LLViewerRegion* LLWorld::getRegionFromHandle(const U64 &handle) { // <FS:CR> Aurora Sim U32 x, y; from_region_handle(handle, &x, &y); // </FS:CR> Aurora Sim for (region_list_t::iterator iter = mRegionList.begin(); iter != mRegionList.end(); ++iter) { LLViewerRegion* regionp = *iter; // <FS:CR> Aurora Sim //if (regionp->getHandle() == handle) U32 checkRegionX, checkRegionY; F32 checkRegionWidth = regionp->getWidth(); from_region_handle(regionp->getHandle(), &checkRegionX, &checkRegionY); if (x >= checkRegionX && x < (checkRegionX + checkRegionWidth) && y >= checkRegionY && y < (checkRegionY + checkRegionWidth)) // <FS:CR> Aurora Sim { return regionp; } } return NULL; }
void LLNetMap::draw() { static LLFrameTimer map_timer; if (mObjectImagep.isNull()) { createObjectImage(); } if (gSavedSettings.getS32( "MiniMapCenter") != MAP_CENTER_NONE) { mCurPanX = lerp(mCurPanX, mTargetPanX, LLCriticalDamp::getInterpolant(0.1f)); mCurPanY = lerp(mCurPanY, mTargetPanY, LLCriticalDamp::getInterpolant(0.1f)); } F32 rotation = 0; // Prepare a scissor region { LLGLEnable scissor(GL_SCISSOR_TEST); { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLLocalClipRect clip(getLocalRect()); gGL.matrixMode(LLRender::MM_MODELVIEW); // Draw background rectangle if(isBackgroundVisible()) { LLColor4 background_color = isBackgroundOpaque() ? getBackgroundColor().mV : getTransparentColor().mV; gGL.color4fv( background_color.mV ); gl_rect_2d(0, getRect().getHeight(), getRect().getWidth(), 0); } } // region 0,0 is in the middle S32 center_sw_left = getRect().getWidth() / 2 + llfloor(mCurPanX); S32 center_sw_bottom = getRect().getHeight() / 2 + llfloor(mCurPanY); gGL.pushMatrix(); gGL.translatef( (F32) center_sw_left, (F32) center_sw_bottom, 0.f); static LLCachedControl<bool> rotate_map("MiniMapRotate", true); if (rotate_map) { // rotate subsequent draws to agent rotation rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ); gGL.rotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f); } // figure out where agent is LLColor4 this_region_color = gColors.getColor( "NetMapThisRegion" ); LLColor4 live_region_color = gColors.getColor( "NetMapLiveRegion" ); LLColor4 dead_region_color = gColors.getColor( "NetMapDeadRegion" ); for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { LLViewerRegion* regionp = *iter; S32 region_width = llround(regionp->getWidth()); // Find x and y position relative to camera's center. LLVector3 origin_agent = regionp->getOriginAgent(); LLVector3 rel_region_pos = origin_agent - gAgentCamera.getCameraPositionAgent(); F32 relative_x = (rel_region_pos.mV[0] / region_width) * mScale; F32 relative_y = (rel_region_pos.mV[1] / region_width) * mScale; // background region rectangle F32 bottom = relative_y; F32 left = relative_x; F32 top = bottom + mScale ; F32 right = left + mScale ; gGL.color4fv(regionp == gAgent.getRegion() ? this_region_color.mV : live_region_color.mV); if (!regionp->isAlive()) { gGL.color4fv(dead_region_color.mV); } // Draw using texture. gGL.getTexUnit(0)->bind(regionp->getLand().getSTexture()); gGL.begin(LLRender::QUADS); gGL.texCoord2f(0.f, 1.f); gGL.vertex2f(left, top); gGL.texCoord2f(0.f, 0.f); gGL.vertex2f(left, bottom); gGL.texCoord2f(1.f, 0.f); gGL.vertex2f(right, bottom); gGL.texCoord2f(1.f, 1.f); gGL.vertex2f(right, top); gGL.end(); // Draw water gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f); { if (regionp->getLand().getWaterTexture()) { gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture()); gGL.begin(LLRender::QUADS); gGL.texCoord2f(0.f, 1.f); gGL.vertex2f(left, top); gGL.texCoord2f(0.f, 0.f); gGL.vertex2f(left, bottom); gGL.texCoord2f(1.f, 0.f); gGL.vertex2f(right, bottom); gGL.texCoord2f(1.f, 1.f); gGL.vertex2f(right, top); gGL.end(); } } gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } // Redraw object layer periodically if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f)) { mUpdateNow = false; // Locate the centre of the object layer, accounting for panning LLVector3 new_center = globalPosToView(gAgentCamera.getCameraPositionGlobal(), rotate_map); new_center.mV[VX] -= mCurPanX; new_center.mV[VY] -= mCurPanY; new_center.mV[VZ] = 0.f; mObjectImageCenterGlobal = viewPosToGlobal(llround(new_center.mV[VX]), llround(new_center.mV[VY]), rotate_map); // Create the base texture. U8 *default_texture = mObjectRawImagep->getData(); memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() ); // Draw buildings gObjectList.renderObjectsForMap(*this); mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight()); map_timer.reset(); } LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal); map_center_agent -= gAgentCamera.getCameraPositionAgent(); map_center_agent.mV[0] *= mScale/LLWorld::getInstance()->getRegionWidthInMeters(); map_center_agent.mV[1] *= mScale/LLWorld::getInstance()->getRegionWidthInMeters(); gGL.getTexUnit(0)->bind(mObjectImagep); F32 image_half_width = 0.5f*mObjectMapPixels; F32 image_half_height = 0.5f*mObjectMapPixels; gGL.begin(LLRender::QUADS); gGL.texCoord2f(0.f, 1.f); gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]); gGL.texCoord2f(0.f, 0.f); gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height); gGL.texCoord2f(1.f, 0.f); gGL.vertex2f(image_half_width + map_center_agent.mV[VX], map_center_agent.mV[VY] - image_half_height); gGL.texCoord2f(1.f, 1.f); gGL.vertex2f(image_half_width + map_center_agent.mV[VX], image_half_height + map_center_agent.mV[VY]); gGL.end(); gGL.popMatrix(); LLVector3d pos_global; LLVector3 pos_map; // Mouse pointer in local coordinates S32 local_mouse_x; S32 local_mouse_y; LLUI::getMousePositionLocal(this, &local_mouse_x, &local_mouse_y); mClosestAgentToCursor.setNull(); F32 closest_dist = F32_MAX; F32 min_pick_dist = mDotRadius * MIN_PICK_SCALE; // Draw avatars // LLColor4 mapcolor = gAvatarMapColor; static const LLCachedControl<LLColor4> standard_color(gColors,"MapAvatar",LLColor4(0.f,1.f,0.f,1.f)); static const LLCachedControl<LLColor4> friend_color_stored("AscentFriendColor",LLColor4(1.f,1.f,0.f,1.f)); static const LLCachedControl<LLColor4> em_color("AscentEstateOwnerColor",LLColor4(1.f,0.6f,1.f,1.f)); static const LLCachedControl<LLColor4> linden_color("AscentLindenColor",LLColor4(0.f,0.f,1.f,1.f)); static const LLCachedControl<LLColor4> muted_color("AscentMutedColor",LLColor4(0.7f,0.7f,0.7f,1.f)); // Draw avatars // [RLVa:KB] - Version: 1.23.4 | Alternate: Snowglobe-1.2.4 | Checked: 2009-07-08 (RLVa-1.0.0e) | Modified: RLVa-0.2.0b LLColor4 friend_color = (!gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES)) ? friend_color_stored : standard_color; // [/RLVa:KB] std::vector<LLUUID> avatar_ids; std::vector<LLVector3d> positions; LLWorld::getInstance()->getAvatars(&avatar_ids, &positions); for(U32 i=0; i<avatar_ids.size(); i++) { LLColor4 avColor = standard_color; // TODO: it'd be very cool to draw these in sorted order from lowest Z to highest. // just be careful to sort the avatar IDs along with the positions. -MG pos_map = globalPosToView(positions[i], rotate_map); if (positions[i].mdV[VZ] == 0.f) { pos_map.mV[VZ] = 16000.f; } std::string avName; gCacheName->getFullName(avatar_ids[i], avName); if(LLMuteList::getInstance()->isMuted(avatar_ids[i])) { avColor = muted_color; } LLViewerRegion* avatar_region = LLWorld::getInstance()->getRegionFromPosGlobal(positions[i]); LLUUID estate_owner = avatar_region? avatar_region->getOwner() : LLUUID::null; // MOYMOD Minimap custom av colors. boost::unordered_map<const LLUUID,LLColor4>::const_iterator it = mm_MarkerColors.find(avatar_ids[i]); if(it != mm_MarkerColors.end()) { avColor = it->second; } //Lindens are always more Linden than your friend, make that take precedence else if(LLMuteList::getInstance()->isLinden(avName)) { avColor = linden_color; } //check if they are an estate owner at their current position else if(estate_owner.notNull() && avatar_ids[i] == estate_owner) { avColor = em_color; } //without these dots, SL would suck. else if(is_agent_friend(avatar_ids[i])) { avColor = friend_color; } LLWorldMapView::drawAvatar( pos_map.mV[VX], pos_map.mV[VY], avColor, pos_map.mV[VZ], mDotRadius); F32 dist_to_cursor = dist_vec(LLVector2(pos_map.mV[VX], pos_map.mV[VY]), LLVector2(local_mouse_x,local_mouse_y)); if(dist_to_cursor < min_pick_dist && dist_to_cursor < closest_dist) { closest_dist = dist_to_cursor; mClosestAgentToCursor = avatar_ids[i]; mClosestAgentPosition = positions[i]; } } // Draw dot for autopilot target if (gAgent.getAutoPilot()) { drawTracking(gAgent.getAutoPilotTargetGlobal(), rotate_map, gTrackColor); } else { LLTracker::ETrackingStatus tracking_status = LLTracker::getTrackingStatus(); if ( LLTracker::TRACKING_AVATAR == tracking_status ) { drawTracking(LLAvatarTracker::instance().getGlobalPos(), rotate_map, gTrackColor); } else if ( LLTracker::TRACKING_LANDMARK == tracking_status || LLTracker::TRACKING_LOCATION == tracking_status ) { drawTracking(LLTracker::getTrackedPositionGlobal(), rotate_map, gTrackColor); } } // Draw dot for self avatar position pos_global = gAgent.getPositionGlobal(); pos_map = globalPosToView(pos_global, rotate_map); LLUIImagePtr you = LLWorldMapView::sAvatarYouLargeImage; S32 dot_width = llround(mDotRadius * 2.f); you->draw( llround(pos_map.mV[VX] - mDotRadius), llround(pos_map.mV[VY] - mDotRadius), dot_width, dot_width); // Draw frustum F32 meters_to_pixels = mScale/ LLWorld::getInstance()->getRegionWidthInMeters(); F32 horiz_fov = LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect(); F32 far_clip_meters = LLViewerCamera::getInstance()->getFar(); F32 far_clip_pixels = far_clip_meters * meters_to_pixels; F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 ); F32 half_width_pixels = half_width_meters * meters_to_pixels; F32 ctr_x = (F32)center_sw_left; F32 ctr_y = (F32)center_sw_bottom; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); if (rotate_map) { gGL.color4fv(gColors.getColor("NetMapFrustum").mV); gGL.begin( LLRender::TRIANGLES ); gGL.vertex2f( ctr_x, ctr_y ); gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels ); gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels ); gGL.end(); } else { gGL.color4fv(gColors.getColor("NetMapFrustumRotating").mV); // If we don't rotate the map, we have to rotate the frustum. gGL.pushMatrix(); gGL.translatef( ctr_x, ctr_y, 0 ); gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f); gGL.begin( LLRender::TRIANGLES ); gGL.vertex2f( 0, 0 ); gGL.vertex2f( -half_width_pixels, far_clip_pixels ); gGL.vertex2f( half_width_pixels, far_clip_pixels ); gGL.end(); gGL.popMatrix(); } } // Rotation of 0 means that North is up setDirectionPos( getChild<LLTextBox>("e_label"), rotation); setDirectionPos( getChild<LLTextBox>("n_label"), rotation + F_PI_BY_TWO); setDirectionPos( getChild<LLTextBox>("w_label"), rotation + F_PI); setDirectionPos( getChild<LLTextBox>("s_label"), rotation + F_PI + F_PI_BY_TWO); setDirectionPos( getChild<LLTextBox>("ne_label"), rotation + F_PI_BY_TWO / 2); setDirectionPos( getChild<LLTextBox>("nw_label"), rotation + F_PI_BY_TWO + F_PI_BY_TWO / 2); setDirectionPos( getChild<LLTextBox>("sw_label"), rotation + F_PI + F_PI_BY_TWO / 2); setDirectionPos( getChild<LLTextBox>("se_label"), rotation + F_PI + F_PI_BY_TWO + F_PI_BY_TWO / 2); LLView::draw(); }
void LLToolBrushLand::modifyLandInSelectionGlobal() { if (LLViewerParcelMgr::getInstance()->selectionEmpty()) { return; } if (LLToolMgr::getInstance()->getCurrentTool() == LLToolSelectLand::getInstance()) { // selecting land, don't do anything return; } LLVector3d min; LLVector3d max; LLViewerParcelMgr::getInstance()->getSelection(min, max); S32 radioAction = gSavedSettings.getS32("RadioLandBrushAction"); mLastAffectedRegions.clear(); determineAffectedRegions(mLastAffectedRegions, LLVector3d(min.mdV[VX], min.mdV[VY], 0)); determineAffectedRegions(mLastAffectedRegions, LLVector3d(min.mdV[VX], max.mdV[VY], 0)); determineAffectedRegions(mLastAffectedRegions, LLVector3d(max.mdV[VX], min.mdV[VY], 0)); determineAffectedRegions(mLastAffectedRegions, LLVector3d(max.mdV[VX], max.mdV[VY], 0)); LLRegionPosition mid_point_region((min + max) * 0.5); LLViewerRegion* center_region = mid_point_region.getRegion(); if (center_region) { LLVector3 pos_region = mid_point_region.getPositionRegion(); U32 grids = center_region->getLand().mGridsPerEdge; S32 i = llclamp( (S32)pos_region.mV[VX], 0, (S32)grids ); S32 j = llclamp( (S32)pos_region.mV[VY], 0, (S32)grids ); mStartingZ = center_region->getLand().getZ(i+j*grids); } else { mStartingZ = 0.f; } // Stop if our selection include a no-terraform region for(region_list_t::iterator iter = mLastAffectedRegions.begin(); iter != mLastAffectedRegions.end(); ++iter) { LLViewerRegion* regionp = *iter; if (!canTerraform(regionp)) { alertNoTerraform(regionp); return; } } for(region_list_t::iterator iter = mLastAffectedRegions.begin(); iter != mLastAffectedRegions.end(); ++iter) { LLViewerRegion* regionp = *iter; //BOOL is_changed = FALSE; LLVector3 min_region = regionp->getPosRegionFromGlobal(min); LLVector3 max_region = regionp->getPosRegionFromGlobal(max); min_region.clamp(0.f, regionp->getWidth()); max_region.clamp(0.f, regionp->getWidth()); F32 seconds = gSavedSettings.getF32("LandBrushForce"); LLSurface &land = regionp->getLand(); char action = E_LAND_LEVEL; switch (radioAction) { case 0: // // average toward mStartingZ action = E_LAND_LEVEL; seconds *= 0.25f; break; case 1: action = E_LAND_RAISE; seconds *= 0.25f; break; case 2: action = E_LAND_LOWER; seconds *= 0.25f; break; case 3: action = E_LAND_SMOOTH; seconds *= 5.0f; break; case 4: action = E_LAND_NOISE; seconds *= 0.5f; break; case 5: action = E_LAND_REVERT; seconds = 0.5f; break; default: //action = E_LAND_INVALID; //seconds = 0.0f; return; break; } // Don't send a message to the region if nothing changed. //if(!is_changed) continue; // Now to update the patch information so it will redraw correctly. LLSurfacePatch *patchp= land.resolvePatchRegion(min_region); if (patchp) { patchp->dirtyZ(); } // Also force the property lines to update, normals to recompute, etc. regionp->forceUpdate(); // tell the simulator what we've done LLMessageSystem* msg = gMessageSystem; msg->newMessageFast(_PREHASH_ModifyLand); msg->nextBlockFast(_PREHASH_AgentData); msg->addUUIDFast(_PREHASH_AgentID, gAgent.getID()); msg->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID()); msg->nextBlockFast(_PREHASH_ModifyBlock); msg->addU8Fast(_PREHASH_Action, (U8)action); msg->addU8Fast(_PREHASH_BrushSize, getBrushIndex()); msg->addF32Fast(_PREHASH_Seconds, seconds); msg->addF32Fast(_PREHASH_Height, mStartingZ); BOOL parcel_selected = LLViewerParcelMgr::getInstance()->getParcelSelection()->getWholeParcelSelected(); LLParcel* selected_parcel = LLViewerParcelMgr::getInstance()->getParcelSelection()->getParcel(); if (parcel_selected && selected_parcel) { msg->nextBlockFast(_PREHASH_ParcelData); msg->addS32Fast(_PREHASH_LocalID, selected_parcel->getLocalID()); msg->addF32Fast(_PREHASH_West, min_region.mV[VX] ); msg->addF32Fast(_PREHASH_South, min_region.mV[VY] ); msg->addF32Fast(_PREHASH_East, max_region.mV[VX] ); msg->addF32Fast(_PREHASH_North, max_region.mV[VY] ); } else { msg->nextBlockFast(_PREHASH_ParcelData); msg->addS32Fast(_PREHASH_LocalID, -1); msg->addF32Fast(_PREHASH_West, min_region.mV[VX] ); msg->addF32Fast(_PREHASH_South, min_region.mV[VY] ); msg->addF32Fast(_PREHASH_East, max_region.mV[VX] ); msg->addF32Fast(_PREHASH_North, max_region.mV[VY] ); } msg->nextBlock("ModifyBlockExtended"); msg->addF32("BrushSize", mBrushSize); msg->sendMessage(regionp->getHost()); } }
LLVector3d LLWorld::clipToVisibleRegions(const LLVector3d &start_pos, const LLVector3d &end_pos) { if (positionRegionValidGlobal(end_pos)) { return end_pos; } LLViewerRegion* regionp = getRegionFromPosGlobal(start_pos); if (!regionp) { return start_pos; } LLVector3d delta_pos = end_pos - start_pos; LLVector3d delta_pos_abs; delta_pos_abs.setVec(delta_pos); delta_pos_abs.abs(); LLVector3 region_coord = regionp->getPosRegionFromGlobal(end_pos); F64 clip_factor = 1.0; F32 region_width = regionp->getWidth(); if (region_coord.mV[VX] < 0.f) { if (region_coord.mV[VY] < region_coord.mV[VX]) { // clip along y - clip_factor = -(region_coord.mV[VY] / delta_pos_abs.mdV[VY]); } else { // clip along x - clip_factor = -(region_coord.mV[VX] / delta_pos_abs.mdV[VX]); } } else if (region_coord.mV[VX] > region_width) { if (region_coord.mV[VY] > region_coord.mV[VX]) { // clip along y + clip_factor = (region_coord.mV[VY] - region_width) / delta_pos_abs.mdV[VY]; } else { //clip along x + clip_factor = (region_coord.mV[VX] - region_width) / delta_pos_abs.mdV[VX]; } } else if (region_coord.mV[VY] < 0.f) { // clip along y - clip_factor = -(region_coord.mV[VY] / delta_pos_abs.mdV[VY]); } else if (region_coord.mV[VY] > region_width) { // clip along y + clip_factor = (region_coord.mV[VY] - region_width) / delta_pos_abs.mdV[VY]; } // clamp to within region dimensions LLVector3d final_region_pos = LLVector3d(region_coord) - (delta_pos * clip_factor); final_region_pos.mdV[VX] = llclamp(final_region_pos.mdV[VX], 0.0, (F64)(region_width - F_ALMOST_ZERO)); final_region_pos.mdV[VY] = llclamp(final_region_pos.mdV[VY], 0.0, (F64)(region_width - F_ALMOST_ZERO)); final_region_pos.mdV[VZ] = llclamp(final_region_pos.mdV[VZ], 0.0, (F64)(LLWorld::getInstance()->getRegionMaxHeight() - F_ALMOST_ZERO)); return regionp->getPosGlobalFromRegion(LLVector3(final_region_pos)); }
LLVector3d LLWorld::clipToVisibleRegions(const LLVector3d &start_pos, const LLVector3d &end_pos) { if (positionRegionValidGlobal(end_pos)) { return end_pos; } LLViewerRegion* regionp = getRegionFromPosGlobal(start_pos); if (!regionp) { return start_pos; } LLVector3d delta_pos = end_pos - start_pos; LLVector3d delta_pos_abs; delta_pos_abs.setVec(delta_pos); delta_pos_abs.abs(); LLVector3 region_coord = regionp->getPosRegionFromGlobal(end_pos); F64 clip_factor = 1.0; F32 region_width = regionp->getWidth(); if (region_coord.mV[VX] < 0.f) { if (region_coord.mV[VY] < region_coord.mV[VX]) { // clip along y - clip_factor = -(region_coord.mV[VY] / delta_pos_abs.mdV[VY]); } else { // clip along x - clip_factor = -(region_coord.mV[VX] / delta_pos_abs.mdV[VX]); } } else if (region_coord.mV[VX] > region_width) { if (region_coord.mV[VY] > region_coord.mV[VX]) { // clip along y + clip_factor = (region_coord.mV[VY] - region_width) / delta_pos_abs.mdV[VY]; } else { //clip along x + clip_factor = (region_coord.mV[VX] - region_width) / delta_pos_abs.mdV[VX]; } } else if (region_coord.mV[VY] < 0.f) { // clip along y - clip_factor = -(region_coord.mV[VY] / delta_pos_abs.mdV[VY]); } else if (region_coord.mV[VY] > region_width) { // clip along y + clip_factor = (region_coord.mV[VY] - region_width) / delta_pos_abs.mdV[VY]; } // clamp to < 256 to stay in sim LLVector3d final_region_pos = LLVector3d(region_coord) - (delta_pos * clip_factor); final_region_pos.clamp(0.0, 255.999); return regionp->getPosGlobalFromRegion(LLVector3(final_region_pos)); }
LLVector3d LLWorld::clipToVisibleRegions(const LLVector3d &start_pos, const LLVector3d &end_pos) { if (positionRegionValidGlobal(end_pos)) { return end_pos; } LLViewerRegion* regionp = getRegionFromPosGlobal(start_pos); if (!regionp) { return start_pos; } LLVector3d delta_pos = end_pos - start_pos; LLVector3d delta_pos_abs; delta_pos_abs.setVec(delta_pos); delta_pos_abs.abs(); LLVector3 region_coord = regionp->getPosRegionFromGlobal(end_pos); F64 clip_factor = 1.0; F32 region_width = regionp->getWidth(); if (region_coord.mV[VX] < 0.f) { if (region_coord.mV[VY] < region_coord.mV[VX]) { // clip along y - clip_factor = -(region_coord.mV[VY] / delta_pos_abs.mdV[VY]); } else { // clip along x - clip_factor = -(region_coord.mV[VX] / delta_pos_abs.mdV[VX]); } } else if (region_coord.mV[VX] > region_width) { if (region_coord.mV[VY] > region_coord.mV[VX]) { // clip along y + clip_factor = (region_coord.mV[VY] - region_width) / delta_pos_abs.mdV[VY]; } else { //clip along x + clip_factor = (region_coord.mV[VX] - region_width) / delta_pos_abs.mdV[VX]; } } else if (region_coord.mV[VY] < 0.f) { // clip along y - clip_factor = -(region_coord.mV[VY] / delta_pos_abs.mdV[VY]); } else if (region_coord.mV[VY] > region_width) { // clip along y + clip_factor = (region_coord.mV[VY] - region_width) / delta_pos_abs.mdV[VY]; } // clamp to < 256 to stay in sim LLVector3d final_region_pos = LLVector3d(region_coord) - (delta_pos * clip_factor); // clamp x, y to [0,256[ and z to [0,REGION_HEIGHT_METERS] (the clamp function cannot be used here) if (final_region_pos.mdV[VX] < 0) final_region_pos.mdV[VX] = 0.0; if (final_region_pos.mdV[VY] < 0) final_region_pos.mdV[VY] = 0.0; if (final_region_pos.mdV[VZ] < 0) final_region_pos.mdV[VZ] = 0.0; if (final_region_pos.mdV[VX] > 255.999) final_region_pos.mdV[VX] = 255.999; if (final_region_pos.mdV[VY] > 255.999) final_region_pos.mdV[VY] = 255.999; if (final_region_pos.mdV[VZ] > REGION_HEIGHT_METERS) final_region_pos.mdV[VZ] = REGION_HEIGHT_METERS; //final_region_pos.clamp(0.0, 255.999); return regionp->getPosGlobalFromRegion(LLVector3(final_region_pos)); }