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-rw-r--r--indra/newview/llviewermediafocus.cpp65
1 files changed, 39 insertions, 26 deletions
diff --git a/indra/newview/llviewermediafocus.cpp b/indra/newview/llviewermediafocus.cpp
index b8179f7fc2..02e450b223 100644
--- a/indra/newview/llviewermediafocus.cpp
+++ b/indra/newview/llviewermediafocus.cpp
@@ -38,6 +38,7 @@
#include "llpanelprimmediacontrols.h"
#include "llpluginclassmedia.h"
#include "llagent.h"
+#include "llagentcamera.h"
#include "lltoolpie.h"
#include "llviewercamera.h"
#include "llviewermedia.h"
@@ -201,7 +202,7 @@ void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal,
{
if (object)
{
- gAgent.setFocusOnAvatar(FALSE, ANIMATE);
+ gAgentCamera.setFocusOnAvatar(FALSE, ANIMATE);
LLBBox bbox = object->getBoundingBoxAgent();
LLVector3d center = gAgent.getPosGlobalFromAgent(bbox.getCenterAgent());
@@ -214,6 +215,8 @@ void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal,
// We need the aspect ratio, and the 3 components of the bbox as height, width, and depth.
F32 aspect_ratio = getBBoxAspectRatio(bbox, normal, &height, &width, &depth);
F32 camera_aspect = LLViewerCamera::getInstance()->getAspect();
+
+ lldebugs << "normal = " << normal << ", aspect_ratio = " << aspect_ratio << ", camera_aspect = " << camera_aspect << llendl;
// We will normally use the side of the volume aligned with the short side of the screen (i.e. the height for
// a screen in a landscape aspect ratio), however there is an edge case where the aspect ratio of the object is
@@ -230,11 +233,15 @@ void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal,
{
angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect());
distance = width * 0.5 * padding_factor / tan(angle_of_view * 0.5f );
+
+ lldebugs << "using width (" << width << "), angle_of_view = " << angle_of_view << ", distance = " << distance << llendl;
}
else
{
angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView());
distance = height * 0.5 * padding_factor / tan(angle_of_view * 0.5f );
+
+ lldebugs << "using height (" << height << "), angle_of_view = " << angle_of_view << ", distance = " << distance << llendl;
}
distance += depth * 0.5;
@@ -260,7 +267,7 @@ void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal,
// orientation with respect to the face. In other words, if before zoom
// the media appears "upside down" from the camera, after zooming it will
// still be upside down, but at least it will not flip.
- LLVector3d cur_camera_pos = LLVector3d(gAgent.getCameraPositionGlobal());
+ LLVector3d cur_camera_pos = LLVector3d(gAgentCamera.getCameraPositionGlobal());
LLVector3d delta = (cur_camera_pos - camera_pos);
F64 len = delta.length();
delta.normalize();
@@ -271,18 +278,18 @@ void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal,
// If we are not allowing zooming out and the old camera position is closer to
// the center then the new intended camera position, don't move camera and return
if (zoom_in_only &&
- (dist_vec_squared(gAgent.getCameraPositionGlobal(), target_pos) < dist_vec_squared(camera_pos, target_pos)))
+ (dist_vec_squared(gAgentCamera.getCameraPositionGlobal(), target_pos) < dist_vec_squared(camera_pos, target_pos)))
{
return;
}
- gAgent.setCameraPosAndFocusGlobal(camera_pos, target_pos, object->getID() );
+ gAgentCamera.setCameraPosAndFocusGlobal(camera_pos, target_pos, object->getID() );
}
else
{
// If we have no object, focus back on the avatar.
- gAgent.setFocusOnAvatar(TRUE, ANIMATE);
+ gAgentCamera.setFocusOnAvatar(TRUE, ANIMATE);
}
}
void LLViewerMediaFocus::onFocusReceived()
@@ -439,40 +446,38 @@ F32 LLViewerMediaFocus::getBBoxAspectRatio(const LLBBox& bbox, const LLVector3&
LLVector3 bbox_max = bbox.getExtentLocal();
F32 dot1 = 0.f;
F32 dot2 = 0.f;
+
+ lldebugs << "bounding box local size = " << bbox_max << ", local_normal = " << local_normal << llendl;
// The largest component of the localized normal vector is the depth component
// meaning that the other two are the legs of the rectangle.
local_normal.abs();
- if(local_normal.mV[VX] > local_normal.mV[VY])
+
+ // Using temporary variables for these makes the logic a bit more readable.
+ bool XgtY = (local_normal.mV[VX] > local_normal.mV[VY]);
+ bool XgtZ = (local_normal.mV[VX] > local_normal.mV[VZ]);
+ bool YgtZ = (local_normal.mV[VY] > local_normal.mV[VZ]);
+
+ if(XgtY && XgtZ)
{
- if(local_normal.mV[VX] > local_normal.mV[VZ])
- {
- // Use the y and z comps
- comp1.mV[VY] = bbox_max.mV[VY];
- comp2.mV[VZ] = bbox_max.mV[VZ];
- *depth = bbox_max.mV[VX];
- }
- else
- {
- // Use the x and y comps
- comp1.mV[VY] = bbox_max.mV[VY];
- comp2.mV[VZ] = bbox_max.mV[VZ];
- *depth = bbox_max.mV[VZ];
- }
+ lldebugs << "x component of normal is longest, using y and z" << llendl;
+ comp1.mV[VY] = bbox_max.mV[VY];
+ comp2.mV[VZ] = bbox_max.mV[VZ];
+ *depth = bbox_max.mV[VX];
}
- else if(local_normal.mV[VY] > local_normal.mV[VZ])
+ else if(!XgtY && YgtZ)
{
- // Use the x and z comps
+ lldebugs << "y component of normal is longest, using x and z" << llendl;
comp1.mV[VX] = bbox_max.mV[VX];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VY];
}
else
{
- // Use the x and y comps
- comp1.mV[VY] = bbox_max.mV[VY];
- comp2.mV[VZ] = bbox_max.mV[VZ];
- *depth = bbox_max.mV[VX];
+ lldebugs << "z component of normal is longest, using x and y" << llendl;
+ comp1.mV[VX] = bbox_max.mV[VX];
+ comp2.mV[VY] = bbox_max.mV[VY];
+ *depth = bbox_max.mV[VZ];
}
// The height is the vector closest to vertical in the bbox coordinate space (highest dot product value)
@@ -482,12 +487,20 @@ F32 LLViewerMediaFocus::getBBoxAspectRatio(const LLBBox& bbox, const LLVector3&
{
*height = comp1.length();
*width = comp2.length();
+
+ lldebugs << "comp1 = " << comp1 << ", height = " << *height << llendl;
+ lldebugs << "comp2 = " << comp2 << ", width = " << *width << llendl;
}
else
{
*height = comp2.length();
*width = comp1.length();
+
+ lldebugs << "comp2 = " << comp2 << ", height = " << *height << llendl;
+ lldebugs << "comp1 = " << comp1 << ", width = " << *width << llendl;
}
+
+ lldebugs << "returning " << (*width / *height) << llendl;
// Return the aspect ratio.
return *width / *height;