diff options
Diffstat (limited to 'indra/newview/llagentcamera.h')
-rw-r--r-- | indra/newview/llagentcamera.h | 365 |
1 files changed, 365 insertions, 0 deletions
diff --git a/indra/newview/llagentcamera.h b/indra/newview/llagentcamera.h new file mode 100644 index 0000000000..2074864336 --- /dev/null +++ b/indra/newview/llagentcamera.h @@ -0,0 +1,365 @@ +/** + * @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 "indra_constants.h" +#include "llevent.h" // LLObservable base class +#include "llagent.h" +#include "llagentaccess.h" +#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" + +class LLChat; +class LLVOAvatarSelf; +class LLViewerRegion; +class LLMotion; +class LLToolset; +class LLMessageSystem; +class LLPermissions; +class LLHost; +class LLFriendObserver; +class LLPickInfo; +class LLViewerObject; +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 +}; + +//------------------------------------------------------------------------ +// 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) + + //-------------------------------------------------------------------- + // 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; + + //-------------------------------------------------------------------- + // 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 +}; + +extern LLAgentCamera gAgentCamera; + +#endif |