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/**
* @file llagent.h
* @brief LLAgent class header file
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#ifndef LL_LLAGENTCAMERA_H
#define LL_LLAGENTCAMERA_H
#include "llfollowcam.h" // Ventrella
#include "llhudeffectlookat.h" // EPointAtType
#include "llhudeffectpointat.h" // ELookAtType
class LLPickInfo;
class LLVOAvatarSelf;
class LLControlVariable;
//--------------------------------------------------------------------
// Types
//--------------------------------------------------------------------
enum ECameraMode
{
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MOUSELOOK,
CAMERA_MODE_CUSTOMIZE_AVATAR,
CAMERA_MODE_FOLLOW
};
/** Camera Presets for CAMERA_MODE_THIRD_PERSON */
enum ECameraPreset
{
/** Default preset, what the Third Person Mode actually was */
CAMERA_PRESET_REAR_VIEW,
/** "Looking at the Avatar from the front" */
CAMERA_PRESET_FRONT_VIEW,
/** "Above and to the left, over the shoulder, pulled back a little on the zoom" */
CAMERA_PRESET_GROUP_VIEW,
/** Current view when a preset is saved */
CAMERA_PRESET_CUSTOM
};
//------------------------------------------------------------------------
// LLAgentCamera
//------------------------------------------------------------------------
class LLAgentCamera
{
LOG_CLASS(LLAgentCamera);
public:
//--------------------------------------------------------------------
// Constructors / Destructors
//--------------------------------------------------------------------
public:
LLAgentCamera();
virtual ~LLAgentCamera();
void init();
void cleanup();
void setAvatarObject(LLVOAvatarSelf* avatar);
bool isInitialized() { return mInitialized; }
private:
bool mInitialized;
//--------------------------------------------------------------------
// Mode
//--------------------------------------------------------------------
public:
void changeCameraToDefault();
void changeCameraToMouselook(bool animate = true);
void changeCameraToThirdPerson(bool animate = true);
void changeCameraToCustomizeAvatar(); // Trigger transition animation
void changeCameraToFollow(bool animate = true); // Ventrella
bool cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); }
bool cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); }
bool cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR /*&& !mCameraAnimating*/); }
bool cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); }
ECameraMode getCameraMode() const { return mCameraMode; }
ECameraMode getLastCameraMode() const { return mLastCameraMode; }
void updateCamera(); // Call once per frame to update camera location/orientation
void resetCamera(); // Slam camera into its default position
void updateLastCamera(); // Set last camera to current camera
private:
ECameraMode mCameraMode; // Target mode after transition animation is done
ECameraMode mLastCameraMode;
//--------------------------------------------------------------------
// Preset
//--------------------------------------------------------------------
public:
void switchCameraPreset(ECameraPreset preset);
/** Determines default camera offset depending on the current camera preset */
LLVector3 getCameraOffsetInitial();
/** Determines default focus offset depending on the current camera preset */
LLVector3d getFocusOffsetInitial();
LLVector3 getCurrentCameraOffset();
LLVector3d getCurrentFocusOffset();
LLQuaternion getCurrentAvatarRotation();
bool isJoystickCameraUsed();
void setInitSitRot(LLQuaternion sit_rot) { mInitSitRot = sit_rot; };
void rotateToInitSitRot();
private:
/** Determines maximum camera distance from target for mouselook, opposite to LAND_MIN_ZOOM */
F32 getCameraMaxZoomDistance();
/** Camera preset in Third Person Mode */
ECameraPreset mCameraPreset;
LLQuaternion mInitSitRot;
//--------------------------------------------------------------------
// Position
//--------------------------------------------------------------------
public:
LLVector3d getCameraPositionGlobal() const;
const LLVector3 &getCameraPositionAgent() const;
LLVector3d calcCameraPositionTargetGlobal(bool *hit_limit = NULL); // Calculate the camera position target
F32 getCameraMinOffGround(); // Minimum height off ground for this mode, meters
void setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; }
bool calcCameraMinDistance(F32 &obj_min_distance);
F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); }
void clearCameraLag() { mCameraLag.clearVec(); }
private:
LLVector3 getAvatarRootPosition();
F32 mCurrentCameraDistance; // Current camera offset from avatar
F32 mTargetCameraDistance; // Target camera offset from avatar
F32 mCameraFOVZoomFactor; // Amount of fov zoom applied to camera when zeroing in on an object
F32 mCameraCurrentFOVZoomFactor; // Interpolated fov zoom
LLVector4 mCameraCollidePlane; // Colliding plane for camera
F32 mCameraZoomFraction; // Mousewheel driven fraction of zoom
LLVector3 mCameraPositionAgent; // Camera position in agent coordinates
LLVector3 mCameraVirtualPositionAgent; // Camera virtual position (target) before performing FOV zoom
LLVector3d mCameraSmoothingLastPositionGlobal;
LLVector3d mCameraSmoothingLastPositionAgent;
bool mCameraSmoothingStop;
LLVector3 mCameraLag; // Third person camera lag
LLVector3 mCameraUpVector; // Camera's up direction in world coordinates (determines the 'roll' of the view)
//--------------------------------------------------------------------
// Follow
//--------------------------------------------------------------------
public:
bool isfollowCamLocked();
private:
LLFollowCam mFollowCam; // Ventrella
//--------------------------------------------------------------------
// Sit
//--------------------------------------------------------------------
public:
void setupSitCamera();
bool sitCameraEnabled() { return mSitCameraEnabled; }
void setSitCamera(const LLUUID &object_id,
const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero);
private:
LLPointer<LLViewerObject> mSitCameraReferenceObject; // Object to which camera is related when sitting
bool mSitCameraEnabled; // Use provided camera information when sitting?
LLVector3 mSitCameraPos; // Root relative camera pos when sitting
LLVector3 mSitCameraFocus; // Root relative camera target when sitting
//--------------------------------------------------------------------
// Animation
//--------------------------------------------------------------------
public:
void setCameraAnimating(bool b) { mCameraAnimating = b; }
bool getCameraAnimating() { return mCameraAnimating; }
void setAnimationDuration(F32 seconds);
void startCameraAnimation();
void stopCameraAnimation();
private:
LLFrameTimer mAnimationTimer; // Seconds that transition animation has been active
F32 mAnimationDuration; // In seconds
bool mCameraAnimating; // Camera is transitioning from one mode to another
LLVector3d mAnimationCameraStartGlobal; // Camera start position, global coords
LLVector3d mAnimationFocusStartGlobal; // Camera focus point, global coords
//--------------------------------------------------------------------
// Focus
//--------------------------------------------------------------------
public:
LLVector3d calcFocusPositionTargetGlobal();
LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y);
bool getFocusOnAvatar() const { return mFocusOnAvatar; }
LLPointer<LLViewerObject>& getFocusObject() { return mFocusObject; }
F32 getFocusObjectDist() const { return mFocusObjectDist; }
void updateFocusOffset();
void validateFocusObject();
void setFocusGlobal(const LLPickInfo& pick);
void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null);
void setFocusOnAvatar(bool focus, bool animate, bool reset_axes = true);
void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id);
void clearFocusObject();
void setFocusObject(LLViewerObject* object);
void setAllowChangeToFollow(bool focus) { mAllowChangeToFollow = focus; }
void setObjectTracking(bool track) { mTrackFocusObject = track; }
const LLVector3d &getFocusGlobal() const { return mFocusGlobal; }
const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; }
private:
LLVector3d mCameraFocusOffset; // Offset from focus point in build mode
LLVector3d mCameraFocusOffsetTarget; // Target towards which we are lerping the camera's focus offset
bool mFocusOnAvatar;
bool mAllowChangeToFollow;
LLVector3d mFocusGlobal;
LLVector3d mFocusTargetGlobal;
LLPointer<LLViewerObject> mFocusObject;
F32 mFocusObjectDist;
LLVector3 mFocusObjectOffset;
bool mTrackFocusObject;
//--------------------------------------------------------------------
// Lookat / Pointat
//--------------------------------------------------------------------
public:
void updateLookAt(const S32 mouse_x, const S32 mouse_y);
bool setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
ELookAtType getLookAtType();
void lookAtLastChat();
void slamLookAt(const LLVector3 &look_at); // Set the physics data
bool setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
EPointAtType getPointAtType();
public:
LLPointer<LLHUDEffectLookAt> mLookAt;
LLPointer<LLHUDEffectPointAt> mPointAt;
//--------------------------------------------------------------------
// Third person
//--------------------------------------------------------------------
public:
LLVector3d calcThirdPersonFocusOffset();
void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; }
private:
LLVector3 mThirdPersonHeadOffset; // Head offset for third person camera position
//--------------------------------------------------------------------
// Orbit
//--------------------------------------------------------------------
public:
void cameraOrbitAround(const F32 radians); // Rotate camera CCW radians about build focus point
void cameraOrbitOver(const F32 radians); // Rotate camera forward radians over build focus point
void cameraOrbitIn(const F32 meters); // Move camera in toward build focus point
void resetCameraOrbit();
void resetOrbitDiff();
//--------------------------------------------------------------------
// Zoom
//--------------------------------------------------------------------
public:
void handleScrollWheel(S32 clicks); // Mousewheel driven zoom
void cameraZoomIn(const F32 factor); // Zoom in by fraction of current distance
F32 getCameraZoomFraction(bool get_third_person = false); // Get camera zoom as fraction of minimum and maximum zoom
void setCameraZoomFraction(F32 fraction); // Set camera zoom as fraction of minimum and maximum zoom
F32 calcCameraFOVZoomFactor();
F32 getAgentHUDTargetZoom();
void resetCameraZoomFraction();
F32 getCurrentCameraZoomFraction() { return mCameraZoomFraction; }
//--------------------------------------------------------------------
// Pan
//--------------------------------------------------------------------
public:
void cameraPanIn(const F32 meters);
void cameraPanLeft(const F32 meters);
void cameraPanUp(const F32 meters);
void resetCameraPan();
void resetPanDiff();
//--------------------------------------------------------------------
// View
//--------------------------------------------------------------------
public:
// Called whenever the agent moves. Puts camera back in default position, deselects items, etc.
void resetView(bool reset_camera = true, bool change_camera = false);
// Called on camera movement. Unlocks camera from the default position behind the avatar.
void unlockView();
public:
F32 mDrawDistance;
//--------------------------------------------------------------------
// Mouselook
//--------------------------------------------------------------------
public:
bool getForceMouselook() const { return mForceMouselook; }
void setForceMouselook(bool mouselook) { mForceMouselook = mouselook; }
private:
bool mForceMouselook;
//--------------------------------------------------------------------
// HUD
//--------------------------------------------------------------------
public:
F32 mHUDTargetZoom; // Target zoom level for HUD objects (used when editing)
F32 mHUDCurZoom; // Current animated zoom level for HUD objects
/********************************************************************************
** **
** KEYS
**/
public:
S32 getAtKey() const { return mAtKey; }
S32 getWalkKey() const { return mWalkKey; }
S32 getLeftKey() const { return mLeftKey; }
S32 getUpKey() const { return mUpKey; }
F32 getYawKey() const { return mYawKey; }
F32 getPitchKey() const { return mPitchKey; }
void setAtKey(S32 mag) { mAtKey = mag; }
void setWalkKey(S32 mag) { mWalkKey = mag; }
void setLeftKey(S32 mag) { mLeftKey = mag; }
void setUpKey(S32 mag) { mUpKey = mag; }
void setYawKey(F32 mag) { mYawKey = mag; }
void setPitchKey(F32 mag) { mPitchKey = mag; }
void clearGeneralKeys();
static S32 directionToKey(S32 direction); // Changes direction to -1/0/1
private:
S32 mAtKey; // Either 1, 0, or -1. Indicates that movement key is pressed
S32 mWalkKey; // Like AtKey, but causes less forward thrust
S32 mLeftKey;
S32 mUpKey;
F32 mYawKey;
F32 mPitchKey;
//--------------------------------------------------------------------
// Orbit
//--------------------------------------------------------------------
public:
F32 getOrbitLeftKey() const { return mOrbitLeftKey; }
F32 getOrbitRightKey() const { return mOrbitRightKey; }
F32 getOrbitUpKey() const { return mOrbitUpKey; }
F32 getOrbitDownKey() const { return mOrbitDownKey; }
F32 getOrbitInKey() const { return mOrbitInKey; }
F32 getOrbitOutKey() const { return mOrbitOutKey; }
void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; }
void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; }
void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; }
void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; }
void setOrbitInKey(F32 mag) { mOrbitInKey = mag; }
void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; }
void clearOrbitKeys();
private:
F32 mOrbitLeftKey;
F32 mOrbitRightKey;
F32 mOrbitUpKey;
F32 mOrbitDownKey;
F32 mOrbitInKey;
F32 mOrbitOutKey;
F32 mOrbitAroundRadians;
F32 mOrbitOverAngle;
//--------------------------------------------------------------------
// Pan
//--------------------------------------------------------------------
public:
F32 getPanLeftKey() const { return mPanLeftKey; }
F32 getPanRightKey() const { return mPanRightKey; }
F32 getPanUpKey() const { return mPanUpKey; }
F32 getPanDownKey() const { return mPanDownKey; }
F32 getPanInKey() const { return mPanInKey; }
F32 getPanOutKey() const { return mPanOutKey; }
void setPanLeftKey(F32 mag) { mPanLeftKey = mag; }
void setPanRightKey(F32 mag) { mPanRightKey = mag; }
void setPanUpKey(F32 mag) { mPanUpKey = mag; }
void setPanDownKey(F32 mag) { mPanDownKey = mag; }
void setPanInKey(F32 mag) { mPanInKey = mag; }
void setPanOutKey(F32 mag) { mPanOutKey = mag; }
void clearPanKeys();
private:
F32 mPanUpKey;
F32 mPanDownKey;
F32 mPanLeftKey;
F32 mPanRightKey;
F32 mPanInKey;
F32 mPanOutKey;
LLVector3d mPanFocusDiff;
/** Keys
** **
*******************************************************************************/
};
extern LLAgentCamera gAgentCamera;
#endif
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