diff options
author | Brad Linden <brad@lindenlab.com> | 2024-05-23 11:31:19 -0700 |
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committer | Brad Linden <brad@lindenlab.com> | 2024-05-23 11:31:19 -0700 |
commit | a1f49564d670a2c41bfa25c833bba2564b9b7f48 (patch) | |
tree | 1d205e51bc37621916a17d459ad83782fe41f975 /indra/newview/llviewercamera.cpp | |
parent | 6af5db09faf5ea33a2d4c47b64e76f42edae178a (diff) | |
parent | 6377610f6587989c126b00f490dfc8d527a1c2ce (diff) |
Merge remote-tracking branch 'origin/DRTVWR-600-maint-A' into brad/merge-maint-a-to-dev
Diffstat (limited to 'indra/newview/llviewercamera.cpp')
-rw-r--r-- | indra/newview/llviewercamera.cpp | 1364 |
1 files changed, 682 insertions, 682 deletions
diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index cd7012dc6a..7ed8bebcb3 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -1,25 +1,25 @@ -/** +/** * @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 * $/LicenseInfo$ */ @@ -48,7 +48,7 @@ #include "llgl.h" #include "llglheaders.h" #include "llquaternion.h" -#include "llwindow.h" // getPixelAspectRatio() +#include "llwindow.h" // getPixelAspectRatio() #include "lltracerecording.h" #include "llenvironment.h" @@ -63,38 +63,38 @@ LLViewerCamera::eCameraID LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_ //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); + 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); } LLViewerCamera::LLViewerCamera() : LLCamera() { - calcProjection(getFar()); - mCameraFOVDefault = DEFAULT_FIELD_OF_VIEW; - mPrevCameraFOVDefault = DEFAULT_FIELD_OF_VIEW; - 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)); + calcProjection(getFar()); + mCameraFOVDefault = DEFAULT_FIELD_OF_VIEW; + mPrevCameraFOVDefault = DEFAULT_FIELD_OF_VIEW; + 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 ¢er, const LLVector3 &up_direction, const LLVector3 &point_of_interest) @@ -133,61 +133,61 @@ void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er, const LLVecto } } - setOriginAndLookAt(origin, up_direction, point_of_interest); + setOriginAndLookAt(origin, up_direction, point_of_interest); + + mVelocityDir = origin - last_position ; + F32 dpos = mVelocityDir.normVec() ; + LLQuaternion rotation; + rotation.shortestArc(last_axis, getAtAxis()); - mVelocityDir = origin - 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); - F32 x, y, z; - F32 drot; - rotation.getAngleAxis(&drot, &x, &y, &z); + add(sVelocityStat, dpos); + add(sAngularVelocityStat, drot); - add(sVelocityStat, dpos); - add(sAngularVelocityStat, drot); - - mAverageSpeed = LLTrace::get_frame_recording().getPeriodMeanPerSec(sVelocityStat, 50); - mAverageAngularSpeed = LLTrace::get_frame_recording().getPeriodMeanPerSec(sAngularVelocityStat); - mCosHalfCameraFOV = cosf(0.5f * getView() * llmax(1.0f, getAspect())); + mAverageSpeed = LLTrace::get_frame_recording().getPeriodMeanPerSec(sVelocityStat, 50); + mAverageAngularSpeed = LLTrace::get_frame_recording().getPeriodMeanPerSec(sAngularVelocityStat); + 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())); + // 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; + calcProjection(getFar()); + return mProjectionMatrix; } const LLMatrix4 &LLViewerCamera::getModelview() const { - LLMatrix4 cfr(OGL_TO_CFR_ROTATION); - getMatrixToLocal(mModelviewMatrix); - mModelviewMatrix *= cfr; - return mModelviewMatrix; + 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; + 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 @@ -198,222 +198,222 @@ void LLViewerCamera::calcProjection(const F32 far_distance) const //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); + 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) + 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"); - } - 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 - for (U32 i = 0; i < 16; i++) - { - gGLModelView[i] = modelview.m[i]; - } - } - - updateFrustumPlanes(*this); + 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"); + } + 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 + for (U32 i = 0; i < 16; i++) + { + gGLModelView[i] = modelview.m[i]; + } + } + + updateFrustumPlanes(*this); } @@ -421,24 +421,24 @@ void LLViewerCamera::setPerspective(bool for_selection, // 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 ); + 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 ); } // Uses the last GL matrices set in set_perspective to project a point from @@ -446,318 +446,318 @@ void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 scree // the current window. bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const bool clamp) const { - bool in_front = true; - GLdouble x, y, z; // object's window coords, GL-style - - 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; - } - } - - LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); - S32 viewport[4]; - viewport[0] = world_view_rect.mLeft; - viewport[1] = world_view_rect.mBottom; - viewport[2] = world_view_rect.getWidth(); - viewport[3] = world_view_rect.getHeight(); - - F64 mdlv[16]; - F64 proj[16]; - - for (U32 i = 0; i < 16; i++) - { - mdlv[i] = (F64) gGLModelView[i]; - proj[i] = (F64) gGLProjection[i]; - } - - if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ], - mdlv, proj, (GLint*)viewport, - &x, &y, &z)) - { - // 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(); - - // convert to pixel coordinates - 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; - } + bool in_front = true; + GLdouble x, y, z; // object's window coords, GL-style + + 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; + } + } + + LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); + S32 viewport[4]; + viewport[0] = world_view_rect.mLeft; + viewport[1] = world_view_rect.mBottom; + viewport[2] = world_view_rect.getWidth(); + viewport[3] = world_view_rect.getHeight(); + + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + + if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ], + mdlv, proj, (GLint*)viewport, + &x, &y, &z)) + { + // 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(); + + // convert to pixel coordinates + 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 + 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; - } - - LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); - S32 viewport[4]; - viewport[0] = world_view_rect.mLeft; - viewport[1] = world_view_rect.mBottom; - viewport[2] = world_view_rect.getWidth(); - viewport[3] = world_view_rect.getHeight(); - GLdouble x, y, z; // object's window coords, GL-style - - F64 mdlv[16]; - F64 proj[16]; - - for (U32 i = 0; i < 16; i++) - { - mdlv[i] = (F64) gGLModelView[i]; - proj[i] = (F64) gGLProjection[i]; - } - - if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], - pos_agent.mV[VZ], mdlv, - proj, (GLint*)viewport, - &x, &y, &z)) - { - 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; + 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; + } + + LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); + S32 viewport[4]; + viewport[0] = world_view_rect.mLeft; + viewport[1] = world_view_rect.mBottom; + viewport[2] = world_view_rect.getWidth(); + viewport[3] = world_view_rect.getHeight(); + GLdouble x, y, z; // object's window coords, GL-style + + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + + if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], + pos_agent.mV[VZ], mdlv, + proj, (GLint*)viewport, + &x, &y, &z)) + { + 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(); + LLVector3 to_vec = pos_agent - getOrigin(); - F32 at_dist = to_vec * getAtAxis(); + F32 at_dist = to_vec * getAtAxis(); - F32 height_meters = at_dist* (F32)tan(getView()/2.f); - F32 height_pixels = getViewHeightInPixels()/2.f; + F32 height_meters = at_dist* (F32)tan(getView()/2.f); + F32 height_pixels = getViewHeightInPixels()/2.f; - F32 pixel_aspect = gViewerWindow->getWindow()->getPixelAspectRatio(); + 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]; + 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; + 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 @@ -775,69 +775,69 @@ bool LLViewerCamera::cameraUnderWater() const regionp = gAgent.getRegion(); } - if(!regionp) - { - return false ; - } + if(!regionp) + { + return false ; + } - return getOrigin().mV[VZ] < regionp->getWaterHeight(); + return getOrigin().mV[VZ] < regionp->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 < 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; + 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 < 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; } extern bool gCubeSnapshot; @@ -847,29 +847,29 @@ extern bool gCubeSnapshot; { llassert(!gCubeSnapshot); - F32 old_fov = LLViewerCamera::getInstance()->getView(); + F32 old_fov = LLViewerCamera::getInstance()->getView(); - // cap the FoV - vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView()); + // cap the FoV + vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView()); - if (vertical_fov_rads == old_fov) return; + 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); + // 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); + msg->nextBlockFast(_PREHASH_FOVBlock); + msg->addU32Fast(_PREHASH_GenCounter, 0); + msg->addF32Fast(_PREHASH_VerticalAngle, vertical_fov_rads); - gAgent.sendReliableMessage(); + gAgent.sendReliableMessage(); - // sync the camera with the new value - LLCamera::setView(vertical_fov_rads); // call base implementation + // sync the camera with the new value + LLCamera::setView(vertical_fov_rads); // call base implementation } void LLViewerCamera::setViewNoBroadcast(F32 vertical_fov_rads) @@ -877,28 +877,28 @@ void LLViewerCamera::setViewNoBroadcast(F32 vertical_fov_rads) LLCamera::setView(vertical_fov_rads); } -void LLViewerCamera::setDefaultFOV(F32 vertical_fov_rads) +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); + vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView()); + setView(vertical_fov_rads); + mCameraFOVDefault = vertical_fov_rads; + mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f); } bool LLViewerCamera::isDefaultFOVChanged() { - if(mPrevCameraFOVDefault != mCameraFOVDefault) - { - mPrevCameraFOVDefault = mCameraFOVDefault; - return !gSavedSettings.getBOOL("IgnoreFOVZoomForLODs"); - } - return false; + if(mPrevCameraFOVDefault != mCameraFOVDefault) + { + mPrevCameraFOVDefault = mCameraFOVDefault; + return !gSavedSettings.getBOOL("IgnoreFOVZoomForLODs"); + } + return false; } // static void LLViewerCamera::updateCameraAngle( void* user_data, const LLSD& value) { - LLViewerCamera* self=(LLViewerCamera*)user_data; - self->setDefaultFOV(value.asReal()); + LLViewerCamera* self=(LLViewerCamera*)user_data; + self->setDefaultFOV(value.asReal()); } |