diff options
Diffstat (limited to 'indra/newview/llviewercamera.cpp')
-rw-r--r-- | indra/newview/llviewercamera.cpp | 1796 |
1 files changed, 898 insertions, 898 deletions
diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index 898f271edc..b27deae5a5 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -1,898 +1,898 @@ -/**
- * @file llviewercamera.cpp
- * @brief LLViewerCamera class implementation
- *
- * $LicenseInfo:firstyear=2002&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#define LLVIEWERCAMERA_CPP
-#include "llviewercamera.h"
-
-// Viewer includes
-#include "llagent.h"
-#include "llagentcamera.h"
-#include "llmatrix4a.h"
-#include "llviewercontrol.h"
-#include "llviewerobjectlist.h"
-#include "llviewerregion.h"
-#include "llviewerwindow.h"
-#include "llvovolume.h"
-#include "llworld.h"
-#include "lltoolmgr.h"
-#include "llviewerjoystick.h"
-
-// Linden library includes
-#include "lldrawable.h"
-#include "llface.h"
-#include "llgl.h"
-#include "llglheaders.h"
-#include "llquaternion.h"
-#include "llwindow.h" // getPixelAspectRatio()
-#include "lltracerecording.h"
-#include "llenvironment.h"
-
-// System includes
-#include <iomanip> // for setprecision
-
-LLTrace::CountStatHandle<> LLViewerCamera::sVelocityStat("camera_velocity");
-LLTrace::CountStatHandle<> LLViewerCamera::sAngularVelocityStat("camera_angular_velocity");
-
-LLViewerCamera::eCameraID LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
-
-//glu pick matrix implementation borrowed from Mesa3D
-glh::matrix4f gl_pick_matrix(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLint* viewport)
-{
- GLfloat m[16];
- GLfloat sx, sy;
- GLfloat tx, ty;
-
- sx = viewport[2] / width;
- sy = viewport[3] / height;
- tx = (viewport[2] + 2.f * (viewport[0] - x)) / width;
- ty = (viewport[3] + 2.f * (viewport[1] - y)) / height;
-
- #define M(row,col) m[col*4+row]
- M(0,0) = sx; M(0,1) = 0.f; M(0,2) = 0.f; M(0,3) = tx;
- M(1,0) = 0.f; M(1,1) = sy; M(1,2) = 0.f; M(1,3) = ty;
- M(2,0) = 0.f; M(2,1) = 0.f; M(2,2) = 1.f; M(2,3) = 0.f;
- M(3,0) = 0.f; M(3,1) = 0.f; M(3,2) = 0.f; M(3,3) = 1.f;
- #undef M
-
- return glh::matrix4f(m);
-}
-
-LLViewerCamera::LLViewerCamera() : LLCamera()
-{
- calcProjection(getFar());
- mCameraFOVDefault = DEFAULT_FIELD_OF_VIEW;
- mPrevCameraFOVDefault = DEFAULT_FIELD_OF_VIEW;
- mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f);
- mPixelMeterRatio = 0.f;
- mScreenPixelArea = 0;
- mZoomFactor = 1.f;
- mZoomSubregion = 1;
- mAverageSpeed = 0.f;
- mAverageAngularSpeed = 0.f;
- gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2));
-}
-
-void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er, const LLVector3 &up_direction, const LLVector3 &point_of_interest)
-{
- // do not update if avatar didn't move
- if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate())
- {
- return;
- }
-
- LLVector3 last_position;
- LLVector3 last_axis;
- last_position = getOrigin();
- last_axis = getAtAxis();
-
- mLastPointOfInterest = point_of_interest;
-
- LLViewerRegion* regp = LLWorld::instance().getRegionFromPosAgent(getOrigin());
- if (!regp)
- {
- regp = gAgent.getRegion();
- }
-
- F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f;
-
- LLVector3 origin = center;
-
- {
- if (origin.mV[2] > water_height)
- {
- origin.mV[2] = llmax(origin.mV[2], water_height + 0.20f);
- }
- else
- {
- origin.mV[2] = llmin(origin.mV[2], water_height - 0.20f);
- }
- }
-
- setOriginAndLookAt(origin, up_direction, point_of_interest);
-
- mVelocityDir = origin - last_position ;
- F32 dpos = mVelocityDir.normVec() ;
- LLQuaternion rotation;
- rotation.shortestArc(last_axis, getAtAxis());
-
- F32 x, y, z;
- F32 drot;
- rotation.getAngleAxis(&drot, &x, &y, &z);
-
- add(sVelocityStat, dpos);
- add(sAngularVelocityStat, drot);
-
- mAverageSpeed = LLTrace::get_frame_recording().getPeriodMeanPerSec(sVelocityStat, 50);
- mAverageAngularSpeed = LLTrace::get_frame_recording().getPeriodMeanPerSec(sAngularVelocityStat);
- mCosHalfCameraFOV = cosf(0.5f * getView() * llmax(1.0f, getAspect()));
-
- // update pixel meter ratio using default fov, not modified one
- mPixelMeterRatio = getViewHeightInPixels()/ (2.f*tanf(mCameraFOVDefault*0.5));
- // update screen pixel area
- mScreenPixelArea =(S32)((F32)getViewHeightInPixels() * ((F32)getViewHeightInPixels() * getAspect()));
-}
-
-const LLMatrix4 &LLViewerCamera::getProjection() const
-{
- calcProjection(getFar());
- return mProjectionMatrix;
-
-}
-
-const LLMatrix4 &LLViewerCamera::getModelview() const
-{
- LLMatrix4 cfr(OGL_TO_CFR_ROTATION);
- getMatrixToLocal(mModelviewMatrix);
- mModelviewMatrix *= cfr;
- return mModelviewMatrix;
-}
-
-void LLViewerCamera::calcProjection(const F32 far_distance) const
-{
- F32 fov_y, z_far, z_near, aspect, f;
- fov_y = getView();
- z_far = far_distance;
- z_near = getNear();
- aspect = getAspect();
-
- f = 1/tan(fov_y*0.5f);
-
- mProjectionMatrix.setZero();
- mProjectionMatrix.mMatrix[0][0] = f/aspect;
- mProjectionMatrix.mMatrix[1][1] = f;
- mProjectionMatrix.mMatrix[2][2] = (z_far + z_near)/(z_near - z_far);
- mProjectionMatrix.mMatrix[3][2] = (2*z_far*z_near)/(z_near - z_far);
- mProjectionMatrix.mMatrix[2][3] = -1;
-}
-
-// Sets up opengl state for 3D drawing. If for selection, also
-// sets up a pick matrix. x and y are ignored if for_selection is false.
-// The picking region is centered on x,y and has the specified width and
-// height.
-
-//static
-void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, bool ortho, bool zflip, bool no_hacks)
-{
- GLint* viewport = (GLint*) gGLViewport;
- F64 model[16];
- F64 proj[16];
-
- for (U32 i = 0; i < 16; i++)
- {
- model[i] = (F64) gGLModelView[i];
- proj[i] = (F64) gGLProjection[i];
- }
-
- GLdouble objX,objY,objZ;
-
- LLVector3 frust[8];
-
- if (no_hacks)
- {
- gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[0].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[1].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[2].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[3].setVec((F32)objX,(F32)objY,(F32)objZ);
-
- gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
- frust[4].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
- frust[5].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
- frust[6].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
- frust[7].setVec((F32)objX,(F32)objY,(F32)objZ);
- }
- else if (zflip)
- {
- gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[0].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[1].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[2].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[3].setVec((F32)objX,(F32)objY,(F32)objZ);
-
- gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
- frust[4].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
- frust[5].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
- frust[6].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
- frust[7].setVec((F32)objX,(F32)objY,(F32)objZ);
-
- for (U32 i = 0; i < 4; i++)
- {
- frust[i+4] = frust[i+4]-frust[i];
- frust[i+4].normVec();
- frust[i+4] = frust[i] + frust[i+4]*camera.getFar();
- }
- }
- else
- {
- gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[0].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[1].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[2].setVec((F32)objX,(F32)objY,(F32)objZ);
- gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
- frust[3].setVec((F32)objX,(F32)objY,(F32)objZ);
-
- if (ortho)
- {
- LLVector3 far_shift = camera.getAtAxis()*camera.getFar()*2.f;
- for (U32 i = 0; i < 4; i++)
- {
- frust[i+4] = frust[i] + far_shift;
- }
- }
- else
- {
- for (U32 i = 0; i < 4; i++)
- {
- LLVector3 vec = frust[i] - camera.getOrigin();
- vec.normVec();
- frust[i+4] = camera.getOrigin() + vec*camera.getFar();
- }
- }
- }
-
- camera.calcAgentFrustumPlanes(frust);
-}
-
-void LLViewerCamera::setPerspective(bool for_selection,
- S32 x, S32 y_from_bot, S32 width, S32 height,
- bool limit_select_distance,
- F32 z_near, F32 z_far)
-{
- F32 fov_y, aspect;
- fov_y = RAD_TO_DEG * getView();
- bool z_default_far = false;
- if (z_far <= 0)
- {
- z_default_far = true;
- z_far = getFar();
- }
- if (z_near <= 0)
- {
- z_near = getNear();
- }
- aspect = getAspect();
-
- // Load camera view matrix
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.loadIdentity();
-
- glh::matrix4f proj_mat;
-
- if (for_selection)
- {
- // make a tiny little viewport
- // anything drawn into this viewport will be "selected"
-
- GLint viewport[4];
- viewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft;
- viewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom;
- viewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth();
- viewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight();
-
- proj_mat = gl_pick_matrix(x+width/2.f, y_from_bot+height/2.f, (GLfloat) width, (GLfloat) height, viewport);
-
- if (limit_select_distance)
- {
- // ...select distance from control
- z_far = gSavedSettings.getF32("MaxSelectDistance");
- }
- else
- {
- z_far = gAgentCamera.mDrawDistance;
- }
- }
- else
- {
- // Only override the far clip if it's not passed in explicitly.
- if (z_default_far)
- {
- z_far = MAX_FAR_CLIP;
- }
- glViewport(x, y_from_bot, width, height);
- gGLViewport[0] = x;
- gGLViewport[1] = y_from_bot;
- gGLViewport[2] = width;
- gGLViewport[3] = height;
- }
-
- if (mZoomFactor > 1.f)
- {
- float offset = mZoomFactor - 1.f;
- int pos_y = mZoomSubregion / llceil(mZoomFactor);
- int pos_x = mZoomSubregion - (pos_y*llceil(mZoomFactor));
- glh::matrix4f translate;
- translate.set_translate(glh::vec3f(offset - (F32)pos_x * 2.f, offset - (F32)pos_y * 2.f, 0.f));
- glh::matrix4f scale;
- scale.set_scale(glh::vec3f(mZoomFactor, mZoomFactor, 1.f));
-
- proj_mat = scale*proj_mat;
- proj_mat = translate*proj_mat;
- }
-
- calcProjection(z_far); // Update the projection matrix cache
-
- proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far);
-
- gGL.loadMatrix(proj_mat.m);
-
- for (U32 i = 0; i < 16; i++)
- {
- gGLProjection[i] = proj_mat.m[i];
- }
-
- gGL.matrixMode(LLRender::MM_MODELVIEW);
-
- glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION);
-
- GLfloat ogl_matrix[16];
-
- getOpenGLTransform(ogl_matrix);
-
- modelview *= glh::matrix4f(ogl_matrix);
-
- gGL.loadMatrix(modelview.m);
-
- if (for_selection && (width > 1 || height > 1))
- {
- // NB: as of this writing, i believe the code below is broken (doesn't take into account the world view, assumes entire window)
- // however, it is also unused (the GL matricies are used for selection, (see LLCamera::sphereInFrustum())) and so i'm not
- // comfortable hacking on it.
- calculateFrustumPlanesFromWindow((F32)(x - width / 2) / (F32)gViewerWindow->getWindowWidthScaled() - 0.5f,
- (F32)(y_from_bot - height / 2) / (F32)gViewerWindow->getWindowHeightScaled() - 0.5f,
- (F32)(x + width / 2) / (F32)gViewerWindow->getWindowWidthScaled() - 0.5f,
- (F32)(y_from_bot + height / 2) / (F32)gViewerWindow->getWindowHeightScaled() - 0.5f);
-
- }
-
- // if not picking and not doing a snapshot, cache various GL matrices
- if (!for_selection && mZoomFactor == 1.f)
- {
- // Save GL matrices for access elsewhere in code, especially project_world_to_screen
- for (U32 i = 0; i < 16; i++)
- {
- gGLModelView[i] = modelview.m[i];
- }
- }
-
- updateFrustumPlanes(*this);
-}
-
-
-// Uses the last GL matrices set in set_perspective to project a point from
-// screen coordinates to the agent's region.
-void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const
-{
- GLdouble x, y, z;
-
- F64 mdlv[16];
- F64 proj[16];
-
- for (U32 i = 0; i < 16; i++)
- {
- mdlv[i] = (F64) gGLModelView[i];
- proj[i] = (F64) gGLProjection[i];
- }
-
- gluUnProject(
- GLdouble(screen_x), GLdouble(screen_y), 0.0,
- mdlv, proj, (GLint*)gGLViewport,
- &x,
- &y,
- &z );
- pos_agent->setVec( (F32)x, (F32)y, (F32)z );
-}
-
-// Uses the last GL matrices set in set_perspective to project a point from
-// the agent's region space to screen coordinates. Returns true if point in within
-// the current window.
-bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const bool clamp) const
-{
- bool in_front = true;
- GLdouble x, y, z; // object's window coords, GL-style
-
- LLVector3 dir_to_point = pos_agent - getOrigin();
- dir_to_point /= dir_to_point.magVec();
-
- if (dir_to_point * getAtAxis() < 0.f)
- {
- if (clamp)
- {
- return false;
- }
- else
- {
- in_front = false;
- }
- }
-
- LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
- S32 viewport[4];
- viewport[0] = world_view_rect.mLeft;
- viewport[1] = world_view_rect.mBottom;
- viewport[2] = world_view_rect.getWidth();
- viewport[3] = world_view_rect.getHeight();
-
- F64 mdlv[16];
- F64 proj[16];
-
- for (U32 i = 0; i < 16; i++)
- {
- mdlv[i] = (F64) gGLModelView[i];
- proj[i] = (F64) gGLProjection[i];
- }
-
- if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ],
- mdlv, proj, (GLint*)viewport,
- &x, &y, &z))
- {
- // convert screen coordinates to virtual UI coordinates
- x /= gViewerWindow->getDisplayScale().mV[VX];
- y /= gViewerWindow->getDisplayScale().mV[VY];
-
- // should now have the x,y coords of grab_point in screen space
- LLRect world_rect = gViewerWindow->getWorldViewRectScaled();
-
- // convert to pixel coordinates
- S32 int_x = lltrunc(x);
- S32 int_y = lltrunc(y);
-
- bool valid = true;
-
- if (clamp)
- {
- if (int_x < world_rect.mLeft)
- {
- out_point.mX = world_rect.mLeft;
- valid = false;
- }
- else if (int_x > world_rect.mRight)
- {
- out_point.mX = world_rect.mRight;
- valid = false;
- }
- else
- {
- out_point.mX = int_x;
- }
-
- if (int_y < world_rect.mBottom)
- {
- out_point.mY = world_rect.mBottom;
- valid = false;
- }
- else if (int_y > world_rect.mTop)
- {
- out_point.mY = world_rect.mTop;
- valid = false;
- }
- else
- {
- out_point.mY = int_y;
- }
- return valid;
- }
- else
- {
- out_point.mX = int_x;
- out_point.mY = int_y;
-
- if (int_x < world_rect.mLeft)
- {
- valid = false;
- }
- else if (int_x > world_rect.mRight)
- {
- valid = false;
- }
- if (int_y < world_rect.mBottom)
- {
- valid = false;
- }
- else if (int_y > world_rect.mTop)
- {
- valid = false;
- }
-
- return in_front && valid;
- }
- }
- else
- {
- return false;
- }
-}
-
-// Uses the last GL matrices set in set_perspective to project a point from
-// the agent's region space to the nearest edge in screen coordinates.
-// Returns true if projection succeeds.
-bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
- LLCoordGL &out_point) const
-{
- LLVector3 dir_to_point = pos_agent - getOrigin();
- dir_to_point /= dir_to_point.magVec();
-
- bool in_front = true;
- if (dir_to_point * getAtAxis() < 0.f)
- {
- in_front = false;
- }
-
- LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
- S32 viewport[4];
- viewport[0] = world_view_rect.mLeft;
- viewport[1] = world_view_rect.mBottom;
- viewport[2] = world_view_rect.getWidth();
- viewport[3] = world_view_rect.getHeight();
- GLdouble x, y, z; // object's window coords, GL-style
-
- F64 mdlv[16];
- F64 proj[16];
-
- for (U32 i = 0; i < 16; i++)
- {
- mdlv[i] = (F64) gGLModelView[i];
- proj[i] = (F64) gGLProjection[i];
- }
-
- if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY],
- pos_agent.mV[VZ], mdlv,
- proj, (GLint*)viewport,
- &x, &y, &z))
- {
- x /= gViewerWindow->getDisplayScale().mV[VX];
- y /= gViewerWindow->getDisplayScale().mV[VY];
- // should now have the x,y coords of grab_point in screen space
- const LLRect& world_rect = gViewerWindow->getWorldViewRectScaled();
-
- // ...sanity check
- S32 int_x = lltrunc(x);
- S32 int_y = lltrunc(y);
-
- // find the center
- GLdouble center_x = (GLdouble)world_rect.getCenterX();
- GLdouble center_y = (GLdouble)world_rect.getCenterY();
-
- if (x == center_x && y == center_y)
- {
- // can't project to edge from exact center
- return false;
- }
-
- // find the line from center to local
- GLdouble line_x = x - center_x;
- GLdouble line_y = y - center_y;
-
- int_x = lltrunc(center_x);
- int_y = lltrunc(center_y);
-
-
- if (0.f == line_x)
- {
- // the slope of the line is undefined
- if (line_y > 0.f)
- {
- int_y = world_rect.mTop;
- }
- else
- {
- int_y = world_rect.mBottom;
- }
- }
- else if (0 == world_rect.getWidth())
- {
- // the diagonal slope of the view is undefined
- if (y < world_rect.mBottom)
- {
- int_y = world_rect.mBottom;
- }
- else if ( y > world_rect.mTop)
- {
- int_y = world_rect.mTop;
- }
- }
- else
- {
- F32 line_slope = (F32)(line_y / line_x);
- F32 rect_slope = ((F32)world_rect.getHeight()) / ((F32)world_rect.getWidth());
-
- if (fabs(line_slope) > rect_slope)
- {
- if (line_y < 0.f)
- {
- // bottom
- int_y = world_rect.mBottom;
- }
- else
- {
- // top
- int_y = world_rect.mTop;
- }
- int_x = lltrunc(((GLdouble)int_y - center_y) / line_slope + center_x);
- }
- else if (fabs(line_slope) < rect_slope)
- {
- if (line_x < 0.f)
- {
- // left
- int_x = world_rect.mLeft;
- }
- else
- {
- // right
- int_x = world_rect.mRight;
- }
- int_y = lltrunc(((GLdouble)int_x - center_x) * line_slope + center_y);
- }
- else
- {
- // exactly parallel ==> push to the corners
- if (line_x > 0.f)
- {
- int_x = world_rect.mRight;
- }
- else
- {
- int_x = world_rect.mLeft;
- }
- if (line_y > 0.0f)
- {
- int_y = world_rect.mTop;
- }
- else
- {
- int_y = world_rect.mBottom;
- }
- }
- }
- if (!in_front)
- {
- int_x = world_rect.mLeft + world_rect.mRight - int_x;
- int_y = world_rect.mBottom + world_rect.mTop - int_y;
- }
-
- out_point.mX = int_x + world_rect.mLeft;
- out_point.mY = int_y + world_rect.mBottom;
- return true;
- }
- return false;
-}
-
-
-void LLViewerCamera::getPixelVectors(const LLVector3 &pos_agent, LLVector3 &up, LLVector3 &right)
-{
- LLVector3 to_vec = pos_agent - getOrigin();
-
- F32 at_dist = to_vec * getAtAxis();
-
- F32 height_meters = at_dist* (F32)tan(getView()/2.f);
- F32 height_pixels = getViewHeightInPixels()/2.f;
-
- F32 pixel_aspect = gViewerWindow->getWindow()->getPixelAspectRatio();
-
- F32 meters_per_pixel = height_meters / height_pixels;
- up = getUpAxis() * meters_per_pixel * gViewerWindow->getDisplayScale().mV[VY];
- right = -1.f * pixel_aspect * meters_per_pixel * getLeftAxis() * gViewerWindow->getDisplayScale().mV[VX];
-}
-
-LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent)
-{
- F32 dist = (pos_agent - getOrigin()).magVec();
- // Convert to screen space and back, preserving the depth.
- LLCoordGL screen_point;
- if (!projectPosAgentToScreen(pos_agent, screen_point, false))
- {
- // Off the screen, just return the original position.
- return pos_agent;
- }
-
- LLVector3 ray_dir;
-
- projectScreenToPosAgent(screen_point.mX, screen_point.mY, &ray_dir);
- ray_dir -= getOrigin();
- ray_dir.normVec();
-
- LLVector3 pos_agent_rounded = getOrigin() + ray_dir*dist;
-
- /*
- LLVector3 pixel_x, pixel_y;
- getPixelVectors(pos_agent_rounded, pixel_y, pixel_x);
- pos_agent_rounded += 0.5f*pixel_x, 0.5f*pixel_y;
- */
- return pos_agent_rounded;
-}
-
-bool LLViewerCamera::cameraUnderWater() const
-{
- LLViewerRegion* regionp = LLWorld::instance().getRegionFromPosAgent(getOrigin());
-
- if (!regionp)
- {
- regionp = gAgent.getRegion();
- }
-
- if(!regionp)
- {
- return false ;
- }
-
- return getOrigin().mV[VZ] < regionp->getWaterHeight();
-}
-
-bool LLViewerCamera::areVertsVisible(LLViewerObject* volumep, bool all_verts)
-{
- S32 i, num_faces;
- LLDrawable* drawablep = volumep->mDrawable;
-
- if (!drawablep)
- {
- return false;
- }
-
- LLVolume* volume = volumep->getVolume();
- if (!volume)
- {
- return false;
- }
-
- LLVOVolume* vo_volume = (LLVOVolume*) volumep;
-
- vo_volume->updateRelativeXform();
- LLMatrix4 mat = vo_volume->getRelativeXform();
-
- LLMatrix4 render_mat(vo_volume->getRenderRotation(), LLVector4(vo_volume->getRenderPosition()));
-
- LLMatrix4a render_mata;
- render_mata.loadu(render_mat);
- LLMatrix4a mata;
- mata.loadu(mat);
-
- num_faces = volume->getNumVolumeFaces();
- for (i = 0; i < num_faces; i++)
- {
- const LLVolumeFace& face = volume->getVolumeFace(i);
-
- for (U32 v = 0; v < face.mNumVertices; v++)
- {
- const LLVector4a& src_vec = face.mPositions[v];
- LLVector4a vec;
- mata.affineTransform(src_vec, vec);
-
- if (drawablep->isActive())
- {
- LLVector4a t = vec;
- render_mata.affineTransform(t, vec);
- }
-
- bool in_frustum = pointInFrustum(LLVector3(vec.getF32ptr())) > 0;
-
- if (( !in_frustum && all_verts) ||
- (in_frustum && !all_verts))
- {
- return !all_verts;
- }
- }
- }
- return all_verts;
-}
-
-extern bool gCubeSnapshot;
-
-// changes local camera and broadcasts change
-/* virtual */ void LLViewerCamera::setView(F32 vertical_fov_rads)
-{
- llassert(!gCubeSnapshot);
-
- F32 old_fov = LLViewerCamera::getInstance()->getView();
-
- // cap the FoV
- vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView());
-
- if (vertical_fov_rads == old_fov) return;
-
- // send the new value to the simulator
- LLMessageSystem* msg = gMessageSystem;
- msg->newMessageFast(_PREHASH_AgentFOV);
- msg->nextBlockFast(_PREHASH_AgentData);
- msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
- msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
- msg->addU32Fast(_PREHASH_CircuitCode, gMessageSystem->mOurCircuitCode);
-
- msg->nextBlockFast(_PREHASH_FOVBlock);
- msg->addU32Fast(_PREHASH_GenCounter, 0);
- msg->addF32Fast(_PREHASH_VerticalAngle, vertical_fov_rads);
-
- gAgent.sendReliableMessage();
-
- // sync the camera with the new value
- LLCamera::setView(vertical_fov_rads); // call base implementation
-}
-
-void LLViewerCamera::setViewNoBroadcast(F32 vertical_fov_rads)
-{
- LLCamera::setView(vertical_fov_rads);
-}
-
-void LLViewerCamera::setDefaultFOV(F32 vertical_fov_rads)
-{
- vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView());
- setView(vertical_fov_rads);
- mCameraFOVDefault = vertical_fov_rads;
- mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f);
-}
-
-bool LLViewerCamera::isDefaultFOVChanged()
-{
- if(mPrevCameraFOVDefault != mCameraFOVDefault)
- {
- mPrevCameraFOVDefault = mCameraFOVDefault;
- return !gSavedSettings.getBOOL("IgnoreFOVZoomForLODs");
- }
- return false;
-}
-
-// static
-void LLViewerCamera::updateCameraAngle( void* user_data, const LLSD& value)
-{
- LLViewerCamera* self=(LLViewerCamera*)user_data;
- self->setDefaultFOV(value.asReal());
-}
-
+/** + * @file llviewercamera.cpp + * @brief LLViewerCamera class implementation + * + * $LicenseInfo:firstyear=2002&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#include "llviewerprecompiledheaders.h" + +#define LLVIEWERCAMERA_CPP +#include "llviewercamera.h" + +// Viewer includes +#include "llagent.h" +#include "llagentcamera.h" +#include "llmatrix4a.h" +#include "llviewercontrol.h" +#include "llviewerobjectlist.h" +#include "llviewerregion.h" +#include "llviewerwindow.h" +#include "llvovolume.h" +#include "llworld.h" +#include "lltoolmgr.h" +#include "llviewerjoystick.h" + +// Linden library includes +#include "lldrawable.h" +#include "llface.h" +#include "llgl.h" +#include "llglheaders.h" +#include "llquaternion.h" +#include "llwindow.h" // getPixelAspectRatio() +#include "lltracerecording.h" +#include "llenvironment.h" + +// System includes +#include <iomanip> // for setprecision + +LLTrace::CountStatHandle<> LLViewerCamera::sVelocityStat("camera_velocity"); +LLTrace::CountStatHandle<> LLViewerCamera::sAngularVelocityStat("camera_angular_velocity"); + +LLViewerCamera::eCameraID LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD; + +//glu pick matrix implementation borrowed from Mesa3D +glh::matrix4f gl_pick_matrix(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLint* viewport) +{ + GLfloat m[16]; + GLfloat sx, sy; + GLfloat tx, ty; + + sx = viewport[2] / width; + sy = viewport[3] / height; + tx = (viewport[2] + 2.f * (viewport[0] - x)) / width; + ty = (viewport[3] + 2.f * (viewport[1] - y)) / height; + + #define M(row,col) m[col*4+row] + M(0,0) = sx; M(0,1) = 0.f; M(0,2) = 0.f; M(0,3) = tx; + M(1,0) = 0.f; M(1,1) = sy; M(1,2) = 0.f; M(1,3) = ty; + M(2,0) = 0.f; M(2,1) = 0.f; M(2,2) = 1.f; M(2,3) = 0.f; + M(3,0) = 0.f; M(3,1) = 0.f; M(3,2) = 0.f; M(3,3) = 1.f; + #undef M + + return glh::matrix4f(m); +} + +LLViewerCamera::LLViewerCamera() : LLCamera() +{ + calcProjection(getFar()); + mCameraFOVDefault = DEFAULT_FIELD_OF_VIEW; + mPrevCameraFOVDefault = DEFAULT_FIELD_OF_VIEW; + mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f); + mPixelMeterRatio = 0.f; + mScreenPixelArea = 0; + mZoomFactor = 1.f; + mZoomSubregion = 1; + mAverageSpeed = 0.f; + mAverageAngularSpeed = 0.f; + gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2)); +} + +void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er, const LLVector3 &up_direction, const LLVector3 &point_of_interest) +{ + // do not update if avatar didn't move + if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate()) + { + return; + } + + LLVector3 last_position; + LLVector3 last_axis; + last_position = getOrigin(); + last_axis = getAtAxis(); + + mLastPointOfInterest = point_of_interest; + + LLViewerRegion* regp = LLWorld::instance().getRegionFromPosAgent(getOrigin()); + if (!regp) + { + regp = gAgent.getRegion(); + } + + F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f; + + LLVector3 origin = center; + + { + if (origin.mV[2] > water_height) + { + origin.mV[2] = llmax(origin.mV[2], water_height + 0.20f); + } + else + { + origin.mV[2] = llmin(origin.mV[2], water_height - 0.20f); + } + } + + setOriginAndLookAt(origin, up_direction, point_of_interest); + + mVelocityDir = origin - last_position ; + F32 dpos = mVelocityDir.normVec() ; + LLQuaternion rotation; + rotation.shortestArc(last_axis, getAtAxis()); + + F32 x, y, z; + F32 drot; + rotation.getAngleAxis(&drot, &x, &y, &z); + + add(sVelocityStat, dpos); + add(sAngularVelocityStat, drot); + + mAverageSpeed = LLTrace::get_frame_recording().getPeriodMeanPerSec(sVelocityStat, 50); + mAverageAngularSpeed = LLTrace::get_frame_recording().getPeriodMeanPerSec(sAngularVelocityStat); + mCosHalfCameraFOV = cosf(0.5f * getView() * llmax(1.0f, getAspect())); + + // update pixel meter ratio using default fov, not modified one + mPixelMeterRatio = getViewHeightInPixels()/ (2.f*tanf(mCameraFOVDefault*0.5)); + // update screen pixel area + mScreenPixelArea =(S32)((F32)getViewHeightInPixels() * ((F32)getViewHeightInPixels() * getAspect())); +} + +const LLMatrix4 &LLViewerCamera::getProjection() const +{ + calcProjection(getFar()); + return mProjectionMatrix; + +} + +const LLMatrix4 &LLViewerCamera::getModelview() const +{ + LLMatrix4 cfr(OGL_TO_CFR_ROTATION); + getMatrixToLocal(mModelviewMatrix); + mModelviewMatrix *= cfr; + return mModelviewMatrix; +} + +void LLViewerCamera::calcProjection(const F32 far_distance) const +{ + F32 fov_y, z_far, z_near, aspect, f; + fov_y = getView(); + z_far = far_distance; + z_near = getNear(); + aspect = getAspect(); + + f = 1/tan(fov_y*0.5f); + + mProjectionMatrix.setZero(); + mProjectionMatrix.mMatrix[0][0] = f/aspect; + mProjectionMatrix.mMatrix[1][1] = f; + mProjectionMatrix.mMatrix[2][2] = (z_far + z_near)/(z_near - z_far); + mProjectionMatrix.mMatrix[3][2] = (2*z_far*z_near)/(z_near - z_far); + mProjectionMatrix.mMatrix[2][3] = -1; +} + +// Sets up opengl state for 3D drawing. If for selection, also +// sets up a pick matrix. x and y are ignored if for_selection is false. +// The picking region is centered on x,y and has the specified width and +// height. + +//static +void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, bool ortho, bool zflip, bool no_hacks) +{ + GLint* viewport = (GLint*) gGLViewport; + F64 model[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + model[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + + GLdouble objX,objY,objZ; + + LLVector3 frust[8]; + + if (no_hacks) + { + gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); + frust[0].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); + frust[1].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); + frust[2].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); + frust[3].setVec((F32)objX,(F32)objY,(F32)objZ); + + gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ); + frust[4].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ); + frust[5].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ); + frust[6].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ); + frust[7].setVec((F32)objX,(F32)objY,(F32)objZ); + } + else if (zflip) + { + gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); + frust[0].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); + frust[1].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); + frust[2].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); + frust[3].setVec((F32)objX,(F32)objY,(F32)objZ); + + gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ); + frust[4].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ); + frust[5].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ); + frust[6].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ); + frust[7].setVec((F32)objX,(F32)objY,(F32)objZ); + + for (U32 i = 0; i < 4; i++) + { + frust[i+4] = frust[i+4]-frust[i]; + frust[i+4].normVec(); + frust[i+4] = frust[i] + frust[i+4]*camera.getFar(); + } + } + else + { + gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); + frust[0].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ); + frust[1].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); + frust[2].setVec((F32)objX,(F32)objY,(F32)objZ); + gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ); + frust[3].setVec((F32)objX,(F32)objY,(F32)objZ); + + if (ortho) + { + LLVector3 far_shift = camera.getAtAxis()*camera.getFar()*2.f; + for (U32 i = 0; i < 4; i++) + { + frust[i+4] = frust[i] + far_shift; + } + } + else + { + for (U32 i = 0; i < 4; i++) + { + LLVector3 vec = frust[i] - camera.getOrigin(); + vec.normVec(); + frust[i+4] = camera.getOrigin() + vec*camera.getFar(); + } + } + } + + camera.calcAgentFrustumPlanes(frust); +} + +void LLViewerCamera::setPerspective(bool for_selection, + S32 x, S32 y_from_bot, S32 width, S32 height, + bool limit_select_distance, + F32 z_near, F32 z_far) +{ + F32 fov_y, aspect; + fov_y = RAD_TO_DEG * getView(); + bool z_default_far = false; + if (z_far <= 0) + { + z_default_far = true; + z_far = getFar(); + } + if (z_near <= 0) + { + z_near = getNear(); + } + aspect = getAspect(); + + // Load camera view matrix + gGL.matrixMode(LLRender::MM_PROJECTION); + gGL.loadIdentity(); + + glh::matrix4f proj_mat; + + if (for_selection) + { + // make a tiny little viewport + // anything drawn into this viewport will be "selected" + + GLint viewport[4]; + viewport[0] = gViewerWindow->getWorldViewRectRaw().mLeft; + viewport[1] = gViewerWindow->getWorldViewRectRaw().mBottom; + viewport[2] = gViewerWindow->getWorldViewRectRaw().getWidth(); + viewport[3] = gViewerWindow->getWorldViewRectRaw().getHeight(); + + proj_mat = gl_pick_matrix(x+width/2.f, y_from_bot+height/2.f, (GLfloat) width, (GLfloat) height, viewport); + + if (limit_select_distance) + { + // ...select distance from control + z_far = gSavedSettings.getF32("MaxSelectDistance"); + } + else + { + z_far = gAgentCamera.mDrawDistance; + } + } + else + { + // Only override the far clip if it's not passed in explicitly. + if (z_default_far) + { + z_far = MAX_FAR_CLIP; + } + glViewport(x, y_from_bot, width, height); + gGLViewport[0] = x; + gGLViewport[1] = y_from_bot; + gGLViewport[2] = width; + gGLViewport[3] = height; + } + + if (mZoomFactor > 1.f) + { + float offset = mZoomFactor - 1.f; + int pos_y = mZoomSubregion / llceil(mZoomFactor); + int pos_x = mZoomSubregion - (pos_y*llceil(mZoomFactor)); + glh::matrix4f translate; + translate.set_translate(glh::vec3f(offset - (F32)pos_x * 2.f, offset - (F32)pos_y * 2.f, 0.f)); + glh::matrix4f scale; + scale.set_scale(glh::vec3f(mZoomFactor, mZoomFactor, 1.f)); + + proj_mat = scale*proj_mat; + proj_mat = translate*proj_mat; + } + + calcProjection(z_far); // Update the projection matrix cache + + proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far); + + gGL.loadMatrix(proj_mat.m); + + for (U32 i = 0; i < 16; i++) + { + gGLProjection[i] = proj_mat.m[i]; + } + + gGL.matrixMode(LLRender::MM_MODELVIEW); + + glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION); + + GLfloat ogl_matrix[16]; + + getOpenGLTransform(ogl_matrix); + + modelview *= glh::matrix4f(ogl_matrix); + + gGL.loadMatrix(modelview.m); + + if (for_selection && (width > 1 || height > 1)) + { + // NB: as of this writing, i believe the code below is broken (doesn't take into account the world view, assumes entire window) + // however, it is also unused (the GL matricies are used for selection, (see LLCamera::sphereInFrustum())) and so i'm not + // comfortable hacking on it. + calculateFrustumPlanesFromWindow((F32)(x - width / 2) / (F32)gViewerWindow->getWindowWidthScaled() - 0.5f, + (F32)(y_from_bot - height / 2) / (F32)gViewerWindow->getWindowHeightScaled() - 0.5f, + (F32)(x + width / 2) / (F32)gViewerWindow->getWindowWidthScaled() - 0.5f, + (F32)(y_from_bot + height / 2) / (F32)gViewerWindow->getWindowHeightScaled() - 0.5f); + + } + + // if not picking and not doing a snapshot, cache various GL matrices + if (!for_selection && mZoomFactor == 1.f) + { + // Save GL matrices for access elsewhere in code, especially project_world_to_screen + for (U32 i = 0; i < 16; i++) + { + gGLModelView[i] = modelview.m[i]; + } + } + + updateFrustumPlanes(*this); +} + + +// Uses the last GL matrices set in set_perspective to project a point from +// screen coordinates to the agent's region. +void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const +{ + GLdouble x, y, z; + + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + + gluUnProject( + GLdouble(screen_x), GLdouble(screen_y), 0.0, + mdlv, proj, (GLint*)gGLViewport, + &x, + &y, + &z ); + pos_agent->setVec( (F32)x, (F32)y, (F32)z ); +} + +// Uses the last GL matrices set in set_perspective to project a point from +// the agent's region space to screen coordinates. Returns true if point in within +// the current window. +bool LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const bool clamp) const +{ + bool in_front = true; + GLdouble x, y, z; // object's window coords, GL-style + + LLVector3 dir_to_point = pos_agent - getOrigin(); + dir_to_point /= dir_to_point.magVec(); + + if (dir_to_point * getAtAxis() < 0.f) + { + if (clamp) + { + return false; + } + else + { + in_front = false; + } + } + + LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); + S32 viewport[4]; + viewport[0] = world_view_rect.mLeft; + viewport[1] = world_view_rect.mBottom; + viewport[2] = world_view_rect.getWidth(); + viewport[3] = world_view_rect.getHeight(); + + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + + if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ], + mdlv, proj, (GLint*)viewport, + &x, &y, &z)) + { + // convert screen coordinates to virtual UI coordinates + x /= gViewerWindow->getDisplayScale().mV[VX]; + y /= gViewerWindow->getDisplayScale().mV[VY]; + + // should now have the x,y coords of grab_point in screen space + LLRect world_rect = gViewerWindow->getWorldViewRectScaled(); + + // convert to pixel coordinates + S32 int_x = lltrunc(x); + S32 int_y = lltrunc(y); + + bool valid = true; + + if (clamp) + { + if (int_x < world_rect.mLeft) + { + out_point.mX = world_rect.mLeft; + valid = false; + } + else if (int_x > world_rect.mRight) + { + out_point.mX = world_rect.mRight; + valid = false; + } + else + { + out_point.mX = int_x; + } + + if (int_y < world_rect.mBottom) + { + out_point.mY = world_rect.mBottom; + valid = false; + } + else if (int_y > world_rect.mTop) + { + out_point.mY = world_rect.mTop; + valid = false; + } + else + { + out_point.mY = int_y; + } + return valid; + } + else + { + out_point.mX = int_x; + out_point.mY = int_y; + + if (int_x < world_rect.mLeft) + { + valid = false; + } + else if (int_x > world_rect.mRight) + { + valid = false; + } + if (int_y < world_rect.mBottom) + { + valid = false; + } + else if (int_y > world_rect.mTop) + { + valid = false; + } + + return in_front && valid; + } + } + else + { + return false; + } +} + +// Uses the last GL matrices set in set_perspective to project a point from +// the agent's region space to the nearest edge in screen coordinates. +// Returns true if projection succeeds. +bool LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent, + LLCoordGL &out_point) const +{ + LLVector3 dir_to_point = pos_agent - getOrigin(); + dir_to_point /= dir_to_point.magVec(); + + bool in_front = true; + if (dir_to_point * getAtAxis() < 0.f) + { + in_front = false; + } + + LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw(); + S32 viewport[4]; + viewport[0] = world_view_rect.mLeft; + viewport[1] = world_view_rect.mBottom; + viewport[2] = world_view_rect.getWidth(); + viewport[3] = world_view_rect.getHeight(); + GLdouble x, y, z; // object's window coords, GL-style + + F64 mdlv[16]; + F64 proj[16]; + + for (U32 i = 0; i < 16; i++) + { + mdlv[i] = (F64) gGLModelView[i]; + proj[i] = (F64) gGLProjection[i]; + } + + if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], + pos_agent.mV[VZ], mdlv, + proj, (GLint*)viewport, + &x, &y, &z)) + { + x /= gViewerWindow->getDisplayScale().mV[VX]; + y /= gViewerWindow->getDisplayScale().mV[VY]; + // should now have the x,y coords of grab_point in screen space + const LLRect& world_rect = gViewerWindow->getWorldViewRectScaled(); + + // ...sanity check + S32 int_x = lltrunc(x); + S32 int_y = lltrunc(y); + + // find the center + GLdouble center_x = (GLdouble)world_rect.getCenterX(); + GLdouble center_y = (GLdouble)world_rect.getCenterY(); + + if (x == center_x && y == center_y) + { + // can't project to edge from exact center + return false; + } + + // find the line from center to local + GLdouble line_x = x - center_x; + GLdouble line_y = y - center_y; + + int_x = lltrunc(center_x); + int_y = lltrunc(center_y); + + + if (0.f == line_x) + { + // the slope of the line is undefined + if (line_y > 0.f) + { + int_y = world_rect.mTop; + } + else + { + int_y = world_rect.mBottom; + } + } + else if (0 == world_rect.getWidth()) + { + // the diagonal slope of the view is undefined + if (y < world_rect.mBottom) + { + int_y = world_rect.mBottom; + } + else if ( y > world_rect.mTop) + { + int_y = world_rect.mTop; + } + } + else + { + F32 line_slope = (F32)(line_y / line_x); + F32 rect_slope = ((F32)world_rect.getHeight()) / ((F32)world_rect.getWidth()); + + if (fabs(line_slope) > rect_slope) + { + if (line_y < 0.f) + { + // bottom + int_y = world_rect.mBottom; + } + else + { + // top + int_y = world_rect.mTop; + } + int_x = lltrunc(((GLdouble)int_y - center_y) / line_slope + center_x); + } + else if (fabs(line_slope) < rect_slope) + { + if (line_x < 0.f) + { + // left + int_x = world_rect.mLeft; + } + else + { + // right + int_x = world_rect.mRight; + } + int_y = lltrunc(((GLdouble)int_x - center_x) * line_slope + center_y); + } + else + { + // exactly parallel ==> push to the corners + if (line_x > 0.f) + { + int_x = world_rect.mRight; + } + else + { + int_x = world_rect.mLeft; + } + if (line_y > 0.0f) + { + int_y = world_rect.mTop; + } + else + { + int_y = world_rect.mBottom; + } + } + } + if (!in_front) + { + int_x = world_rect.mLeft + world_rect.mRight - int_x; + int_y = world_rect.mBottom + world_rect.mTop - int_y; + } + + out_point.mX = int_x + world_rect.mLeft; + out_point.mY = int_y + world_rect.mBottom; + return true; + } + return false; +} + + +void LLViewerCamera::getPixelVectors(const LLVector3 &pos_agent, LLVector3 &up, LLVector3 &right) +{ + LLVector3 to_vec = pos_agent - getOrigin(); + + F32 at_dist = to_vec * getAtAxis(); + + F32 height_meters = at_dist* (F32)tan(getView()/2.f); + F32 height_pixels = getViewHeightInPixels()/2.f; + + F32 pixel_aspect = gViewerWindow->getWindow()->getPixelAspectRatio(); + + F32 meters_per_pixel = height_meters / height_pixels; + up = getUpAxis() * meters_per_pixel * gViewerWindow->getDisplayScale().mV[VY]; + right = -1.f * pixel_aspect * meters_per_pixel * getLeftAxis() * gViewerWindow->getDisplayScale().mV[VX]; +} + +LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent) +{ + F32 dist = (pos_agent - getOrigin()).magVec(); + // Convert to screen space and back, preserving the depth. + LLCoordGL screen_point; + if (!projectPosAgentToScreen(pos_agent, screen_point, false)) + { + // Off the screen, just return the original position. + return pos_agent; + } + + LLVector3 ray_dir; + + projectScreenToPosAgent(screen_point.mX, screen_point.mY, &ray_dir); + ray_dir -= getOrigin(); + ray_dir.normVec(); + + LLVector3 pos_agent_rounded = getOrigin() + ray_dir*dist; + + /* + LLVector3 pixel_x, pixel_y; + getPixelVectors(pos_agent_rounded, pixel_y, pixel_x); + pos_agent_rounded += 0.5f*pixel_x, 0.5f*pixel_y; + */ + return pos_agent_rounded; +} + +bool LLViewerCamera::cameraUnderWater() const +{ + LLViewerRegion* regionp = LLWorld::instance().getRegionFromPosAgent(getOrigin()); + + if (!regionp) + { + regionp = gAgent.getRegion(); + } + + if(!regionp) + { + return false ; + } + + return getOrigin().mV[VZ] < regionp->getWaterHeight(); +} + +bool LLViewerCamera::areVertsVisible(LLViewerObject* volumep, bool all_verts) +{ + S32 i, num_faces; + LLDrawable* drawablep = volumep->mDrawable; + + if (!drawablep) + { + return false; + } + + LLVolume* volume = volumep->getVolume(); + if (!volume) + { + return false; + } + + LLVOVolume* vo_volume = (LLVOVolume*) volumep; + + vo_volume->updateRelativeXform(); + LLMatrix4 mat = vo_volume->getRelativeXform(); + + LLMatrix4 render_mat(vo_volume->getRenderRotation(), LLVector4(vo_volume->getRenderPosition())); + + LLMatrix4a render_mata; + render_mata.loadu(render_mat); + LLMatrix4a mata; + mata.loadu(mat); + + num_faces = volume->getNumVolumeFaces(); + for (i = 0; i < num_faces; i++) + { + const LLVolumeFace& face = volume->getVolumeFace(i); + + for (U32 v = 0; v < face.mNumVertices; v++) + { + const LLVector4a& src_vec = face.mPositions[v]; + LLVector4a vec; + mata.affineTransform(src_vec, vec); + + if (drawablep->isActive()) + { + LLVector4a t = vec; + render_mata.affineTransform(t, vec); + } + + bool in_frustum = pointInFrustum(LLVector3(vec.getF32ptr())) > 0; + + if (( !in_frustum && all_verts) || + (in_frustum && !all_verts)) + { + return !all_verts; + } + } + } + return all_verts; +} + +extern bool gCubeSnapshot; + +// changes local camera and broadcasts change +/* virtual */ void LLViewerCamera::setView(F32 vertical_fov_rads) +{ + llassert(!gCubeSnapshot); + + F32 old_fov = LLViewerCamera::getInstance()->getView(); + + // cap the FoV + vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView()); + + if (vertical_fov_rads == old_fov) return; + + // send the new value to the simulator + LLMessageSystem* msg = gMessageSystem; + msg->newMessageFast(_PREHASH_AgentFOV); + msg->nextBlockFast(_PREHASH_AgentData); + msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID()); + msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID()); + msg->addU32Fast(_PREHASH_CircuitCode, gMessageSystem->mOurCircuitCode); + + msg->nextBlockFast(_PREHASH_FOVBlock); + msg->addU32Fast(_PREHASH_GenCounter, 0); + msg->addF32Fast(_PREHASH_VerticalAngle, vertical_fov_rads); + + gAgent.sendReliableMessage(); + + // sync the camera with the new value + LLCamera::setView(vertical_fov_rads); // call base implementation +} + +void LLViewerCamera::setViewNoBroadcast(F32 vertical_fov_rads) +{ + LLCamera::setView(vertical_fov_rads); +} + +void LLViewerCamera::setDefaultFOV(F32 vertical_fov_rads) +{ + vertical_fov_rads = llclamp(vertical_fov_rads, getMinView(), getMaxView()); + setView(vertical_fov_rads); + mCameraFOVDefault = vertical_fov_rads; + mCosHalfCameraFOV = cosf(mCameraFOVDefault * 0.5f); +} + +bool LLViewerCamera::isDefaultFOVChanged() +{ + if(mPrevCameraFOVDefault != mCameraFOVDefault) + { + mPrevCameraFOVDefault = mCameraFOVDefault; + return !gSavedSettings.getBOOL("IgnoreFOVZoomForLODs"); + } + return false; +} + +// static +void LLViewerCamera::updateCameraAngle( void* user_data, const LLSD& value) +{ + LLViewerCamera* self=(LLViewerCamera*)user_data; + self->setDefaultFOV(value.asReal()); +} + |