summaryrefslogtreecommitdiff
path: root/indra/newview/llagentcamera.h
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/llagentcamera.h')
-rw-r--r--indra/newview/llagentcamera.h836
1 files changed, 418 insertions, 418 deletions
diff --git a/indra/newview/llagentcamera.h b/indra/newview/llagentcamera.h
index f28a49d046..d5b21a6cf4 100644
--- a/indra/newview/llagentcamera.h
+++ b/indra/newview/llagentcamera.h
@@ -1,418 +1,418 @@
-/**
- * @file llagent.h
- * @brief LLAgent class header file
- *
- * $LicenseInfo:firstyear=2000&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
-
-#ifndef LL_LLAGENTCAMERA_H
-#define LL_LLAGENTCAMERA_H
-
-#include "llfollowcam.h" // Ventrella
-#include "llhudeffectlookat.h" // EPointAtType
-#include "llhudeffectpointat.h" // ELookAtType
-
-class LLPickInfo;
-class LLVOAvatarSelf;
-class LLControlVariable;
-
-//--------------------------------------------------------------------
-// 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,
-
- /** Current view when a preset is saved */
- CAMERA_PRESET_CUSTOM
-};
-
-//------------------------------------------------------------------------
-// LLAgentCamera
-//------------------------------------------------------------------------
-class LLAgentCamera
-{
- LOG_CLASS(LLAgentCamera);
-
-public:
- //--------------------------------------------------------------------
- // Constructors / Destructors
- //--------------------------------------------------------------------
-public:
- LLAgentCamera();
- virtual ~LLAgentCamera();
- void init();
- void cleanup();
- void setAvatarObject(LLVOAvatarSelf* avatar);
- bool isInitialized() { return mInitialized; }
-private:
- bool mInitialized;
-
-
- //--------------------------------------------------------------------
- // Mode
- //--------------------------------------------------------------------
-public:
- void changeCameraToDefault();
- void changeCameraToMouselook(bool animate = true);
- void changeCameraToThirdPerson(bool animate = true);
- void changeCameraToCustomizeAvatar(); // 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; }
- ECameraMode getLastCameraMode() const { return mLastCameraMode; }
- void updateCamera(); // Call once per frame to update camera location/orientation
- void resetCamera(); // Slam camera into its default position
- void updateLastCamera(); // Set last camera to current camera
-
-private:
- ECameraMode mCameraMode; // Target mode after transition animation is done
- ECameraMode mLastCameraMode;
-
- //--------------------------------------------------------------------
- // Preset
- //--------------------------------------------------------------------
-public:
- void switchCameraPreset(ECameraPreset preset);
- /** Determines default camera offset depending on the current camera preset */
- LLVector3 getCameraOffsetInitial();
- /** Determines default focus offset depending on the current camera preset */
- LLVector3d getFocusOffsetInitial();
-
- LLVector3 getCurrentCameraOffset();
- LLVector3d getCurrentFocusOffset();
- LLQuaternion getCurrentAvatarRotation();
- bool isJoystickCameraUsed();
- void setInitSitRot(LLQuaternion sit_rot) { mInitSitRot = sit_rot; };
- void rotateToInitSitRot();
-
-private:
- /** Determines maximum camera distance from target for mouselook, opposite to LAND_MIN_ZOOM */
- F32 getCameraMaxZoomDistance();
-
- /** Camera preset in Third Person Mode */
- ECameraPreset mCameraPreset;
-
- LLQuaternion mInitSitRot;
-
- //--------------------------------------------------------------------
- // 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 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); }
- void clearCameraLag() { mCameraLag.clearVec(); }
-private:
- LLVector3 getAvatarRootPosition();
-
- 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
- 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:
- bool isfollowCamLocked();
-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);
- void startCameraAnimation();
- void stopCameraAnimation();
-private:
- LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active
- F32 mAnimationDuration; // In seconds
- 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, bool reset_axes = true);
- void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id);
- void clearFocusObject();
- void setFocusObject(LLViewerObject* object);
- void setAllowChangeToFollow(bool focus) { mAllowChangeToFollow = focus; }
- 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;
- bool mAllowChangeToFollow;
- LLVector3d mFocusGlobal;
- LLVector3d mFocusTargetGlobal;
- LLPointer<LLViewerObject> mFocusObject;
- F32 mFocusObjectDist;
- LLVector3 mFocusObjectOffset;
- bool mTrackFocusObject;
-
- //--------------------------------------------------------------------
- // 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 lookAtLastChat();
- 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
- void resetCameraOrbit();
- void resetOrbitDiff();
- //--------------------------------------------------------------------
- // Zoom
- //--------------------------------------------------------------------
-public:
- void handleScrollWheel(S32 clicks); // Mousewheel driven zoom
- void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance
- F32 getCameraZoomFraction(bool get_third_person = false); // 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();
- F32 getAgentHUDTargetZoom();
-
- void resetCameraZoomFraction();
- F32 getCurrentCameraZoomFraction() { return mCameraZoomFraction; }
-
- //--------------------------------------------------------------------
- // Pan
- //--------------------------------------------------------------------
-public:
- void cameraPanIn(const F32 meters);
- void cameraPanLeft(const F32 meters);
- void cameraPanUp(const F32 meters);
- void resetCameraPan();
- void resetPanDiff();
- //--------------------------------------------------------------------
- // 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();
-public:
- F32 mDrawDistance;
-
- //--------------------------------------------------------------------
- // Mouselook
- //--------------------------------------------------------------------
-public:
- bool getForceMouselook() const { return mForceMouselook; }
- void setForceMouselook(bool mouselook) { mForceMouselook = mouselook; }
-private:
- bool mForceMouselook;
-
- //--------------------------------------------------------------------
- // HUD
- //--------------------------------------------------------------------
-public:
- F32 mHUDTargetZoom; // Target zoom level for HUD objects (used when editing)
- F32 mHUDCurZoom; // Current animated zoom level for HUD objects
-
-
-/********************************************************************************
- ** **
- ** KEYS
- **/
-
-public:
- S32 getAtKey() const { return mAtKey; }
- S32 getWalkKey() const { return mWalkKey; }
- S32 getLeftKey() const { return mLeftKey; }
- S32 getUpKey() const { return mUpKey; }
- F32 getYawKey() const { return mYawKey; }
- F32 getPitchKey() const { return mPitchKey; }
-
- void setAtKey(S32 mag) { mAtKey = mag; }
- void setWalkKey(S32 mag) { mWalkKey = mag; }
- void setLeftKey(S32 mag) { mLeftKey = mag; }
- void setUpKey(S32 mag) { mUpKey = mag; }
- void setYawKey(F32 mag) { mYawKey = mag; }
- void setPitchKey(F32 mag) { mPitchKey = mag; }
-
- void clearGeneralKeys();
- static S32 directionToKey(S32 direction); // Changes direction to -1/0/1
-
-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;
-
- //--------------------------------------------------------------------
- // Orbit
- //--------------------------------------------------------------------
-public:
- F32 getOrbitLeftKey() const { return mOrbitLeftKey; }
- F32 getOrbitRightKey() const { return mOrbitRightKey; }
- F32 getOrbitUpKey() const { return mOrbitUpKey; }
- F32 getOrbitDownKey() const { return mOrbitDownKey; }
- F32 getOrbitInKey() const { return mOrbitInKey; }
- F32 getOrbitOutKey() const { return mOrbitOutKey; }
-
- 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; }
-
- void clearOrbitKeys();
-private:
- F32 mOrbitLeftKey;
- F32 mOrbitRightKey;
- F32 mOrbitUpKey;
- F32 mOrbitDownKey;
- F32 mOrbitInKey;
- F32 mOrbitOutKey;
-
- F32 mOrbitAroundRadians;
- F32 mOrbitOverAngle;
-
- //--------------------------------------------------------------------
- // Pan
- //--------------------------------------------------------------------
-public:
- F32 getPanLeftKey() const { return mPanLeftKey; }
- F32 getPanRightKey() const { return mPanRightKey; }
- F32 getPanUpKey() const { return mPanUpKey; }
- F32 getPanDownKey() const { return mPanDownKey; }
- F32 getPanInKey() const { return mPanInKey; }
- F32 getPanOutKey() const { return mPanOutKey; }
-
- 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; }
-
- void clearPanKeys();
-private:
- F32 mPanUpKey;
- F32 mPanDownKey;
- F32 mPanLeftKey;
- F32 mPanRightKey;
- F32 mPanInKey;
- F32 mPanOutKey;
-
- LLVector3d mPanFocusDiff;
-
-/** Keys
- ** **
- *******************************************************************************/
-
-};
-
-extern LLAgentCamera gAgentCamera;
-
-#endif
+/**
+ * @file llagent.h
+ * @brief LLAgent class header file
+ *
+ * $LicenseInfo:firstyear=2000&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_LLAGENTCAMERA_H
+#define LL_LLAGENTCAMERA_H
+
+#include "llfollowcam.h" // Ventrella
+#include "llhudeffectlookat.h" // EPointAtType
+#include "llhudeffectpointat.h" // ELookAtType
+
+class LLPickInfo;
+class LLVOAvatarSelf;
+class LLControlVariable;
+
+//--------------------------------------------------------------------
+// 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,
+
+ /** Current view when a preset is saved */
+ CAMERA_PRESET_CUSTOM
+};
+
+//------------------------------------------------------------------------
+// LLAgentCamera
+//------------------------------------------------------------------------
+class LLAgentCamera
+{
+ LOG_CLASS(LLAgentCamera);
+
+public:
+ //--------------------------------------------------------------------
+ // Constructors / Destructors
+ //--------------------------------------------------------------------
+public:
+ LLAgentCamera();
+ virtual ~LLAgentCamera();
+ void init();
+ void cleanup();
+ void setAvatarObject(LLVOAvatarSelf* avatar);
+ bool isInitialized() { return mInitialized; }
+private:
+ bool mInitialized;
+
+
+ //--------------------------------------------------------------------
+ // Mode
+ //--------------------------------------------------------------------
+public:
+ void changeCameraToDefault();
+ void changeCameraToMouselook(bool animate = true);
+ void changeCameraToThirdPerson(bool animate = true);
+ void changeCameraToCustomizeAvatar(); // 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; }
+ ECameraMode getLastCameraMode() const { return mLastCameraMode; }
+ void updateCamera(); // Call once per frame to update camera location/orientation
+ void resetCamera(); // Slam camera into its default position
+ void updateLastCamera(); // Set last camera to current camera
+
+private:
+ ECameraMode mCameraMode; // Target mode after transition animation is done
+ ECameraMode mLastCameraMode;
+
+ //--------------------------------------------------------------------
+ // Preset
+ //--------------------------------------------------------------------
+public:
+ void switchCameraPreset(ECameraPreset preset);
+ /** Determines default camera offset depending on the current camera preset */
+ LLVector3 getCameraOffsetInitial();
+ /** Determines default focus offset depending on the current camera preset */
+ LLVector3d getFocusOffsetInitial();
+
+ LLVector3 getCurrentCameraOffset();
+ LLVector3d getCurrentFocusOffset();
+ LLQuaternion getCurrentAvatarRotation();
+ bool isJoystickCameraUsed();
+ void setInitSitRot(LLQuaternion sit_rot) { mInitSitRot = sit_rot; };
+ void rotateToInitSitRot();
+
+private:
+ /** Determines maximum camera distance from target for mouselook, opposite to LAND_MIN_ZOOM */
+ F32 getCameraMaxZoomDistance();
+
+ /** Camera preset in Third Person Mode */
+ ECameraPreset mCameraPreset;
+
+ LLQuaternion mInitSitRot;
+
+ //--------------------------------------------------------------------
+ // 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 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); }
+ void clearCameraLag() { mCameraLag.clearVec(); }
+private:
+ LLVector3 getAvatarRootPosition();
+
+ 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
+ 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:
+ bool isfollowCamLocked();
+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);
+ void startCameraAnimation();
+ void stopCameraAnimation();
+private:
+ LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active
+ F32 mAnimationDuration; // In seconds
+ 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, bool reset_axes = true);
+ void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id);
+ void clearFocusObject();
+ void setFocusObject(LLViewerObject* object);
+ void setAllowChangeToFollow(bool focus) { mAllowChangeToFollow = focus; }
+ 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;
+ bool mAllowChangeToFollow;
+ LLVector3d mFocusGlobal;
+ LLVector3d mFocusTargetGlobal;
+ LLPointer<LLViewerObject> mFocusObject;
+ F32 mFocusObjectDist;
+ LLVector3 mFocusObjectOffset;
+ bool mTrackFocusObject;
+
+ //--------------------------------------------------------------------
+ // 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 lookAtLastChat();
+ 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
+ void resetCameraOrbit();
+ void resetOrbitDiff();
+ //--------------------------------------------------------------------
+ // Zoom
+ //--------------------------------------------------------------------
+public:
+ void handleScrollWheel(S32 clicks); // Mousewheel driven zoom
+ void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance
+ F32 getCameraZoomFraction(bool get_third_person = false); // 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();
+ F32 getAgentHUDTargetZoom();
+
+ void resetCameraZoomFraction();
+ F32 getCurrentCameraZoomFraction() { return mCameraZoomFraction; }
+
+ //--------------------------------------------------------------------
+ // Pan
+ //--------------------------------------------------------------------
+public:
+ void cameraPanIn(const F32 meters);
+ void cameraPanLeft(const F32 meters);
+ void cameraPanUp(const F32 meters);
+ void resetCameraPan();
+ void resetPanDiff();
+ //--------------------------------------------------------------------
+ // 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();
+public:
+ F32 mDrawDistance;
+
+ //--------------------------------------------------------------------
+ // Mouselook
+ //--------------------------------------------------------------------
+public:
+ bool getForceMouselook() const { return mForceMouselook; }
+ void setForceMouselook(bool mouselook) { mForceMouselook = mouselook; }
+private:
+ bool mForceMouselook;
+
+ //--------------------------------------------------------------------
+ // HUD
+ //--------------------------------------------------------------------
+public:
+ F32 mHUDTargetZoom; // Target zoom level for HUD objects (used when editing)
+ F32 mHUDCurZoom; // Current animated zoom level for HUD objects
+
+
+/********************************************************************************
+ ** **
+ ** KEYS
+ **/
+
+public:
+ S32 getAtKey() const { return mAtKey; }
+ S32 getWalkKey() const { return mWalkKey; }
+ S32 getLeftKey() const { return mLeftKey; }
+ S32 getUpKey() const { return mUpKey; }
+ F32 getYawKey() const { return mYawKey; }
+ F32 getPitchKey() const { return mPitchKey; }
+
+ void setAtKey(S32 mag) { mAtKey = mag; }
+ void setWalkKey(S32 mag) { mWalkKey = mag; }
+ void setLeftKey(S32 mag) { mLeftKey = mag; }
+ void setUpKey(S32 mag) { mUpKey = mag; }
+ void setYawKey(F32 mag) { mYawKey = mag; }
+ void setPitchKey(F32 mag) { mPitchKey = mag; }
+
+ void clearGeneralKeys();
+ static S32 directionToKey(S32 direction); // Changes direction to -1/0/1
+
+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;
+
+ //--------------------------------------------------------------------
+ // Orbit
+ //--------------------------------------------------------------------
+public:
+ F32 getOrbitLeftKey() const { return mOrbitLeftKey; }
+ F32 getOrbitRightKey() const { return mOrbitRightKey; }
+ F32 getOrbitUpKey() const { return mOrbitUpKey; }
+ F32 getOrbitDownKey() const { return mOrbitDownKey; }
+ F32 getOrbitInKey() const { return mOrbitInKey; }
+ F32 getOrbitOutKey() const { return mOrbitOutKey; }
+
+ 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; }
+
+ void clearOrbitKeys();
+private:
+ F32 mOrbitLeftKey;
+ F32 mOrbitRightKey;
+ F32 mOrbitUpKey;
+ F32 mOrbitDownKey;
+ F32 mOrbitInKey;
+ F32 mOrbitOutKey;
+
+ F32 mOrbitAroundRadians;
+ F32 mOrbitOverAngle;
+
+ //--------------------------------------------------------------------
+ // Pan
+ //--------------------------------------------------------------------
+public:
+ F32 getPanLeftKey() const { return mPanLeftKey; }
+ F32 getPanRightKey() const { return mPanRightKey; }
+ F32 getPanUpKey() const { return mPanUpKey; }
+ F32 getPanDownKey() const { return mPanDownKey; }
+ F32 getPanInKey() const { return mPanInKey; }
+ F32 getPanOutKey() const { return mPanOutKey; }
+
+ 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; }
+
+ void clearPanKeys();
+private:
+ F32 mPanUpKey;
+ F32 mPanDownKey;
+ F32 mPanLeftKey;
+ F32 mPanRightKey;
+ F32 mPanInKey;
+ F32 mPanOutKey;
+
+ LLVector3d mPanFocusDiff;
+
+/** Keys
+ ** **
+ *******************************************************************************/
+
+};
+
+extern LLAgentCamera gAgentCamera;
+
+#endif