diff options
Diffstat (limited to 'indra/newview/llhudeffectbeam.cpp')
-rw-r--r-- | indra/newview/llhudeffectbeam.cpp | 371 |
1 files changed, 371 insertions, 0 deletions
diff --git a/indra/newview/llhudeffectbeam.cpp b/indra/newview/llhudeffectbeam.cpp new file mode 100644 index 0000000000..069986eb77 --- /dev/null +++ b/indra/newview/llhudeffectbeam.cpp @@ -0,0 +1,371 @@ +/** + * @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(); +} |