diff options
author | Andrew Meadows <andrew@lindenlab.com> | 2008-09-05 22:03:35 +0000 |
---|---|---|
committer | Andrew Meadows <andrew@lindenlab.com> | 2008-09-05 22:03:35 +0000 |
commit | 222bca24c12e162669c1a810c3102811f21cfbe4 (patch) | |
tree | 8eee52c0ffd4e9b03d624fc78d6547b8312a5c85 /indra/newview/llvosky.cpp | |
parent | 1493a212629b02a4323bf0c1f5a6960bc7b5e271 (diff) |
svn merge -r95288:95907 svn+ssh://svn.lindenlab.com/svn/linden/qa/maint-server/qar-841
this is a combined mergeback of the following branches as per QAR-841:
maint-server/maint-server-1 (absorbed by maint-server-2)
maint-server/maint-server-2
maint-server/maint-server-3
havok4/havok4-8
havok4/havok4-9
yes dataserver-is-deprecated
Diffstat (limited to 'indra/newview/llvosky.cpp')
-rw-r--r-- | indra/newview/llvosky.cpp | 76 |
1 files changed, 38 insertions, 38 deletions
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 330d5c370d..e619ca1754 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -528,7 +528,7 @@ void LLVOSky::initSkyTextureDirs(const S32 side, const S32 tile) coeff[x_coef] = F32((x<<1) + 1) * inv_res - 1.f; coeff[y_coef] = F32((y<<1) + 1) * inv_res - 1.f; LLVector3 dir(coeff[0], coeff[1], coeff[2]); - dir.normVec(); + dir.normalize(); mSkyTex[side].setDir(dir, x, y); mShinyTex[side].setDir(dir, x, y); } @@ -762,7 +762,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo Pn *= (-32000.f / Pn[1]); } - Plen = Pn.magVec(); + Plen = Pn.length(); Pn /= Plen; // Initialize temp variables @@ -1082,7 +1082,7 @@ BOOL LLVOSky::updateSky() const static F32 COLOR_CHANGE_THRESHOLD = 0.01f; LLVector3 direction = mSun.getDirection(); - direction.normVec(); + direction.normalize(); const F32 dot_lighting = direction * mLastLightingDirection; LLColor3 delta_color; @@ -1092,7 +1092,7 @@ BOOL LLVOSky::updateSky() if ( mForceUpdate || ((dot_lighting < LIGHT_DIRECTION_THRESHOLD) - || (delta_color.magVec() > COLOR_CHANGE_THRESHOLD) + || (delta_color.length() > COLOR_CHANGE_THRESHOLD) || !mInitialized) && !direction.isExactlyZero()) { @@ -1336,8 +1336,8 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) const LLVector3 &look_at = LLViewerCamera::getInstance()->getAtAxis(); LLVector3 right = look_at % LLVector3::z_axis; LLVector3 up = right % look_at; - right.normVec(); - up.normVec(); + right.normalize(); + up.normalize(); const static F32 elevation_factor = 0.0f/sResolution; const F32 cos_max_angle = cosHorizon(elevation_factor); @@ -1417,8 +1417,8 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons LLVector3 hb_right = to_dir % LLVector3::z_axis; LLVector3 hb_up = hb_right % to_dir; - hb_right.normVec(); - hb_up.normVec(); + hb_right.normalize(); + hb_up.normalize(); //const static F32 cos_max_turn = sqrt(3.f) / 2; // 30 degrees //const F32 cos_turn_right = 1. / (llmax(cos_max_turn, hb_right * right)); @@ -1601,8 +1601,8 @@ void LLVOSky::updateSunHaloGeometry(LLDrawable *drawable ) const LLVector3 right = 2 * (v_corner[2] - v_corner[0]); LLVector3 up = 2 * (v_corner[2] - v_corner[3]); - up.normVec(); - F32 size = right.magVec(); + up.normalize(); + F32 size = right.length(); up = size * up; const LLVector3 draw_pos = 0.25 * (v_corner[0] + v_corner[1] + v_corner[2] + v_corner[3]); @@ -1654,7 +1654,7 @@ void LLVOSky::updateSunHaloGeometry(LLDrawable *drawable ) F32 dtReflection(const LLVector3& p, F32 cos_dir_from_top, F32 sin_dir_from_top, F32 diff_angl_dir) { LLVector3 P = p; - P.normVec(); + P.normalize(); const F32 cos_dir_angle = -P.mV[VZ]; const F32 sin_dir_angle = sqrt(1 - cos_dir_angle * cos_dir_angle); @@ -1679,9 +1679,9 @@ F32 dtClip(const LLVector3& v0, const LLVector3& v1, F32 far_clip2) { F32 dt_clip; const LLVector3 otrezok = v1 - v0; - const F32 A = otrezok.magVecSquared(); + const F32 A = otrezok.lengthSquared(); const F32 B = v0 * otrezok; - const F32 C = v0.magVecSquared() - far_clip2; + const F32 C = v0.lengthSquared() - far_clip2; const F32 det = sqrt(B*B - A*C); dt_clip = (-B - det) / A; if ((dt_clip < 0) || (dt_clip > 1)) @@ -1701,16 +1701,16 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, LLVector3 hb_pos = to_dir * (HORIZON_DIST - 10); LLVector3 to_dir_proj = to_dir; to_dir_proj.mV[VZ] = 0; - to_dir_proj.normVec(); + to_dir_proj.normalize(); LLVector3 Right = to_dir % LLVector3::z_axis; LLVector3 Up = Right % to_dir; - Right.normVec(); - Up.normVec(); + Right.normalize(); + Up.normalize(); // finding angle between look direction and sprite. LLVector3 look_at_right = look_at % LLVector3::z_axis; - look_at_right.normVec(); + look_at_right.normalize(); const static F32 cos_horizon_angle = cosHorizon(0.0f/sResolution); //const static F32 horizon_angle = acos(cos_horizon_angle); @@ -1745,7 +1745,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, else dt_hor = llmax(0.0f, llmin(1.0f, dt_hor)); - top_hb.normVec(); + top_hb.normalize(); const F32 cos_angle_of_view = fabs(top_hb.mV[VZ]); const F32 extension = llmin (5.0f, 1.0f / cos_angle_of_view); @@ -1762,11 +1762,11 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, F32 cos_dir_from_top[2]; LLVector3 dir = stretch_corner[0]; - dir.normVec(); + dir.normalize(); cos_dir_from_top[0] = dir.mV[VZ]; dir = stretch_corner[1]; - dir.normVec(); + dir.normalize(); cos_dir_from_top[1] = dir.mV[VZ]; const F32 sin_dir_from_top = sqrt(1 - cos_dir_from_top[0] * cos_dir_from_top[0]); @@ -1789,7 +1789,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, for (vtx = 0; vtx < 2; ++vtx) { LLVector3 light_proj = v_corner[vtx]; - light_proj.normVec(); + light_proj.normalize(); const F32 z = light_proj.mV[VZ]; const F32 sin_angle = sqrt(1 - z * z); @@ -1813,9 +1813,9 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, S32 side = 0; LLVector3 refl_corn_norm[2]; refl_corn_norm[0] = v_refl_corner[1]; - refl_corn_norm[0].normVec(); + refl_corn_norm[0].normalize(); refl_corn_norm[1] = v_refl_corner[3]; - refl_corn_norm[1].normVec(); + refl_corn_norm[1].normalize(); F32 cos_refl_look_at[2]; cos_refl_look_at[0] = refl_corn_norm[0] * look_at; @@ -1833,13 +1833,13 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, F32 dt_clip; F32 vtx_near2, vtx_far2; - if ((vtx_far2 = v_refl_corner[side].magVecSquared()) > far_clip2) + if ((vtx_far2 = v_refl_corner[side].lengthSquared()) > far_clip2) { // whole thing is sprite: reflection is beyond far clip plane. dt_clip = 1.1f; quads = 1; } - else if ((vtx_near2 = v_refl_corner[side+1].magVecSquared()) > far_clip2) + else if ((vtx_near2 = v_refl_corner[side+1].lengthSquared()) > far_clip2) { // part is reflection, the rest is sprite. dt_clip = dtClip(v_refl_corner[side + 1], v_refl_corner[side], far_clip2); @@ -1903,7 +1903,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, { for (S32 vtx = 0; vtx < 4; ++vtx) { - F32 ratio = far_clip / v_refl_corner[vtx].magVec(); + F32 ratio = far_clip / v_refl_corner[vtx].length(); *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent; } const LLVector3 draw_pos = 0.25 * @@ -1912,10 +1912,10 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, } else { - F32 ratio = far_clip / v_refl_corner[1].magVec(); + F32 ratio = far_clip / v_refl_corner[1].length(); v_sprite_corner[1] = v_refl_corner[1] * ratio; - ratio = far_clip / v_refl_corner[3].magVec(); + ratio = far_clip / v_refl_corner[3].length(); v_sprite_corner[3] = v_refl_corner[3] * ratio; v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0]; @@ -2039,20 +2039,20 @@ void LLVOSky::updateFog(const F32 distance) LLVector3 tosun = getToSunLast(); const F32 tosun_z = tosun.mV[VZ]; tosun.mV[VZ] = 0.f; - tosun.normVec(); + tosun.normalize(); LLVector3 perp_tosun; perp_tosun.mV[VX] = -tosun.mV[VY]; perp_tosun.mV[VY] = tosun.mV[VX]; LLVector3 tosun_45 = tosun + perp_tosun; - tosun_45.normVec(); + tosun_45.normalize(); F32 delta = 0.06f; tosun.mV[VZ] = delta; perp_tosun.mV[VZ] = delta; tosun_45.mV[VZ] = delta; - tosun.normVec(); - perp_tosun.normVec(); - tosun_45.normVec(); + tosun.normalize(); + perp_tosun.normalize(); + tosun_45.normalize(); // Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun. initAtmospherics(); @@ -2202,8 +2202,8 @@ F32 azimuth(const LLVector3 &v) void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) { - LLVector3 sun_direction = (sun_dir.magVec() == 0) ? LLVector3::x_axis : sun_dir; - sun_direction.normVec(); + LLVector3 sun_direction = (sun_dir.length() == 0) ? LLVector3::x_axis : sun_dir; + sun_direction.normalize(); mSun.setDirection(sun_direction); mSun.renewDirection(); mSun.setAngularVelocity(sun_ang_velocity); @@ -2222,8 +2222,8 @@ void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_an void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) { - LLVector3 sun_direction = (sun_dir.magVec() == 0) ? LLVector3::x_axis : sun_dir; - sun_direction.normVec(); + LLVector3 sun_direction = (sun_dir.length() == 0) ? LLVector3::x_axis : sun_dir; + sun_direction.normalize(); // Push the sun "South" as it approaches directly overhead so that we can always see bump mapping // on the upward facing faces of cubes. @@ -2239,7 +2239,7 @@ void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang // Blend between normal sun dir and adjusted sun dir based on how close we are // to having the sun overhead. mBumpSunDir = adjustedDir * sunDot + newDir * (1.0f - sunDot); - mBumpSunDir.normVec(); + mBumpSunDir.normalize(); F32 dp = mLastLightingDirection * sun_direction; mSun.setDirection(sun_direction); |