Exemplo n.º 1
0
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;
}
Exemplo n.º 2
0
void LLManip::getManipNormal(LLViewerObject* object, EManipPart manip, LLVector3 &normal)
{
	LLVector3 grid_origin;
	LLVector3 grid_scale;
	LLQuaternion grid_rotation;

	LLSelectMgr::getInstance()->getGrid(grid_origin, grid_rotation, grid_scale);

	if (manip >= LL_X_ARROW && manip <= LL_Z_ARROW)
	{
		LLVector3 arrow_axis;
		getManipAxis(object, manip, arrow_axis);

		LLVector3 cross = arrow_axis % LLViewerCamera::getInstance()->getAtAxis();
		normal = cross % arrow_axis;
		normal.normVec();
	}
	else if (manip >= LL_YZ_PLANE && manip <= LL_XY_PLANE)
	{
		switch (manip)
		{
		case LL_YZ_PLANE:
			normal = LLVector3::x_axis;
			break;
		case LL_XZ_PLANE:
			normal = LLVector3::y_axis;
			break;
		case LL_XY_PLANE:
			normal = LLVector3::z_axis;
			break;
		default:
			break;
		}
		normal.rotVec(grid_rotation);
	}
	else
	{
		normal.clearVec();
	}
}