diff options
Diffstat (limited to 'indra/newview/llagent.h')
-rw-r--r-- | indra/newview/llagent.h | 348 |
1 files changed, 26 insertions, 322 deletions
diff --git a/indra/newview/llagent.h b/indra/newview/llagent.h index f2df1992e7..a460077b7e 100644 --- a/indra/newview/llagent.h +++ b/indra/newview/llagent.h @@ -39,9 +39,6 @@ #include "llagentconstants.h" #include "llagentdata.h" // gAgentID, gAgentSessionID #include "llcharacter.h" // LLAnimPauseRequest -#include "llfollowcam.h" // Ventrella -#include "llhudeffectlookat.h" // EPointAtType -#include "llhudeffectpointat.h" // ELookAtType #include "llpointer.h" #include "lluicolor.h" #include "llvoavatardefines.h" @@ -51,7 +48,6 @@ extern const U8 AGENT_STATE_TYPING; // Typing indication extern const U8 AGENT_STATE_EDITING; // Set when agent has objects selected class LLChat; -class LLVOAvatarSelf; class LLViewerRegion; class LLMotion; class LLToolset; @@ -66,26 +62,6 @@ class LLAgentDropGroupViewerNode; //-------------------------------------------------------------------- // Types //-------------------------------------------------------------------- -enum ECameraMode -{ - CAMERA_MODE_THIRD_PERSON, - CAMERA_MODE_MOUSELOOK, - CAMERA_MODE_CUSTOMIZE_AVATAR, - CAMERA_MODE_FOLLOW -}; - -/** Camera Presets for CAMERA_MODE_THIRD_PERSON */ -enum ECameraPreset -{ - /** Default preset, what the Third Person Mode actually was */ - CAMERA_PRESET_REAR_VIEW, - - /** "Looking at the Avatar from the front" */ - CAMERA_PRESET_FRONT_VIEW, - - /** "Above and to the left, over the shoulder, pulled back a little on the zoom" */ - CAMERA_PRESET_GROUP_VIEW -}; enum EAnimRequest { @@ -129,7 +105,6 @@ public: virtual ~LLAgent(); void init(); void cleanup(); - void setAvatarObject(LLVOAvatarSelf *avatar); //-------------------------------------------------------------------- // Login @@ -139,11 +114,12 @@ public: void setFirstLogin(BOOL b) { mFirstLogin = b; } // Return TRUE if the database reported this login as the first for this particular user. BOOL isFirstLogin() const { return mFirstLogin; } + BOOL isInitialized() const { return mInitialized; } public: - BOOL mInitialized; - BOOL mFirstLogin; std::string mMOTD; // Message of the day private: + BOOL mInitialized; + BOOL mFirstLogin; boost::shared_ptr<LLAgentListener> mListener; //-------------------------------------------------------------------- @@ -192,20 +168,6 @@ private: /******************************************************************************** ** ** - ** GENERAL ACCESSORS - **/ - -public: - LLVOAvatarSelf* getAvatarObject() const { return mAvatarObject; } -private: - LLPointer<LLVOAvatarSelf> mAvatarObject; // NULL until avatar object sent down from simulator - -/** General Accessors - ** ** - *******************************************************************************/ - -/******************************************************************************** - ** ** ** POSITION **/ @@ -236,7 +198,7 @@ public: // Coordinate System //-------------------------------------------------------------------- public: - LLCoordFrame getFrameAgent() const { return mFrameAgent; } + const LLCoordFrame& getFrameAgent() const { return mFrameAgent; } void initOriginGlobal(const LLVector3d &origin_global); // Only to be used in ONE place void resetAxes(); void resetAxes(const LLVector3 &look_at); // Makes reasonable left and up @@ -279,6 +241,10 @@ private: public: S32 getRegionsVisited() const; F64 getDistanceTraveled() const; + void setDistanceTraveled(F64 dist) { mDistanceTraveled = dist; } + + const LLVector3d &getLastPositionGlobal() const { return mLastPositionGlobal; } + void setLastPositionGlobal(const LLVector3d &pos) { mLastPositionGlobal = pos; } private: std::set<U64> mRegionsVisited; // Stat - what distinct regions has the avatar been to? F64 mDistanceTraveled; // Stat - how far has the avatar moved? @@ -321,7 +287,6 @@ public: //-------------------------------------------------------------------- public: void heardChat(const LLUUID& id); - void lookAtLastChat(); F32 getTypingTime() { return mTypingTimer.getElapsedTimeF32(); } LLUUID getLastChatter() const { return mLastChatterID; } F32 getNearChatRadius() { return mNearChatRadius; } @@ -430,6 +395,8 @@ public: // Send message to simulator to force grabbed controls to be // released, in case of a poorly written script. void forceReleaseControls(); + void setFlagsDirty() { mbFlagsDirty = TRUE; } + private: S32 mControlsTakenCount[TOTAL_CONTROLS]; S32 mControlsTakenPassedOnCount[TOTAL_CONTROLS]; @@ -447,9 +414,11 @@ public: void sendAnimationRequests(LLDynamicArray<LLUUID> &anim_ids, EAnimRequest request); void sendAnimationRequest(const LLUUID &anim_id, EAnimRequest request); void endAnimationUpdateUI(); + void unpauseAnimation() { mPauseRequest = NULL; } + BOOL getCustomAnim() const { return mCustomAnim; } + void setCustomAnim(BOOL anim) { mCustomAnim = anim; } + private: - LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active - F32 mAnimationDuration; // In seconds BOOL mCustomAnim; // Current animation is ANIM_AGENT_CUSTOMIZE ? LLAnimPauseRequest mPauseRequest; BOOL mViewsPushed; // Keep track of whether or not we have pushed views @@ -462,19 +431,6 @@ private: ** ** ** MOVEMENT **/ - - //-------------------------------------------------------------------- - // Keys - //-------------------------------------------------------------------- -public: - void setKey(const S32 direction, S32 &key); // Sets key to +1 for +direction, -1 for -direction -private: - S32 mAtKey; // Either 1, 0, or -1. Indicates that movement key is pressed - S32 mWalkKey; // Like AtKey, but causes less forward thrust - S32 mLeftKey; - S32 mUpKey; - F32 mYawKey; - F32 mPitchKey; //-------------------------------------------------------------------- // Movement from user input @@ -492,42 +448,6 @@ public: void movePitch(F32 mag); //-------------------------------------------------------------------- - // Orbit - //-------------------------------------------------------------------- -public: - void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; } - void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; } - void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; } - void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; } - void setOrbitInKey(F32 mag) { mOrbitInKey = mag; } - void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; } -private: - F32 mOrbitLeftKey; - F32 mOrbitRightKey; - F32 mOrbitUpKey; - F32 mOrbitDownKey; - F32 mOrbitInKey; - F32 mOrbitOutKey; - - //-------------------------------------------------------------------- - // Pan - //-------------------------------------------------------------------- -public: - void setPanLeftKey(F32 mag) { mPanLeftKey = mag; } - void setPanRightKey(F32 mag) { mPanRightKey = mag; } - void setPanUpKey(F32 mag) { mPanUpKey = mag; } - void setPanDownKey(F32 mag) { mPanDownKey = mag; } - void setPanInKey(F32 mag) { mPanInKey = mag; } - void setPanOutKey(F32 mag) { mPanOutKey = mag; } -private: - F32 mPanUpKey; - F32 mPanDownKey; - F32 mPanLeftKey; - F32 mPanRightKey; - F32 mPanInKey; - F32 mPanOutKey; - - //-------------------------------------------------------------------- // Move the avatar's frame //-------------------------------------------------------------------- public: @@ -640,232 +560,6 @@ private: /******************************************************************************** ** ** - ** CAMERA - **/ - - //-------------------------------------------------------------------- - // Mode - //-------------------------------------------------------------------- -public: - void changeCameraToDefault(); - void changeCameraToMouselook(BOOL animate = TRUE); - void changeCameraToThirdPerson(BOOL animate = TRUE); - void changeCameraToCustomizeAvatar(BOOL avatar_animate = TRUE, BOOL camera_animate = TRUE); // Trigger transition animation - void changeCameraToFollow(BOOL animate = TRUE); // Ventrella - BOOL cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); } - BOOL cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); } - BOOL cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR /*&& !mCameraAnimating*/); } - BOOL cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); } - ECameraMode getCameraMode() const { return mCameraMode; } - void updateCamera(); // Call once per frame to update camera location/orientation - void resetCamera(); // Slam camera into its default position -private: - ECameraMode mCameraMode; // Target mode after transition animation is done - ECameraMode mLastCameraMode; - - //-------------------------------------------------------------------- - // Preset - //-------------------------------------------------------------------- -public: - void switchCameraPreset(ECameraPreset preset); - -private: - - /** Determines default camera offset depending on the current camera preset */ - LLVector3 getCameraOffsetInitial(); - - /** Camera preset in Third Person Mode */ - ECameraPreset mCameraPreset; - - /** Initial camera offsets */ - std::map<ECameraPreset, LLVector3> mCameraOffsetInitial; - - /** Initial focus offsets */ - std::map<ECameraPreset, LLVector3d> mFocusOffsetInitial; - - - //-------------------------------------------------------------------- - // Position - //-------------------------------------------------------------------- -public: - LLVector3d getCameraPositionGlobal() const; - const LLVector3 &getCameraPositionAgent() const; - LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target - F32 getCameraMinOffGround(); // Minimum height off ground for this mode, meters - void setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; } - BOOL calcCameraMinDistance(F32 &obj_min_distance); - F32 calcCustomizeAvatarUIOffset(const LLVector3d& camera_pos_global); - F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); } -private: - F32 mCurrentCameraDistance; // Current camera offset from avatar - F32 mTargetCameraDistance; // Target camera offset from avatar - F32 mCameraFOVZoomFactor; // Amount of fov zoom applied to camera when zeroing in on an object - F32 mCameraCurrentFOVZoomFactor; // Interpolated fov zoom - F32 mCameraFOVDefault; // Default field of view that is basis for FOV zoom effect - LLVector4 mCameraCollidePlane; // Colliding plane for camera - F32 mCameraZoomFraction; // Mousewheel driven fraction of zoom - LLVector3 mCameraPositionAgent; // Camera position in agent coordinates - LLVector3 mCameraVirtualPositionAgent; // Camera virtual position (target) before performing FOV zoom - LLVector3d mCameraSmoothingLastPositionGlobal; - LLVector3d mCameraSmoothingLastPositionAgent; - BOOL mCameraSmoothingStop; - LLVector3 mCameraLag; // Third person camera lag - LLVector3 mCameraUpVector; // Camera's up direction in world coordinates (determines the 'roll' of the view) - - //-------------------------------------------------------------------- - // Follow - //-------------------------------------------------------------------- -public: - void setUsingFollowCam(bool using_follow_cam); -private: - LLFollowCam mFollowCam; // Ventrella - - //-------------------------------------------------------------------- - // Sit - //-------------------------------------------------------------------- -public: - void setupSitCamera(); - BOOL sitCameraEnabled() { return mSitCameraEnabled; } - void setSitCamera(const LLUUID &object_id, - const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero); -private: - LLPointer<LLViewerObject> mSitCameraReferenceObject; // Object to which camera is related when sitting - BOOL mSitCameraEnabled; // Use provided camera information when sitting? - LLVector3 mSitCameraPos; // Root relative camera pos when sitting - LLVector3 mSitCameraFocus; // Root relative camera target when sitting - - //-------------------------------------------------------------------- - // Animation - //-------------------------------------------------------------------- -public: - void setCameraAnimating(BOOL b) { mCameraAnimating = b; } - BOOL getCameraAnimating() { return mCameraAnimating; } - void setAnimationDuration(F32 seconds) { mAnimationDuration = seconds; } - void startCameraAnimation(); - void stopCameraAnimation(); -private: - BOOL mCameraAnimating; // Camera is transitioning from one mode to another - LLVector3d mAnimationCameraStartGlobal; // Camera start position, global coords - LLVector3d mAnimationFocusStartGlobal; // Camera focus point, global coords - - //-------------------------------------------------------------------- - // Focus - //-------------------------------------------------------------------- -public: - LLVector3d calcFocusPositionTargetGlobal(); - LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y); - BOOL getFocusOnAvatar() const { return mFocusOnAvatar; } - LLPointer<LLViewerObject>& getFocusObject() { return mFocusObject; } - F32 getFocusObjectDist() const { return mFocusObjectDist; } - void updateFocusOffset(); - void validateFocusObject(); - void setFocusGlobal(const LLPickInfo& pick); - void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null); - void setFocusOnAvatar(BOOL focus, BOOL animate); - void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id); - void clearFocusObject(); - void setFocusObject(LLViewerObject* object); - void setObjectTracking(BOOL track) { mTrackFocusObject = track; } - const LLVector3d &getFocusGlobal() const { return mFocusGlobal; } - const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; } -private: - LLVector3d mCameraFocusOffset; // Offset from focus point in build mode - LLVector3d mCameraFocusOffsetTarget; // Target towards which we are lerping the camera's focus offset - BOOL mFocusOnAvatar; - LLVector3d mFocusGlobal; - LLVector3d mFocusTargetGlobal; - LLPointer<LLViewerObject> mFocusObject; - F32 mFocusObjectDist; - LLVector3 mFocusObjectOffset; - F32 mFocusDotRadius; // Meters - BOOL mTrackFocusObject; - F32 mUIOffset; - - //-------------------------------------------------------------------- - // Lookat / Pointat - //-------------------------------------------------------------------- -public: - void updateLookAt(const S32 mouse_x, const S32 mouse_y); - BOOL setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); - ELookAtType getLookAtType(); - void slamLookAt(const LLVector3 &look_at); // Set the physics data - BOOL setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); - EPointAtType getPointAtType(); -public: - LLPointer<LLHUDEffectLookAt> mLookAt; - LLPointer<LLHUDEffectPointAt> mPointAt; - - //-------------------------------------------------------------------- - // Third person - //-------------------------------------------------------------------- -public: - LLVector3d calcThirdPersonFocusOffset(); - void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; } -private: - LLVector3 mThirdPersonHeadOffset; // Head offset for third person camera position - - //-------------------------------------------------------------------- - // Orbit - //-------------------------------------------------------------------- -public: - void cameraOrbitAround(const F32 radians); // Rotate camera CCW radians about build focus point - void cameraOrbitOver(const F32 radians); // Rotate camera forward radians over build focus point - void cameraOrbitIn(const F32 meters); // Move camera in toward build focus point - - //-------------------------------------------------------------------- - // Zoom - //-------------------------------------------------------------------- -public: - void handleScrollWheel(S32 clicks); // Mousewheel driven zoom - void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance - F32 getCameraZoomFraction(); // Get camera zoom as fraction of minimum and maximum zoom - void setCameraZoomFraction(F32 fraction); // Set camera zoom as fraction of minimum and maximum zoom - F32 calcCameraFOVZoomFactor(); - - //-------------------------------------------------------------------- - // Pan - //-------------------------------------------------------------------- -public: - void cameraPanIn(const F32 meters); - void cameraPanLeft(const F32 meters); - void cameraPanUp(const F32 meters); - - //-------------------------------------------------------------------- - // View - //-------------------------------------------------------------------- -public: - // Called whenever the agent moves. Puts camera back in default position, deselects items, etc. - void resetView(BOOL reset_camera = TRUE, BOOL change_camera = FALSE); - // Called on camera movement. Unlocks camera from the default position behind the avatar. - void unlockView(); - - //-------------------------------------------------------------------- - // Mouselook - //-------------------------------------------------------------------- -public: - BOOL getForceMouselook() const { return mForceMouselook; } - void setForceMouselook(BOOL mouselook) { mForceMouselook = mouselook; } -private: - BOOL mForceMouselook; - - //-------------------------------------------------------------------- - // HUD - //-------------------------------------------------------------------- -public: - const LLColor4 &getEffectColor(); - void setEffectColor(const LLColor4 &color); -public: - F32 mHUDTargetZoom; // Target zoom level for HUD objects (used when editing) - F32 mHUDCurZoom; // Current animated zoom level for HUD objects -private: - LLUIColor mEffectColor; - -/** Camera - ** ** - *******************************************************************************/ - -/******************************************************************************** - ** ** ** ACCESS **/ @@ -938,8 +632,9 @@ public: LLQuaternion getHeadRotation(); BOOL needsRenderAvatar(); // TRUE when camera mode is such that your own avatar should draw BOOL needsRenderHead(); -public: - F32 mDrawDistance; + void setShowAvatar(BOOL show) { mShowAvatar = show; } + BOOL getShowAvatar() const { return mShowAvatar; } + private: BOOL mShowAvatar; // Should we render the avatar? U32 mAppearanceSerialNum; @@ -954,6 +649,15 @@ public: private: U8 mRenderState; // Current behavior state of agent + //-------------------------------------------------------------------- + // HUD + //-------------------------------------------------------------------- +public: + const LLColor4 &getEffectColor(); + void setEffectColor(const LLColor4 &color); +private: + LLUIColor mEffectColor; + /** Rendering ** ** *******************************************************************************/ |