Beispiel #1
0
//static
void LLViewerCamera::updateFrustumPlanes(LLCamera& camera, BOOL ortho, BOOL zflip, BOOL no_hacks)
{
	GLint* viewport = (GLint*) gGLViewport;
	GLdouble* model = gGLModelView;
	GLdouble* proj = gGLProjection;
	GLdouble objX,objY,objZ;

	LLVector3 frust[8];

	if (no_hacks)
	{
		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);

		gluUnProject(viewport[0],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
		frust[4].setVec((F32)objX,(F32)objY,(F32)objZ);
		gluUnProject(viewport[0]+viewport[2],viewport[1],1,model,proj,viewport,&objX,&objY,&objZ);
		frust[5].setVec((F32)objX,(F32)objY,(F32)objZ);
		gluUnProject(viewport[0]+viewport[2],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
		frust[6].setVec((F32)objX,(F32)objY,(F32)objZ);
		gluUnProject(viewport[0],viewport[1]+viewport[3],1,model,proj,viewport,&objX,&objY,&objZ);
		frust[7].setVec((F32)objX,(F32)objY,(F32)objZ);
	}
	else 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 = camera.getAtAxis()*camera.getFar()*2.f; 
			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);
}
Beispiel #2
0
//-----------------------------------------------------------------------------
// LLHeadRotMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLHeadRotMotion::onUpdate(F32 time, U8* joint_mask)
{
	LLQuaternion	targetHeadRotWorld;
	LLQuaternion	currentRootRotWorld = mRootJoint->getWorldRotation();
	LLQuaternion	currentInvRootRotWorld = ~currentRootRotWorld;

	F32 head_slerp_amt = LLCriticalDamp::getInterpolant(HEAD_LOOKAT_LAG_HALF_LIFE);
	F32 torso_slerp_amt = LLCriticalDamp::getInterpolant(TORSO_LOOKAT_LAG_HALF_LIFE);

	LLVector3* targetPos = (LLVector3*)mCharacter->getAnimationData("LookAtPoint");

	if (targetPos)
	{
		LLVector3 headLookAt = *targetPos;

//		llinfos << "Look At: " << headLookAt + mHeadJoint->getWorldPosition() << llendl;

		F32 lookatDistance = headLookAt.normVec();

		if (lookatDistance < MIN_HEAD_LOOKAT_DISTANCE)
		{
			targetHeadRotWorld = mPelvisJoint->getWorldRotation();
		}
		else
		{
			LLVector3 root_up = LLVector3(0.f, 0.f, 1.f) * currentRootRotWorld;
			LLVector3 left(root_up % headLookAt);
			// if look_at has zero length, fail
			// if look_at and skyward are parallel, fail
			//
			// Test both of these conditions with a cross product.

			if (left.magVecSquared() < 0.15f)
			{
				LLVector3 root_at = LLVector3(1.f, 0.f, 0.f) * currentRootRotWorld;
				root_at.mV[VZ] = 0.f;
				root_at.normVec();

				headLookAt = lerp(headLookAt, root_at, 0.4f);
				headLookAt.normVec();

				left = root_up % headLookAt;
			}
			
			// Make sure look_at and skyward and not parallel
			// and neither are zero length
			LLVector3 up(headLookAt % left);

			targetHeadRotWorld = LLQuaternion(headLookAt, left, up);
		}
	}
	else
	{
		targetHeadRotWorld = currentRootRotWorld;
	}

	LLQuaternion head_rot_local = targetHeadRotWorld * currentInvRootRotWorld;
	head_rot_local.constrain(HEAD_ROTATION_CONSTRAINT);

	// set final torso rotation
	// Set torso target rotation such that it lags behind the head rotation
	// by a fixed amount.
	LLQuaternion torso_rot_local = nlerp(TORSO_LAG, LLQuaternion::DEFAULT, head_rot_local );
	mTorsoState->setRotation( nlerp(torso_slerp_amt, mTorsoState->getRotation(), torso_rot_local) );

	head_rot_local = nlerp(head_slerp_amt, mLastHeadRot, head_rot_local);
	mLastHeadRot = head_rot_local;

	if(mNeckState->getJoint() && mNeckState->getJoint()->getParent()) //Guess this has crashed? Taken from snowglobe -Shyotl
	{
		// Set the head rotation.
		LLQuaternion torsoRotLocal =  mNeckState->getJoint()->getParent()->getWorldRotation() * currentInvRootRotWorld;
		head_rot_local = head_rot_local * ~torsoRotLocal;
		mNeckState->setRotation( nlerp(NECK_LAG, LLQuaternion::DEFAULT, head_rot_local) );
		mHeadState->setRotation( nlerp(1.f - NECK_LAG, LLQuaternion::DEFAULT, head_rot_local));
	}

	return TRUE;
}