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+/**
+ * @file llagent.h
+ * @brief LLAgent class header file
+ *
+ * $LicenseInfo:firstyear=2000&license=viewergpl$
+ *
+ * Copyright (c) 2000-2009, Linden Research, Inc.
+ *
+ * Second Life Viewer Source Code
+ * The source code in this file ("Source Code") is provided by Linden Lab
+ * to you under the terms of the GNU General Public License, version 2.0
+ * ("GPL"), unless you have obtained a separate licensing agreement
+ * ("Other License"), formally executed by you and Linden Lab. Terms of
+ * the GPL can be found in doc/GPL-license.txt in this distribution, or
+ * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
+ *
+ * There are special exceptions to the terms and conditions of the GPL as
+ * it is applied to this Source Code. View the full text of the exception
+ * in the file doc/FLOSS-exception.txt in this software distribution, or
+ * online at
+ * http://secondlifegrid.net/programs/open_source/licensing/flossexception
+ *
+ * By copying, modifying or distributing this software, you acknowledge
+ * that you have read and understood your obligations described above,
+ * and agree to abide by those obligations.
+ *
+ * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
+ * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
+ * COMPLETENESS OR PERFORMANCE.
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_LLAGENTCAMERA_H
+#define LL_LLAGENTCAMERA_H
+
+#include "llfollowcam.h" // Ventrella
+#include "llhudeffectlookat.h" // EPointAtType
+#include "llhudeffectpointat.h" // ELookAtType
+
+class LLPickInfo;
+class LLVOAvatarSelf;
+
+//--------------------------------------------------------------------
+// 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
+};
+
+//------------------------------------------------------------------------
+// LLAgentCamera
+//------------------------------------------------------------------------
+class LLAgentCamera
+{
+ LOG_CLASS(LLAgentCamera);
+
+public:
+ //--------------------------------------------------------------------
+ // Constructors / Destructors
+ //--------------------------------------------------------------------
+public:
+ LLAgentCamera();
+ virtual ~LLAgentCamera();
+ void init();
+ void cleanup();
+ void setAvatarObject(LLVOAvatarSelf* avatar);
+private:
+ bool mInitialized;
+
+
+ //--------------------------------------------------------------------
+ // 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; }
+ 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);
+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(); }
+ void clearCameraLag() { mCameraLag.clearVec(); }
+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:
+ 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);
+ 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 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
+
+ //--------------------------------------------------------------------
+ // 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();
+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;
+
+ //--------------------------------------------------------------------
+ // 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;
+
+/** Keys
+ ** **
+ *******************************************************************************/
+
+};
+
+extern LLAgentCamera gAgentCamera;
+
+#endif