LLCamera LLSpatialBridge::transformCamera(LLCamera& camera)
{
	LLCamera ret = camera;
	LLXformMatrix* mat = mDrawable->getXform();
	LLVector3 center = LLVector3(0,0,0) * mat->getWorldMatrix();
	LLQuaternion rotation = LLQuaternion(mat->getWorldMatrix());

	LLVector3 delta = ret.getOrigin() - center;
	LLQuaternion rot = ~mat->getRotation();

	delta *= rot;
	LLVector3 lookAt = ret.getAtAxis();
	LLVector3 up_axis = ret.getUpAxis();
	LLVector3 left_axis = ret.getLeftAxis();

	lookAt *= rot;
	up_axis *= rot;
	left_axis *= rot;

	if (!delta.isFinite())
	{
		delta.clearVec();
	}

	ret.setOrigin(delta);
	ret.setAxes(lookAt, left_axis, up_axis);
		
	return ret;
}
LLViewerPartGroup::LLViewerPartGroup(const LLVector3 &center_agent, const F32 box_side, bool hud)
 : mHud(hud)
{
	mVOPartGroupp = NULL;
	mUniformParticles = TRUE;

	mRegionp = LLWorld::getInstance()->getRegionFromPosAgent(center_agent);
	llassert_always(center_agent.isFinite());
	
	if (!mRegionp)
	{
		//llwarns << "No region at position, using agent region!" << llendl;
		mRegionp = gAgent.getRegion();
	}
	mCenterAgent = center_agent;
	mBoxRadius = F_SQRT3*box_side*0.5f;

	if (mHud)
	{
		mVOPartGroupp = (LLVOPartGroup *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_HUD_PART_GROUP, getRegion());
	}
	else
	{
	mVOPartGroupp = (LLVOPartGroup *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_PART_GROUP, getRegion());
	}
	mVOPartGroupp->setViewerPartGroup(this);
	mVOPartGroupp->setPositionAgent(getCenterAgent());
	
	mBoxSide = box_side;

	F32 scale = box_side * 0.5f;

	mVOPartGroupp->setScale(LLVector3(scale,scale,scale));
	
	//gPipeline.addObject(mVOPartGroupp);
	gPipeline.createObject(mVOPartGroupp);

	LLSpatialGroup* group = mVOPartGroupp->mDrawable->getSpatialGroup();

	if (group != NULL)
	{
		LLVector3 center(group->mOctreeNode->getCenter().getF32ptr());
		LLVector3 size(group->mOctreeNode->getSize().getF32ptr());
		size += LLVector3(0.01f, 0.01f, 0.01f);
		mMinObjPos = center - size;
		mMaxObjPos = center + size;
	}
	else 
	{
		// Not sure what else to set the obj bounds to when the drawable has no spatial group.
		LLVector3 extents(mBoxRadius, mBoxRadius, mBoxRadius);
		mMinObjPos = center_agent - extents;
		mMaxObjPos = center_agent + extents;
	}

	mSkippedTime = 0.f;

	static U32 id_seed = 0;
	mID = ++id_seed;
}
Exemple #3
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// at and up_direction are presumed to be normalized
void LLCoordFrame::lookDir(const LLVector3 &at, const LLVector3 &up_direction)
{
	// Make sure 'at' and 'up_direction' are not parallel
	// and that neither are zero-length vectors
	LLVector3 left(up_direction % at);
	if (left.isNull()) 
	{
		//tweak lookat pos so we don't get a degenerate matrix
		LLVector3 tempat(at[VX] + 0.01f, at[VY], at[VZ]);
		tempat.normVec();
		left = (up_direction % tempat);
	}
	left.normVec();

	LLVector3 up = at % left;

	if (at.isFinite() && left.isFinite() && up.isFinite())
	{
		setAxes(at, left, up);
	}
}
void LLTemplateMessageReader::getVector3(const char *block, const char *var, 
										 LLVector3 &v, S32 blocknum )
{
	getData(block, var, &v.mV[0], sizeof(v.mV), blocknum);

	if( !v.isFinite() )
	{
		llwarns << "non-finite in getVector3Fast " << block << " " 
				<< var << llendl;
		v.zeroVec();
	}
}
void LLTemplateMessageReader::getQuat(const char *block, const char *var, 
									  LLQuaternion &q, S32 blocknum)
{
	LLVector3 vec;
	getData(block, var, &vec.mV[0], sizeof(vec.mV), blocknum);
	if( vec.isFinite() )
	{
		q.unpackFromVector3( vec );
	}
	else
	{
		llwarns << "non-finite in getQuatFast " << block << " " << var 
				<< llendl;
		q.loadIdentity();
	}
}
//-----------------------------------------------------------------------------
// LLEditingMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
{
	LLVector3 focus_pt;
	LLVector3* pointAtPt = (LLVector3*)mCharacter->getAnimationData("PointAtPoint");


	BOOL result = TRUE;

	if (!pointAtPt)
	{
		focus_pt = mLastSelectPt;
		result = FALSE;
	}
	else
	{
		focus_pt = *pointAtPt;
		mLastSelectPt = focus_pt;
	}

	focus_pt += mCharacter->getCharacterPosition();

	// propagate joint positions to kinematic chain
	mParentJoint.setPosition(	mParentState->getJoint()->getWorldPosition() );
	mShoulderJoint.setPosition(	mShoulderState->getJoint()->getPosition() );
	mElbowJoint.setPosition(	mElbowState->getJoint()->getPosition() );
	mWristJoint.setPosition(	mWristState->getJoint()->getPosition() + mWristOffset );

	// propagate current joint rotations to kinematic chain
	mParentJoint.setRotation(	mParentState->getJoint()->getWorldRotation() );
	mShoulderJoint.setRotation(	mShoulderState->getJoint()->getRotation() );
	mElbowJoint.setRotation(	mElbowState->getJoint()->getRotation() );

	// update target position from character
	LLVector3 target = focus_pt - mParentJoint.getPosition();
	F32 target_dist = target.normVec();
	
	LLVector3 edit_plane_normal(1.f / F_SQRT2, 1.f / F_SQRT2, 0.f);
	edit_plane_normal.normVec();

	edit_plane_normal.rotVec(mTorsoState->getJoint()->getWorldRotation());
	
	F32 dot = edit_plane_normal * target;

	if (dot < 0.f)
	{
		target = target + (edit_plane_normal * (dot * 2.f));
		target.mV[VZ] += clamp_rescale(dot, 0.f, -1.f, 0.f, 5.f);
		target.normVec();
	}

	target = target * target_dist;
	if (!target.isFinite())
	{
		LL_WARNS() << "Non finite target in editing motion with target distance of " << target_dist << 
			" and focus point " << focus_pt << " and pointAtPt: ";
		if (pointAtPt)
		{
		  LL_CONT << *pointAtPt;
		}
		else
		{
		  LL_CONT << "NULL";
		}
		LL_CONT << LL_ENDL;
		target.setVec(1.f, 1.f, 1.f);
	}
	
	mTarget.setPosition( target + mParentJoint.getPosition());

//	LL_INFOS() << "Point At: " << mTarget.getPosition() << LL_ENDL;

	// update the ikSolver
	if (!mTarget.getPosition().isExactlyZero())
	{
		LLQuaternion shoulderRot = mShoulderJoint.getRotation();
		LLQuaternion elbowRot = mElbowJoint.getRotation();
		mIKSolver.solve();

		// use blending...
		F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TARGET_LAG_HALF_LIFE);
		shoulderRot = slerp(slerp_amt, mShoulderJoint.getRotation(), shoulderRot);
		elbowRot = slerp(slerp_amt, mElbowJoint.getRotation(), elbowRot);

		// now put blended values back into joints
		llassert(shoulderRot.isFinite());
		llassert(elbowRot.isFinite());
		mShoulderState->setRotation(shoulderRot);
		mElbowState->setRotation(elbowRot);
		mWristState->setRotation(LLQuaternion::DEFAULT);
	}

	mCharacter->setAnimationData("Hand Pose", &sHandPose);
	mCharacter->setAnimationData("Hand Pose Priority", &sHandPosePriority);
	return result;
}