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|
/**
* @file llviewercamera.cpp
* @brief LLViewerCamera class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2008, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llviewercamera.h"
#include <iomanip> // for setprecision
#include "llquaternion.h"
#include "llagent.h"
#include "llviewercontrol.h"
#include "lldrawable.h"
#include "llface.h"
#include "llgl.h"
#include "llglheaders.h"
#include "llviewerobjectlist.h"
#include "llviewerregion.h"
#include "llviewerwindow.h"
#include "llvovolume.h"
#include "llworld.h"
#include "lltoolmgr.h"
#include "llviewerjoystick.h"
GLfloat gGLZFar;
GLfloat gGLZNear;
//glu pick matrix implementation borrowed from Mesa3D
glh::matrix4f gl_pick_matrix(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLint* viewport)
{
GLfloat m[16];
GLfloat sx, sy;
GLfloat tx, ty;
sx = viewport[2] / width;
sy = viewport[3] / height;
tx = (viewport[2] + 2.f * (viewport[0] - x)) / width;
ty = (viewport[3] + 2.f * (viewport[1] - y)) / height;
#define M(row,col) m[col*4+row]
M(0,0) = sx; M(0,1) = 0.f; M(0,2) = 0.f; M(0,3) = tx;
M(1,0) = 0.f; M(1,1) = sy; M(1,2) = 0.f; M(1,3) = ty;
M(2,0) = 0.f; M(2,1) = 0.f; M(2,2) = 1.f; M(2,3) = 0.f;
M(3,0) = 0.f; M(3,1) = 0.f; M(3,2) = 0.f; M(3,3) = 1.f;
#undef M
return glh::matrix4f(m);
}
glh::matrix4f gl_perspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
{
GLfloat f = 1.f/tanf(DEG_TO_RAD*fovy/2.f);
return glh::matrix4f(f/aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (zFar+zNear)/(zNear-zFar), (2.f*zFar*zNear)/(zNear-zFar),
0, 0, -1.f, 0);
}
LLViewerCamera::LLViewerCamera() : LLCamera()
{
calcProjection(getFar());
mCameraFOVDefault = DEFAULT_FIELD_OF_VIEW;
mPixelMeterRatio = 0.f;
mScreenPixelArea = 0;
mZoomFactor = 1.f;
mZoomSubregion = 1;
}
void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er,
const LLVector3 &up_direction,
const LLVector3 &point_of_interest)
{
// do not update if we are in build mode AND avatar didn't move
if (LLToolMgr::getInstance()->inBuildMode()
&& !LLViewerJoystick::getInstance()->getCameraNeedsUpdate())
{
return;
}
LLVector3 last_position;
LLVector3 last_axis;
last_position = getOrigin();
last_axis = getAtAxis();
mLastPointOfInterest = point_of_interest;
// constrain to max distance from avatar
LLVector3 camera_offset = center - gAgent.getPositionAgent();
LLViewerRegion * regp = gAgent.getRegion();
F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f;
LLVector3 origin = center;
if (origin.mV[2] > water_height)
{
origin.mV[2] = llmax(origin.mV[2], water_height+0.20f);
}
else
{
origin.mV[2] = llmin(origin.mV[2], water_height-0.20f);
}
setOriginAndLookAt(origin, up_direction, point_of_interest);
F32 dpos = (center - last_position).magVec();
LLQuaternion rotation;
rotation.shortestArc(last_axis, getAtAxis());
F32 x, y, z;
F32 drot;
rotation.getAngleAxis(&drot, &x, &y, &z);
mVelocityStat.addValue(dpos);
mAngularVelocityStat.addValue(drot);
// update pixel meter ratio using default fov, not modified one
mPixelMeterRatio = mViewHeightInPixels / (2.f*tanf(mCameraFOVDefault*0.5));
// update screen pixel area
mScreenPixelArea =(S32)((F32)mViewHeightInPixels * ((F32)mViewHeightInPixels * mAspect));
}
// Handy copies of last good GL matrices
F64 gGLModelView[16];
F64 gGLLastModelView[16];
F64 gGLProjection[16];
S32 gGLViewport[4];
const LLMatrix4 &LLViewerCamera::getProjection() const
{
calcProjection(getFar());
return mProjectionMatrix;
}
const LLMatrix4 &LLViewerCamera::getModelview() const
{
LLMatrix4 cfr(OGL_TO_CFR_ROTATION);
getMatrixToLocal(mModelviewMatrix);
mModelviewMatrix *= cfr;
return mModelviewMatrix;
}
void LLViewerCamera::calcProjection(const F32 far_distance) const
{
F32 fov_y, z_far, z_near, aspect, f;
fov_y = getView();
z_far = far_distance;
z_near = getNear();
aspect = getAspect();
f = 1/tan(fov_y*0.5f);
mProjectionMatrix.setZero();
mProjectionMatrix.mMatrix[0][0] = f/aspect;
mProjectionMatrix.mMatrix[1][1] = f;
mProjectionMatrix.mMatrix[2][2] = (z_far + z_near)/(z_near - z_far);
mProjectionMatrix.mMatrix[3][2] = (2*z_far*z_near)/(z_near - z_far);
mProjectionMatrix.mMatrix[2][3] = -1;
}
// Sets up opengl state for 3D drawing. If for selection, also
// sets up a pick matrix. x and y are ignored if for_selection is false.
// The picking region is centered on x,y and has the specified width and
// height.
//static
void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip)
{
GLint* viewport = (GLint*) gGLViewport;
GLdouble* model = gGLModelView;
GLdouble* proj = gGLProjection;
GLdouble objX,objY,objZ;
LLVector3 frust[8];
if (zflip)
{
gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[0].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[1].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[2].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[3].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
frust[4].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
frust[5].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
frust[6].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
frust[7].setVec((F32)objX,(F32)objY,(F32)objZ);
for (U32 i = 0; i < 4; i++)
{
frust[i+4] = frust[i+4]-frust[i];
frust[i+4].normVec();
frust[i+4] = frust[i] + frust[i+4]*camera.getFar();
}
}
else
{
gluUnProject(viewport[0],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[0].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1],0,model,proj,viewport,&objX,&objY,&objZ);
frust[1].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[2].setVec((F32)objX,(F32)objY,(F32)objZ);
gluUnProject(viewport[0],viewport[1]+viewport[3],0,model,proj,viewport,&objX,&objY,&objZ);
frust[3].setVec((F32)objX,(F32)objY,(F32)objZ);
if (ortho)
{
LLVector3 far_shift = LLVector3(camera.getFar()*2.0f,0,0);
for (U32 i = 0; i < 4; i++)
{
frust[i+4] = frust[i] + far_shift;
}
}
else
{
for (U32 i = 0; i < 4; i++)
{
LLVector3 vec = frust[i] - camera.getOrigin();
vec.normVec();
frust[i+4] = camera.getOrigin() + vec*camera.getFar();
}
}
}
camera.calcAgentFrustumPlanes(frust);
}
void LLViewerCamera::setPerspective(BOOL for_selection,
S32 x, S32 y_from_bot, S32 width, S32 height,
BOOL limit_select_distance,
F32 z_near, F32 z_far)
{
F32 fov_y, aspect;
fov_y = RAD_TO_DEG * getView();
BOOL z_default_near, z_default_far = FALSE;
if (z_far <= 0)
{
z_default_far = TRUE;
z_far = getFar();
}
if (z_near <= 0)
{
z_default_near = TRUE;
z_near = getNear();
}
aspect = getAspect();
// Load camera view matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glh::matrix4f proj_mat;
if (for_selection)
{
// make a tiny little viewport
// anything drawn into this viewport will be "selected"
GLint* viewport = (GLint*) gGLViewport;
proj_mat = gl_pick_matrix(x+width/2.f, y_from_bot+height/2.f, (GLfloat) width, (GLfloat) height, viewport);
if (limit_select_distance)
{
// ...select distance from control
z_far = gSavedSettings.getF32("MaxSelectDistance");
}
else
{
z_far = gAgent.mDrawDistance;
}
}
else
{
// Only override the far clip if it's not passed in explicitly.
if (z_default_far)
{
z_far = MAX_FAR_CLIP;
}
glViewport(x, y_from_bot, width, height);
gGLViewport[0] = x;
gGLViewport[1] = y_from_bot;
gGLViewport[2] = width;
gGLViewport[3] = height;
}
if (mZoomFactor > 1.f)
{
float offset = mZoomFactor - 1.f;
int pos_y = mZoomSubregion / llceil(mZoomFactor);
int pos_x = mZoomSubregion - (pos_y*llceil(mZoomFactor));
glh::matrix4f translate;
translate.set_translate(glh::vec3f(offset - (F32)pos_x * 2.f, offset - (F32)pos_y * 2.f, 0.f));
glh::matrix4f scale;
scale.set_scale(glh::vec3f(mZoomFactor, mZoomFactor, 1.f));
proj_mat = scale*proj_mat;
proj_mat = translate*proj_mat;
}
calcProjection(z_far); // Update the projection matrix cache
proj_mat *= gl_perspective(fov_y,aspect,z_near,z_far);
glLoadMatrixf(proj_mat.m);
for (U32 i = 0; i < 16; i++)
{
gGLProjection[i] = proj_mat.m[i];
}
gGLZNear = z_near;
gGLZFar = z_far;
glMatrixMode( GL_MODELVIEW );
glh::matrix4f modelview((GLfloat*) OGL_TO_CFR_ROTATION);
GLfloat ogl_matrix[16];
getOpenGLTransform(ogl_matrix);
modelview *= glh::matrix4f(ogl_matrix);
glLoadMatrixf(modelview.m);
if (for_selection && (width > 1 || height > 1))
{
calculateFrustumPlanesFromWindow((F32)(x - width / 2) / (F32)gViewerWindow->getWindowWidth() - 0.5f,
(F32)(y_from_bot - height / 2) / (F32)gViewerWindow->getWindowHeight() - 0.5f,
(F32)(x + width / 2) / (F32)gViewerWindow->getWindowWidth() - 0.5f,
(F32)(y_from_bot + height / 2) / (F32)gViewerWindow->getWindowHeight() - 0.5f);
}
// if not picking and not doing a snapshot, cache various GL matrices
if (!for_selection && mZoomFactor == 1.f)
{
// Save GL matrices for access elsewhere in code, especially project_world_to_screen
//glGetDoublev(GL_MODELVIEW_MATRIX, gGLModelView);
for (U32 i = 0; i < 16; i++)
{
gGLModelView[i] = modelview.m[i];
}
}
updateFrustumPlanes(*this);
if (gSavedSettings.getBOOL("CameraOffset"))
{
glMatrixMode(GL_PROJECTION);
glTranslatef(0,0,-50);
glRotatef(20.0,1,0,0);
glMatrixMode(GL_MODELVIEW);
}
}
// Uses the last GL matrices set in set_perspective to project a point from
// screen coordinates to the agent's region.
void LLViewerCamera::projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent) const
{
GLdouble x, y, z;
gluUnProject(
GLdouble(screen_x), GLdouble(screen_y), 0.0,
gGLModelView, gGLProjection, (GLint*)gGLViewport,
&x,
&y,
&z );
pos_agent->setVec( (F32)x, (F32)y, (F32)z );
}
// Uses the last GL matrices set in set_perspective to project a point from
// the agent's region space to screen coordinates. Returns TRUE if point in within
// the current window.
BOOL LLViewerCamera::projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const BOOL clamp) const
{
BOOL in_front = TRUE;
GLdouble x, y, z; // object's window coords, GL-style
LLVector3 dir_to_point = pos_agent - getOrigin();
dir_to_point /= dir_to_point.magVec();
if (dir_to_point * getAtAxis() < 0.f)
{
if (clamp)
{
return FALSE;
}
else
{
in_front = FALSE;
}
}
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ],
gGLModelView, gGLProjection, (GLint*)gGLViewport,
&x, &y, &z))
{
// convert screen coordinates to virtual UI coordinates
x /= gViewerWindow->getDisplayScale().mV[VX];
y /= gViewerWindow->getDisplayScale().mV[VY];
// should now have the x,y coords of grab_point in screen space
const LLRect& window_rect = gViewerWindow->getWindowRect();
// ...sanity check
S32 int_x = lltrunc(x);
S32 int_y = lltrunc(y);
BOOL valid = TRUE;
if (clamp)
{
if (int_x < window_rect.mLeft)
{
out_point.mX = window_rect.mLeft;
valid = FALSE;
}
else if (int_x > window_rect.mRight)
{
out_point.mX = window_rect.mRight;
valid = FALSE;
}
else
{
out_point.mX = int_x;
}
if (int_y < window_rect.mBottom)
{
out_point.mY = window_rect.mBottom;
valid = FALSE;
}
else if (int_y > window_rect.mTop)
{
out_point.mY = window_rect.mTop;
valid = FALSE;
}
else
{
out_point.mY = int_y;
}
return valid;
}
else
{
out_point.mX = int_x;
out_point.mY = int_y;
if (int_x < window_rect.mLeft)
{
valid = FALSE;
}
else if (int_x > window_rect.mRight)
{
valid = FALSE;
}
if (int_y < window_rect.mBottom)
{
valid = FALSE;
}
else if (int_y > window_rect.mTop)
{
valid = FALSE;
}
return in_front && valid;
}
}
else
{
return FALSE;
}
}
// Uses the last GL matrices set in set_perspective to project a point from
// the agent's region space to the nearest edge in screen coordinates.
// Returns TRUE if projection succeeds.
BOOL LLViewerCamera::projectPosAgentToScreenEdge(const LLVector3 &pos_agent,
LLCoordGL &out_point) const
{
LLVector3 dir_to_point = pos_agent - getOrigin();
dir_to_point /= dir_to_point.magVec();
BOOL in_front = TRUE;
if (dir_to_point * getAtAxis() < 0.f)
{
in_front = FALSE;
}
GLdouble x, y, z; // object's window coords, GL-style
if (GL_TRUE == gluProject(pos_agent.mV[VX], pos_agent.mV[VY],
pos_agent.mV[VZ], gGLModelView,
gGLProjection, (GLint*)gGLViewport,
&x, &y, &z))
{
x /= gViewerWindow->getDisplayScale().mV[VX];
y /= gViewerWindow->getDisplayScale().mV[VY];
// should now have the x,y coords of grab_point in screen space
const LLRect& window_rect = gViewerWindow->getVirtualWindowRect();
// ...sanity check
S32 int_x = lltrunc(x);
S32 int_y = lltrunc(y);
// find the center
GLdouble center_x = (GLdouble)(0.5f * (window_rect.mLeft + window_rect.mRight));
GLdouble center_y = (GLdouble)(0.5f * (window_rect.mBottom + window_rect.mTop));
if (x == center_x && y == center_y)
{
// can't project to edge from exact center
return FALSE;
}
// find the line from center to local
GLdouble line_x = x - center_x;
GLdouble line_y = y - center_y;
int_x = lltrunc(center_x);
int_y = lltrunc(center_y);
if (0.f == line_x)
{
// the slope of the line is undefined
if (line_y > 0.f)
{
int_y = window_rect.mTop;
}
else
{
int_y = window_rect.mBottom;
}
}
else if (0 == window_rect.getWidth())
{
// the diagonal slope of the view is undefined
if (y < window_rect.mBottom)
{
int_y = window_rect.mBottom;
}
else if ( y > window_rect.mTop)
{
int_y = window_rect.mTop;
}
}
else
{
F32 line_slope = (F32)(line_y / line_x);
F32 rect_slope = ((F32)window_rect.getHeight()) / ((F32)window_rect.getWidth());
if (fabs(line_slope) > rect_slope)
{
if (line_y < 0.f)
{
// bottom
int_y = window_rect.mBottom;
}
else
{
// top
int_y = window_rect.mTop;
}
int_x = lltrunc(((GLdouble)int_y - center_y) / line_slope + center_x);
}
else if (fabs(line_slope) < rect_slope)
{
if (line_x < 0.f)
{
// left
int_x = window_rect.mLeft;
}
else
{
// right
int_x = window_rect.mRight;
}
int_y = lltrunc(((GLdouble)int_x - center_x) * line_slope + center_y);
}
else
{
// exactly parallel ==> push to the corners
if (line_x > 0.f)
{
int_x = window_rect.mRight;
}
else
{
int_x = window_rect.mLeft;
}
if (line_y > 0.0f)
{
int_y = window_rect.mTop;
}
else
{
int_y = window_rect.mBottom;
}
}
}
if (!in_front)
{
int_x = window_rect.mLeft + window_rect.mRight - int_x;
int_y = window_rect.mBottom + window_rect.mTop - int_y;
}
out_point.mX = int_x;
out_point.mY = int_y;
return TRUE;
}
return FALSE;
}
void LLViewerCamera::getPixelVectors(const LLVector3 &pos_agent, LLVector3 &up, LLVector3 &right)
{
LLVector3 to_vec = pos_agent - getOrigin();
F32 at_dist = to_vec * getAtAxis();
F32 height_meters = at_dist* (F32)tan(getView()/2.f);
F32 height_pixels = getViewHeightInPixels()/2.f;
F32 pixel_aspect = gViewerWindow->getWindow()->getPixelAspectRatio();
F32 meters_per_pixel = height_meters / height_pixels;
up = getUpAxis() * meters_per_pixel * gViewerWindow->getDisplayScale().mV[VY];
right = -1.f * pixel_aspect * meters_per_pixel * getLeftAxis() * gViewerWindow->getDisplayScale().mV[VX];
}
LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent)
{
F32 dist = (pos_agent - getOrigin()).magVec();
// Convert to screen space and back, preserving the depth.
LLCoordGL screen_point;
if (!projectPosAgentToScreen(pos_agent, screen_point, FALSE))
{
// Off the screen, just return the original position.
return pos_agent;
}
LLVector3 ray_dir;
projectScreenToPosAgent(screen_point.mX, screen_point.mY, &ray_dir);
ray_dir -= getOrigin();
ray_dir.normVec();
LLVector3 pos_agent_rounded = getOrigin() + ray_dir*dist;
/*
LLVector3 pixel_x, pixel_y;
getPixelVectors(pos_agent_rounded, pixel_y, pixel_x);
pos_agent_rounded += 0.5f*pixel_x, 0.5f*pixel_y;
*/
return pos_agent_rounded;
}
BOOL LLViewerCamera::cameraUnderWater() const
{
return getOrigin().mV[VZ] < gAgent.getRegion()->getWaterHeight();
}
BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts)
{
S32 i, num_faces;
LLDrawable* drawablep = volumep->mDrawable;
if (!drawablep)
{
return FALSE;
}
LLVolume* volume = volumep->getVolume();
if (!volume)
{
return FALSE;
}
LLVOVolume* vo_volume = (LLVOVolume*) volumep;
vo_volume->updateRelativeXform();
LLMatrix4 mat = vo_volume->getRelativeXform();
LLMatrix4 render_mat(vo_volume->getRenderRotation(), LLVector4(vo_volume->getRenderPosition()));
num_faces = volume->getNumVolumeFaces();
for (i = 0; i < num_faces; i++)
{
const LLVolumeFace& face = volume->getVolumeFace(i);
for (U32 v = 0; v < face.mVertices.size(); v++)
{
LLVector4 vec = LLVector4(face.mVertices[v].mPosition) * mat;
if (drawablep->isActive())
{
vec = vec * render_mat;
}
BOOL in_frustum = pointInFrustum(LLVector3(vec)) > 0;
if ( !in_frustum && all_verts ||
in_frustum && !all_verts)
{
return !all_verts;
}
}
}
return all_verts;
}
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