diff options
Diffstat (limited to 'indra/newview/llviewermediafocus.cpp')
-rw-r--r-- | indra/newview/llviewermediafocus.cpp | 870 |
1 files changed, 435 insertions, 435 deletions
diff --git a/indra/newview/llviewermediafocus.cpp b/indra/newview/llviewermediafocus.cpp index e914e2121c..978a9bc6de 100644 --- a/indra/newview/llviewermediafocus.cpp +++ b/indra/newview/llviewermediafocus.cpp @@ -1,25 +1,25 @@ -/** +/** * @file llviewermediafocus.cpp * @brief Governs focus on Media prims * * $LicenseInfo:firstyear=2003&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ @@ -54,228 +54,228 @@ // LLViewerMediaFocus::LLViewerMediaFocus() -: mFocusedObjectFace(0), - mHoverObjectFace(0) +: mFocusedObjectFace(0), + mHoverObjectFace(0) { } LLViewerMediaFocus::~LLViewerMediaFocus() { - // The destructor for LLSingletons happens at atexit() time, which is too late to do much. - // Clean up in cleanupClass() instead. + // The destructor for LLSingletons happens at atexit() time, which is too late to do much. + // Clean up in cleanupClass() instead. gFocusMgr.removeKeyboardFocusWithoutCallback(this); } void LLViewerMediaFocus::setFocusFace(LLPointer<LLViewerObject> objectp, S32 face, viewer_media_t media_impl, LLVector3 pick_normal) -{ - LLParcel *parcel = LLViewerParcelMgr::getInstance()->getAgentParcel(); - - LLViewerMediaImpl *old_media_impl = getFocusedMediaImpl(); - if(old_media_impl) - { - old_media_impl->focus(false); - } - - // Always clear the current selection. If we're setting focus on a face, we'll reselect the correct object below. - LLSelectMgr::getInstance()->deselectAll(); - mSelection = NULL; - - if (media_impl.notNull() && objectp.notNull()) - { - bool face_auto_zoom = false; - mPrevFocusedImplID = LLUUID::null; - mFocusedImplID = media_impl->getMediaTextureID(); - mFocusedObjectID = objectp->getID(); - mFocusedObjectFace = face; - mFocusedObjectNormal = pick_normal; - - // Set the selection in the selection manager so we can draw the focus ring. - mSelection = LLSelectMgr::getInstance()->selectObjectOnly(objectp, face); - - // Focusing on a media face clears its disable flag. - media_impl->setDisabled(false); - - LLTextureEntry* tep = objectp->getTE(face); - if(tep->hasMedia()) - { - LLMediaEntry* mep = tep->getMediaData(); - face_auto_zoom = mep->getAutoZoom(); - if(!media_impl->hasMedia()) - { - std::string url = mep->getCurrentURL().empty() ? mep->getHomeURL() : mep->getCurrentURL(); - media_impl->navigateTo(url, "", true); - } - } - else - { - // This should never happen. - LL_WARNS() << "Can't find media entry for focused face" << LL_ENDL; - } - - media_impl->focus(true); - gFocusMgr.setKeyboardFocus(this); - LLViewerMediaImpl* impl = getFocusedMediaImpl(); - if (impl) - { - LLEditMenuHandler::gEditMenuHandler = impl; - } - - // We must do this before processing the media HUD zoom, or it may zoom to the wrong face. - update(); - - if(mMediaControls.get()) - { - if(face_auto_zoom && ! parcel->getMediaPreventCameraZoom()) - { - // Zoom in on this face - mMediaControls.get()->resetZoomLevel(false); - mMediaControls.get()->nextZoomLevel(); - } - else - { - // Reset the controls' zoom level without moving the camera. - // This fixes the case where clicking focus between two non-autozoom faces doesn't change the zoom-out button back to a zoom-in button. - mMediaControls.get()->resetZoomLevel(false); - } - } - } - else - { - if(hasFocus()) - { - gFocusMgr.setKeyboardFocus(NULL); - } - - LLViewerMediaImpl* impl = getFocusedMediaImpl(); - if (LLEditMenuHandler::gEditMenuHandler == impl) - { - LLEditMenuHandler::gEditMenuHandler = NULL; - } - - - mFocusedImplID = LLUUID::null; - if (objectp.notNull()) - { - // Still record the focused object...it may mean we need to load media data. - // This will aid us in determining this object is "important enough" - mFocusedObjectID = objectp->getID(); - mFocusedObjectFace = face; - } - else { - mFocusedObjectID = LLUUID::null; - mFocusedObjectFace = 0; - } - } +{ + LLParcel *parcel = LLViewerParcelMgr::getInstance()->getAgentParcel(); + + LLViewerMediaImpl *old_media_impl = getFocusedMediaImpl(); + if(old_media_impl) + { + old_media_impl->focus(false); + } + + // Always clear the current selection. If we're setting focus on a face, we'll reselect the correct object below. + LLSelectMgr::getInstance()->deselectAll(); + mSelection = NULL; + + if (media_impl.notNull() && objectp.notNull()) + { + bool face_auto_zoom = false; + mPrevFocusedImplID = LLUUID::null; + mFocusedImplID = media_impl->getMediaTextureID(); + mFocusedObjectID = objectp->getID(); + mFocusedObjectFace = face; + mFocusedObjectNormal = pick_normal; + + // Set the selection in the selection manager so we can draw the focus ring. + mSelection = LLSelectMgr::getInstance()->selectObjectOnly(objectp, face); + + // Focusing on a media face clears its disable flag. + media_impl->setDisabled(false); + + LLTextureEntry* tep = objectp->getTE(face); + if(tep->hasMedia()) + { + LLMediaEntry* mep = tep->getMediaData(); + face_auto_zoom = mep->getAutoZoom(); + if(!media_impl->hasMedia()) + { + std::string url = mep->getCurrentURL().empty() ? mep->getHomeURL() : mep->getCurrentURL(); + media_impl->navigateTo(url, "", true); + } + } + else + { + // This should never happen. + LL_WARNS() << "Can't find media entry for focused face" << LL_ENDL; + } + + media_impl->focus(true); + gFocusMgr.setKeyboardFocus(this); + LLViewerMediaImpl* impl = getFocusedMediaImpl(); + if (impl) + { + LLEditMenuHandler::gEditMenuHandler = impl; + } + + // We must do this before processing the media HUD zoom, or it may zoom to the wrong face. + update(); + + if(mMediaControls.get()) + { + if(face_auto_zoom && ! parcel->getMediaPreventCameraZoom()) + { + // Zoom in on this face + mMediaControls.get()->resetZoomLevel(false); + mMediaControls.get()->nextZoomLevel(); + } + else + { + // Reset the controls' zoom level without moving the camera. + // This fixes the case where clicking focus between two non-autozoom faces doesn't change the zoom-out button back to a zoom-in button. + mMediaControls.get()->resetZoomLevel(false); + } + } + } + else + { + if(hasFocus()) + { + gFocusMgr.setKeyboardFocus(NULL); + } + + LLViewerMediaImpl* impl = getFocusedMediaImpl(); + if (LLEditMenuHandler::gEditMenuHandler == impl) + { + LLEditMenuHandler::gEditMenuHandler = NULL; + } + + + mFocusedImplID = LLUUID::null; + if (objectp.notNull()) + { + // Still record the focused object...it may mean we need to load media data. + // This will aid us in determining this object is "important enough" + mFocusedObjectID = objectp->getID(); + mFocusedObjectFace = face; + } + else { + mFocusedObjectID = LLUUID::null; + mFocusedObjectFace = 0; + } + } } void LLViewerMediaFocus::clearFocus() { - setFocusFace(NULL, 0, NULL); + setFocusFace(NULL, 0, NULL); } void LLViewerMediaFocus::setHoverFace(LLPointer<LLViewerObject> objectp, S32 face, viewer_media_t media_impl, LLVector3 pick_normal) { - if (media_impl.notNull()) - { - mHoverImplID = media_impl->getMediaTextureID(); - mHoverObjectID = objectp->getID(); - mHoverObjectFace = face; - mHoverObjectNormal = pick_normal; - } - else - { - mHoverObjectID = LLUUID::null; - mHoverObjectFace = 0; - mHoverImplID = LLUUID::null; - } + if (media_impl.notNull()) + { + mHoverImplID = media_impl->getMediaTextureID(); + mHoverObjectID = objectp->getID(); + mHoverObjectFace = face; + mHoverObjectNormal = pick_normal; + } + else + { + mHoverObjectID = LLUUID::null; + mHoverObjectFace = 0; + mHoverImplID = LLUUID::null; + } } void LLViewerMediaFocus::clearHover() { - setHoverFace(NULL, 0, NULL); + setHoverFace(NULL, 0, NULL); } bool LLViewerMediaFocus::getFocus() { - if (gFocusMgr.getKeyboardFocus() == this) - { - return true; - } - return false; + if (gFocusMgr.getKeyboardFocus() == this) + { + return true; + } + return false; } // This function selects an ideal viewing distance based on the focused object, pick normal, and padding value LLVector3d LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal, F32 padding_factor, bool zoom_in_only) { - LLVector3d camera_pos; - if (object) - { - gAgentCamera.setFocusOnAvatar(FALSE, ANIMATE); - - LLBBox bbox = object->getBoundingBoxAgent(); - LLVector3d center = gAgent.getPosGlobalFromAgent(bbox.getCenterAgent()); - F32 height; - F32 width; - F32 depth; - F32 angle_of_view; - F32 distance; - - // 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(); - - LL_DEBUGS() << "normal = " << normal << ", aspect_ratio = " << aspect_ratio << ", camera_aspect = " << camera_aspect << LL_ENDL; - - // 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 - // more extreme than the screen. In this case we invert the logic, using the longer component of both the object - // and the screen. - bool invert = (camera_aspect > 1.0f && aspect_ratio > camera_aspect) || - (camera_aspect < 1.0f && aspect_ratio < camera_aspect); - - // To calculate the optimum viewing distance we will need the angle of the shorter side of the view rectangle. - // In portrait mode this is the width, and in landscape it is the height. - // We then calculate the distance based on the corresponding side of the object bbox (width for portrait, height for landscape) - // We will add half the depth of the bounding box, as the distance projection uses the center point of the bbox. - if(camera_aspect < 1.0f || invert) - { - angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect()); - distance = width * 0.5 * padding_factor / tan(angle_of_view * 0.5f ); - - LL_DEBUGS() << "using width (" << width << "), angle_of_view = " << angle_of_view << ", distance = " << distance << LL_ENDL; - } - else - { - angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView()); - distance = height * 0.5 * padding_factor / tan(angle_of_view * 0.5f ); - - LL_DEBUGS() << "using height (" << height << "), angle_of_view = " << angle_of_view << ", distance = " << distance << LL_ENDL; - } - - distance += depth * 0.5; - - // Finally animate the camera to this new position and focal point - LLVector3d target_pos; - // The target lookat position is the center of the selection (in global coords) - target_pos = center; - // Target look-from (camera) position is "distance" away from the target along the normal - LLVector3d pickNormal = LLVector3d(normal); - pickNormal.normalize(); + LLVector3d camera_pos; + if (object) + { + gAgentCamera.setFocusOnAvatar(FALSE, ANIMATE); + + LLBBox bbox = object->getBoundingBoxAgent(); + LLVector3d center = gAgent.getPosGlobalFromAgent(bbox.getCenterAgent()); + F32 height; + F32 width; + F32 depth; + F32 angle_of_view; + F32 distance; + + // 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(); + + LL_DEBUGS() << "normal = " << normal << ", aspect_ratio = " << aspect_ratio << ", camera_aspect = " << camera_aspect << LL_ENDL; + + // 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 + // more extreme than the screen. In this case we invert the logic, using the longer component of both the object + // and the screen. + bool invert = (camera_aspect > 1.0f && aspect_ratio > camera_aspect) || + (camera_aspect < 1.0f && aspect_ratio < camera_aspect); + + // To calculate the optimum viewing distance we will need the angle of the shorter side of the view rectangle. + // In portrait mode this is the width, and in landscape it is the height. + // We then calculate the distance based on the corresponding side of the object bbox (width for portrait, height for landscape) + // We will add half the depth of the bounding box, as the distance projection uses the center point of the bbox. + if(camera_aspect < 1.0f || invert) + { + angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect()); + distance = width * 0.5 * padding_factor / tan(angle_of_view * 0.5f ); + + LL_DEBUGS() << "using width (" << width << "), angle_of_view = " << angle_of_view << ", distance = " << distance << LL_ENDL; + } + else + { + angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView()); + distance = height * 0.5 * padding_factor / tan(angle_of_view * 0.5f ); + + LL_DEBUGS() << "using height (" << height << "), angle_of_view = " << angle_of_view << ", distance = " << distance << LL_ENDL; + } + + distance += depth * 0.5; + + // Finally animate the camera to this new position and focal point + LLVector3d target_pos; + // The target lookat position is the center of the selection (in global coords) + target_pos = center; + // Target look-from (camera) position is "distance" away from the target along the normal + LLVector3d pickNormal = LLVector3d(normal); + pickNormal.normalize(); camera_pos = target_pos + pickNormal * distance; if (pickNormal == LLVector3d::z_axis || pickNormal == LLVector3d::z_axis_neg) { - // If the normal points directly up, the camera will "flip" around. - // We try to avoid this by adjusting the target camera position a - // smidge towards current camera position - // *NOTE: this solution is not perfect. All it attempts to solve is the - // "looking down" problem where the camera flips around when it animates - // to that position. You still are not guaranteed to be looking at the - // media in the correct orientation. What this solution does is it will - // put the camera into position keeping as best it can the current - // 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. + // If the normal points directly up, the camera will "flip" around. + // We try to avoid this by adjusting the target camera position a + // smidge towards current camera position + // *NOTE: this solution is not perfect. All it attempts to solve is the + // "looking down" problem where the camera flips around when it animates + // to that position. You still are not guaranteed to be looking at the + // media in the correct orientation. What this solution does is it will + // put the camera into position keeping as best it can the current + // 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(gAgentCamera.getCameraPositionGlobal()); LLVector3d delta = (cur_camera_pos - camera_pos); F64 len = delta.length(); @@ -284,66 +284,66 @@ LLVector3d LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 n camera_pos += 0.01 * len * delta; } - // 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(gAgentCamera.getCameraPositionGlobal(), target_pos) < dist_vec_squared(camera_pos, target_pos))) - { - return camera_pos; - } - - gAgentCamera.setCameraPosAndFocusGlobal(camera_pos, target_pos, object->getID() ); - - } - else - { - // If we have no object, focus back on the avatar. - gAgentCamera.setFocusOnAvatar(TRUE, ANIMATE); - } - return camera_pos; + // 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(gAgentCamera.getCameraPositionGlobal(), target_pos) < dist_vec_squared(camera_pos, target_pos))) + { + return camera_pos; + } + + gAgentCamera.setCameraPosAndFocusGlobal(camera_pos, target_pos, object->getID() ); + + } + else + { + // If we have no object, focus back on the avatar. + gAgentCamera.setFocusOnAvatar(TRUE, ANIMATE); + } + return camera_pos; } void LLViewerMediaFocus::onFocusReceived() { - LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); - if(media_impl) - media_impl->focus(true); + LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); + if(media_impl) + media_impl->focus(true); - LLFocusableElement::onFocusReceived(); + LLFocusableElement::onFocusReceived(); } void LLViewerMediaFocus::onFocusLost() { - LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); - if(media_impl) - media_impl->focus(false); + LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); + if(media_impl) + media_impl->focus(false); - gViewerWindow->focusClient(); - LLFocusableElement::onFocusLost(); + gViewerWindow->focusClient(); + LLFocusableElement::onFocusLost(); } BOOL LLViewerMediaFocus::handleKey(KEY key, MASK mask, BOOL called_from_parent) { - LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); - if(media_impl) - { - media_impl->handleKeyHere(key, mask); - - if (KEY_ESCAPE == key) - { - // Reset camera zoom in this case. - if(mFocusedImplID.notNull()) - { - if(mMediaControls.get()) - { - mMediaControls.get()->resetZoomLevel(true); - } - } - - clearFocus(); - } - } - - return true; + LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); + if(media_impl) + { + media_impl->handleKeyHere(key, mask); + + if (KEY_ESCAPE == key) + { + // Reset camera zoom in this case. + if(mFocusedImplID.notNull()) + { + if(mMediaControls.get()) + { + mMediaControls.get()->resetZoomLevel(true); + } + } + + clearFocus(); + } + } + + return true; } BOOL LLViewerMediaFocus::handleKeyUp(KEY key, MASK mask, BOOL called_from_parent) @@ -360,10 +360,10 @@ BOOL LLViewerMediaFocus::handleKeyUp(KEY key, MASK mask, BOOL called_from_parent BOOL LLViewerMediaFocus::handleUnicodeChar(llwchar uni_char, BOOL called_from_parent) { - LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); - if(media_impl) - media_impl->handleUnicodeCharHere(uni_char); - return true; + LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); + if(media_impl) + media_impl->handleUnicodeCharHere(uni_char); + return true; } BOOL LLViewerMediaFocus::handleScrollWheel(const LLVector2& texture_coords, S32 clicks_x, S32 clicks_y) @@ -380,252 +380,252 @@ BOOL LLViewerMediaFocus::handleScrollWheel(const LLVector2& texture_coords, S32 BOOL LLViewerMediaFocus::handleScrollWheel(S32 x, S32 y, S32 clicks_x, S32 clicks_y) { - BOOL retval = FALSE; - LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); - if(media_impl && media_impl->hasMedia()) - { - media_impl->scrollWheel(x, y, clicks_x, clicks_y, gKeyboard->currentMask(TRUE)); - retval = TRUE; - } - return retval; + BOOL retval = FALSE; + LLViewerMediaImpl* media_impl = getFocusedMediaImpl(); + if(media_impl && media_impl->hasMedia()) + { + media_impl->scrollWheel(x, y, clicks_x, clicks_y, gKeyboard->currentMask(TRUE)); + retval = TRUE; + } + return retval; } void LLViewerMediaFocus::update() { - if(mFocusedImplID.notNull()) - { - // We have a focused impl/face. - if(!getFocus()) - { - // We've lost keyboard focus -- check to see whether the media controls have it - if(mMediaControls.get() && mMediaControls.get()->hasFocus()) - { - // the media controls have focus -- don't clear. - } - else - { - // Someone else has focus -- back off. - mPrevFocusedImplID = mFocusedImplID; - clearFocus(); - } - } - else if(LLToolMgr::getInstance()->inBuildMode()) - { - // Build tools are selected -- clear focus. - clearFocus(); - } - } - - - LLViewerMediaImpl *media_impl = getFocusedMediaImpl(); - LLViewerObject *viewer_object = getFocusedObject(); - S32 face = mFocusedObjectFace; - LLVector3 normal = mFocusedObjectNormal; - - if(!media_impl || !viewer_object) - { - media_impl = getHoverMediaImpl(); - viewer_object = getHoverObject(); - face = mHoverObjectFace; - normal = mHoverObjectNormal; - } - - if(media_impl && viewer_object) - { - // We have an object and impl to point at. - - // Make sure the media HUD object exists. - if(! mMediaControls.get()) - { - LLPanelPrimMediaControls* media_controls = new LLPanelPrimMediaControls(); - mMediaControls = media_controls->getHandle(); - gHUDView->addChild(media_controls); - } - mMediaControls.get()->setMediaFace(viewer_object, face, media_impl, normal); - } - else - { - // The media HUD is no longer needed. - if(mMediaControls.get()) - { - mMediaControls.get()->setMediaFace(NULL, 0, NULL); - } - } + if(mFocusedImplID.notNull()) + { + // We have a focused impl/face. + if(!getFocus()) + { + // We've lost keyboard focus -- check to see whether the media controls have it + if(mMediaControls.get() && mMediaControls.get()->hasFocus()) + { + // the media controls have focus -- don't clear. + } + else + { + // Someone else has focus -- back off. + mPrevFocusedImplID = mFocusedImplID; + clearFocus(); + } + } + else if(LLToolMgr::getInstance()->inBuildMode()) + { + // Build tools are selected -- clear focus. + clearFocus(); + } + } + + + LLViewerMediaImpl *media_impl = getFocusedMediaImpl(); + LLViewerObject *viewer_object = getFocusedObject(); + S32 face = mFocusedObjectFace; + LLVector3 normal = mFocusedObjectNormal; + + if(!media_impl || !viewer_object) + { + media_impl = getHoverMediaImpl(); + viewer_object = getHoverObject(); + face = mHoverObjectFace; + normal = mHoverObjectNormal; + } + + if(media_impl && viewer_object) + { + // We have an object and impl to point at. + + // Make sure the media HUD object exists. + if(! mMediaControls.get()) + { + LLPanelPrimMediaControls* media_controls = new LLPanelPrimMediaControls(); + mMediaControls = media_controls->getHandle(); + gHUDView->addChild(media_controls); + } + mMediaControls.get()->setMediaFace(viewer_object, face, media_impl, normal); + } + else + { + // The media HUD is no longer needed. + if(mMediaControls.get()) + { + mMediaControls.get()->setMediaFace(NULL, 0, NULL); + } + } } // This function calculates the aspect ratio and the world aligned components of a selection bounding box. F32 LLViewerMediaFocus::getBBoxAspectRatio(const LLBBox& bbox, const LLVector3& normal, F32* height, F32* width, F32* depth) { - // Convert the selection normal and an up vector to local coordinate space of the bbox - LLVector3 local_normal = bbox.agentToLocalBasis(normal); - LLVector3 z_vec = bbox.agentToLocalBasis(LLVector3(0.0f, 0.0f, 1.0f)); - - LLVector3 comp1(0.f,0.f,0.f); - LLVector3 comp2(0.f,0.f,0.f); - LLVector3 bbox_max = bbox.getExtentLocal(); - F32 dot1 = 0.f; - F32 dot2 = 0.f; - - LL_DEBUGS() << "bounding box local size = " << bbox_max << ", local_normal = " << local_normal << LL_ENDL; - - // 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(); - - // 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) - { - LL_DEBUGS() << "x component of normal is longest, using y and z" << LL_ENDL; - comp1.mV[VY] = bbox_max.mV[VY]; - comp2.mV[VZ] = bbox_max.mV[VZ]; - *depth = bbox_max.mV[VX]; - } - else if(!XgtY && YgtZ) - { - LL_DEBUGS() << "y component of normal is longest, using x and z" << LL_ENDL; - comp1.mV[VX] = bbox_max.mV[VX]; - comp2.mV[VZ] = bbox_max.mV[VZ]; - *depth = bbox_max.mV[VY]; - } - else - { - LL_DEBUGS() << "z component of normal is longest, using x and y" << LL_ENDL; - 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) - dot1 = comp1 * z_vec; - dot2 = comp2 * z_vec; - if(fabs(dot1) > fabs(dot2)) - { - *height = comp1.length(); - *width = comp2.length(); - - LL_DEBUGS() << "comp1 = " << comp1 << ", height = " << *height << LL_ENDL; - LL_DEBUGS() << "comp2 = " << comp2 << ", width = " << *width << LL_ENDL; - } - else - { - *height = comp2.length(); - *width = comp1.length(); - - LL_DEBUGS() << "comp2 = " << comp2 << ", height = " << *height << LL_ENDL; - LL_DEBUGS() << "comp1 = " << comp1 << ", width = " << *width << LL_ENDL; - } - - LL_DEBUGS() << "returning " << (*width / *height) << LL_ENDL; - - // Return the aspect ratio. - return *width / *height; + // Convert the selection normal and an up vector to local coordinate space of the bbox + LLVector3 local_normal = bbox.agentToLocalBasis(normal); + LLVector3 z_vec = bbox.agentToLocalBasis(LLVector3(0.0f, 0.0f, 1.0f)); + + LLVector3 comp1(0.f,0.f,0.f); + LLVector3 comp2(0.f,0.f,0.f); + LLVector3 bbox_max = bbox.getExtentLocal(); + F32 dot1 = 0.f; + F32 dot2 = 0.f; + + LL_DEBUGS() << "bounding box local size = " << bbox_max << ", local_normal = " << local_normal << LL_ENDL; + + // 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(); + + // 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) + { + LL_DEBUGS() << "x component of normal is longest, using y and z" << LL_ENDL; + comp1.mV[VY] = bbox_max.mV[VY]; + comp2.mV[VZ] = bbox_max.mV[VZ]; + *depth = bbox_max.mV[VX]; + } + else if(!XgtY && YgtZ) + { + LL_DEBUGS() << "y component of normal is longest, using x and z" << LL_ENDL; + comp1.mV[VX] = bbox_max.mV[VX]; + comp2.mV[VZ] = bbox_max.mV[VZ]; + *depth = bbox_max.mV[VY]; + } + else + { + LL_DEBUGS() << "z component of normal is longest, using x and y" << LL_ENDL; + 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) + dot1 = comp1 * z_vec; + dot2 = comp2 * z_vec; + if(fabs(dot1) > fabs(dot2)) + { + *height = comp1.length(); + *width = comp2.length(); + + LL_DEBUGS() << "comp1 = " << comp1 << ", height = " << *height << LL_ENDL; + LL_DEBUGS() << "comp2 = " << comp2 << ", width = " << *width << LL_ENDL; + } + else + { + *height = comp2.length(); + *width = comp1.length(); + + LL_DEBUGS() << "comp2 = " << comp2 << ", height = " << *height << LL_ENDL; + LL_DEBUGS() << "comp1 = " << comp1 << ", width = " << *width << LL_ENDL; + } + + LL_DEBUGS() << "returning " << (*width / *height) << LL_ENDL; + + // Return the aspect ratio. + return *width / *height; } bool LLViewerMediaFocus::isFocusedOnFace(LLPointer<LLViewerObject> objectp, S32 face) { - return objectp->getID() == mFocusedObjectID && face == mFocusedObjectFace; + return objectp->getID() == mFocusedObjectID && face == mFocusedObjectFace; } bool LLViewerMediaFocus::isHoveringOverFace(LLPointer<LLViewerObject> objectp, S32 face) { - return objectp->getID() == mHoverObjectID && face == mHoverObjectFace; + return objectp->getID() == mHoverObjectID && face == mHoverObjectFace; } LLViewerMediaImpl* LLViewerMediaFocus::getFocusedMediaImpl() { - return LLViewerMedia::getInstance()->getMediaImplFromTextureID(mFocusedImplID); + return LLViewerMedia::getInstance()->getMediaImplFromTextureID(mFocusedImplID); } LLViewerObject* LLViewerMediaFocus::getFocusedObject() { - return gObjectList.findObject(mFocusedObjectID); + return gObjectList.findObject(mFocusedObjectID); } LLViewerMediaImpl* LLViewerMediaFocus::getHoverMediaImpl() { - return LLViewerMedia::getInstance()->getMediaImplFromTextureID(mHoverImplID); + return LLViewerMedia::getInstance()->getMediaImplFromTextureID(mHoverImplID); } LLViewerObject* LLViewerMediaFocus::getHoverObject() { - return gObjectList.findObject(mHoverObjectID); + return gObjectList.findObject(mHoverObjectID); } void LLViewerMediaFocus::focusZoomOnMedia(LLUUID media_id) { - LLViewerMediaImpl* impl = LLViewerMedia::getInstance()->getMediaImplFromTextureID(media_id); - - if(impl) - { - // Get the first object from the media impl's object list. This is completely arbitrary, but should suffice. - LLVOVolume *obj = impl->getSomeObject(); - if(obj) - { - // This media is attached to at least one object. Figure out which face it's on. - S32 face = obj->getFaceIndexWithMediaImpl(impl, -1); - - // We don't have a proper pick normal here, and finding a face's real normal is... complicated. - LLVector3 normal = obj->getApproximateFaceNormal(face); - if(normal.isNull()) - { - // If that didn't work, use the inverse of the camera "look at" axis, which should keep the camera pointed in the same direction. -// LL_INFOS() << "approximate face normal invalid, using camera direction." << LL_ENDL; - normal = LLViewerCamera::getInstance()->getAtAxis(); - normal *= (F32)-1.0f; - } - - // Attempt to focus/zoom on that face. - setFocusFace(obj, face, impl, normal); - - if(mMediaControls.get()) - { - mMediaControls.get()->resetZoomLevel(); - mMediaControls.get()->nextZoomLevel(); - } - } - } + LLViewerMediaImpl* impl = LLViewerMedia::getInstance()->getMediaImplFromTextureID(media_id); + + if(impl) + { + // Get the first object from the media impl's object list. This is completely arbitrary, but should suffice. + LLVOVolume *obj = impl->getSomeObject(); + if(obj) + { + // This media is attached to at least one object. Figure out which face it's on. + S32 face = obj->getFaceIndexWithMediaImpl(impl, -1); + + // We don't have a proper pick normal here, and finding a face's real normal is... complicated. + LLVector3 normal = obj->getApproximateFaceNormal(face); + if(normal.isNull()) + { + // If that didn't work, use the inverse of the camera "look at" axis, which should keep the camera pointed in the same direction. +// LL_INFOS() << "approximate face normal invalid, using camera direction." << LL_ENDL; + normal = LLViewerCamera::getInstance()->getAtAxis(); + normal *= (F32)-1.0f; + } + + // Attempt to focus/zoom on that face. + setFocusFace(obj, face, impl, normal); + + if(mMediaControls.get()) + { + mMediaControls.get()->resetZoomLevel(); + mMediaControls.get()->nextZoomLevel(); + } + } + } } void LLViewerMediaFocus::unZoom() { - if(mMediaControls.get()) - { - mMediaControls.get()->resetZoomLevel(); - } + if(mMediaControls.get()) + { + mMediaControls.get()->resetZoomLevel(); + } } bool LLViewerMediaFocus::isZoomed() const { - return (mMediaControls.get() && mMediaControls.get()->getZoomLevel() != LLPanelPrimMediaControls::ZOOM_NONE); + return (mMediaControls.get() && mMediaControls.get()->getZoomLevel() != LLPanelPrimMediaControls::ZOOM_NONE); } bool LLViewerMediaFocus::isZoomedOnMedia(LLUUID media_id) { - if (isZoomed()) - { - return (mFocusedImplID == media_id) || (mPrevFocusedImplID == media_id); - } - return false; + if (isZoomed()) + { + return (mFocusedImplID == media_id) || (mPrevFocusedImplID == media_id); + } + return false; } LLUUID LLViewerMediaFocus::getControlsMediaID() { - if(getFocusedMediaImpl()) - { - return mFocusedImplID; - } - else if(getHoverMediaImpl()) - { - return mHoverImplID; - } - - return LLUUID::null; + if(getFocusedMediaImpl()) + { + return mFocusedImplID; + } + else if(getHoverMediaImpl()) + { + return mHoverImplID; + } + + return LLUUID::null; } bool LLViewerMediaFocus::wantsKeyUpKeyDown() const |