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-rw-r--r--indra/newview/llhudeffectbeam.cpp371
1 files changed, 371 insertions, 0 deletions
diff --git a/indra/newview/llhudeffectbeam.cpp b/indra/newview/llhudeffectbeam.cpp
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+++ b/indra/newview/llhudeffectbeam.cpp
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+/**
+ * @file llhudeffectbeam.cpp
+ * @brief LLHUDEffectBeam class implementation
+ *
+ * Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "llhudeffectbeam.h"
+#include "message.h"
+
+#include "llviewerobjectlist.h"
+
+#include "llagent.h"
+#include "lldrawable.h"
+#include "llfontgl.h"
+#include "llgl.h"
+#include "llglheaders.h"
+#include "llhudrender.h"
+#include "llimagegl.h"
+#include "llsphere.h"
+#include "llviewercamera.h"
+#include "llvoavatar.h"
+#include "llviewercontrol.h"
+
+const F32 BEAM_SPACING = 0.075f;
+
+LLHUDEffectBeam::LLHUDEffectBeam(const U8 type) : LLHUDEffect(type)
+{
+ mKillTime = mDuration;
+
+ // Initialize all of these to defaults
+ S32 i;
+ for (i = 0; i < NUM_POINTS; i++)
+ {
+ mInterp[i].setStartTime(BEAM_SPACING*i);
+ mInterp[i].setEndTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i);
+ mInterp[i].start();
+ mInterpFade[i].setStartTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i - 0.5f*NUM_POINTS*BEAM_SPACING);
+ mInterpFade[i].setEndTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i);
+ mInterpFade[i].setStartVal(1.f);
+ mInterpFade[i].setEndVal(0.f);
+ }
+
+ // Setup default timeouts and fade animations.
+ F32 fade_length;
+ fade_length = llmin(0.5f, mDuration);
+ mFadeInterp.setStartTime(mKillTime - fade_length);
+ mFadeInterp.setEndTime(mKillTime);
+ mFadeInterp.setStartVal(1.f);
+ mFadeInterp.setEndVal(0.f);
+}
+
+LLHUDEffectBeam::~LLHUDEffectBeam()
+{
+}
+
+void LLHUDEffectBeam::packData(LLMessageSystem *mesgsys)
+{
+ if (!mSourceObject)
+ {
+ llwarns << "Missing source object!" << llendl;
+ }
+
+ // Pack the default data
+ LLHUDEffect::packData(mesgsys);
+
+ // Pack the type-specific data. Uses a fun packed binary format. Whee!
+ // 16 + 24 + 1 = 41
+ U8 packed_data[41];
+ memset(packed_data, 0, 41);
+ if (mSourceObject)
+ {
+ htonmemcpy(packed_data, mSourceObject->mID.mData, MVT_LLUUID, 16);
+ }
+
+ if (mTargetObject)
+ {
+ packed_data[16] = 1;
+ }
+ else
+ {
+ packed_data[16] = 0;
+ }
+
+ if (mTargetObject)
+ {
+ htonmemcpy(&(packed_data[17]), mTargetObject->mID.mData, MVT_LLUUID, 16);
+ }
+ else
+ {
+ htonmemcpy(&(packed_data[17]), mTargetPos.mdV, MVT_LLVector3d, 24);
+ }
+ mesgsys->addBinaryDataFast(_PREHASH_TypeData, packed_data, 41);
+}
+
+void LLHUDEffectBeam::unpackData(LLMessageSystem *mesgsys, S32 blocknum)
+{
+ llerrs << "Got beam!" << llendl;
+ BOOL use_target_object;
+ LLVector3d new_target;
+ U8 packed_data[41];
+
+ LLHUDEffect::unpackData(mesgsys, blocknum);
+ LLUUID source_id;
+ LLUUID target_id;
+ S32 size = mesgsys->getSizeFast(_PREHASH_Effect, blocknum, _PREHASH_TypeData);
+ if (size != 41)
+ {
+ llwarns << "Beam effect with bad size " << size << llendl;
+ return;
+ }
+ mesgsys->getBinaryDataFast(_PREHASH_Effect, _PREHASH_TypeData, packed_data, 41, blocknum);
+
+ htonmemcpy(source_id.mData, packed_data, MVT_LLUUID, 16);
+
+ LLViewerObject *objp = gObjectList.findObject(source_id);
+ if (objp)
+ {
+ setSourceObject(objp);
+ }
+
+ use_target_object = packed_data[16];
+
+ if (use_target_object)
+ {
+ htonmemcpy(target_id.mData, &packed_data[17], MVT_LLUUID, 16);
+
+ LLViewerObject *objp = gObjectList.findObject(target_id);
+ if (objp)
+ {
+ setTargetObject(objp);
+ }
+ }
+ else
+ {
+ htonmemcpy(new_target.mdV, &(packed_data[17]), MVT_LLVector3d, 24);
+ setTargetPos(new_target);
+ }
+
+ // We've received an update for the effect, update the various timeouts
+ // and fade animations.
+ mKillTime = mTimer.getElapsedTimeF32() + mDuration;
+ F32 fade_length;
+ fade_length = llmin(0.5f, mDuration);
+ mFadeInterp.setStartTime(mKillTime - fade_length);
+ mFadeInterp.setEndTime(mKillTime);
+ mFadeInterp.setStartVal(1.f);
+ mFadeInterp.setEndVal(0.f);
+}
+
+void LLHUDEffectBeam::setSourceObject(LLViewerObject *objp)
+{
+ if (objp->isDead())
+ {
+ llwarns << "HUDEffectBeam: Source object is dead!" << llendl;
+ mSourceObject = NULL;
+ return;
+ }
+
+ if (mSourceObject == objp)
+ {
+ return;
+ }
+
+ mSourceObject = objp;
+ if (mSourceObject)
+ {
+ S32 i;
+ for (i = 0; i < NUM_POINTS; i++)
+ {
+ if (mSourceObject->isAvatar())
+ {
+ LLViewerObject *objp = mSourceObject;
+ LLVOAvatar *avatarp = (LLVOAvatar *)objp;
+ LLVector3d hand_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition());
+ mInterp[i].setStartVal(hand_pos_global);
+ mInterp[i].start();
+ }
+ else
+ {
+ mInterp[i].setStartVal(mSourceObject->getPositionGlobal());
+ mInterp[i].start();
+ }
+ }
+ }
+}
+
+
+void LLHUDEffectBeam::setTargetObject(LLViewerObject *objp)
+{
+ if (mTargetObject->isDead())
+ {
+ llwarns << "HUDEffectBeam: Target object is dead!" << llendl;
+ }
+
+ mTargetObject = objp;
+}
+
+void LLHUDEffectBeam::setTargetPos(const LLVector3d &pos_global)
+{
+ mTargetPos = pos_global;
+ mTargetObject = NULL;
+}
+
+void LLHUDEffectBeam::render()
+{
+ if (!mSourceObject)
+ {
+ markDead();
+ return;
+ }
+ if (mSourceObject->isDead())
+ {
+ markDead();
+ return;
+ }
+
+ F32 time = mTimer.getElapsedTimeF32();
+
+ // Kill us if our time is over...
+ if (mKillTime < time)
+ {
+ markDead();
+ return;
+ }
+
+ LLGLSPipelineAlpha gls_pipeline_alpha;
+ LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
+
+
+ // Interpolate the global fade alpha
+ mFadeInterp.update(time);
+
+ if (mTargetObject.notNull() && mTargetObject->mDrawable.notNull())
+ {
+ // use viewer object position on freshly created objects
+ if (mTargetObject->mDrawable->getGeneration() == -1)
+ {
+ mTargetPos = mTargetObject->getPositionGlobal();
+ }
+ // otherwise use drawable
+ else
+ {
+ mTargetPos = gAgent.getPosGlobalFromAgent(mTargetObject->mDrawable->getPositionAgent());
+ }
+ }
+
+
+ // Init the color of the particles
+ LLColor4U coloru = mColor;
+
+ /*
+ // This is disabled for now - DJS
+
+ // Fade the alpha
+ coloru.mV[3] = mFadeInterp.getCurVal()*mColor.mV[3];
+
+ // Draw a regular "beam" that connects the source and target
+
+ // First, figure out start and end positions relative to the camera
+ LLVector3 start_pos_agent;
+ if (mSourceObject->getPCode() == LL_PCODE_LEGACY_AVATAR)
+ {
+ LLViewerObject *objp = mSourceObject;
+ LLVOAvatar *avatarp = (LLVOAvatar *)objp;
+ LLVector3d hand_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition());
+ start_pos_agent = gAgent.getPosAgentFromGlobal(hand_pos_global);
+ }
+ else
+ {
+ start_pos_agent = mSourceObject->getPositionAgent();
+ }
+ LLVector3 start_pos_camera = (start_pos_agent - gAgent.getCameraPositionAgent());
+ LLVector3 target_pos_agent = gAgent.getPosAgentFromGlobal(mTargetPos);
+ LLVector3 target_pos_camera = target_pos_agent - gAgent.getCameraPositionAgent();
+
+ // Generate the right "up" vector which is perpendicular to the beam, make it 1/10 meter wide, going to a point.
+ LLVector3 camera_up = gCamera->getUpAxis();
+ LLVector3 camera_at = gCamera->getAtAxis();
+ LLVector3 up = target_pos_camera % start_pos_camera;
+ up.normVec();
+ up *= 0.1f;
+
+ // Draw the triangle for the beam.
+ LLVector3 vertex;
+ glColor4ubv(coloru.mV);
+ glBegin(GL_TRIANGLE_STRIP);
+ vertex = start_pos_agent + up;
+ glVertex3fv(vertex.mV);
+ vertex = start_pos_agent - up;
+ glVertex3fv(vertex.mV);
+ vertex = target_pos_agent;
+ glVertex3fv(vertex.mV);
+ glEnd();
+ */
+
+ // Draw the particles
+ S32 i;
+ for (i = 0; i < NUM_POINTS; i++)
+ {
+ mInterp[i].update(time);
+ if (!mInterp[i].isActive())
+ {
+ continue;
+ }
+ mInterpFade[i].update(time);
+
+ if (mInterp[i].isDone())
+ {
+ // Reinitialize the particle when the particle has finished its animation.
+ setupParticle(i);
+ }
+
+ F32 frac = mInterp[i].getCurFrac();
+ F32 scale = 0.025f + fabs(0.05f*sin(2.f*F_PI*(frac - time)));
+ scale *= mInterpFade[i].getCurVal();
+
+ LLVector3 pos_agent = gAgent.getPosAgentFromGlobal(mInterp[i].getCurVal());
+
+ F32 alpha = mFadeInterp.getCurVal()*mColor.mV[3];
+ alpha *= mInterpFade[i].getCurVal();
+ coloru.mV[3] = (U8)alpha;
+ glColor4ubv(coloru.mV);
+
+ glPushMatrix();
+ glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
+ glScalef(scale, scale, scale);
+ gSphere.render(0);
+ glPopMatrix();
+ }
+}
+
+void LLHUDEffectBeam::setupParticle(const S32 i)
+{
+ LLVector3d start_pos_global;
+ if (mSourceObject->getPCode() == LL_PCODE_LEGACY_AVATAR)
+ {
+ LLViewerObject *objp = mSourceObject;
+ LLVOAvatar *avatarp = (LLVOAvatar *)objp;
+ start_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition());
+ }
+ else
+ {
+ start_pos_global = mSourceObject->getPositionGlobal();
+ }
+
+ // Generate a random offset for the target point.
+ const F32 SCALE = 0.5f;
+ F32 x, y, z;
+ x = frand(SCALE) - 0.5f*SCALE;
+ y = frand(SCALE) - 0.5f*SCALE;
+ z = frand(SCALE) - 0.5f*SCALE;
+
+ LLVector3d target_pos_global(mTargetPos);
+ target_pos_global += LLVector3d(x, y, z);
+
+ mInterp[i].setStartTime(mInterp[i].getEndTime());
+ mInterp[i].setEndTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS);
+ mInterp[i].setStartVal(start_pos_global);
+ mInterp[i].setEndVal(target_pos_global);
+ mInterp[i].start();
+
+
+ // Setup the interpolator that fades out the alpha.
+ mInterpFade[i].setStartTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS - 0.5f*NUM_POINTS*BEAM_SPACING);
+ mInterpFade[i].setEndTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS - 0.05f);
+ mInterpFade[i].start();
+}