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-rw-r--r--indra/newview/llviewermediafocus.cpp31
1 files changed, 29 insertions, 2 deletions
diff --git a/indra/newview/llviewermediafocus.cpp b/indra/newview/llviewermediafocus.cpp
index db31714f16..d81c332d54 100644
--- a/indra/newview/llviewermediafocus.cpp
+++ b/indra/newview/llviewermediafocus.cpp
@@ -227,8 +227,35 @@ void LLViewerMediaFocus::setCameraZoom(F32 padding_factor)
distance += depth * 0.5;
// Finally animate the camera to this new position and focal point
- gAgent.setCameraPosAndFocusGlobal(LLSelectMgr::getInstance()->getSelectionCenterGlobal() + LLVector3d(pick.mNormal * distance),
- LLSelectMgr::getInstance()->getSelectionCenterGlobal(), LLSelectMgr::getInstance()->getSelection()->getFirstObject()->mID );
+ LLVector3d camera_pos, target_pos;
+ // The target lookat position is the center of the selection (in global coords)
+ target_pos = LLSelectMgr::getInstance()->getSelectionCenterGlobal();
+ // Target look-from (camera) position is "distance" away from the target along the normal
+ LLVector3d pickNormal = LLVector3d(pick.mNormal);
+ 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.
+ LLVector3d cur_camera_pos = LLVector3d(gAgent.getCameraPositionGlobal());
+ LLVector3d delta = (cur_camera_pos - camera_pos);
+ F64 len = delta.length();
+ delta.normalize();
+ // Move 1% of the distance towards original camera location
+ camera_pos += 0.01 * len * delta;
+ }
+
+ gAgent.setCameraPosAndFocusGlobal(camera_pos, target_pos, LLSelectMgr::getInstance()->getSelection()->getFirstObject()->mID );
}
}
void LLViewerMediaFocus::onFocusReceived()