0.5));
// update screen pixel area
mScreenPixelArea =(S32)((F32)getViewHeightInPixels() * ((F32)getViewHeightInPixels() * getAspect()));
}
const LLMatrix4 &LLViewerCamera::getProjection() const
{
calcProjection(getFar());
return mProjectionMatrix;
}
const LLMatrix4 &LLViewerCamera::getModelview() const
{
LLMatrix4 cfr(OGL_TO_CFR_ROTATION);
getMatrixToLocal(mModelviewMatrix);
mModelviewMatrix *= cfr;
return mModelviewMatrix;
}
void LLViewerCamera::calcProjection(const F32 far_distance) const
{
F32 fov_y, z_far, z_near, aspect, f;
fov_y = getView();
z_far = far_distance;
z_near = getNear();
aspect = getAspect();
f = 1/tan(fov_y*0.5f);
mProjectionMatrix.setZero();
mProjectionMatrix.mMatrix[0][0] = f/aspect;
mProjectionMatrix.mMatrix[1][1] = f;
mProjectionMatrix.mMatrix[2][2] = (z_far + z_near)/(z_near - z_far);
mProjectionMatrix.mMatrix[3][2] = (2*z_far*z_near)/(z_near - z_far);
mProjectionMatrix.mMatrix[2][3] = -1;
}
// Sets up opengl state for 3D drawing. If for selection, also
// sets up a pick matrix. x and y are ignored if for_selection is false.
// The picking region is centered on x,y and has the specified width and
// height.
//static
void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip, BOOL no_hacks)
{
GLint* viewport = (GLint*) gGLViewport;
F64 model[16];
F64 proj[16];
for (U32 i = 0; i < 16; i++)
{
model[i] = (F64) gGLModelView[i];
proj[i] = (F64) gGLProjection[i];
}
GLdouble objX,objY,objZ;
LLVector3 frust[8];
if (no_hacks)
{
gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[0].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[1].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[2].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[3].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
frust[4].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
frust[5].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
frust[6].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
frust[7].setVec((F32)objX,(F32)objY,(F32)objZ);
}
else if (zflip)
{
gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[0].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[1].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[2].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[3].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
frust[4].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
frust[5].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
frust[6].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
frust[7].setVec((F32)objX,(F32)objY,(F32)objZ);
for (U32 i = 0; i < 4; i++)
{
frust[i+4] = frust[i+4]-frust[i];
frust[i+4].normVec();
frust[i+4] = frust[i] + frust[i+4]*camera.getFar();
}
}
else
{
gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[0].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[1].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[2].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[3].setVec((F32)objX,(F32)objY,(F32)objZ);
if (ortho)
{
LLVector3 far_shift = camera.getAtAxis()*camera.getFar()*2.f;
for (U32 i = 0; i < 4; i++)
{
frust[i+4] = frust[i] + far_shift;
}
}
else
{
for (U32 i = 0; i < 4; i++)
{
LLVector3 vec = frust[i] - camera.getOrigin();
vec.normVec();
frust[i+4] = camera.getOrigin() + vec*camera.getFar();
}
}
}
camera.calcAgentFrustumPlanes(frust);
}
void LLViewerCamera::setPerspective(BOOL for_selection,
S32 x, S32 y_from_bot, S32 width, S32 height,
BOOL limit_select_distance,
F32 z_near, F32 z_far)
{
F32 fov_y, aspect;
fov_y = RAD_TO_DEG * getView();
BOOL z_default_far = FALSE;
if (z_far <= 0)
{
z_default_far = TRUE;
z_far = getFar();
}
if (z_near <= 0)
{
z_near = getNear();
}
aspect = getAspect();
// Load camera view matrix
gGL.matrixMode( LLRender::MM_PROJECTION );
gGL.loadIdentity();
glh::matrix4f proj_mat;
if (for_selection)
{
// make a tiny little viewport
// anything drawn into this viewport will be "selected"
GLint viewport[4];
viewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
viewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
viewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
viewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
proj_mat = gl_pick_matrix(x+width/2.f, y_from_bot+height/2.f, (GLfloat) width, (GLfloat) height, viewport);
if (limit_select_distance)
{
// ...select distance from control
// z_far = gSavedSettings.getF32("MaxSelectDistance");
// [RLVa:KB] - Checked: 2010-04-11 (RLVa-1.2.0e) | Added: RLVa-1.2.0e
z_far = (!gRlvHandler.hasBehaviour(RLV_BHVR_FARTOUCH)) ? gSavedSettings.getF32("MaxSelectDistance") : 1.5;
// [/RLVa:KB]
}
else
{
z_far = gAgentCamera.mDrawDistance;
}
}
else
{
// Only override the far clip if it's not passed in explicitly.
if (z_default_far)
{
z_far = MAX_FAR_CLIP;
}
glViewport(x, y_from_bot, width, height);
gGLViewport[0] = x;
gGLViewport[1] = y_from_bot;
gGLViewport[2] = width;
gGLViewport[3] = height;
}
if (mZoomFactor > 1.f)
{
float offset = mZoomFactor - 1.f;
int pos_y = mZoomSubregion / llceil(mZoomFactor);
int pos_x = mZoomSubregion - (pos_y*llceil(mZoomFactor));
glh::matrix4f translate;
translate.set_translate(glh::vec3f(offset - (F32)pos_x * 2.f, offset - (F32)pos_y * 2.f, 0.f));
glh::matrix4f scale;
scale.set_scale(glh::vec3f(mZoomFactor, mZoomFactor, 1.f));
proj_mat = scale*proj_mat;
proj_mat = translate*proj_mat;
}
calcProjection(z_far); // Update the projection matrix cache
proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far);
gGL.loadMatrix(proj_mat.m);
for (U32 i = 0; i < 16; i++)
{
gGLProjection[i] = proj_mat.m[i];
}
gGL.matrixMode(LLRender::MM_MODELVIEW );
glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION);
GLfloat ogl_matrix[16];
getOpenGLTransform(ogl_matrix);
modelview *= glh::matrix4f(ogl_matrix);
gGL.loadMatrix(modelview.m);
if (for_selection && (width > 1 || height > 1))
{
// NB: as of this writing, i believe the code below is broken (doesn't take into account the world view, assumes entire window)
// however, it is also unused (the GL matricies are used for selection, (see LLCamera::sphereInFrustum())) and so i'm not
// comfortable hacking on it.
calculateFrustumPlanesFromWindow((F32)(x - width / 2) / (F32)gViewerWindow->getWindowWidthScaled() - 0.5f,
(F32)(y_from_bot - height / 2) / (F32)gViewerWindow->getWindowHeightScaled() - 0.5f,
(F32)(x + width / 2) / (F32)gViewerWindow->getWindowWidthScaled() - 0.5f,
(F32)(y_from_bot + height / 2) / (F32)gViewerWindow->getWindowHeightScaled() - 0.5f);
}
// if not picking and not doing a snapshot, cache various GL matrices
if (!for_selection && mZoomFactor == 1.f)
{
// Save GL matrices for access elsewhere in code, especially project_world_to_screen
//glGetDoublev(GL_MODELVIEW_MATRIX, gGLModelView);
for (U32 i = 0; i < 16; i++)
{
gGLModelView[i] = modelview.m[i];
}
}
updateFrustumPlanes(*this);
/*if (gSavedSettings.getBOOL("CameraOffset"))
{
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.translatef(0,0,-50);
gGL.rotatef(20.0,1,0,0);
gGL.matrixMode(LLRender::MM_MODELVIEW);
}*/
}
// Uses the last GL matrices set in set_perspective to project a point from
// screen coordinates to the agent's region.
void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const
{
GLdouble x, y, z;
F64 mdlv[16];
F64 proj[16];
for (U32 i = 0; i < 16; i++)
{
mdlv[i] = (F64) gGLModelView[i];
proj[i] = (F64) gGLProjection[i];
}
gluUnProject(
GLdouble(screen_x), GLdouble(screen_y), 0.0,
mdlv, proj, (GLint*)gGLViewport,
&x,
&y,
&z );
pos_agent->setVec( (F32)x, (F32)y, (F32)z );
}
//Based off of http://www.opengl.org/wiki/GluProject_and_gluUnProject_code
int glProjectf(const LLVector3& object, const F32* modelview, const F32* projection, const LLRect& viewport, LLVector3& windowCoordinate)
{
const LLVector4a obj_vector(object.mV[VX],object.mV[VY],object.mV[VZ]);
LLVector4a temp_matrix;
const LLMatrix4a &view_matrix=*(LLMatrix4a*)modelview;
const LLMatrix4a &proj_matrix=*(LLMatrix4a*)projection;
view_matrix.affineTransform(obj_vector, temp_matrix);
//Passing temp_matrix as v and res is safe. res not altered until after all other calculations
proj_matrix.rotate4(temp_matrix, temp_matrix);
if(temp_matrix[VW]==0.0)
return 0;
temp_matrix.div(temp_matrix[VW]);
//Map x, y to range 0-1
temp_matrix.mul(.5f);
temp_matrix.add(.5f);
//Window coordinates
windowCoordinate[0]=temp_matrix[VX]*viewport.getWidth()+viewport.mLeft;
windowCoordinate[1]=temp_matrix[VY]*viewport.getHeight()+viewport.mBottom;
//This is only correct when glDepthRange(0.0, 1.0)
windowCoordinate[2]=temp_matrix[VZ];
return 1;
}
void MultiplyMatrices4by4OpenGL_FLOAT(LLMatrix4a& dest_matrix, const LLMatrix4a& input_matrix1, const LLMatrix4a& input_matrix2)
{
input_matrix1.rotate4(input_matrix2.mMatrix[VX],dest_matrix.mMatrix[VX]);
input_matrix1.rotate4(input_matrix2.mMatrix[VY],dest_matrix.mMatrix[VY]);
input_matrix1.rotate4(input_matrix2.mMatrix[VZ],dest_matrix.mMatrix[VZ]);
input_matrix1.rotate4(input_matrix2.mMatrix[VW],dest_matrix.mMatrix[VW]);
//Those four lines do this:
/*
result[0]=matrix1[0]*matrix2[0]+matrix1[4]*matrix2[1]+matrix1[8]*matrix2[2]+matrix1[12]*matrix2[3];
result[1]=matrix1[1]*matrix2[0]+matrix1[5]*matrix2[1]+matrix1[9]*matrix2[2]+matrix1[13]*matrix2[3];
result[2]=matrix1[2]*matrix2[0]+matrix1[6]*matrix2[1]+matrix1[10]*matrix2[2]+matrix1[14]*matrix2[3];
result[3]=matrix1[3]*matrix2[0]+matrix1[7]*matrix2[1]+matrix1[11]*matrix2[2]+matrix1[15]*matrix2[3];
result[4]=matrix1[0]*matrix2[4]+matrix1[4]*matrix2[5]+matrix1[8]*matrix2[6]+matrix1[12]*matrix2[7];
result[5]=matrix1[1]*matrix2[4]+matrix1[5]*matrix2[5]+matrix1[9]*matrix2[6]+matrix1[13]*matrix2[7];
result[6]=matrix1[2]*matrix2[4]+matrix1[6]*matrix2[5]+matrix1[10]*matrix2[6]+matrix1[14]*matrix2[7];
result[7]=matrix1[3]*matrix2[4]+matrix1[7]*matrix2[5]+matrix1[11]*matrix2[6]+matrix1[15]*matrix2[7];
result[8]=matrix1[0]*matrix2[8]+matrix1[4]*matrix2[9]+matrix1[8]*matrix2[10]+matrix1[12]*matrix2[11];
result[9]=matrix1[1]*matrix2[8]+matrix1[5]*matrix2[9]+matrix1[9]*matrix2[10]+matrix1[13]*matrix2[11];
result[10]=matrix1[2]*matrix2[8]+matrix1[6]*matrix2[9]+matrix1[10]*matrix2[10]+matrix1[14]*matrix2[11];
result[11]=matrix1[3]*matrix2[8]+matrix1[7]*matrix2[9]+matrix1[11]*matrix2[10]+matrix1[15]*matrix2[11];
result[12]=matrix1[0]*matrix2[12]+matrix1[4]*matrix2[13]+matrix1[8]*matrix2[14]+matrix1[12]*matrix2[15];
result[13]=matrix1[1]*matrix2[12]+matrix1[5]*matrix2[13]+matrix1[9]*matrix2[14]+matrix1[13]*matrix2[15];
result[14]=matrix1[2]*matrix2[12]+matrix1[6]*matrix2[13]+matrix1[10]*matrix2[14]+matrix1[14]*matrix2[15];
result[15]=matrix1[3]*matrix2[12]+ matrix1[7]*matrix2[13]+matrix1[11]*matrix2[14]+matrix1[15]*matrix2[15];
*/
}
// Uses the last GL matrices set in set_perspective to project a point from
// the agent's region space to screen coordinates. Returns TRUE if point in within
// the current window.
BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const BOOL clamp) const
{
BOOL in_front = TRUE;
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 (GL_TRUE == glProjectf(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 (GL_TRUE == glProjectf(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());
}