diff options
Diffstat (limited to 'indra/newview/llagentcamera.h')
-rw-r--r-- | indra/newview/llagentcamera.h | 54 |
1 files changed, 27 insertions, 27 deletions
diff --git a/indra/newview/llagentcamera.h b/indra/newview/llagentcamera.h index 4a9e5efadf..52571f3c55 100644 --- a/indra/newview/llagentcamera.h +++ b/indra/newview/llagentcamera.h @@ -89,14 +89,14 @@ private: //-------------------------------------------------------------------- public: void changeCameraToDefault(); - void changeCameraToMouselook(BOOL animate = TRUE); - void changeCameraToThirdPerson(BOOL animate = TRUE); + 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); } + 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 @@ -139,10 +139,10 @@ private: public: LLVector3d getCameraPositionGlobal() const; const LLVector3 &getCameraPositionAgent() const; - LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target + 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); + bool calcCameraMinDistance(F32 &obj_min_distance); F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); } void clearCameraLag() { mCameraLag.clearVec(); } private: @@ -175,12 +175,12 @@ private: //-------------------------------------------------------------------- public: void setupSitCamera(); - BOOL sitCameraEnabled() { return mSitCameraEnabled; } + 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? + bool mSitCameraEnabled; // Use provided camera information when sitting? LLVector3 mSitCameraPos; // Root relative camera pos when sitting LLVector3 mSitCameraFocus; // Root relative camera target when sitting @@ -188,15 +188,15 @@ private: // Animation //-------------------------------------------------------------------- public: - void setCameraAnimating(BOOL b) { mCameraAnimating = b; } - BOOL getCameraAnimating() { return mCameraAnimating; } + 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 + bool mCameraAnimating; // Camera is transitioning from one mode to another LLVector3d mAnimationCameraStartGlobal; // Camera start position, global coords LLVector3d mAnimationFocusStartGlobal; // Camera focus point, global coords @@ -206,43 +206,43 @@ private: public: LLVector3d calcFocusPositionTargetGlobal(); LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y); - BOOL getFocusOnAvatar() const { return mFocusOnAvatar; } + 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 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; } + 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; + bool mFocusOnAvatar; + bool mAllowChangeToFollow; LLVector3d mFocusGlobal; LLVector3d mFocusTargetGlobal; LLPointer<LLViewerObject> mFocusObject; F32 mFocusObjectDist; LLVector3 mFocusObjectOffset; - BOOL mTrackFocusObject; + 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); + 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); + bool setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); EPointAtType getPointAtType(); public: LLPointer<LLHUDEffectLookAt> mLookAt; @@ -294,7 +294,7 @@ public: //-------------------------------------------------------------------- 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); + 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: @@ -304,10 +304,10 @@ public: // Mouselook //-------------------------------------------------------------------- public: - BOOL getForceMouselook() const { return mForceMouselook; } - void setForceMouselook(BOOL mouselook) { mForceMouselook = mouselook; } + bool getForceMouselook() const { return mForceMouselook; } + void setForceMouselook(bool mouselook) { mForceMouselook = mouselook; } private: - BOOL mForceMouselook; + bool mForceMouselook; //-------------------------------------------------------------------- // HUD |