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/**
* @file llviewercamera.h
* @brief LLViewerCamera class header file
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, 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.
* $/LicenseInfo$
*/
#ifndef LL_LLVIEWERCAMERA_H
#define LL_LLVIEWERCAMERA_H
#include "llcamera.h"
#include "lltimer.h"
#include "llstat.h"
#include "m4math.h"
class LLCoordGL;
class LLViewerObject;
// This rotation matrix moves the default OpenGL reference frame
// (-Z at, Y up) to Cory's favorite reference frame (X at, Z up)
const F32 OGL_TO_CFR_ROTATION[16] = { 0.f, 0.f, -1.f, 0.f, // -Z becomes X
-1.f, 0.f, 0.f, 0.f, // -X becomes Y
0.f, 1.f, 0.f, 0.f, // Y becomes Z
0.f, 0.f, 0.f, 1.f };
const BOOL FOR_SELECTION = TRUE;
const BOOL NOT_FOR_SELECTION = FALSE;
class LLViewerCamera : public LLCamera, public LLSingleton<LLViewerCamera>
{
public:
LLViewerCamera();
void updateCameraLocation(const LLVector3 ¢er,
const LLVector3 &up_direction,
const LLVector3 &point_of_interest);
static void updateFrustumPlanes(LLCamera& camera, BOOL ortho = FALSE, BOOL zflip = FALSE, BOOL no_hacks = FALSE);
void setPerspective(BOOL for_selection, S32 x, S32 y_from_bot, S32 width, S32 height, BOOL limit_select_distance, F32 z_near = 0, F32 z_far = 0);
const LLMatrix4 &getProjection() const;
const LLMatrix4 &getModelview() const;
// Warning! These assume the current global matrices are correct
void projectScreenToPosAgent(const S32 screen_x, const S32 screen_y, LLVector3* pos_agent ) const;
BOOL projectPosAgentToScreen(const LLVector3 &pos_agent, LLCoordGL &out_point, const BOOL clamp = TRUE) const;
BOOL projectPosAgentToScreenEdge(const LLVector3 &pos_agent, LLCoordGL &out_point) const;
const LLVector3* getVelocityDir() const {return &mVelocityDir;}
LLStat *getVelocityStat() { return &mVelocityStat; }
LLStat *getAngularVelocityStat() { return &mAngularVelocityStat; }
F32 getCosHalfFov() {return mCosHalfCameraFOV;}
F32 getAverageSpeed() {return mAverageSpeed ;}
F32 getAverageAngularSpeed() {return mAverageAngularSpeed;}
void getPixelVectors(const LLVector3 &pos_agent, LLVector3 &up, LLVector3 &right);
LLVector3 roundToPixel(const LLVector3 &pos_agent);
// Sets the current matrix
/* virtual */ void setView(F32 vertical_fov_rads);
void setDefaultFOV(F32 fov) ;
F32 getDefaultFOV() { return mCameraFOVDefault; }
BOOL cameraUnderWater() const;
const LLVector3 &getPointOfInterest() { return mLastPointOfInterest; }
BOOL areVertsVisible(LLViewerObject* volumep, BOOL all_verts);
F32 getPixelMeterRatio() const { return mPixelMeterRatio; }
S32 getScreenPixelArea() const { return mScreenPixelArea; }
void setZoomParameters(F32 factor, S16 subregion) { mZoomFactor = factor; mZoomSubregion = subregion; }
F32 getZoomFactor() { return mZoomFactor; }
S16 getZoomSubRegion() { return mZoomSubregion; }
protected:
void calcProjection(const F32 far_distance) const;
LLStat mVelocityStat;
LLStat mAngularVelocityStat;
LLVector3 mVelocityDir ;
F32 mAverageSpeed ;
F32 mAverageAngularSpeed ;
mutable LLMatrix4 mProjectionMatrix; // Cache of perspective matrix
mutable LLMatrix4 mModelviewMatrix;
F32 mCameraFOVDefault;
F32 mCosHalfCameraFOV;
LLVector3 mLastPointOfInterest;
F32 mPixelMeterRatio; // Divide by distance from camera to get pixels per meter at that distance.
S32 mScreenPixelArea; // Pixel area of entire window
F32 mZoomFactor;
S16 mZoomSubregion;
public:
};
#endif // LL_LLVIEWERCAMERA_H
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