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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-15 12:47:27 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-15 12:47:27 +0300
commitb06a99f7c76950484972e25d9dbbee8660a6a6c3 (patch)
tree58fb3b7d1c95cbd2eb938a9d0f252cdb3ab3b6a8 /indra/newview/llviewercamera.cpp
parentbf1235b017b254ba989b156c73c4ce18ba4e6c23 (diff)
Post-merge spaces fix
Diffstat (limited to 'indra/newview/llviewercamera.cpp')
-rw-r--r--indra/newview/llviewercamera.cpp1364
1 files changed, 682 insertions, 682 deletions
diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp
index 9ba42e4f47..437f1239bf 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 &center, const LLVector3 &up_direction, const LLVector3 &point_of_interest)
@@ -133,61 +133,61 @@ void LLViewerCamera::updateCameraLocation(const LLVector3 &center, 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());
}