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|
/**
* @file llfollowcam.cpp
* @author Jeffrey Ventrella
* @brief LLFollowCam class implementation
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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"
#include "llfollowcam.h"
#include "llagent.h"
//-------------------------------------------------------
// constants
//-------------------------------------------------------
const F32 FOLLOW_CAM_ZOOM_FACTOR = 0.1f;
const F32 FOLLOW_CAM_MIN_ZOOM_AMOUNT = 0.1f;
const F32 DISTANCE_EPSILON = 0.0001f;
const F32 DEFAULT_MAX_DISTANCE_FROM_SUBJECT = 1000.0; // this will be correctly set on me by my caller
//----------------------------------------------------------------------------------------
// This is how slowly the camera position moves to its ideal position
//----------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_POSITION_LAG = 0.0f;
const F32 FOLLOW_CAM_DEFAULT_POSITION_LAG = 0.1f;
const F32 FOLLOW_CAM_MAX_POSITION_LAG = 3.0f;
//----------------------------------------------------------------------------------------
// This is how slowly the camera focus moves to its subject
//----------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_FOCUS_LAG = 0.0f;
const F32 FOLLOW_CAM_DEFAULT_FOCUS_LAG = 0.1f;
const F32 FOLLOW_CAM_MAX_FOCUS_LAG = 3.0f;
//----------------------------------------------------------------------------------------
// This is far the position can get from its IDEAL POSITION before it starts getting pulled
//----------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_POSITION_THRESHOLD = 0.0f;
const F32 FOLLOW_CAM_DEFAULT_POSITION_THRESHOLD = 1.0f;
const F32 FOLLOW_CAM_MAX_POSITION_THRESHOLD = 4.0f;
//----------------------------------------------------------------------------------------
// This is far the focus can get from the subject before it starts getting pulled
//----------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_FOCUS_THRESHOLD = 0.0f;
const F32 FOLLOW_CAM_DEFAULT_FOCUS_THRESHOLD = 1.0f;
const F32 FOLLOW_CAM_MAX_FOCUS_THRESHOLD = 4.0f;
//----------------------------------------------------------------------------------------
// This is the distance the camera wants to be from the subject
//----------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_DISTANCE = 0.5f;
const F32 FOLLOW_CAM_DEFAULT_DISTANCE = 3.0f;
//const F32 FOLLOW_CAM_MAX_DISTANCE = 10.0f; // from now on I am using mMaxCameraDistantFromSubject
//----------------------------------------------------------------------------------------
// this is an angluar value
// It affects the angle that the camera rises (pitches) in relation
// to the horizontal plane
//----------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_PITCH = -45.0f;
const F32 FOLLOW_CAM_DEFAULT_PITCH = 0.0f;
const F32 FOLLOW_CAM_MAX_PITCH = 80.0f; // keep under 90 degrees - avoid gimble lock!
//----------------------------------------------------------------------------------------
// how high or low the camera considers its ideal focus to be (relative to its subject)
//----------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_FOCUS_OFFSET = -10.0f;
const LLVector3 FOLLOW_CAM_DEFAULT_FOCUS_OFFSET = LLVector3(1.0f, 0.f, 0.f);
const F32 FOLLOW_CAM_MAX_FOCUS_OFFSET = 10.0f;
//----------------------------------------------------------------------------------------
// This affects the rate at which the camera adjusts to stay behind the subject
//----------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_BEHINDNESS_LAG = 0.0f;
const F32 FOLLOW_CAM_DEFAULT_BEHINDNESS_LAG = 0.f;
const F32 FOLLOW_CAM_MAX_BEHINDNESS_LAG = 3.0f;
//---------------------------------------------------------------------------------------------------------------------
// in degrees: This is the size of the pie slice behind the subject matter within which the camera is free to move
//---------------------------------------------------------------------------------------------------------------------
const F32 FOLLOW_CAM_MIN_BEHINDNESS_ANGLE = 0.0f;
const F32 FOLLOW_CAM_DEFAULT_BEHINDNESS_ANGLE = 10.0f;
const F32 FOLLOW_CAM_MAX_BEHINDNESS_ANGLE = 180.0f;
const F32 FOLLOW_CAM_BEHINDNESS_EPSILON = 1.0f;
//------------------------------------
// Constructor
//------------------------------------
LLFollowCamParams::LLFollowCamParams()
{
mMaxCameraDistantFromSubject = DEFAULT_MAX_DISTANCE_FROM_SUBJECT;
mPositionLocked = false;
mFocusLocked = false;
mUsePosition = false;
mUseFocus = false;
//------------------------------------------------------
// setting the attributes to their defaults
//------------------------------------------------------
setPositionLag ( FOLLOW_CAM_DEFAULT_POSITION_LAG );
setFocusLag ( FOLLOW_CAM_DEFAULT_FOCUS_LAG );
setPositionThreshold( FOLLOW_CAM_DEFAULT_POSITION_THRESHOLD );
setFocusThreshold ( FOLLOW_CAM_DEFAULT_FOCUS_THRESHOLD );
setBehindnessLag ( FOLLOW_CAM_DEFAULT_BEHINDNESS_LAG );
setDistance ( FOLLOW_CAM_DEFAULT_DISTANCE );
setPitch ( FOLLOW_CAM_DEFAULT_PITCH );
setFocusOffset ( FOLLOW_CAM_DEFAULT_FOCUS_OFFSET );
setBehindnessAngle ( FOLLOW_CAM_DEFAULT_BEHINDNESS_ANGLE );
setPositionThreshold( FOLLOW_CAM_DEFAULT_POSITION_THRESHOLD );
setFocusThreshold ( FOLLOW_CAM_DEFAULT_FOCUS_THRESHOLD );
}
LLFollowCamParams::~LLFollowCamParams() { }
//---------------------------------------------------------
// buncho set methods
//---------------------------------------------------------
//---------------------------------------------------------
void LLFollowCamParams::setPositionLag( F32 p )
{
mPositionLag = llclamp(p, FOLLOW_CAM_MIN_POSITION_LAG, FOLLOW_CAM_MAX_POSITION_LAG);
}
//---------------------------------------------------------
void LLFollowCamParams::setFocusLag( F32 f )
{
mFocusLag = llclamp(f, FOLLOW_CAM_MIN_FOCUS_LAG, FOLLOW_CAM_MAX_FOCUS_LAG);
}
//---------------------------------------------------------
void LLFollowCamParams::setPositionThreshold( F32 p )
{
mPositionThreshold = llclamp(p, FOLLOW_CAM_MIN_POSITION_THRESHOLD, FOLLOW_CAM_MAX_POSITION_THRESHOLD);
}
//---------------------------------------------------------
void LLFollowCamParams::setFocusThreshold( F32 f )
{
mFocusThreshold = llclamp(f, FOLLOW_CAM_MIN_FOCUS_THRESHOLD, FOLLOW_CAM_MAX_FOCUS_THRESHOLD);
}
//---------------------------------------------------------
void LLFollowCamParams::setPitch( F32 p )
{
mPitch = llclamp(p, FOLLOW_CAM_MIN_PITCH, FOLLOW_CAM_MAX_PITCH);
}
//---------------------------------------------------------
void LLFollowCamParams::setBehindnessLag( F32 b )
{
mBehindnessLag = llclamp(b, FOLLOW_CAM_MIN_BEHINDNESS_LAG, FOLLOW_CAM_MAX_BEHINDNESS_LAG);
}
//---------------------------------------------------------
void LLFollowCamParams::setBehindnessAngle( F32 b )
{
mBehindnessMaxAngle = llclamp(b, FOLLOW_CAM_MIN_BEHINDNESS_ANGLE, FOLLOW_CAM_MAX_BEHINDNESS_ANGLE);
}
//---------------------------------------------------------
void LLFollowCamParams::setDistance( F32 d )
{
mDistance = llclamp(d, FOLLOW_CAM_MIN_DISTANCE, mMaxCameraDistantFromSubject);
}
//---------------------------------------------------------
void LLFollowCamParams::setPositionLocked( bool l )
{
mPositionLocked = l;
}
//---------------------------------------------------------
void LLFollowCamParams::setFocusLocked( bool l )
{
mFocusLocked = l;
}
//---------------------------------------------------------
void LLFollowCamParams::setFocusOffset( const LLVector3& v )
{
mFocusOffset = v;
mFocusOffset.clamp(FOLLOW_CAM_MIN_FOCUS_OFFSET, FOLLOW_CAM_MAX_FOCUS_OFFSET);
}
//---------------------------------------------------------
void LLFollowCamParams::setPosition( const LLVector3& p )
{
mUsePosition = true;
mPosition = p;
}
//---------------------------------------------------------
void LLFollowCamParams::setFocus( const LLVector3& f )
{
mUseFocus = true;
mFocus = f;
}
//---------------------------------------------------------
// buncho get methods
//---------------------------------------------------------
F32 LLFollowCamParams::getPositionLag () const { return mPositionLag; }
F32 LLFollowCamParams::getFocusLag () const { return mFocusLag; }
F32 LLFollowCamParams::getPositionThreshold () const { return mPositionThreshold; }
F32 LLFollowCamParams::getFocusThreshold () const { return mFocusThreshold; }
F32 LLFollowCamParams::getDistance () const { return mDistance; }
F32 LLFollowCamParams::getPitch () const { return mPitch; }
LLVector3 LLFollowCamParams::getFocusOffset () const { return mFocusOffset; }
F32 LLFollowCamParams::getBehindnessAngle () const { return mBehindnessMaxAngle; }
F32 LLFollowCamParams::getBehindnessLag () const { return mBehindnessLag; }
LLVector3 LLFollowCamParams::getPosition () const { return mPosition; }
LLVector3 LLFollowCamParams::getFocus () const { return mFocus; }
bool LLFollowCamParams::getPositionLocked () const { return mPositionLocked; }
bool LLFollowCamParams::getFocusLocked () const { return mFocusLocked; }
//------------------------------------
// Constructor
//------------------------------------
LLFollowCam::LLFollowCam() : LLFollowCamParams()
{
mUpVector = LLVector3::z_axis;
mSubjectPosition = LLVector3::zero;
mSubjectRotation = LLQuaternion::DEFAULT;
mZoomedToMinimumDistance = false;
mPitchCos = mPitchSin = 0.f;
mPitchSineAndCosineNeedToBeUpdated = true;
mSimulatedDistance = mDistance;
}
void LLFollowCam::copyParams(LLFollowCamParams& params)
{
setPositionLag(params.getPositionLag());
setFocusLag(params.getFocusLag());
setFocusThreshold( params.getFocusThreshold());
setPositionThreshold(params.getPositionThreshold());
setPitch(params.getPitch());
setFocusOffset(params.getFocusOffset());
setBehindnessAngle(params.getBehindnessAngle());
setBehindnessLag(params.getBehindnessLag());
setPositionLocked(params.getPositionLocked());
setFocusLocked(params.getFocusLocked());
setDistance(params.getDistance());
if (params.getUsePosition())
{
setPosition(params.getPosition());
}
if (params.getUseFocus())
{
setFocus(params.getFocus());
}
}
//---------------------------------------------------------------------------------------------------------
void LLFollowCam::update()
{
//####################################################################################
// update Focus
//####################################################################################
LLVector3 offsetSubjectPosition = mSubjectPosition + (mFocusOffset * mSubjectRotation);
LLVector3 simulated_pos_agent = gAgent.getPosAgentFromGlobal(mSimulatedPositionGlobal);
LLVector3 vectorFromCameraToSubject = offsetSubjectPosition - simulated_pos_agent;
F32 distanceFromCameraToSubject = vectorFromCameraToSubject.magVec();
LLVector3 whereFocusWantsToBe = mFocus;
LLVector3 focus_pt_agent = gAgent.getPosAgentFromGlobal(mSimulatedFocusGlobal);
if ( mFocusLocked ) // if focus is locked, only relative focus needs to be updated
{
mRelativeFocus = (focus_pt_agent - mSubjectPosition) * ~mSubjectRotation;
}
else
{
LLVector3 focusOffset = offsetSubjectPosition - focus_pt_agent;
F32 focusOffsetDistance = focusOffset.magVec();
LLVector3 focusOffsetDirection = focusOffset / focusOffsetDistance;
whereFocusWantsToBe = focus_pt_agent +
(focusOffsetDirection * (focusOffsetDistance - mFocusThreshold));
if ( focusOffsetDistance > mFocusThreshold )
{
// this version normalizes focus threshold by distance
// so that the effect is not changed with distance
/*
F32 focusThresholdNormalizedByDistance = distanceFromCameraToSubject * mFocusThreshold;
if ( focusOffsetDistance > focusThresholdNormalizedByDistance )
{
LLVector3 focusOffsetDirection = focusOffset / focusOffsetDistance;
F32 force = focusOffsetDistance - focusThresholdNormalizedByDistance;
*/
F32 focusLagLerp = LLSmoothInterpolation::getInterpolant( mFocusLag );
focus_pt_agent = lerp( focus_pt_agent, whereFocusWantsToBe, focusLagLerp );
mSimulatedFocusGlobal = gAgent.getPosGlobalFromAgent(focus_pt_agent);
}
mRelativeFocus = lerp(mRelativeFocus, (focus_pt_agent - mSubjectPosition) * ~mSubjectRotation, LLSmoothInterpolation::getInterpolant(0.05f));
}// if focus is not locked ---------------------------------------------
LLVector3 whereCameraPositionWantsToBe = gAgent.getPosAgentFromGlobal(mSimulatedPositionGlobal);
if ( mPositionLocked )
{
mRelativePos = (whereCameraPositionWantsToBe - mSubjectPosition) * ~mSubjectRotation;
}
else
{
//####################################################################################
// update Position
//####################################################################################
//-------------------------------------------------------------------------
// I determine the horizontal vector from the camera to the subject
//-------------------------------------------------------------------------
LLVector3 horizontalVectorFromCameraToSubject = vectorFromCameraToSubject;
horizontalVectorFromCameraToSubject.mV[VZ] = 0.0f;
//---------------------------------------------------------
// Now I determine the horizontal distance
//---------------------------------------------------------
F32 horizontalDistanceFromCameraToSubject = horizontalVectorFromCameraToSubject.magVec();
//---------------------------------------------------------
// Then I get the (normalized) horizontal direction...
//---------------------------------------------------------
LLVector3 horizontalDirectionFromCameraToSubject;
if ( horizontalDistanceFromCameraToSubject < DISTANCE_EPSILON )
{
// make sure we still have a normalized vector if distance is really small
// (this case is rare and fleeting)
horizontalDirectionFromCameraToSubject = LLVector3::z_axis;
}
else
{
// I'm not using the "normalize" method, because I can just divide by horizontalDistanceFromCameraToSubject
horizontalDirectionFromCameraToSubject = horizontalVectorFromCameraToSubject / horizontalDistanceFromCameraToSubject;
}
//------------------------------------------------------------------------------------------------------------
// Here is where I determine an offset relative to subject position in oder to set the ideal position.
//------------------------------------------------------------------------------------------------------------
if ( mPitchSineAndCosineNeedToBeUpdated )
{
calculatePitchSineAndCosine();
mPitchSineAndCosineNeedToBeUpdated = false;
}
LLVector3 positionOffsetFromSubject;
positionOffsetFromSubject.setVec
(
horizontalDirectionFromCameraToSubject.mV[ VX ] * mPitchCos,
horizontalDirectionFromCameraToSubject.mV[ VY ] * mPitchCos,
-mPitchSin
);
positionOffsetFromSubject *= mSimulatedDistance;
//----------------------------------------------------------------------
// Finally, ideal position is set by taking the subject position and
// extending the positionOffsetFromSubject from that
//----------------------------------------------------------------------
LLVector3 idealCameraPosition = offsetSubjectPosition - positionOffsetFromSubject;
//--------------------------------------------------------------------------------
// Now I prepare to move the current camera position towards its ideal position...
//--------------------------------------------------------------------------------
LLVector3 vectorFromPositionToIdealPosition = idealCameraPosition - simulated_pos_agent;
F32 distanceFromPositionToIdealPosition = vectorFromPositionToIdealPosition.magVec();
//put this inside of the block?
LLVector3 normalFromPositionToIdealPosition = vectorFromPositionToIdealPosition / distanceFromPositionToIdealPosition;
whereCameraPositionWantsToBe = simulated_pos_agent +
(normalFromPositionToIdealPosition * (distanceFromPositionToIdealPosition - mPositionThreshold));
//-------------------------------------------------------------------------------------------------
// The following method takes the target camera position and resets it so that it stays "behind" the subject,
// using behindness angle and behindness force as parameters affecting the exact behavior
//-------------------------------------------------------------------------------------------------
if ( distanceFromPositionToIdealPosition > mPositionThreshold )
{
F32 positionPullLerp = LLSmoothInterpolation::getInterpolant( mPositionLag );
simulated_pos_agent = lerp( simulated_pos_agent, whereCameraPositionWantsToBe, positionPullLerp );
}
//--------------------------------------------------------------------
// don't let the camera get farther than its official max distance
//--------------------------------------------------------------------
if ( distanceFromCameraToSubject > mMaxCameraDistantFromSubject )
{
LLVector3 directionFromCameraToSubject = vectorFromCameraToSubject / distanceFromCameraToSubject;
simulated_pos_agent = offsetSubjectPosition - directionFromCameraToSubject * mMaxCameraDistantFromSubject;
}
////-------------------------------------------------------------------------------------------------
//// The following method takes mSimulatedPositionGlobal and resets it so that it stays "behind" the subject,
//// using behindness angle and behindness force as parameters affecting the exact behavior
////-------------------------------------------------------------------------------------------------
updateBehindnessConstraint(gAgent.getPosAgentFromGlobal(mSimulatedFocusGlobal), simulated_pos_agent);
mSimulatedPositionGlobal = gAgent.getPosGlobalFromAgent(simulated_pos_agent);
mRelativePos = lerp(mRelativePos, (simulated_pos_agent - mSubjectPosition) * ~mSubjectRotation, LLSmoothInterpolation::getInterpolant(0.05f));
} // if position is not locked -----------------------------------------------------------
//####################################################################################
// update UpVector
//####################################################################################
// this just points upward for now, but I anticipate future effects requiring
// some rolling ("banking" effects for fun, swoopy vehicles, etc.)
mUpVector = LLVector3::z_axis;
}
//-------------------------------------------------------------------------------------
BOOL LLFollowCam::updateBehindnessConstraint(LLVector3 focus, LLVector3& cam_position)
{
BOOL constraint_active = FALSE;
// only apply this stuff if the behindness angle is something other than opened up all the way
if ( mBehindnessMaxAngle < FOLLOW_CAM_MAX_BEHINDNESS_ANGLE - FOLLOW_CAM_BEHINDNESS_EPSILON )
{
//--------------------------------------------------------------
// horizontalized vector from focus to camera
//--------------------------------------------------------------
LLVector3 horizontalVectorFromFocusToCamera;
horizontalVectorFromFocusToCamera.setVec(cam_position - focus);
horizontalVectorFromFocusToCamera.mV[ VZ ] = 0.0f;
F32 cameraZ = cam_position.mV[ VZ ];
//--------------------------------------------------------------
// distance of horizontalized vector
//--------------------------------------------------------------
F32 horizontalDistance = horizontalVectorFromFocusToCamera.magVec();
//--------------------------------------------------------------------------------------------------
// calculate horizontalized back vector of the subject and scale by horizontalDistance
//--------------------------------------------------------------------------------------------------
LLVector3 horizontalSubjectBack( -1.0f, 0.0f, 0.0f );
horizontalSubjectBack *= mSubjectRotation;
horizontalSubjectBack.mV[ VZ ] = 0.0f;
horizontalSubjectBack.normVec(); // because horizontalizing might make it shorter than 1
horizontalSubjectBack *= horizontalDistance;
//--------------------------------------------------------------------------------------------------
// find the angle (in degrees) between these vectors
//--------------------------------------------------------------------------------------------------
F32 cameraOffsetAngle = 0.f;
LLVector3 cameraOffsetRotationAxis;
LLQuaternion camera_offset_rotation;
camera_offset_rotation.shortestArc(horizontalSubjectBack, horizontalVectorFromFocusToCamera);
camera_offset_rotation.getAngleAxis(&cameraOffsetAngle, cameraOffsetRotationAxis);
cameraOffsetAngle *= RAD_TO_DEG;
if ( cameraOffsetAngle > mBehindnessMaxAngle )
{
F32 fraction = ((cameraOffsetAngle - mBehindnessMaxAngle) / cameraOffsetAngle) * LLSmoothInterpolation::getInterpolant(mBehindnessLag);
cam_position = focus + horizontalSubjectBack * (slerp(fraction, camera_offset_rotation, LLQuaternion::DEFAULT));
cam_position.mV[VZ] = cameraZ; // clamp z value back to what it was before we started messing with it
constraint_active = TRUE;
}
}
return constraint_active;
}
//---------------------------------------------------------
void LLFollowCam::calculatePitchSineAndCosine()
{
F32 radian = mPitch * DEG_TO_RAD;
mPitchCos = cos( radian );
mPitchSin = sin( radian );
}
//---------------------------------------------------------
void LLFollowCam::setSubjectPositionAndRotation( const LLVector3 p, const LLQuaternion r )
{
mSubjectPosition = p;
mSubjectRotation = r;
}
//---------------------------------------------------------
void LLFollowCam::zoom( S32 z )
{
F32 zoomAmount = z * mSimulatedDistance * FOLLOW_CAM_ZOOM_FACTOR;
if (( zoomAmount < FOLLOW_CAM_MIN_ZOOM_AMOUNT )
&& ( zoomAmount > -FOLLOW_CAM_MIN_ZOOM_AMOUNT ))
{
if ( zoomAmount < 0.0f )
{
zoomAmount = -FOLLOW_CAM_MIN_ZOOM_AMOUNT;
}
else
{
zoomAmount = FOLLOW_CAM_MIN_ZOOM_AMOUNT;
}
}
mSimulatedDistance += zoomAmount;
mZoomedToMinimumDistance = false;
if ( mSimulatedDistance < FOLLOW_CAM_MIN_DISTANCE )
{
mSimulatedDistance = FOLLOW_CAM_MIN_DISTANCE;
// if zoomAmount is negative (i.e., getting closer), then
// this signifies having hit the minimum:
if ( zoomAmount < 0.0f )
{
mZoomedToMinimumDistance = true;
}
}
else if ( mSimulatedDistance > mMaxCameraDistantFromSubject )
{
mSimulatedDistance = mMaxCameraDistantFromSubject;
}
}
//---------------------------------------------------------
bool LLFollowCam::isZoomedToMinimumDistance()
{
return mZoomedToMinimumDistance;
}
//---------------------------------------------------------
void LLFollowCam::reset( const LLVector3 p, const LLVector3 f , const LLVector3 u )
{
setPosition(p);
setFocus(f);
mUpVector = u;
}
//---------------------------------------------------------
void LLFollowCam::setMaxCameraDistantFromSubject( F32 m )
{
mMaxCameraDistantFromSubject = m;
}
void LLFollowCam::setPitch( F32 p )
{
LLFollowCamParams::setPitch(p);
mPitchSineAndCosineNeedToBeUpdated = true; // important
}
void LLFollowCam::setDistance( F32 d )
{
if (d != mDistance)
{
LLFollowCamParams::setDistance(d);
mSimulatedDistance = d;
mZoomedToMinimumDistance = false;
}
}
void LLFollowCam::setPosition( const LLVector3& p )
{
if (p != mPosition)
{
LLFollowCamParams::setPosition(p);
mSimulatedPositionGlobal = gAgent.getPosGlobalFromAgent(mPosition);
if (mPositionLocked)
{
mRelativePos = (mPosition - mSubjectPosition) * ~mSubjectRotation;
}
}
}
void LLFollowCam::setFocus( const LLVector3& f )
{
if (f != mFocus)
{
LLFollowCamParams::setFocus(f);
mSimulatedFocusGlobal = gAgent.getPosGlobalFromAgent(f);
if (mFocusLocked)
{
mRelativeFocus = (mFocus - mSubjectPosition) * ~mSubjectRotation;
}
}
}
void LLFollowCam::setPositionLocked( bool locked )
{
LLFollowCamParams::setPositionLocked(locked);
if (locked)
{
// propagate set position to relative position
mRelativePos = (gAgent.getPosAgentFromGlobal(mSimulatedPositionGlobal) - mSubjectPosition) * ~mSubjectRotation;
}
}
void LLFollowCam::setFocusLocked( bool locked )
{
LLFollowCamParams::setFocusLocked(locked);
if (locked)
{
// propagate set position to relative position
mRelativeFocus = (gAgent.getPosAgentFromGlobal(mSimulatedFocusGlobal) - mSubjectPosition) * ~mSubjectRotation;
}
}
LLVector3 LLFollowCam::getSimulatedPosition() const
{
// return simulated position
return mSubjectPosition + (mRelativePos * mSubjectRotation);
}
LLVector3 LLFollowCam::getSimulatedFocus() const
{
// return simulated focus point
return mSubjectPosition + (mRelativeFocus * mSubjectRotation);
}
LLVector3 LLFollowCam::getUpVector()
{
return mUpVector;
}
//------------------------------------
// Destructor
//------------------------------------
LLFollowCam::~LLFollowCam()
{
}
//-------------------------------------------------------
// LLFollowCamMgr
//-------------------------------------------------------
LLFollowCamMgr::LLFollowCamMgr()
{
}
LLFollowCamMgr::~LLFollowCamMgr()
{
for (param_map_t::iterator iter = mParamMap.begin(); iter != mParamMap.end(); ++iter)
{
LLFollowCamParams* params = iter->second;
delete params;
}
mParamMap.clear();
}
void LLFollowCamMgr::setPositionLag( const LLUUID& source, F32 lag)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setPositionLag(lag);
}
}
void LLFollowCamMgr::setFocusLag( const LLUUID& source, F32 lag)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setFocusLag(lag);
}
}
void LLFollowCamMgr::setFocusThreshold( const LLUUID& source, F32 threshold)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setFocusThreshold(threshold);
}
}
void LLFollowCamMgr::setPositionThreshold( const LLUUID& source, F32 threshold)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setPositionThreshold(threshold);
}
}
void LLFollowCamMgr::setDistance( const LLUUID& source, F32 distance)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setDistance(distance);
}
}
void LLFollowCamMgr::setPitch( const LLUUID& source, F32 pitch)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setPitch(pitch);
}
}
void LLFollowCamMgr::setFocusOffset( const LLUUID& source, const LLVector3& offset)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setFocusOffset(offset);
}
}
void LLFollowCamMgr::setBehindnessAngle( const LLUUID& source, F32 angle)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setBehindnessAngle(angle);
}
}
void LLFollowCamMgr::setBehindnessLag( const LLUUID& source, F32 force)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setBehindnessLag(force);
}
}
void LLFollowCamMgr::setPosition( const LLUUID& source, const LLVector3 position)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setPosition(position);
}
}
void LLFollowCamMgr::setFocus( const LLUUID& source, const LLVector3 focus)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setFocus(focus);
}
}
void LLFollowCamMgr::setPositionLocked( const LLUUID& source, bool locked)
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setPositionLocked(locked);
}
}
void LLFollowCamMgr::setFocusLocked( const LLUUID& source, bool locked )
{
LLFollowCamParams* paramsp = getParamsForID(source);
if (paramsp)
{
paramsp->setFocusLocked(locked);
}
}
LLFollowCamParams* LLFollowCamMgr::getParamsForID(const LLUUID& source)
{
LLFollowCamParams* params = NULL;
param_map_t::iterator found_it = mParamMap.find(source);
if (found_it == mParamMap.end()) // didn't find it?
{
params = new LLFollowCamParams();
mParamMap[source] = params;
}
else
{
params = found_it->second;
}
return params;
}
LLFollowCamParams* LLFollowCamMgr::getActiveFollowCamParams()
{
if (mParamStack.empty())
{
return NULL;
}
return mParamStack.back();
}
void LLFollowCamMgr::setCameraActive( const LLUUID& source, bool active )
{
LLFollowCamParams* params = getParamsForID(source);
param_stack_t::iterator found_it = std::find(mParamStack.begin(), mParamStack.end(), params);
if (found_it != mParamStack.end())
{
mParamStack.erase(found_it);
}
// put on top of stack
if(active)
{
mParamStack.push_back(params);
}
}
void LLFollowCamMgr::removeFollowCamParams(const LLUUID& source)
{
setCameraActive(source, FALSE);
LLFollowCamParams* params = getParamsForID(source);
mParamMap.erase(source);
delete params;
}
bool LLFollowCamMgr::isScriptedCameraSource(const LLUUID& source)
{
param_map_t::iterator found_it = mParamMap.find(source);
return (found_it != mParamMap.end());
}
void LLFollowCamMgr::dump()
{
S32 param_count = 0;
LL_INFOS() << "Scripted camera active stack" << LL_ENDL;
for (param_stack_t::iterator param_it = mParamStack.begin();
param_it != mParamStack.end();
++param_it)
{
LL_INFOS() << param_count++ <<
" rot_limit: " << (*param_it)->getBehindnessAngle() <<
" rot_lag: " << (*param_it)->getBehindnessLag() <<
" distance: " << (*param_it)->getDistance() <<
" focus: " << (*param_it)->getFocus() <<
" foc_lag: " << (*param_it)->getFocusLag() <<
" foc_lock: " << ((*param_it)->getFocusLocked() ? "Y" : "N") <<
" foc_offset: " << (*param_it)->getFocusOffset() <<
" foc_thresh: " << (*param_it)->getFocusThreshold() <<
" pitch: " << (*param_it)->getPitch() <<
" pos: " << (*param_it)->getPosition() <<
" pos_lag: " << (*param_it)->getPositionLag() <<
" pos_lock: " << ((*param_it)->getPositionLocked() ? "Y" : "N") <<
" pos_thresh: " << (*param_it)->getPositionThreshold() << LL_ENDL;
}
}
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