BOOL LLFace::calcPixelArea(F32& cos_angle_to_view_dir, F32& radius) { //VECTORIZE THIS //get area of circle around face LLVector4a center; center.load3(getPositionAgent().mV); LLVector4a size; size.setSub(mExtents[1], mExtents[0]); size.mul(0.5f); LLViewerCamera* camera = LLViewerCamera::getInstance(); F32 size_squared = size.dot3(size).getF32(); LLVector4a lookAt; LLVector4a t; t.load3(camera->getOrigin().mV); lookAt.setSub(center, t); F32 dist = lookAt.getLength3().getF32(); dist = llmax(dist-size.getLength3().getF32(), 0.f); lookAt.normalize3fast() ; //get area of circle around node F32 app_angle = atanf((F32) sqrt(size_squared) / dist); radius = app_angle*LLDrawable::sCurPixelAngle; mPixelArea = radius*radius * 3.14159f; LLVector4a x_axis; x_axis.load3(camera->getXAxis().mV); cos_angle_to_view_dir = lookAt.dot3(x_axis).getF32(); if(dist < mBoundingSphereRadius) //camera is very close { cos_angle_to_view_dir = 1.0f; mImportanceToCamera = 1.0f; } else { mImportanceToCamera = LLFace::calcImportanceToCamera(cos_angle_to_view_dir, dist); } return true; }
//----------------------------------------------------------------------------- // postRender() //----------------------------------------------------------------------------- void LLViewerDynamicTexture::postRender(BOOL success) { { if (success) { if(mGLTexturep.isNull()) { generateGLTexture() ; } else if(!mGLTexturep->getHasGLTexture()) { generateGLTexture() ; } else if(mGLTexturep->getDiscardLevel() != 0)//do not know how it happens, but regenerate one if it does. { generateGLTexture() ; } success = mGLTexturep->setSubImageFromFrameBuffer(0, 0, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight); } } // restore viewport gViewerWindow->setup2DViewport(); // restore camera LLViewerCamera* camera = LLViewerCamera::getInstance(); camera->setOrigin(mCamera); camera->setAxes(mCamera); camera->setAspect(mCamera.getAspect()); camera->setView(mCamera.getView()); camera->setNear(mCamera.getNear()); }
//----------------------------------------------------------------------------- // postRender() //----------------------------------------------------------------------------- void LLViewerDynamicTexture::postRender(BOOL success) { { if (success) { if(mGLTexturep.isNull()) { generateGLTexture() ; } if(!mGLTexturep->getHasGLTexture()) { generateGLTexture() ; } llcallstacks << "class type: " << (S32)getType() << llcallstacksendl ; success = mGLTexturep->setSubImageFromFrameBuffer(0, 0, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight); } } // restore viewport gViewerWindow->setup2DViewport(); // restore camera LLViewerCamera* camera = LLViewerCamera::getInstance(); camera->setOrigin(mCamera); camera->setAxes(mCamera); camera->setAspect(mCamera.getAspect()); camera->setView(mCamera.getView()); camera->setNear(mCamera.getNear()); }
void LLAgentPilot::addAction(enum EActionType action_type) { llinfos << "Adding waypoint: " << gAgent.getPositionGlobal() << llendl; Action action; action.mType = action_type; action.mTarget = gAgent.getPositionGlobal(); action.mTime = mTimer.getElapsedTimeF32(); LLViewerCamera *cam = LLViewerCamera::getInstance(); action.mCameraView = cam->getView(); action.mCameraOrigin = cam->getOrigin(); action.mCameraXAxis = cam->getXAxis(); action.mCameraYAxis = cam->getYAxis(); action.mCameraZAxis = cam->getZAxis(); mLastRecordTime = (F32)action.mTime; mActions.put(action); }
void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, const LLFontGL &font, const U8 style, const LLFontGL::ShadowType shadow, const F32 x_offset, const F32 y_offset, const LLColor4& color, const BOOL orthographic) { LLViewerCamera* camera = LLViewerCamera::getInstance(); // Do cheap plane culling LLVector3 dir_vec = pos_agent - camera->getOrigin(); dir_vec /= dir_vec.magVec(); if (wstr.empty() || (!orthographic && dir_vec * camera->getAtAxis() <= 0.f)) { return; } LLVector3 right_axis; LLVector3 up_axis; if (orthographic) { right_axis.setVec(0.f, -1.f / gViewerWindow->getWorldViewHeightScaled(), 0.f); up_axis.setVec(0.f, 0.f, 1.f / gViewerWindow->getWorldViewHeightScaled()); } else { camera->getPixelVectors(pos_agent, up_axis, right_axis); } LLCoordFrame render_frame = *camera; LLQuaternion rot; if (!orthographic) { rot = render_frame.getQuaternion(); rot = rot * LLQuaternion(-F_PI_BY_TWO, camera->getYAxis()); rot = rot * LLQuaternion(F_PI_BY_TWO, camera->getXAxis()); } else { rot = LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 0.f, 1.f)); rot = rot * LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 1.f, 0.f)); } F32 angle; LLVector3 axis; rot.getAngleAxis(&angle, axis); LLVector3 render_pos = pos_agent + (floorf(x_offset) * right_axis) + (floorf(y_offset) * up_axis); //get the render_pos in screen space LLVector3 window_coordinates; F32& winX = window_coordinates.mV[VX]; F32& winY = window_coordinates.mV[VY]; F32& winZ = window_coordinates.mV[VZ]; const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw(); glProjectf(render_pos, gGLModelView, gGLProjection, world_view_rect, window_coordinates); //fonts all render orthographically, set up projection`` gGL.matrixMode(LLRender::MM_PROJECTION); gGL.pushMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.pushMatrix(); LLUI::pushMatrix(); gl_state_for_2d(world_view_rect.getWidth(), world_view_rect.getHeight()); gViewerWindow->setup3DViewport(); winX -= world_view_rect.mLeft; winY -= world_view_rect.mBottom; LLUI::loadIdentity(); gGL.loadIdentity(); LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f)); F32 right_x; font.render(wstr, 0, 0, 0, color, LLFontGL::LEFT, LLFontGL::BASELINE, style, shadow, wstr.length(), 1000, &right_x); LLUI::popMatrix(); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_PROJECTION); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); }
void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent, const LLFontGL &font, const U8 style, const F32 x_offset, const F32 y_offset, const LLColor4& color, const BOOL orthographic) { LLViewerCamera* camera = LLViewerCamera::getInstance(); // Do cheap plane culling LLVector3 dir_vec = pos_agent - camera->getOrigin(); dir_vec /= dir_vec.magVec(); if (wstr.empty() || (!orthographic && dir_vec * camera->getAtAxis() <= 0.f)) { return; } LLVector3 right_axis; LLVector3 up_axis; if (orthographic) { right_axis.setVec(0.f, -1.f / gViewerWindow->getWindowHeight(), 0.f); up_axis.setVec(0.f, 0.f, 1.f / gViewerWindow->getWindowHeight()); } else { camera->getPixelVectors(pos_agent, up_axis, right_axis); } LLCoordFrame render_frame = *camera; LLQuaternion rot; if (!orthographic) { rot = render_frame.getQuaternion(); rot = rot * LLQuaternion(-F_PI_BY_TWO, camera->getYAxis()); rot = rot * LLQuaternion(F_PI_BY_TWO, camera->getXAxis()); } else { rot = LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 0.f, 1.f)); rot = rot * LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 1.f, 0.f)); } F32 angle; LLVector3 axis; rot.getAngleAxis(&angle, axis); LLVector3 render_pos = pos_agent + (floorf(x_offset) * right_axis) + (floorf(y_offset) * up_axis); //get the render_pos in screen space F64 winX, winY, winZ; gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2], gGLModelView, gGLProjection, (GLint*) gGLViewport, &winX, &winY, &winZ); //fonts all render orthographically, set up projection glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); LLUI::pushMatrix(); gViewerWindow->setup2DRender(); LLUI::loadIdentity(); LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f)); //glRotatef(angle * RAD_TO_DEG, axis.mV[VX], axis.mV[VY], axis.mV[VZ]); //glScalef(right_scale, up_scale, 1.f); F32 right_x; font.render(wstr, 0, 0, 0, color, LLFontGL::LEFT, LLFontGL::BASELINE, style, wstr.length(), 1000, &right_x); LLUI::popMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); }
//--------------------------------------------------- // this method is inherited from HUD Effect //--------------------------------------------------- void LLVoiceVisualizer::render() { if ( ! mVoiceEnabled ) { return; } if ( mSoundSymbol.mActive ) { mPreviousTime = mCurrentTime; mCurrentTime = mTimer.getTotalSeconds(); //--------------------------------------------------------------- // set the sound symbol position over the source (avatar's head) //--------------------------------------------------------------- mSoundSymbol.mPosition = mVoiceSourceWorldPosition + WORLD_UPWARD_DIRECTION * HEIGHT_ABOVE_HEAD; //--------------------------------------------------------------- // some gl state //--------------------------------------------------------------- LLGLSPipelineAlpha alpha_blend; LLGLDepthTest depth(GL_TRUE, GL_FALSE); //------------------------------------------------------------- // create coordinates of the geometry for the dot //------------------------------------------------------------- LLViewerCamera* camera = LLViewerCamera::getInstance(); LLVector3 l = camera->getLeftAxis() * DOT_SIZE; LLVector3 u = camera->getUpAxis() * DOT_SIZE; LLVector3 bottomLeft = mSoundSymbol.mPosition + l - u; LLVector3 bottomRight = mSoundSymbol.mPosition - l - u; LLVector3 topLeft = mSoundSymbol.mPosition + l + u; LLVector3 topRight = mSoundSymbol.mPosition - l + u; //----------------------------- // bind texture 0 (the dot) //----------------------------- gGL.getTexUnit(0)->bind(mSoundSymbol.mTexture[0]); //------------------------------------------------------------- // now render the dot //------------------------------------------------------------- gGL.color4fv( LLColor4( 1.0f, 1.0f, 1.0f, DOT_OPACITY ).mV ); gGL.begin( LLRender::TRIANGLE_STRIP ); gGL.texCoord2i( 0, 0 ); gGL.vertex3fv( bottomLeft.mV ); gGL.texCoord2i( 1, 0 ); gGL.vertex3fv( bottomRight.mV ); gGL.texCoord2i( 0, 1 ); gGL.vertex3fv( topLeft.mV ); gGL.end(); gGL.begin( LLRender::TRIANGLE_STRIP ); gGL.texCoord2i( 1, 0 ); gGL.vertex3fv( bottomRight.mV ); gGL.texCoord2i( 1, 1 ); gGL.vertex3fv( topRight.mV ); gGL.texCoord2i( 0, 1 ); gGL.vertex3fv( topLeft.mV ); gGL.end(); //-------------------------------------------------------------------------------------- // if currently speaking, trigger waves (1 through 6) based on speaking amplitude //-------------------------------------------------------------------------------------- if ( mCurrentlySpeaking ) { F32 min = 0.2f; F32 max = 0.7f; F32 fraction = ( mSpeakingAmplitude - min ) / ( max - min ); // in case mSpeakingAmplitude > max.... if ( fraction > 1.0f ) { fraction = 1.0f; } S32 level = 1 + (int)( fraction * ( NUM_VOICE_SYMBOL_WAVES - 2 ) ); for (int i=0; i<level+1; i++) { mSoundSymbol.mWaveActive [i] = true; mSoundSymbol.mWaveOpacity [i] = 1.0f; mSoundSymbol.mWaveFadeOutStartTime [i] = mCurrentTime; } } // if currently speaking //--------------------------------------------------- // determine color //--------------------------------------------------- F32 red = 0.0f; F32 green = 0.0f; F32 blue = 0.0f; if ( mSpeakingAmplitude < RED_THRESHOLD ) { if ( mSpeakingAmplitude < GREEN_THRESHOLD ) { red = BASE_BRIGHTNESS; green = BASE_BRIGHTNESS; blue = BASE_BRIGHTNESS; } else { //--------------------------------------------------- // fade from gray to bright green //--------------------------------------------------- F32 fraction = ( mSpeakingAmplitude - GREEN_THRESHOLD ) / ( 1.0f - GREEN_THRESHOLD ); red = BASE_BRIGHTNESS - ( fraction * BASE_BRIGHTNESS ); green = BASE_BRIGHTNESS + fraction * ( 1.0f - BASE_BRIGHTNESS ); blue = BASE_BRIGHTNESS - ( fraction * BASE_BRIGHTNESS ); } } else { //--------------------------------------------------- // redish //--------------------------------------------------- red = 1.0f; green = 0.2f; blue = 0.2f; } for (int i=0; i<NUM_VOICE_SYMBOL_WAVES; i++) { if ( mSoundSymbol.mWaveActive[i] ) { F32 fadeOutFraction = (F32)( mCurrentTime - mSoundSymbol.mWaveFadeOutStartTime[i] ) / FADE_OUT_DURATION; mSoundSymbol.mWaveOpacity[i] = 1.0f - fadeOutFraction; if ( mSoundSymbol.mWaveOpacity[i] < 0.0f ) { mSoundSymbol.mWaveFadeOutStartTime [i] = mCurrentTime; mSoundSymbol.mWaveOpacity [i] = 0.0f; mSoundSymbol.mWaveActive [i] = false; } //---------------------------------------------------------------------------------- // This is where we calculate the expansion of the waves - that is, the // rate at which they are scaled greater than 1.0 so that they grow over time. //---------------------------------------------------------------------------------- F32 timeSlice = (F32)( mCurrentTime - mPreviousTime ); F32 waveSpeed = mSpeakingAmplitude * WAVE_MOTION_RATE; mSoundSymbol.mWaveExpansion[i] *= ( 1.0f + EXPANSION_RATE * timeSlice * waveSpeed ); if ( mSoundSymbol.mWaveExpansion[i] > EXPANSION_MAX ) { mSoundSymbol.mWaveExpansion[i] = 1.0f; } //---------------------------------------------------------------------------------- // create geometry for the wave billboard textures //---------------------------------------------------------------------------------- F32 width = i * WAVE_WIDTH_SCALE * mSoundSymbol.mWaveExpansion[i]; F32 height = i * WAVE_HEIGHT_SCALE * mSoundSymbol.mWaveExpansion[i]; LLVector3 l = camera->getLeftAxis() * width; LLVector3 u = camera->getUpAxis() * height; LLVector3 bottomLeft = mSoundSymbol.mPosition + l - u; LLVector3 bottomRight = mSoundSymbol.mPosition - l - u; LLVector3 topLeft = mSoundSymbol.mPosition + l + u; LLVector3 topRight = mSoundSymbol.mPosition - l + u; gGL.color4fv( LLColor4( red, green, blue, mSoundSymbol.mWaveOpacity[i] ).mV ); gGL.getTexUnit(0)->bind(mSoundSymbol.mTexture[i]); //--------------------------------------------------- // now, render the mofo //--------------------------------------------------- gGL.begin( LLRender::TRIANGLE_STRIP ); gGL.texCoord2i( 0, 0 ); gGL.vertex3fv( bottomLeft.mV ); gGL.texCoord2i( 1, 0 ); gGL.vertex3fv( bottomRight.mV ); gGL.texCoord2i( 0, 1 ); gGL.vertex3fv( topLeft.mV ); gGL.end(); gGL.begin( LLRender::TRIANGLE_STRIP ); gGL.texCoord2i( 1, 0 ); gGL.vertex3fv( bottomRight.mV ); gGL.texCoord2i( 1, 1 ); gGL.vertex3fv( topRight.mV ); gGL.texCoord2i( 0, 1 ); gGL.vertex3fv( topLeft.mV ); gGL.end(); } //if ( mSoundSymbol.mWaveActive[i] ) }// for loop }//if ( mSoundSymbol.mActive ) }//---------------------------------------------------
void LLNetMap::draw() { static LLFrameTimer map_timer; if (mObjectImagep.isNull()) { createObjectImage(); } LLCachedControl<S32> minimap_center(gSavedSettings, "MiniMapCenter"); if (minimap_center != MAP_CENTER_NONE) { mCurPanX = lerp(mCurPanX, mTargetPanX, LLCriticalDamp::getInterpolant(0.1f)); mCurPanY = lerp(mCurPanY, mTargetPanY, LLCriticalDamp::getInterpolant(0.1f)); } LLViewerCamera* camera = LLViewerCamera::getInstance(); F32 rotation = 0; // Prepare a scissor region { LLGLEnable scissor(GL_SCISSOR_TEST); { gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); LLLocalClipRect clip(getLocalRect()); glMatrixMode(GL_MODELVIEW); // Draw background rectangle if(isBackgroundVisible()) { gGL.color4fv(isBackgroundOpaque() ? getBackgroundColor().mV : getTransparentColor().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); BOOL rotate_map = gSavedSettings.getBOOL( "MiniMapRotate" ); if( rotate_map ) { // rotate subsequent draws to agent rotation rotation = atan2( camera->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ); glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f); } // figure out where agent is S32 region_width = llround(LLWorld::getInstance()->getRegionWidthInMeters()); 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; // Find x and y position relative to camera's center. LLVector3 origin_agent = regionp->getOriginAgent(); LLVector3 rel_region_pos = origin_agent - gAgent.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(gAgent.getCameraPositionGlobal(), rotate_map); new_center.mV[0] -= mCurPanX; new_center.mV[1] -= mCurPanY; new_center.mV[2] = 0.f; mObjectImageCenterGlobal = viewPosToGlobal(llround(new_center.mV[0]), llround(new_center.mV[1]), 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); LLCachedControl<bool> mm_fastminimap(gSavedSettings, "mm_fastminimap"); if (!mm_fastminimap) { gObjectList.renderObjectsForMap(*this); mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight()); } mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight()); map_timer.reset(); } LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal); map_center_agent -= gAgent.getCameraPositionAgent(); map_center_agent.mV[VX] *= mScale/region_width; map_center_agent.mV[VY] *= mScale/region_width; 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::getCursorPositionLocal(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 LLCachedControl<LLColor4U> sMapAvatar(gColors, "MapAvatar"); LLColor4 avatar_color = (LLColor4)sMapAvatar; LLColor4 standard_color = avatar_color; //LLColor4 friend_color = gColors.getColor( "MapFriend" ); // [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)) ? gColors.getColor("MapFriend") : avatar_color; // [/RLVa:KB] LLColor4 linden_color = gColors.getColor( "MapLinden" ); LLColor4 muted_color = gColors.getColor( "MapMuted" ); std::vector<LLUUID> avatar_ids; std::vector<LLVector3d> positions; LLWorld::getInstance()->getAvatars(&avatar_ids, &positions); U32 a; static LLCachedControl<bool> friendsGroupsOnMinimap(gSavedSettings, "PhoenixContactSetsColorizeMiniMap"); for(U32 i=0; i<avatar_ids.size(); i++) { avatar_color = 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 LLVector3d currentPos(positions[i]); bool isHeightUnknown = (currentPos.mdV[VZ] == 0.f); if (avatar_ids[i].notNull() && isHeightUnknown) { LLViewerObject* viewerObject = gObjectList.findObject(avatar_ids[i]); if (viewerObject) { currentPos.mdV[VZ] = viewerObject->getPositionGlobal().mdV[VZ]; isHeightUnknown = false; } } pos_map = globalPosToView(currentPos, rotate_map); std::string first, last; gCacheName->getName(avatar_ids[i], first, last); if (LLMuteList::getInstance()->isMuted(avatar_ids[i])) avatar_color = muted_color; if (is_agent_friend(avatar_ids[i]) || LGGContactSets::getInstance()->isNonFriend(avatar_ids[i])) { if(friendsGroupsOnMinimap) { LLColor4 fgColor = LGGContactSets::getInstance()->getFriendColor(avatar_ids[i]); if(fgColor!=LGGContactSets::getInstance()->getDefaultColor()) avatar_color=fgColor; }else avatar_color = friend_color; } if((last == "Linden") || (last == "Tester")) avatar_color = linden_color; // MOYMOD Minimap custom av colors. for(a=0;a<mm_netmapnum;a+=1)if(avatar_ids[i]==mm_mapkeys[a])avatar_color=mm_mapcols[a]; // [RLVa:KB] - Alternate: Phoenix-370 | Checked: 2009-07-21 (RLVa-1.0.0) | Added: RLVa-1.0.0 // Phoenix-specific: shouldn't be able to tell anything "personal" about anyone from the minimap under @shownames=n LLWorldMapView::drawAvatar( pos_map.mV[VX], pos_map.mV[VY], (!gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES)) ? avatar_color : standard_color, pos_map.mV[VZ],mDotRadius, isHeightUnknown); // [/RLVa:KB] // LLWorldMapView::drawAvatar( // pos_map.mV[VX], pos_map.mV[VY], avatar_color, 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 = currentPos; } } // 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 = camera->getView() * LLViewerCamera::getInstance()->getAspect(); F32 far_clip_meters = camera->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 ); glRotatef( atan2( camera->getAtAxis().mV[VX], camera->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(); }