/** * @file llhudeffectbeam.cpp * @brief LLHUDEffectBeam class implementation * * Copyright (c) 2002-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. */ #include "llviewerprecompiledheaders.h" #include "llhudeffectbeam.h" #include "message.h" #include "llviewerobjectlist.h" #include "llagent.h" #include "lldrawable.h" #include "llfontgl.h" #include "llgl.h" #include "llglheaders.h" #include "llhudrender.h" #include "llimagegl.h" #include "llsphere.h" #include "llviewercamera.h" #include "llvoavatar.h" #include "llviewercontrol.h" const F32 BEAM_SPACING = 0.075f; LLHUDEffectBeam::LLHUDEffectBeam(const U8 type) : LLHUDEffect(type) { mKillTime = mDuration; // Initialize all of these to defaults S32 i; for (i = 0; i < NUM_POINTS; i++) { mInterp[i].setStartTime(BEAM_SPACING*i); mInterp[i].setEndTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i); mInterp[i].start(); mInterpFade[i].setStartTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i - 0.5f*NUM_POINTS*BEAM_SPACING); mInterpFade[i].setEndTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i); mInterpFade[i].setStartVal(1.f); mInterpFade[i].setEndVal(0.f); } // Setup default timeouts and fade animations. F32 fade_length; fade_length = llmin(0.5f, mDuration); mFadeInterp.setStartTime(mKillTime - fade_length); mFadeInterp.setEndTime(mKillTime); mFadeInterp.setStartVal(1.f); mFadeInterp.setEndVal(0.f); } LLHUDEffectBeam::~LLHUDEffectBeam() { } void LLHUDEffectBeam::packData(LLMessageSystem *mesgsys) { if (!mSourceObject) { llwarns << "Missing source object!" << llendl; } // Pack the default data LLHUDEffect::packData(mesgsys); // Pack the type-specific data. Uses a fun packed binary format. Whee! // 16 + 24 + 1 = 41 U8 packed_data[41]; memset(packed_data, 0, 41); if (mSourceObject) { htonmemcpy(packed_data, mSourceObject->mID.mData, MVT_LLUUID, 16); } if (mTargetObject) { packed_data[16] = 1; } else { packed_data[16] = 0; } if (mTargetObject) { htonmemcpy(&(packed_data[17]), mTargetObject->mID.mData, MVT_LLUUID, 16); } else { htonmemcpy(&(packed_data[17]), mTargetPos.mdV, MVT_LLVector3d, 24); } mesgsys->addBinaryDataFast(_PREHASH_TypeData, packed_data, 41); } void LLHUDEffectBeam::unpackData(LLMessageSystem *mesgsys, S32 blocknum) { llerrs << "Got beam!" << llendl; BOOL use_target_object; LLVector3d new_target; U8 packed_data[41]; LLHUDEffect::unpackData(mesgsys, blocknum); LLUUID source_id; LLUUID target_id; S32 size = mesgsys->getSizeFast(_PREHASH_Effect, blocknum, _PREHASH_TypeData); if (size != 41) { llwarns << "Beam effect with bad size " << size << llendl; return; } mesgsys->getBinaryDataFast(_PREHASH_Effect, _PREHASH_TypeData, packed_data, 41, blocknum); htonmemcpy(source_id.mData, packed_data, MVT_LLUUID, 16); LLViewerObject *objp = gObjectList.findObject(source_id); if (objp) { setSourceObject(objp); } use_target_object = packed_data[16]; if (use_target_object) { htonmemcpy(target_id.mData, &packed_data[17], MVT_LLUUID, 16); LLViewerObject *objp = gObjectList.findObject(target_id); if (objp) { setTargetObject(objp); } } else { htonmemcpy(new_target.mdV, &(packed_data[17]), MVT_LLVector3d, 24); setTargetPos(new_target); } // We've received an update for the effect, update the various timeouts // and fade animations. mKillTime = mTimer.getElapsedTimeF32() + mDuration; F32 fade_length; fade_length = llmin(0.5f, mDuration); mFadeInterp.setStartTime(mKillTime - fade_length); mFadeInterp.setEndTime(mKillTime); mFadeInterp.setStartVal(1.f); mFadeInterp.setEndVal(0.f); } void LLHUDEffectBeam::setSourceObject(LLViewerObject *objp) { if (objp->isDead()) { llwarns << "HUDEffectBeam: Source object is dead!" << llendl; mSourceObject = NULL; return; } if (mSourceObject == objp) { return; } mSourceObject = objp; if (mSourceObject) { S32 i; for (i = 0; i < NUM_POINTS; i++) { if (mSourceObject->isAvatar()) { LLViewerObject *objp = mSourceObject; LLVOAvatar *avatarp = (LLVOAvatar *)objp; LLVector3d hand_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition()); mInterp[i].setStartVal(hand_pos_global); mInterp[i].start(); } else { mInterp[i].setStartVal(mSourceObject->getPositionGlobal()); mInterp[i].start(); } } } } void LLHUDEffectBeam::setTargetObject(LLViewerObject *objp) { if (mTargetObject->isDead()) { llwarns << "HUDEffectBeam: Target object is dead!" << llendl; } mTargetObject = objp; } void LLHUDEffectBeam::setTargetPos(const LLVector3d &pos_global) { mTargetPos = pos_global; mTargetObject = NULL; } void LLHUDEffectBeam::render() { if (!mSourceObject) { markDead(); return; } if (mSourceObject->isDead()) { markDead(); return; } F32 time = mTimer.getElapsedTimeF32(); // Kill us if our time is over... if (mKillTime < time) { markDead(); return; } LLGLSPipelineAlpha gls_pipeline_alpha; LLImageGL::unbindTexture(0, GL_TEXTURE_2D); // Interpolate the global fade alpha mFadeInterp.update(time); if (mTargetObject.notNull() && mTargetObject->mDrawable.notNull()) { // use viewer object position on freshly created objects if (mTargetObject->mDrawable->getGeneration() == -1) { mTargetPos = mTargetObject->getPositionGlobal(); } // otherwise use drawable else { mTargetPos = gAgent.getPosGlobalFromAgent(mTargetObject->mDrawable->getPositionAgent()); } } // Init the color of the particles LLColor4U coloru = mColor; /* // This is disabled for now - DJS // Fade the alpha coloru.mV[3] = mFadeInterp.getCurVal()*mColor.mV[3]; // Draw a regular "beam" that connects the source and target // First, figure out start and end positions relative to the camera LLVector3 start_pos_agent; if (mSourceObject->getPCode() == LL_PCODE_LEGACY_AVATAR) { LLViewerObject *objp = mSourceObject; LLVOAvatar *avatarp = (LLVOAvatar *)objp; LLVector3d hand_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition()); start_pos_agent = gAgent.getPosAgentFromGlobal(hand_pos_global); } else { start_pos_agent = mSourceObject->getPositionAgent(); } LLVector3 start_pos_camera = (start_pos_agent - gAgent.getCameraPositionAgent()); LLVector3 target_pos_agent = gAgent.getPosAgentFromGlobal(mTargetPos); LLVector3 target_pos_camera = target_pos_agent - gAgent.getCameraPositionAgent(); // Generate the right "up" vector which is perpendicular to the beam, make it 1/10 meter wide, going to a point. LLVector3 camera_up = gCamera->getUpAxis(); LLVector3 camera_at = gCamera->getAtAxis(); LLVector3 up = target_pos_camera % start_pos_camera; up.normVec(); up *= 0.1f; // Draw the triangle for the beam. LLVector3 vertex; glColor4ubv(coloru.mV); glBegin(GL_TRIANGLE_STRIP); vertex = start_pos_agent + up; glVertex3fv(vertex.mV); vertex = start_pos_agent - up; glVertex3fv(vertex.mV); vertex = target_pos_agent; glVertex3fv(vertex.mV); glEnd(); */ // Draw the particles S32 i; for (i = 0; i < NUM_POINTS; i++) { mInterp[i].update(time); if (!mInterp[i].isActive()) { continue; } mInterpFade[i].update(time); if (mInterp[i].isDone()) { // Reinitialize the particle when the particle has finished its animation. setupParticle(i); } F32 frac = mInterp[i].getCurFrac(); F32 scale = 0.025f + fabs(0.05f*sin(2.f*F_PI*(frac - time))); scale *= mInterpFade[i].getCurVal(); LLVector3 pos_agent = gAgent.getPosAgentFromGlobal(mInterp[i].getCurVal()); F32 alpha = mFadeInterp.getCurVal()*mColor.mV[3]; alpha *= mInterpFade[i].getCurVal(); coloru.mV[3] = (U8)alpha; glColor4ubv(coloru.mV); glPushMatrix(); glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]); glScalef(scale, scale, scale); gSphere.render(0); glPopMatrix(); } } void LLHUDEffectBeam::setupParticle(const S32 i) { LLVector3d start_pos_global; if (mSourceObject->getPCode() == LL_PCODE_LEGACY_AVATAR) { LLViewerObject *objp = mSourceObject; LLVOAvatar *avatarp = (LLVOAvatar *)objp; start_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition()); } else { start_pos_global = mSourceObject->getPositionGlobal(); } // Generate a random offset for the target point. const F32 SCALE = 0.5f; F32 x, y, z; x = ll_frand(SCALE) - 0.5f*SCALE; y = ll_frand(SCALE) - 0.5f*SCALE; z = ll_frand(SCALE) - 0.5f*SCALE; LLVector3d target_pos_global(mTargetPos); target_pos_global += LLVector3d(x, y, z); mInterp[i].setStartTime(mInterp[i].getEndTime()); mInterp[i].setEndTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS); mInterp[i].setStartVal(start_pos_global); mInterp[i].setEndVal(target_pos_global); mInterp[i].start(); // Setup the interpolator that fades out the alpha. mInterpFade[i].setStartTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS - 0.5f*NUM_POINTS*BEAM_SPACING); mInterpFade[i].setEndTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS - 0.05f); mInterpFade[i].start(); }