Exemplo n.º 1
0
LLVector3 LLSurface::resolveNormalGlobal(const LLVector3d& pos_global) const
{
    if (!mSurfaceZ)
    {
        // Hmm.  Uninitialized surface!
        return LLVector3::z_axis;
    }
    //
    // Returns the vector normal to a surface at location specified by vector v
    //
    F32 oometerspergrid = 1.f/mMetersPerGrid;
    LLVector3 normal;
    F32 dzx, dzy;

    if (pos_global.mdV[VX] >= mOriginGlobal.mdV[VX]  &&
            pos_global.mdV[VX] < mOriginGlobal.mdV[VX] + mMetersPerEdge  &&
            pos_global.mdV[VY] >= mOriginGlobal.mdV[VY]  &&
            pos_global.mdV[VY] < mOriginGlobal.mdV[VY] + mMetersPerEdge)
    {
        U32 i, j, k;
        F32 dx, dy;
        i = (U32) ((pos_global.mdV[VX] - mOriginGlobal.mdV[VX]) * oometerspergrid);
        j = (U32) ((pos_global.mdV[VY] - mOriginGlobal.mdV[VY]) * oometerspergrid );
        k = i + j*mGridsPerEdge;

        // Figure out if v is in first or second triangle of the square
        // and calculate the slopes accordingly
        //    |       |
        // -(k+N)---(k+1+N)--
        //    |  1 /  |          ^
        //    |   / 2 |          |
        //    |  /    |          j
        // --(k)----(k+1)--
        //    |       |
        //
        //      i ->
        // where N = mGridsPerEdge

        // dx and dy are incremental steps from (mSurface + k)
        dx = (F32)(pos_global.mdV[VX] - i*mMetersPerGrid - mOriginGlobal.mdV[VX]);
        dy = (F32)(pos_global.mdV[VY] - j*mMetersPerGrid - mOriginGlobal.mdV[VY]);
        if (dy > dx)
        {   // triangle 1
            dzx = *(mSurfaceZ + k + 1 + mGridsPerEdge) - *(mSurfaceZ + k + mGridsPerEdge);
            dzy = *(mSurfaceZ + k) - *(mSurfaceZ + k + mGridsPerEdge);
            normal.setVec(-dzx,dzy,1);
        }
        else
        {   // triangle 2
            dzx = *(mSurfaceZ + k) - *(mSurfaceZ + k + 1);
            dzy = *(mSurfaceZ + k + 1 + mGridsPerEdge) - *(mSurfaceZ + k + 1);
            normal.setVec(dzx,-dzy,1);
        }
    }
    normal.normVec();
    return normal;


}
Exemplo n.º 2
0
void LLVOTree::updateSpatialExtents(LLVector3& newMin, LLVector3& newMax)
{
	F32 radius = getScale().magVec()*0.05f;
	LLVector3 center = getRenderPosition();

	F32 sz = mBillboardScale*mBillboardRatio*radius*0.5f; 
	LLVector3 size(sz,sz,sz);

	center += LLVector3(0, 0, size.mV[2]) * getRotation();
	
	newMin.setVec(center-size);
	newMax.setVec(center+size);
	mDrawable->setPositionGroup(center);
}
//-----------------------------------------------------------------------
void LLAudioEngine_FMOD::updateWind(LLVector3 wind_vec, F32 camera_height_above_water)
{
	LLVector3 wind_pos;
	F64 pitch;
	F64 center_freq;

	if (!mEnableWind)
	{
		return;
	}
	
	if (mWindUpdateTimer.checkExpirationAndReset(LL_WIND_UPDATE_INTERVAL))
	{
		
		// wind comes in as Linden coordinate (+X = forward, +Y = left, +Z = up)
		// need to convert this to the conventional orientation DS3D and OpenAL use
		// where +X = right, +Y = up, +Z = backwards

		wind_vec.setVec(-wind_vec.mV[1], wind_vec.mV[2], -wind_vec.mV[0]);

		// cerr << "Wind update" << endl;

		pitch = 1.0 + mapWindVecToPitch(wind_vec);
		center_freq = 80.0 * pow(pitch,2.5*(mapWindVecToGain(wind_vec)+1.0));
		
		mWindGen->mTargetFreq = (F32)center_freq;
		mWindGen->mTargetGain = (F32)mapWindVecToGain(wind_vec) * mMaxWindGain;
		mWindGen->mTargetPanGainR = (F32)mapWindVecToPan(wind_vec);
  	}
}
Exemplo n.º 4
0
BOOL ray_sphere(const LLVector3 &ray_point, const LLVector3 &ray_direction,
                const LLVector3 &sphere_center, F32 sphere_radius,
                LLVector3 &intersection, LLVector3 &intersection_normal)
{
    LLVector3 ray_to_sphere = sphere_center - ray_point;
    F32 dot = ray_to_sphere * ray_direction;

    LLVector3 closest_approach = dot * ray_direction - ray_to_sphere;

    F32 shortest_distance = closest_approach.magVecSquared();
    F32 radius_squared = sphere_radius * sphere_radius;
    if (shortest_distance > radius_squared)
    {
        return FALSE;
    }

    F32 half_chord = (F32) sqrt(radius_squared - shortest_distance);
    closest_approach = sphere_center + closest_approach;			// closest_approach now in absolute coordinates
    intersection = closest_approach + half_chord * ray_direction;
    dot = ray_direction * (intersection - ray_point);
    if (dot < 0.0f)
    {
        // ray shoots away from sphere and is not inside it
        return FALSE;
    }

    shortest_distance = ray_direction * ((closest_approach - half_chord * ray_direction) - ray_point);
    if (shortest_distance > 0.0f)
    {
        // ray enters sphere
        intersection = intersection - (2.0f * half_chord) * ray_direction;
    }
    else
    {
        // do nothing
        // ray starts inside sphere and intersects as it leaves the sphere
    }

    intersection_normal = intersection - sphere_center;
    if (sphere_radius > 0.0f)
    {
        intersection_normal *= 1.0f / sphere_radius;
    }
    else
    {
        intersection_normal.setVec(0.0f, 0.0f, 0.0f);
    }

    return TRUE;
}
Exemplo n.º 5
0
//-------------------------------------------------------------------------------------
BOOL LLFollowCam::updateBehindnessConstraint(LLVector3 focus, LLVector3& cam_position)
{
	BOOL constraint_active = FALSE;
	// only apply this stuff if the behindness angle is something other than opened up all the way
	if ( mBehindnessMaxAngle < FOLLOW_CAM_MAX_BEHINDNESS_ANGLE - FOLLOW_CAM_BEHINDNESS_EPSILON )
	{
		//--------------------------------------------------------------
		// horizontalized vector from focus to camera 
		//--------------------------------------------------------------
		LLVector3 horizontalVectorFromFocusToCamera;
		horizontalVectorFromFocusToCamera.setVec(cam_position - focus);
		horizontalVectorFromFocusToCamera.mV[ VZ ] = 0.0f; 
		F32 cameraZ = cam_position.mV[ VZ ];

		//--------------------------------------------------------------
		// distance of horizontalized vector
		//--------------------------------------------------------------
		F32 horizontalDistance = horizontalVectorFromFocusToCamera.magVec();

		//--------------------------------------------------------------------------------------------------
		// calculate horizontalized back vector of the subject and scale by horizontalDistance
		//--------------------------------------------------------------------------------------------------
		LLVector3 horizontalSubjectBack( -1.0f, 0.0f, 0.0f );
		horizontalSubjectBack *= mSubjectRotation;
		horizontalSubjectBack.mV[ VZ ] = 0.0f; 
		horizontalSubjectBack.normVec(); // because horizontalizing might make it shorter than 1
		horizontalSubjectBack *= horizontalDistance;

		//--------------------------------------------------------------------------------------------------
		// find the angle (in degrees) between these vectors
		//--------------------------------------------------------------------------------------------------
		F32 cameraOffsetAngle = 0.f;
		LLVector3 cameraOffsetRotationAxis;
		LLQuaternion camera_offset_rotation;
		camera_offset_rotation.shortestArc(horizontalSubjectBack, horizontalVectorFromFocusToCamera);
		camera_offset_rotation.getAngleAxis(&cameraOffsetAngle, cameraOffsetRotationAxis);
		cameraOffsetAngle *= RAD_TO_DEG;

		if ( cameraOffsetAngle > mBehindnessMaxAngle )
		{
			F32 fraction = ((cameraOffsetAngle - mBehindnessMaxAngle) / cameraOffsetAngle) * LLCriticalDamp::getInterpolant(mBehindnessLag);
			cam_position = focus + horizontalSubjectBack * (slerp(fraction, camera_offset_rotation, LLQuaternion::DEFAULT));
			cam_position.mV[VZ] = cameraZ; // clamp z value back to what it was before we started messing with it
			constraint_active = TRUE;
		}
	}
	return constraint_active;
}
Exemplo n.º 6
0
void LLAudioEngine_OpenAL::updateWind(LLVector3 wind_vec, F32 camera_altitude)
{
	LLVector3 wind_pos;
	F64 pitch;
	F64 center_freq;
	ALenum error;
	
	if (!mEnableWind)
		return;
	
	if(!mWindBuf)
		return;
	
	if (mWindUpdateTimer.checkExpirationAndReset(LL_WIND_UPDATE_INTERVAL))
	{
		
		// wind comes in as Linden coordinate (+X = forward, +Y = left, +Z = up)
		// need to convert this to the conventional orientation DS3D and OpenAL use
		// where +X = right, +Y = up, +Z = backwards
		
		wind_vec.setVec(-wind_vec.mV[1], wind_vec.mV[2], -wind_vec.mV[0]);
		
		pitch = 1.0 + mapWindVecToPitch(wind_vec);
		center_freq = 80.0 * pow(pitch,2.5*(mapWindVecToGain(wind_vec)+1.0));
		
		mWindGen->mTargetFreq = (F32)center_freq;
		mWindGen->mTargetGain = (F32)mapWindVecToGain(wind_vec) * mMaxWindGain;
		mWindGen->mTargetPanGainR = (F32)mapWindVecToPan(wind_vec);
		
		alSourcei(mWindSource, AL_LOOPING, AL_FALSE);
		alSource3f(mWindSource, AL_POSITION, 0.0, 0.0, 0.0);
		alSource3f(mWindSource, AL_VELOCITY, 0.0, 0.0, 0.0);
		alSourcef(mWindSource, AL_ROLLOFF_FACTOR, 0.0);
		alSourcei(mWindSource, AL_SOURCE_RELATIVE, AL_TRUE);
	}

	// ok lets make a wind buffer now

	int processed, queued, unprocessed;
	alGetSourcei(mWindSource, AL_BUFFERS_PROCESSED, &processed);
	alGetSourcei(mWindSource, AL_BUFFERS_QUEUED, &queued);
	unprocessed = queued - processed;

	// ensure that there are always at least 3x as many filled buffers
	// queued as we managed to empty since last time.
	mNumEmptyWindALBuffers = llmin(mNumEmptyWindALBuffers + processed * 3 - unprocessed, MAX_NUM_WIND_BUFFERS-unprocessed);
	mNumEmptyWindALBuffers = llmax(mNumEmptyWindALBuffers, 0);

	//LL_INFOS("OpenAL") << "mNumEmptyWindALBuffers: " << mNumEmptyWindALBuffers	<<" (" << unprocessed << ":" << processed << ")" << LL_ENDL;

	while(processed--) // unqueue old buffers
	{
		ALuint buffer;
		int error;
		alGetError(); /* clear error */
		alSourceUnqueueBuffers(mWindSource, 1, &buffer);
		error = alGetError();
		if(error != AL_NO_ERROR)
		{
			LL_WARNS("OpenAL") << "LLAudioEngine_OpenAL::updateWind() error swapping (unqueuing) buffers" << LL_ENDL;
		}
		else
		{
			alDeleteBuffers(1, &buffer);
		}
	}

	unprocessed += mNumEmptyWindALBuffers;
	while (mNumEmptyWindALBuffers > 0) // fill+queue new buffers
	{
		ALuint buffer;
		alGetError(); /* clear error */
		alGenBuffers(1,&buffer);
		if((error=alGetError()) != AL_NO_ERROR)
		{
			LL_WARNS("OpenAL") << "LLAudioEngine_OpenAL::initWind() Error creating wind buffer: " << error << LL_ENDL;
			break;
		}

		alBufferData(buffer,
			     AL_FORMAT_STEREO16,
			     mWindGen->windGenerate(mWindBuf,
						    mWindBufSamples, 2),
			     mWindBufBytes,
			     mWindBufFreq);
		error = alGetError();
		if(error != AL_NO_ERROR)
			LL_WARNS("OpenAL") << "LLAudioEngine_OpenAL::updateWind() error swapping (bufferdata) buffers" << LL_ENDL;
		
		alSourceQueueBuffers(mWindSource, 1, &buffer);
		error = alGetError();
		if(error != AL_NO_ERROR)
			LL_WARNS("OpenAL") << "LLAudioEngine_OpenAL::updateWind() error swapping (queuing) buffers" << LL_ENDL;

		--mNumEmptyWindALBuffers;
	}

	int playing;
	alGetSourcei(mWindSource, AL_SOURCE_STATE, &playing);
	if(playing != AL_PLAYING)
	{
		alSourcePlay(mWindSource);

		LL_INFOS("OpenAL") << "Wind had stopped - probably ran out of buffers - restarting: " << (unprocessed+mNumEmptyWindALBuffers) << " now queued." << LL_ENDL;
	}
}
Exemplo n.º 7
0
//-----------------------------------------------------------------------------
// LLEyeMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLEyeMotion::onUpdate(F32 time, U8* joint_mask)
{
	// Compute eye rotation.
	LLQuaternion	target_eye_rot;
	LLVector3		eye_look_at;
	F32				vergence;

	//calculate jitter
	if (mEyeJitterTimer.getElapsedTimeF32() > mEyeJitterTime)
	{
		mEyeJitterTime = EYE_JITTER_MIN_TIME + ll_frand(EYE_JITTER_MAX_TIME - EYE_JITTER_MIN_TIME);
		mEyeJitterYaw = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_YAW;
		mEyeJitterPitch = (ll_frand(2.f) - 1.f) * EYE_JITTER_MAX_PITCH;
		// make sure lookaway time count gets updated, because we're resetting the timer
		mEyeLookAwayTime -= llmax(0.f, mEyeJitterTimer.getElapsedTimeF32());
		mEyeJitterTimer.reset();
	} 
	else if (mEyeJitterTimer.getElapsedTimeF32() > mEyeLookAwayTime)
	{
		if (ll_frand() > 0.1f)
		{
			// blink while moving eyes some percentage of the time
			mEyeBlinkTime = mEyeBlinkTimer.getElapsedTimeF32();
		}
		if (mEyeLookAwayYaw == 0.f && mEyeLookAwayPitch == 0.f)
		{
			mEyeLookAwayYaw = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_YAW;
			mEyeLookAwayPitch = (ll_frand(2.f) - 1.f) * EYE_LOOK_AWAY_MAX_PITCH;
			mEyeLookAwayTime = EYE_LOOK_BACK_MIN_TIME + ll_frand(EYE_LOOK_BACK_MAX_TIME - EYE_LOOK_BACK_MIN_TIME);
		}
		else
		{
			mEyeLookAwayYaw = 0.f;
			mEyeLookAwayPitch = 0.f;
			mEyeLookAwayTime = EYE_LOOK_AWAY_MIN_TIME + ll_frand(EYE_LOOK_AWAY_MAX_TIME - EYE_LOOK_AWAY_MIN_TIME);
		}
	}

	// do blinking
	if (!mEyesClosed && mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime)
	{
		F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime;
		F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA;

		leftEyeBlinkMorph = llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
		rightEyeBlinkMorph = llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
		mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph);
		mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph);
		mCharacter->updateVisualParams();

		if (rightEyeBlinkMorph == 1.f)
		{
			mEyesClosed = TRUE;
			mEyeBlinkTime = EYE_BLINK_CLOSE_TIME;
			mEyeBlinkTimer.reset();
		}
	}
	else if (mEyesClosed)
	{
		if (mEyeBlinkTimer.getElapsedTimeF32() >= mEyeBlinkTime)
		{
			F32 leftEyeBlinkMorph = mEyeBlinkTimer.getElapsedTimeF32() - mEyeBlinkTime;
			F32 rightEyeBlinkMorph = leftEyeBlinkMorph - EYE_BLINK_TIME_DELTA;

			leftEyeBlinkMorph = 1.f - llclamp(leftEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
			rightEyeBlinkMorph = 1.f - llclamp(rightEyeBlinkMorph / EYE_BLINK_SPEED, 0.f, 1.f);
			mCharacter->setVisualParamWeight("Blink_Left", leftEyeBlinkMorph);
			mCharacter->setVisualParamWeight("Blink_Right", rightEyeBlinkMorph);
			mCharacter->updateVisualParams();

			if (rightEyeBlinkMorph == 0.f)
			{
				mEyesClosed = FALSE;
				mEyeBlinkTime = EYE_BLINK_MIN_TIME + ll_frand(EYE_BLINK_MAX_TIME - EYE_BLINK_MIN_TIME);
				mEyeBlinkTimer.reset();
			}
		}
	}

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

	if (targetPos)
	{
		LLVector3		skyward(0.f, 0.f, 1.f);
		LLVector3		left;
		LLVector3		up;

		eye_look_at = *targetPos;
		has_eye_target = TRUE;
		F32 lookAtDistance = eye_look_at.normVec();

		left.setVec(skyward % eye_look_at);
		up.setVec(eye_look_at % left);

		target_eye_rot = LLQuaternion(eye_look_at, left, up);
		// convert target rotation to head-local coordinates
		target_eye_rot *= ~mHeadJoint->getWorldRotation();
		// eliminate any Euler roll - we're lucky that roll is applied last.
		F32 roll, pitch, yaw;
		target_eye_rot.getEulerAngles(&roll, &pitch, &yaw);
		target_eye_rot.setQuat(0.0f, pitch, yaw);
		// constrain target orientation to be in front of avatar's face
		target_eye_rot.constrain(EYE_ROT_LIMIT_ANGLE);

		// calculate vergence
		F32 interocular_dist = (mLeftEyeState->getJoint()->getWorldPosition() - mRightEyeState->getJoint()->getWorldPosition()).magVec();
		vergence = -atan2((interocular_dist / 2.f), lookAtDistance);
		llclamp(vergence, -F_PI_BY_TWO, 0.f);
	}
	else
	{
		target_eye_rot = LLQuaternion::DEFAULT;
		vergence = 0.f;
	}

	//RN: subtract 4 degrees to account for foveal angular offset relative to pupil
	vergence += 4.f * DEG_TO_RAD;

	// calculate eye jitter
	LLQuaternion eye_jitter_rot;

	// vergence not too high...
	if (vergence > -0.05f)
	{
		//...go ahead and jitter
		eye_jitter_rot.setQuat(0.f, mEyeJitterPitch + mEyeLookAwayPitch, mEyeJitterYaw + mEyeLookAwayYaw);
	}
	else
	{
		//...or don't
		eye_jitter_rot.loadIdentity();
	}

	// calculate vergence of eyes as an object gets closer to the avatar's head
	LLQuaternion vergence_quat;
		
	if (has_eye_target)
	{
		vergence_quat.setQuat(vergence, LLVector3(0.f, 0.f, 1.f));
	}
	else
	{
		vergence_quat.loadIdentity();
	}

	// calculate eye rotations
	LLQuaternion left_eye_rot = target_eye_rot;
	left_eye_rot = vergence_quat * eye_jitter_rot * left_eye_rot;

	LLQuaternion right_eye_rot = target_eye_rot;
	vergence_quat.transQuat();
	right_eye_rot = vergence_quat * eye_jitter_rot * right_eye_rot;

	//if in appearance, set the eyes straight forward
	if(mCharacter->getAppearanceFlag()) // no idea why this variable is reversed
	{
		LLVector3		forward(1.f, 0.0, 0.0);
		LLVector3		left;
		LLVector3		up;
		left.setVec(forward % forward);
		up.setVec(forward % left);
		target_eye_rot = LLQuaternion(forward, left, up);
		mLeftEyeState->setRotation( target_eye_rot );
		mRightEyeState->setRotation( target_eye_rot );
		return TRUE;
	}

	mLeftEyeState->setRotation( left_eye_rot );
	mRightEyeState->setRotation( right_eye_rot );

	return TRUE;
}
//-----------------------------------------------------------------------------
// 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;
}
Exemplo n.º 9
0
// Takes a line defined by "point_a" and "point_b" and determines the closest (to point_a) 
// point where the the line intersects an object or the land surface.  Stores the results
// in "intersection" and "intersection_normal" and returns a scalar value that represents
// the normalized distance along the line from "point_a" to "intersection".
//
// Currently assumes point_a and point_b only differ in z-direction, 
// but it may eventually become more general.
F32 LLWorld::resolveStepHeightGlobal(const LLVOAvatar* avatarp, const LLVector3d &point_a, const LLVector3d &point_b, 
							   LLVector3d &intersection, LLVector3 &intersection_normal,
							   LLViewerObject **viewerObjectPtr)
{
	// initialize return value to null
	if (viewerObjectPtr)
	{
		*viewerObjectPtr = NULL;
	}

	LLViewerRegion *regionp = getRegionFromPosGlobal(point_a);
	if (!regionp)
	{
		// We're outside the world 
		intersection = 0.5f * (point_a + point_b);
		intersection_normal.setVec(0.0f, 0.0f, 1.0f);
		return 0.5f;
	}
	
	// calculate the length of the segment
	F32 segment_length = (F32)((point_a - point_b).length());
	if (0.0f == segment_length)
	{
		intersection = point_a;
		intersection_normal.setVec(0.0f, 0.0f, 1.0f);
		return segment_length;
	}

	// get land height	
	// Note: we assume that the line is parallel to z-axis here
	LLVector3d land_intersection = point_a;
	F32 normalized_land_distance;

	land_intersection.mdV[VZ] = regionp->getLand().resolveHeightGlobal(point_a);
	normalized_land_distance = (F32)(point_a.mdV[VZ] - land_intersection.mdV[VZ]) / segment_length;
	intersection = land_intersection;
	intersection_normal = resolveLandNormalGlobal(land_intersection);

	if (avatarp && !avatarp->mFootPlane.isExactlyClear())
	{
		LLVector3 foot_plane_normal(avatarp->mFootPlane.mV);
		LLVector3 start_pt = avatarp->getRegion()->getPosRegionFromGlobal(point_a);
		// added 0.05 meters to compensate for error in foot plane reported by Havok
		F32 norm_dist_from_plane = ((start_pt * foot_plane_normal) - avatarp->mFootPlane.mV[VW]) + 0.05f;
		norm_dist_from_plane = llclamp(norm_dist_from_plane / segment_length, 0.f, 1.f);
		if (norm_dist_from_plane < normalized_land_distance)
		{
			// collided with object before land
			normalized_land_distance = norm_dist_from_plane;
			intersection = point_a;
			intersection.mdV[VZ] -= norm_dist_from_plane * segment_length;
			intersection_normal = foot_plane_normal;
		}
		else
		{
			intersection = land_intersection;
			intersection_normal = resolveLandNormalGlobal(land_intersection);
		}
	}

	return normalized_land_distance;
}
Exemplo n.º 10
0
//---------------------------------------------------------------------------------------------------------
void LLFollowCam::update()
{
	//####################################################################################
	// update Focus
	//####################################################################################
	LLVector3 offsetSubjectPosition = mSubjectPosition + (mFocusOffset * mSubjectRotation);

	LLVector3 simulated_pos_agent = gAgent.getPosAgentFromGlobal(mSimulatedPositionGlobal);
	LLVector3 vectorFromCameraToSubject = offsetSubjectPosition - simulated_pos_agent;
	F32 distanceFromCameraToSubject = vectorFromCameraToSubject.magVec();

	LLVector3 whereFocusWantsToBe = mFocus;
	LLVector3 focus_pt_agent = gAgent.getPosAgentFromGlobal(mSimulatedFocusGlobal);
	if ( mFocusLocked ) // if focus is locked, only relative focus needs to be updated
	{
		mRelativeFocus = (focus_pt_agent - mSubjectPosition) * ~mSubjectRotation;
	}
	else
	{
		LLVector3 focusOffset = offsetSubjectPosition - focus_pt_agent;
		F32 focusOffsetDistance = focusOffset.magVec();

		LLVector3 focusOffsetDirection = focusOffset / focusOffsetDistance;
		whereFocusWantsToBe = focus_pt_agent + 
			(focusOffsetDirection * (focusOffsetDistance - mFocusThreshold));
		if ( focusOffsetDistance > mFocusThreshold )
		{
			// this version normalizes focus threshold by distance 
			// so that the effect is not changed with distance
			/*
			F32 focusThresholdNormalizedByDistance = distanceFromCameraToSubject * mFocusThreshold;
			if ( focusOffsetDistance > focusThresholdNormalizedByDistance )
			{
				LLVector3 focusOffsetDirection = focusOffset / focusOffsetDistance;
				F32 force = focusOffsetDistance - focusThresholdNormalizedByDistance;
			*/

			F32 focusLagLerp = LLCriticalDamp::getInterpolant( mFocusLag );
			focus_pt_agent = lerp( focus_pt_agent, whereFocusWantsToBe, focusLagLerp );
			mSimulatedFocusGlobal = gAgent.getPosGlobalFromAgent(focus_pt_agent);
		}
		mRelativeFocus = lerp(mRelativeFocus, (focus_pt_agent - mSubjectPosition) * ~mSubjectRotation, LLCriticalDamp::getInterpolant(0.05f));
	}// if focus is not locked ---------------------------------------------


	LLVector3 whereCameraPositionWantsToBe = gAgent.getPosAgentFromGlobal(mSimulatedPositionGlobal);
	if (  mPositionLocked )
	{
		mRelativePos = (whereCameraPositionWantsToBe - mSubjectPosition) * ~mSubjectRotation;
	}
	else
	{
		//####################################################################################
		// update Position
		//####################################################################################
		//-------------------------------------------------------------------------
		// I determine the horizontal vector from the camera to the subject
		//-------------------------------------------------------------------------
		LLVector3 horizontalVectorFromCameraToSubject = vectorFromCameraToSubject;
		horizontalVectorFromCameraToSubject.mV[VZ] = 0.0f;

		//---------------------------------------------------------
		// Now I determine the horizontal distance
		//---------------------------------------------------------
		F32 horizontalDistanceFromCameraToSubject = horizontalVectorFromCameraToSubject.magVec();  

		//---------------------------------------------------------
		// Then I get the (normalized) horizontal direction...
		//---------------------------------------------------------
		LLVector3 horizontalDirectionFromCameraToSubject;	
		if ( horizontalDistanceFromCameraToSubject < DISTANCE_EPSILON )
		{
			// make sure we still have a normalized vector if distance is really small 
			// (this case is rare and fleeting)
			horizontalDirectionFromCameraToSubject = LLVector3::z_axis;
		}
		else
		{
			// I'm not using the "normalize" method, because I can just divide by horizontalDistanceFromCameraToSubject
			horizontalDirectionFromCameraToSubject = horizontalVectorFromCameraToSubject / horizontalDistanceFromCameraToSubject;
		}

		//------------------------------------------------------------------------------------------------------------
		// Here is where I determine an offset relative to subject position in oder to set the ideal position. 
		//------------------------------------------------------------------------------------------------------------
		if ( mPitchSineAndCosineNeedToBeUpdated )
		{
			calculatePitchSineAndCosine();
			mPitchSineAndCosineNeedToBeUpdated = false;
		}

		LLVector3 positionOffsetFromSubject;
		positionOffsetFromSubject.setVec
			( 
				horizontalDirectionFromCameraToSubject.mV[ VX ] * mPitchCos,
				horizontalDirectionFromCameraToSubject.mV[ VY ] * mPitchCos,
				-mPitchSin
			);

		positionOffsetFromSubject *= mSimulatedDistance;

		//----------------------------------------------------------------------
		// Finally, ideal position is set by taking the subject position and 
		// extending the positionOffsetFromSubject from that
		//----------------------------------------------------------------------
		LLVector3 idealCameraPosition = offsetSubjectPosition - positionOffsetFromSubject;

		//--------------------------------------------------------------------------------
		// Now I prepare to move the current camera position towards its ideal position...
		//--------------------------------------------------------------------------------
		LLVector3 vectorFromPositionToIdealPosition = idealCameraPosition - simulated_pos_agent;
		F32 distanceFromPositionToIdealPosition = vectorFromPositionToIdealPosition.magVec();
		
		//put this inside of the block?		
		LLVector3 normalFromPositionToIdealPosition = vectorFromPositionToIdealPosition / distanceFromPositionToIdealPosition;
		
		whereCameraPositionWantsToBe = simulated_pos_agent + 
			(normalFromPositionToIdealPosition * (distanceFromPositionToIdealPosition - mPositionThreshold));
		//-------------------------------------------------------------------------------------------------
		// The following method takes the target camera position and resets it so that it stays "behind" the subject, 
		// using behindness angle and behindness force as parameters affecting the exact behavior
		//-------------------------------------------------------------------------------------------------
		if ( distanceFromPositionToIdealPosition > mPositionThreshold )
		{
			F32 positionPullLerp = LLCriticalDamp::getInterpolant( mPositionLag );
			simulated_pos_agent = lerp( simulated_pos_agent, whereCameraPositionWantsToBe, positionPullLerp );
		}

		//--------------------------------------------------------------------
		// don't let the camera get farther than its official max distance
		//--------------------------------------------------------------------
		if ( distanceFromCameraToSubject > mMaxCameraDistantFromSubject )
		{
			LLVector3 directionFromCameraToSubject = vectorFromCameraToSubject / distanceFromCameraToSubject;
			simulated_pos_agent = offsetSubjectPosition - directionFromCameraToSubject * mMaxCameraDistantFromSubject;
		}

		////-------------------------------------------------------------------------------------------------
		//// The following method takes mSimulatedPositionGlobal and resets it so that it stays "behind" the subject, 
		//// using behindness angle and behindness force as parameters affecting the exact behavior
		////-------------------------------------------------------------------------------------------------
		updateBehindnessConstraint(gAgent.getPosAgentFromGlobal(mSimulatedFocusGlobal), simulated_pos_agent);
		mSimulatedPositionGlobal = gAgent.getPosGlobalFromAgent(simulated_pos_agent);

		mRelativePos = lerp(mRelativePos, (simulated_pos_agent - mSubjectPosition) * ~mSubjectRotation, LLCriticalDamp::getInterpolant(0.05f));
	} // if position is not locked -----------------------------------------------------------


	//####################################################################################
	// update UpVector
	//####################################################################################
	// this just points upward for now, but I anticipate future effects requiring 
	// some rolling ("banking" effects for fun, swoopy vehicles, etc.)
	mUpVector = LLVector3::z_axis;
}
Exemplo n.º 11
0
//-----------------------------------------------------------------------------
// LLWalkAdjustMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLWalkAdjustMotion::onUpdate(F32 time, U8* joint_mask)
{
	LLVector3 footCorrection;
	LLVector3 vel = mCharacter->getCharacterVelocity() * mCharacter->getTimeDilation();
	F32 deltaTime = llclamp(time - mLastTime, 0.f, MAX_TIME_DELTA);
	mLastTime = time;

	LLQuaternion inv_rotation = ~mPelvisJoint->getWorldRotation();

	// get speed and normalize velocity vector
	LLVector3 ang_vel = mCharacter->getCharacterAngularVelocity() * mCharacter->getTimeDilation();
	F32 speed = llmin(vel.normVec(), MAX_WALK_PLAYBACK_SPEED);
	mAvgSpeed = lerp(mAvgSpeed, speed, LLCriticalDamp::getInterpolant(0.2f));

	// calculate facing vector in pelvis-local space 
	// (either straight forward or back, depending on velocity)
	LLVector3 localVel = vel * inv_rotation;
	if (localVel.mV[VX] > 0.f)
	{
		mRelativeDir = 1.f;
	}
	else if (localVel.mV[VX] < 0.f)
	{
		mRelativeDir = -1.f;
	}

	// calculate world-space foot drift
	LLVector3 leftFootDelta;
	LLVector3 leftFootWorldPosition = mLeftAnkleJoint->getWorldPosition();
	LLVector3d leftFootGlobalPosition = mCharacter->getPosGlobalFromAgent(leftFootWorldPosition);
	leftFootDelta.setVec(mLastLeftAnklePos - leftFootGlobalPosition);
	mLastLeftAnklePos = leftFootGlobalPosition;

	LLVector3 rightFootDelta;
	LLVector3 rightFootWorldPosition = mRightAnkleJoint->getWorldPosition();
	LLVector3d rightFootGlobalPosition = mCharacter->getPosGlobalFromAgent(rightFootWorldPosition);
	rightFootDelta.setVec(mLastRightAnklePos - rightFootGlobalPosition);
	mLastRightAnklePos = rightFootGlobalPosition;

	// find foot drift along velocity vector
	if (mAvgSpeed > 0.1)
	{
		// walking/running
		F32 leftFootDriftAmt = leftFootDelta * vel;
		F32 rightFootDriftAmt = rightFootDelta * vel;

		if (rightFootDriftAmt > leftFootDriftAmt)
		{
			footCorrection = rightFootDelta;
		} else
		{
			footCorrection = leftFootDelta;
		}
	}
	else
	{
		mAvgSpeed = ang_vel.magVec() * mAnkleOffset;
		mRelativeDir = 1.f;

		// standing/turning
		// find the lower foot
		if (leftFootWorldPosition.mV[VZ] < rightFootWorldPosition.mV[VZ])
		{
			// pivot on left foot
			footCorrection = leftFootDelta;
		}
		else
		{
			// pivot on right foot
			footCorrection = rightFootDelta;
		}
	}

	// rotate into avatar coordinates
	footCorrection = footCorrection * inv_rotation;

	// calculate ideal pelvis offset so that foot is glued to ground and damp towards it
	// the amount of foot slippage this frame + the offset applied last frame
	mPelvisOffset = mPelvisState->getPosition() + lerp(LLVector3::zero, footCorrection, LLCriticalDamp::getInterpolant(0.2f));

	// pelvis drift (along walk direction)
	mAvgCorrection = lerp(mAvgCorrection, footCorrection.mV[VX] * mRelativeDir, LLCriticalDamp::getInterpolant(0.1f));

	// calculate average velocity of foot slippage
	F32 footSlipVelocity = (deltaTime != 0.f) ? (-mAvgCorrection / deltaTime) : 0.f;

	F32 newSpeedAdjust = 0.f;
	
	// modulate speed by dot products of facing and velocity
	// so that if we are moving sideways, we slow down the animation
	// and if we're moving backward, we walk backward

	F32 directional_factor = localVel.mV[VX] * mRelativeDir;
	if (speed > 0.1f)
	{
		// calculate ratio of desired foot velocity to detected foot velocity
		newSpeedAdjust = llclamp(footSlipVelocity - mAvgSpeed * (1.f - directional_factor), 
								-SPEED_ADJUST_MAX, SPEED_ADJUST_MAX);
		newSpeedAdjust = lerp(mSpeedAdjust, newSpeedAdjust, LLCriticalDamp::getInterpolant(0.2f));

		F32 speedDelta = newSpeedAdjust - mSpeedAdjust;
		speedDelta = llclamp(speedDelta, -SPEED_ADJUST_MAX_SEC * deltaTime, SPEED_ADJUST_MAX_SEC * deltaTime);

		mSpeedAdjust = mSpeedAdjust + speedDelta;
	}
	else
	{
		mSpeedAdjust = lerp(mSpeedAdjust, 0.f, LLCriticalDamp::getInterpolant(0.2f));
	}

	mAnimSpeed = (mAvgSpeed + mSpeedAdjust) * mRelativeDir;
//	char debug_text[64];
//	sprintf(debug_text, "Foot slip vel: %.2f", footSlipVelocity);
//	mCharacter->addDebugText(debug_text);
//	sprintf(debug_text, "Speed: %.2f", mAvgSpeed);
//	mCharacter->addDebugText(debug_text);
//	sprintf(debug_text, "Speed Adjust: %.2f", mSpeedAdjust);
//	mCharacter->addDebugText(debug_text);
//	sprintf(debug_text, "Animation Playback Speed: %.2f", mAnimSpeed);
//	mCharacter->addDebugText(debug_text);
	mCharacter->setAnimationData("Walk Speed", &mAnimSpeed);

	// clamp pelvis offset to a 90 degree arc behind the nominal position
	F32 drift_comp_max = llclamp(speed, 0.f, DRIFT_COMP_MAX_SPEED) / DRIFT_COMP_MAX_SPEED;
	drift_comp_max *= DRIFT_COMP_MAX_TOTAL;

	LLVector3 currentPelvisPos = mPelvisState->getJoint()->getPosition();

	// NB: this is an ADDITIVE amount that is accumulated every frame, so clamping it alone won't do the trick
	// must clamp with absolute position of pelvis in mind
	mPelvisOffset.mV[VX] = llclamp( mPelvisOffset.mV[VX], -drift_comp_max - currentPelvisPos.mV[VX], drift_comp_max - currentPelvisPos.mV[VX]  );
	mPelvisOffset.mV[VY] = llclamp( mPelvisOffset.mV[VY], -drift_comp_max - currentPelvisPos.mV[VY], drift_comp_max - currentPelvisPos.mV[VY]);
	mPelvisOffset.mV[VZ] = 0.f;

	// set position
	mPelvisState->setPosition(mPelvisOffset);

	mCharacter->setAnimationData("Pelvis Offset", &mPelvisOffset);

	return TRUE;
}
Exemplo n.º 12
0
BOOL ray_cylinder(const LLVector3 &ray_point, const LLVector3 &ray_direction,
                  const LLVector3 &cyl_center, const LLVector3 &cyl_scale, const LLQuaternion &cyl_rotation,
                  LLVector3 &intersection, LLVector3 &intersection_normal)
{
    // calculate the centers of the cylinder caps in the absolute frame
    LLVector3 cyl_top(0.0f, 0.0f, 0.5f * cyl_scale.mV[VZ]);
    LLVector3 cyl_bottom(0.0f, 0.0f, -cyl_top.mV[VZ]);
    cyl_top = (cyl_top * cyl_rotation) + cyl_center;
    cyl_bottom = (cyl_bottom * cyl_rotation) + cyl_center;

    // we only handle cylinders with circular cross-sections at the moment
    F32 cyl_radius = 0.5f * llmax(cyl_scale.mV[VX], cyl_scale.mV[VY]);	// HACK until scaled cylinders are supported

    // This implementation is based on the intcyl() function from Graphics_Gems_IV, page 361
    LLVector3   cyl_axis;								// axis direction (bottom toward top)
    LLVector3 	ray_to_cyl;								// ray_point to cyl_top
    F32 		shortest_distance;						// shortest distance from ray to axis
    F32 		cyl_length;
    LLVector3	shortest_direction;
    LLVector3	temp_vector;

    cyl_axis = cyl_bottom - cyl_top;
    cyl_length = cyl_axis.normVec();
    ray_to_cyl = ray_point - cyl_bottom;
    shortest_direction = ray_direction % cyl_axis;
    shortest_distance = shortest_direction.normVec();	// recycle shortest_distance

    // check for ray parallel to cylinder axis
    if (0.0f == shortest_distance)
    {
        // ray is parallel to cylinder axis
        temp_vector = ray_to_cyl - (ray_to_cyl * cyl_axis) * cyl_axis;
        shortest_distance = temp_vector.magVec();
        if (shortest_distance <= cyl_radius)
        {
            shortest_distance = ray_to_cyl * cyl_axis;
            F32 dot = ray_direction * cyl_axis;

            if (shortest_distance > 0.0)
            {
                if (dot > 0.0f)
                {
                    // ray points away from cylinder bottom
                    return FALSE;
                }
                // ray hit bottom of cylinder from outside
                intersection = ray_point - shortest_distance * cyl_axis;
                intersection_normal = cyl_axis;

            }
            else if (shortest_distance > -cyl_length)
            {
                // ray starts inside cylinder
                if (dot < 0.0f)
                {
                    // ray hit top from inside
                    intersection = ray_point - (cyl_length + shortest_distance) * cyl_axis;
                    intersection_normal = -cyl_axis;
                }
                else
                {
                    // ray hit bottom from inside
                    intersection = ray_point - shortest_distance * cyl_axis;
                    intersection_normal = cyl_axis;
                }
            }
            else
            {
                if (dot < 0.0f)
                {
                    // ray points away from cylinder bottom
                    return FALSE;
                }
                // ray hit top from outside
                intersection = ray_point - (shortest_distance + cyl_length) * cyl_axis;
                intersection_normal = -cyl_axis;
            }
            return TRUE;
        }
        return FALSE;
    }

    // check for intersection with infinite cylinder
    shortest_distance = (F32) fabs(ray_to_cyl * shortest_direction);
    if (shortest_distance <= cyl_radius)
    {
        F32 		dist_to_closest_point;				// dist from ray_point to closest_point
        F32 		half_chord_length;					// half length of intersection chord
        F32 		in, out;							// distances to entering/exiting points
        temp_vector = ray_to_cyl % cyl_axis;
        dist_to_closest_point = - (temp_vector * shortest_direction);
        temp_vector = shortest_direction % cyl_axis;
        temp_vector.normVec();
        half_chord_length = (F32) fabs( sqrt(cyl_radius*cyl_radius - shortest_distance * shortest_distance) /
                                        (ray_direction * temp_vector) );

        out = dist_to_closest_point + half_chord_length;	// dist to exiting point
        if (out < 0.0f)
        {
            // cylinder is behind the ray, so we return FALSE
            return FALSE;
        }

        in = dist_to_closest_point - half_chord_length;		// dist to entering point
        if (in < 0.0f)
        {
            // ray_point is inside the cylinder
            // so we store the exiting intersection
            intersection = ray_point + out * ray_direction;
            shortest_distance = out;
        }
        else
        {
            // ray hit cylinder from outside
            // so we store the entering intersection
            intersection = ray_point + in * ray_direction;
            shortest_distance = in;
        }

        // calculate the normal at intersection
        if (0.0f == cyl_radius)
        {
            intersection_normal.setVec(0.0f, 0.0f, 0.0f);
        }
        else
        {
            temp_vector = intersection - cyl_bottom;
            intersection_normal = temp_vector - (temp_vector * cyl_axis) * cyl_axis;
            intersection_normal.normVec();
        }

        // check for intersection with end caps
        // calculate intersection of ray and top plane
        if (line_plane(ray_point, ray_direction, cyl_top, -cyl_axis, temp_vector))	// NOTE side-effect: changing temp_vector
        {
            shortest_distance = (temp_vector - ray_point).magVec();
            if ( (ray_direction * cyl_axis) > 0.0f)
            {
                // ray potentially enters the cylinder at top
                if (shortest_distance > out)
                {
                    // ray missed the finite cylinder
                    return FALSE;
                }
                if (shortest_distance > in)
                {
                    // ray intersects cylinder at top plane
                    intersection = temp_vector;
                    intersection_normal = -cyl_axis;
                    return TRUE;
                }
            }
            else
            {
                // ray potentially exits the cylinder at top
                if (shortest_distance < in)
                {
                    // missed the finite cylinder
                    return FALSE;
                }
            }

            // calculate intersection of ray and bottom plane
            line_plane(ray_point, ray_direction, cyl_bottom, cyl_axis, temp_vector); // NOTE side-effect: changing temp_vector
            shortest_distance = (temp_vector - ray_point).magVec();
            if ( (ray_direction * cyl_axis) < 0.0)
            {
                // ray potentially enters the cylinder at bottom
                if (shortest_distance > out)
                {
                    // ray missed the finite cylinder
                    return FALSE;
                }
                if (shortest_distance > in)
                {
                    // ray intersects cylinder at bottom plane
                    intersection = temp_vector;
                    intersection_normal = cyl_axis;
                    return TRUE;
                }
            }
            else
            {
                // ray potentially exits the cylinder at bottom
                if (shortest_distance < in)
                {
                    // ray missed the finite cylinder
                    return FALSE;
                }
            }

        }
        else
        {
            // ray is parallel to end cap planes
            temp_vector = cyl_bottom - ray_point;
            shortest_distance = temp_vector * cyl_axis;
            if (shortest_distance < 0.0f  ||  shortest_distance > cyl_length)
            {
                // ray missed finite cylinder
                return FALSE;
            }
        }

        return TRUE;
    }

    return FALSE;
}
Exemplo n.º 13
0
BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
{
	LLFastTimer ftm(LLFastTimer::FTM_UPDATE_TREE);
	const F32 SRR3 = 0.577350269f; // sqrt(1/3)
	const F32 SRR2 = 0.707106781f; // sqrt(1/2)
	U32 i, j;

	U32 slices = MAX_SLICES;

	S32 max_indices = LEAF_INDICES;
	S32 max_vertices = LEAF_VERTICES;
	S32 lod;

	LLFace *face = drawable->getFace(0);

	face->mCenterAgent = getPositionAgent();
	face->mCenterLocal = face->mCenterAgent;

	for (lod = 0; lod < 4; lod++)
	{
		slices = sLODSlices[lod];
		sLODVertexOffset[lod] = max_vertices;
		sLODVertexCount[lod] = slices*slices;
		sLODIndexOffset[lod] = max_indices;
		sLODIndexCount[lod] = (slices-1)*(slices-1)*6;
		max_indices += sLODIndexCount[lod];
		max_vertices += sLODVertexCount[lod];
	}

	LLStrider<LLVector3> vertices;
	LLStrider<LLVector3> normals;
	LLStrider<LLVector2> tex_coords;
	LLStrider<U16> indicesp;

	face->setSize(max_vertices, max_indices);

	face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
	face->mVertexBuffer->allocateBuffer(max_vertices, max_indices, TRUE);
	face->setGeomIndex(0);
	face->setIndicesIndex(0);

	face->getGeometry(vertices, normals, tex_coords, indicesp);
	

	S32 vertex_count = 0;
	S32 index_count = 0;
	
	// First leaf
	*(normals++) =		LLVector3(-SRR2, -SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(-0.5f*LEAF_WIDTH, 0.f, 0.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR3, -SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.5f*LEAF_WIDTH, 0.f, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR3, -SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_TOP);
	*(vertices++) =		LLVector3(-0.5f*LEAF_WIDTH, 0.f, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR2, -SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.5f*LEAF_WIDTH, 0.f, 0.f);
	vertex_count++;


	*(indicesp++) = 0;
	index_count++;
	*(indicesp++) = 1;
	index_count++;
	*(indicesp++) = 2;
	index_count++;

	*(indicesp++) = 0;
	index_count++;
	*(indicesp++) = 3;
	index_count++;
	*(indicesp++) = 1;
	index_count++;

	// Same leaf, inverse winding/normals
	*(normals++) =		LLVector3(-SRR2, SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(-0.5f*LEAF_WIDTH, 0.f, 0.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR3, SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.5f*LEAF_WIDTH, 0.f, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR3, SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_TOP);
	*(vertices++) =		LLVector3(-0.5f*LEAF_WIDTH, 0.f, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR2, SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.5f*LEAF_WIDTH, 0.f, 0.f);
	vertex_count++;

	*(indicesp++) = 4;
	index_count++;
	*(indicesp++) = 6;
	index_count++;
	*(indicesp++) = 5;
	index_count++;

	*(indicesp++) = 4;
	index_count++;
	*(indicesp++) = 5;
	index_count++;
	*(indicesp++) = 7;
	index_count++;


	// next leaf
	*(normals++) =		LLVector3(SRR2, -SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.f, -0.5f*LEAF_WIDTH, 0.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR3, SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.f, 0.5f*LEAF_WIDTH, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR3, -SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.f, -0.5f*LEAF_WIDTH, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR2, SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.f, 0.5f*LEAF_WIDTH, 0.f);
	vertex_count++;

	*(indicesp++) = 8;
	index_count++;
	*(indicesp++) = 9;
	index_count++;
	*(indicesp++) = 10;
	index_count++;

	*(indicesp++) = 8;
	index_count++;
	*(indicesp++) = 11;
	index_count++;
	*(indicesp++) = 9;
	index_count++;


	// other side of same leaf
	*(normals++) =		LLVector3(-SRR2, -SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.f, -0.5f*LEAF_WIDTH, 0.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR3, SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.f, 0.5f*LEAF_WIDTH, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR3, -SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.f, -0.5f*LEAF_WIDTH, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR2, SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.f, 0.5f*LEAF_WIDTH, 0.f);
	vertex_count++;

	*(indicesp++) = 12;
	index_count++;
	*(indicesp++) = 14;
	index_count++;
	*(indicesp++) = 13;
	index_count++;

	*(indicesp++) = 12;
	index_count++;
	*(indicesp++) = 13;
	index_count++;
	*(indicesp++) = 15;
	index_count++;

	// Generate geometry for the cylinders

	// Different LOD's

	// Generate the vertices
	// Generate the indices

	for (lod = 0; lod < 4; lod++)
	{
		slices = sLODSlices[lod];
		F32 base_radius = 0.65f;
		F32 top_radius = base_radius * sSpeciesTable[mSpecies]->mTaper;
		//llinfos << "Species " << ((U32) mSpecies) << ", taper = " << sSpeciesTable[mSpecies].mTaper << llendl;
		//llinfos << "Droop " << mDroop << ", branchlength: " << mBranchLength << llendl;
		F32 angle = 0;
		F32 angle_inc = 360.f/(slices-1);
		F32 z = 0.f;
		F32 z_inc = 1.f;
		if (slices > 3)
		{
			z_inc = 1.f/(slices - 3);
		}
		F32 radius = base_radius;

		F32 x1,y1;
		F32 noise_scale = sSpeciesTable[mSpecies]->mNoiseMag;
		LLVector3 nvec;

		const F32 cap_nudge = 0.1f;			// Height to 'peak' the caps on top/bottom of branch

		const S32 fractal_depth = 5;
		F32 nvec_scale = 1.f * sSpeciesTable[mSpecies]->mNoiseScale;
		F32 nvec_scalez = 4.f * sSpeciesTable[mSpecies]->mNoiseScale;

		F32 tex_z_repeat = sSpeciesTable[mSpecies]->mRepeatTrunkZ;

		F32 start_radius;
		F32 nangle = 0;
		F32 height = 1.f;
		F32 r0;

		for (i = 0; i < slices; i++)
		{
			if (i == 0) 
			{
				z = - cap_nudge;
				r0 = 0.0;
			}
			else if (i == (slices - 1))
			{
				z = 1.f + cap_nudge;//((i - 2) * z_inc) + cap_nudge;
				r0 = 0.0;
			}
			else  
			{
				z = (i - 1) * z_inc;
				r0 = base_radius + (top_radius - base_radius)*z;
			}

			for (j = 0; j < slices; j++)
			{
				if (slices - 1 == j)
				{
					angle = 0.f;
				}
				else
				{
					angle =  j*angle_inc;
				}
			
				nangle = angle;
				
				x1 = cos(angle * DEG_TO_RAD);
				y1 = sin(angle * DEG_TO_RAD);
				LLVector2 tc;
				// This isn't totally accurate.  Should compute based on slope as well.
				start_radius = r0 * (1.f + 1.2f*fabs(z - 0.66f*height)/height);
				nvec.setVec(	cos(nangle * DEG_TO_RAD)*start_radius*nvec_scale, 
								sin(nangle * DEG_TO_RAD)*start_radius*nvec_scale, 
								z*nvec_scalez); 
				// First and last slice at 0 radius (to bring in top/bottom of structure)
				radius = start_radius + turbulence3((F32*)&nvec.mV, (F32)fractal_depth)*noise_scale;

				if (slices - 1 == j)
				{
					// Not 0.5 for slight slop factor to avoid edges on leaves
					tc = LLVector2(0.490f, (1.f - z/2.f)*tex_z_repeat);
				}
				else
				{
					tc = LLVector2((angle/360.f)*0.5f, (1.f - z/2.f)*tex_z_repeat);
				}

				*(vertices++) =		LLVector3(x1*radius, y1*radius, z);
				*(normals++) =		LLVector3(x1, y1, 0.f);
				*(tex_coords++) = tc;
				vertex_count++;
			}
		}

		for (i = 0; i < (slices - 1); i++)
		{
			for (j = 0; j < (slices - 1); j++)
			{
				S32 x1_offset = j+1;
				if ((j+1) == slices)
				{
					x1_offset = 0;
				}
				// Generate the matching quads
				*(indicesp) = j + (i*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
				*(indicesp) = x1_offset + ((i+1)*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
				*(indicesp) = j + ((i+1)*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;

				*(indicesp) = j + (i*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
				*(indicesp) = x1_offset + (i*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
				*(indicesp) = x1_offset + ((i+1)*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
			}
		}
		slices /= 2; 
	}

	face->mVertexBuffer->setBuffer(0);
	llassert(vertex_count == max_vertices);
	llassert(index_count == max_indices);

	return TRUE;
}
Exemplo n.º 14
0
BOOL LLToolPlacer::addObject( LLPCode pcode, S32 x, S32 y, U8 use_physics )
{
	LLVector3 ray_start_region;
	LLVector3 ray_end_region;
	LLViewerRegion* regionp = NULL;
	BOOL b_hit_land = FALSE;
	S32 hit_face = -1;
	LLViewerObject* hit_obj = NULL;
	U8 state = 0;
	BOOL success = raycastForNewObjPos( x, y, &hit_obj, &hit_face, &b_hit_land, &ray_start_region, &ray_end_region, &regionp );
	if( !success )
	{
		return FALSE;
	}

	if( hit_obj && (hit_obj->isAvatar() || hit_obj->isAttachment()) )
	{
		// Can't create objects on avatars or attachments
		return FALSE;
	}

	if (NULL == regionp)
	{
		llwarns << "regionp was NULL; aborting function." << llendl;
		return FALSE;
	}

	if (regionp->getRegionFlags() & REGION_FLAGS_SANDBOX)
	{
		LLFirstUse::useSandbox();
	}

	// Set params for new object based on its PCode.
	LLQuaternion	rotation;
	LLVector3		scale = LLVector3(
		gSavedSettings.getF32("EmeraldBuildPrefs_Xsize"),
		gSavedSettings.getF32("EmeraldBuildPrefs_Ysize"),
		gSavedSettings.getF32("EmeraldBuildPrefs_Zsize"));
	
	U8				material = LL_MCODE_WOOD;
	if(gSavedSettings.getString("EmeraldBuildPrefs_Material")== "Stone") material = LL_MCODE_STONE;
	if(gSavedSettings.getString("EmeraldBuildPrefs_Material")== "Metal") material = LL_MCODE_METAL;
	if(gSavedSettings.getString("EmeraldBuildPrefs_Material")== "Wood") material = LL_MCODE_WOOD;
	if(gSavedSettings.getString("EmeraldBuildPrefs_Material")== "Flesh") material = LL_MCODE_FLESH;
	if(gSavedSettings.getString("EmeraldBuildPrefs_Material")== "Rubber") material = LL_MCODE_RUBBER;
	if(gSavedSettings.getString("EmeraldBuildPrefs_Material")== "Plastic") material = LL_MCODE_PLASTIC;
		

	

	BOOL			create_selected = FALSE;
	LLVolumeParams	volume_params;
	
	switch (pcode) 
	{
	case LL_PCODE_LEGACY_GRASS:
		//  Randomize size of grass patch 
		scale.setVec(10.f + ll_frand(20.f), 10.f + ll_frand(20.f),  1.f + ll_frand(2.f));
		state = rand() % LLVOGrass::sMaxGrassSpecies;
		break;


	case LL_PCODE_LEGACY_TREE:
	case LL_PCODE_TREE_NEW:
		state = rand() % LLVOTree::sMaxTreeSpecies;
		break;

	case LL_PCODE_SPHERE:
	case LL_PCODE_CONE:
	case LL_PCODE_CUBE:
	case LL_PCODE_CYLINDER:
	case LL_PCODE_TORUS:
	case LLViewerObject::LL_VO_SQUARE_TORUS:
	case LLViewerObject::LL_VO_TRIANGLE_TORUS:
	default:
		create_selected = TRUE;
		break;
	}

	// Play creation sound
	if (gAudiop)
	{
		gAudiop->triggerSound( LLUUID(gSavedSettings.getString("UISndObjectCreate")),
							   gAgent.getID(), 1.0f, LLAudioEngine::AUDIO_TYPE_UI);
	}

	gMessageSystem->newMessageFast(_PREHASH_ObjectAdd);
	gMessageSystem->nextBlockFast(_PREHASH_AgentData);
	gMessageSystem->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
	gMessageSystem->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
	//MOYMOD 2009-05, If avatar is in land group/land owner group,
	//	it rezzes it with it to prevent autoreturn/whatever
	if(gSavedSettings.getBOOL("mm_alwaysRezWithLandGroup")){
		LLParcel *parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();
		if(gAgent.isInGroup(parcel->getGroupID())){
			gMessageSystem->addUUIDFast(_PREHASH_GroupID, parcel->getGroupID());
		}else if(gAgent.isInGroup(parcel->getOwnerID())){
			gMessageSystem->addUUIDFast(_PREHASH_GroupID, parcel->getOwnerID());
		}else gMessageSystem->addUUIDFast(_PREHASH_GroupID, gAgent.getGroupID());
	}else gMessageSystem->addUUIDFast(_PREHASH_GroupID, gAgent.getGroupID());
	gMessageSystem->nextBlockFast(_PREHASH_ObjectData);
	gMessageSystem->addU8Fast(_PREHASH_Material,	material);

	U32 flags = 0;		// not selected
	if (use_physics || gSavedSettings.getBOOL("EmeraldBuildPrefs_Physical"))
	{
		flags |= FLAGS_USE_PHYSICS;
	}
	//if (create_selected)
// [RLVa:KB] - Checked: 2009-07-04 (RLVa-1.0.0b) | Added: RLVa-1.0.0b
	if ( (create_selected) && (!gRlvHandler.hasBehaviour(RLV_BHVR_EDIT)) )
// [/RLVa:KB]
	{
		flags |= FLAGS_CREATE_SELECTED;
	}
	gMessageSystem->addU32Fast(_PREHASH_AddFlags, flags );

	LLPCode volume_pcode;	// ...PCODE_VOLUME, or the original on error
	switch (pcode)
	{
	case LL_PCODE_SPHERE:
		rotation.setQuat(90.f * DEG_TO_RAD, LLVector3::y_axis);

		volume_params.setType( LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 1, 1 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_TORUS:
		rotation.setQuat(90.f * DEG_TO_RAD, LLVector3::y_axis);

		volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_CIRCLE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 1.f, 0.25f );	// "top size"
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LLViewerObject::LL_VO_SQUARE_TORUS:
		rotation.setQuat(90.f * DEG_TO_RAD, LLVector3::y_axis);

		volume_params.setType( LL_PCODE_PROFILE_SQUARE, LL_PCODE_PATH_CIRCLE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 1.f, 0.25f );	// "top size"
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LLViewerObject::LL_VO_TRIANGLE_TORUS:
		rotation.setQuat(90.f * DEG_TO_RAD, LLVector3::y_axis);

		volume_params.setType( LL_PCODE_PROFILE_EQUALTRI, LL_PCODE_PATH_CIRCLE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 1.f, 0.25f );	// "top size"
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_SPHERE_HEMI:
		volume_params.setType( LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE );
		//volume_params.setBeginAndEndS( 0.5f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 0.5f );
		volume_params.setRatio	( 1, 1 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_CUBE:
		volume_params.setType( LL_PCODE_PROFILE_SQUARE, LL_PCODE_PATH_LINE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 1, 1 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_PRISM:
		volume_params.setType( LL_PCODE_PROFILE_SQUARE, LL_PCODE_PATH_LINE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 0, 1 );
		volume_params.setShear	( -0.5f, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_PYRAMID:
		volume_params.setType( LL_PCODE_PROFILE_SQUARE, LL_PCODE_PATH_LINE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 0, 0 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_TETRAHEDRON:
		volume_params.setType( LL_PCODE_PROFILE_EQUALTRI, LL_PCODE_PATH_LINE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 0, 0 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_CYLINDER:
		volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 1, 1 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_CYLINDER_HEMI:
		volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE );
		volume_params.setBeginAndEndS( 0.25f, 0.75f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 1, 1 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_CONE:
		volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE );
		volume_params.setBeginAndEndS( 0.f, 1.f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 0, 0 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	case LL_PCODE_CONE_HEMI:
		volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE );
		volume_params.setBeginAndEndS( 0.25f, 0.75f );
		volume_params.setBeginAndEndT( 0.f, 1.f );
		volume_params.setRatio	( 0, 0 );
		volume_params.setShear	( 0, 0 );
		LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
		volume_pcode = LL_PCODE_VOLUME;
		break;

	default:
		LLVolumeMessage::packVolumeParams(0, gMessageSystem);
		volume_pcode = pcode;
		break;
	}
	gMessageSystem->addU8Fast(_PREHASH_PCode, volume_pcode);

	gMessageSystem->addVector3Fast(_PREHASH_Scale,			scale );
	gMessageSystem->addQuatFast(_PREHASH_Rotation,			rotation );
	gMessageSystem->addVector3Fast(_PREHASH_RayStart,		ray_start_region );
	gMessageSystem->addVector3Fast(_PREHASH_RayEnd,			ray_end_region );
	gMessageSystem->addU8Fast(_PREHASH_BypassRaycast,		(U8)b_hit_land );
	gMessageSystem->addU8Fast(_PREHASH_RayEndIsIntersection, (U8)FALSE );
	gMessageSystem->addU8Fast(_PREHASH_State, state);

	// Limit raycast to a single object.  
	// Speeds up server raycast + avoid problems with server ray hitting objects
	// that were clipped by the near plane or culled on the viewer.
	LLUUID ray_target_id;
	if( hit_obj )
	{
		ray_target_id = hit_obj->getID();
	}
	else
	{
		ray_target_id.setNull();
	}
	gMessageSystem->addUUIDFast(_PREHASH_RayTargetID,			ray_target_id );
	
	// Pack in name value pairs
	gMessageSystem->sendReliable(regionp->getHost());
	//lgg set flag to set texture here
	gImportTracker.expectRez();
	// Spawns a message, so must be after above send
	if (create_selected)
	{
		LLSelectMgr::getInstance()->deselectAll();
		gViewerWindow->getWindow()->incBusyCount();
	}

	// VEFFECT: AddObject
	LLHUDEffectSpiral *effectp = (LLHUDEffectSpiral *)LLHUDManager::getInstance()->createViewerEffect(LLHUDObject::LL_HUD_EFFECT_BEAM, TRUE);
	effectp->setSourceObject((LLViewerObject*)gAgent.getAvatarObject());
	effectp->setPositionGlobal(regionp->getPosGlobalFromRegion(ray_end_region));
	effectp->setDuration(LL_HUD_DUR_SHORT);
	effectp->setColor(LLColor4U(gAgent.getEffectColor()));

	LLViewerStats::getInstance()->incStat(LLViewerStats::ST_CREATE_COUNT);

	return TRUE;
}
Exemplo n.º 15
0
BOOL LLToolPlacer::addObject( LLPCode pcode, S32 x, S32 y, U8 use_physics )
{
    LLVector3 ray_start_region;
    LLVector3 ray_end_region;
    LLViewerRegion* regionp = NULL;
    BOOL b_hit_land = FALSE;
    S32 hit_face = -1;
    LLViewerObject* hit_obj = NULL;
    U8 state = 0;
    BOOL success = raycastForNewObjPos( x, y, &hit_obj, &hit_face, &b_hit_land, &ray_start_region, &ray_end_region, &regionp );
    if( !success )
    {
        return FALSE;
    }

    if( hit_obj && (hit_obj->isAvatar() || hit_obj->isAttachment()) )
    {
        // Can't create objects on avatars or attachments
        return FALSE;
    }

    if (NULL == regionp)
    {
        llwarns << "regionp was NULL; aborting function." << llendl;
        return FALSE;
    }

    if (regionp->getRegionFlags() & REGION_FLAGS_SANDBOX)
    {
        LLFirstUse::useSandbox();
    }

    // Set params for new object based on its PCode.
    LLQuaternion	rotation;
    LLVector3		scale = DEFAULT_OBJECT_SCALE;
    U8				material = LL_MCODE_WOOD;
    BOOL			create_selected = FALSE;
    LLVolumeParams	volume_params;

    switch (pcode)
    {
    case LL_PCODE_LEGACY_GRASS:
        //  Randomize size of grass patch
        scale.setVec(10.f + ll_frand(20.f), 10.f + ll_frand(20.f),  1.f + ll_frand(2.f));
        state = rand() % LLVOGrass::sMaxGrassSpecies;
        break;


    case LL_PCODE_LEGACY_TREE:
    case LL_PCODE_TREE_NEW:
        state = rand() % LLVOTree::sMaxTreeSpecies;
        break;

    case LL_PCODE_SPHERE:
    case LL_PCODE_CONE:
    case LL_PCODE_CUBE:
    case LL_PCODE_CYLINDER:
    case LL_PCODE_TORUS:
    case LLViewerObject::LL_VO_SQUARE_TORUS:
    case LLViewerObject::LL_VO_TRIANGLE_TORUS:
    default:
        create_selected = TRUE;
        break;
    }

    // Play creation sound
    if (gAudiop)
    {
        F32 volume = gSavedSettings.getBOOL("MuteUI") ? 0.f : gSavedSettings.getF32("AudioLevelUI");
        gAudiop->triggerSound( LLUUID(gSavedSettings.getString("UISndObjectCreate")), gAgent.getID(), volume);
    }

    gMessageSystem->newMessageFast(_PREHASH_ObjectAdd);
    gMessageSystem->nextBlockFast(_PREHASH_AgentData);
    gMessageSystem->addUUIDFast(_PREHASH_AgentID, gAgent.getID());
    gMessageSystem->addUUIDFast(_PREHASH_SessionID, gAgent.getSessionID());
    gMessageSystem->addUUIDFast(_PREHASH_GroupID, gAgent.getGroupID());
    gMessageSystem->nextBlockFast(_PREHASH_ObjectData);
    gMessageSystem->addU8Fast(_PREHASH_Material,	material);

    U32 flags = 0;		// not selected
    if (use_physics)
    {
        flags |= FLAGS_USE_PHYSICS;
    }
    if (create_selected)
    {
        flags |= FLAGS_CREATE_SELECTED;
    }
    gMessageSystem->addU32Fast(_PREHASH_AddFlags, flags );

    LLPCode volume_pcode;	// ...PCODE_VOLUME, or the original on error
    switch (pcode)
    {
    case LL_PCODE_SPHERE:
        rotation.setQuat(90.f * DEG_TO_RAD, LLVector3::y_axis);

        volume_params.setType( LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 1, 1 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_TORUS:
        rotation.setQuat(90.f * DEG_TO_RAD, LLVector3::y_axis);

        volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_CIRCLE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 1.f, 0.25f );	// "top size"
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LLViewerObject::LL_VO_SQUARE_TORUS:
        rotation.setQuat(90.f * DEG_TO_RAD, LLVector3::y_axis);

        volume_params.setType( LL_PCODE_PROFILE_SQUARE, LL_PCODE_PATH_CIRCLE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 1.f, 0.25f );	// "top size"
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LLViewerObject::LL_VO_TRIANGLE_TORUS:
        rotation.setQuat(90.f * DEG_TO_RAD, LLVector3::y_axis);

        volume_params.setType( LL_PCODE_PROFILE_EQUALTRI, LL_PCODE_PATH_CIRCLE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 1.f, 0.25f );	// "top size"
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_SPHERE_HEMI:
        volume_params.setType( LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE );
        //volume_params.setBeginAndEndS( 0.5f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 0.5f );
        volume_params.setRatio	( 1, 1 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_CUBE:
        volume_params.setType( LL_PCODE_PROFILE_SQUARE, LL_PCODE_PATH_LINE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 1, 1 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_PRISM:
        volume_params.setType( LL_PCODE_PROFILE_SQUARE, LL_PCODE_PATH_LINE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 0, 1 );
        volume_params.setShear	( -0.5f, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_PYRAMID:
        volume_params.setType( LL_PCODE_PROFILE_SQUARE, LL_PCODE_PATH_LINE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 0, 0 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_TETRAHEDRON:
        volume_params.setType( LL_PCODE_PROFILE_EQUALTRI, LL_PCODE_PATH_LINE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 0, 0 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_CYLINDER:
        volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 1, 1 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_CYLINDER_HEMI:
        volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE );
        volume_params.setBeginAndEndS( 0.25f, 0.75f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 1, 1 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_CONE:
        volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE );
        volume_params.setBeginAndEndS( 0.f, 1.f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 0, 0 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    case LL_PCODE_CONE_HEMI:
        volume_params.setType( LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE );
        volume_params.setBeginAndEndS( 0.25f, 0.75f );
        volume_params.setBeginAndEndT( 0.f, 1.f );
        volume_params.setRatio	( 0, 0 );
        volume_params.setShear	( 0, 0 );
        LLVolumeMessage::packVolumeParams(&volume_params, gMessageSystem);
        volume_pcode = LL_PCODE_VOLUME;
        break;

    default:
        LLVolumeMessage::packVolumeParams(0, gMessageSystem);
        volume_pcode = pcode;
        break;
    }
    gMessageSystem->addU8Fast(_PREHASH_PCode, volume_pcode);

    gMessageSystem->addVector3Fast(_PREHASH_Scale,			scale );
    gMessageSystem->addQuatFast(_PREHASH_Rotation,			rotation );
    gMessageSystem->addVector3Fast(_PREHASH_RayStart,		ray_start_region );
    gMessageSystem->addVector3Fast(_PREHASH_RayEnd,			ray_end_region );
    gMessageSystem->addU8Fast(_PREHASH_BypassRaycast,		(U8)b_hit_land );
    gMessageSystem->addU8Fast(_PREHASH_RayEndIsIntersection, (U8)FALSE );
    gMessageSystem->addU8Fast(_PREHASH_State, state);

    // Limit raycast to a single object.
    // Speeds up server raycast + avoid problems with server ray hitting objects
    // that were clipped by the near plane or culled on the viewer.
    LLUUID ray_target_id;
    if( hit_obj )
    {
        ray_target_id = hit_obj->getID();
    }
    else
    {
        ray_target_id.setNull();
    }
    gMessageSystem->addUUIDFast(_PREHASH_RayTargetID,			ray_target_id );

    // Pack in name value pairs
    gMessageSystem->sendReliable(regionp->getHost());

    // Spawns a message, so must be after above send
    if (create_selected)
    {
        gSelectMgr->deselectAll();
        gViewerWindow->getWindow()->incBusyCount();
    }

    // VEFFECT: AddObject
    LLHUDEffectSpiral *effectp = (LLHUDEffectSpiral *)gHUDManager->createViewerEffect(LLHUDObject::LL_HUD_EFFECT_BEAM, TRUE);
    effectp->setSourceObject((LLViewerObject*)gAgent.getAvatarObject());
    effectp->setPositionGlobal(regionp->getPosGlobalFromRegion(ray_end_region));
    effectp->setDuration(LL_HUD_DUR_SHORT);
    effectp->setColor(LLColor4U(gAgent.getEffectColor()));

    gViewerStats->incStat(LLViewerStats::ST_CREATE_COUNT);

    return TRUE;
}
Exemplo n.º 16
0
// writes contents to datapacker
BOOL LLBVHLoader::serialize(LLDataPacker& dp)
{
	JointVector::iterator ji;
	KeyVector::iterator ki;
	F32 time;

	// count number of non-ignored joints
	S32 numJoints = 0;
	for (ji=mJoints.begin(); ji!=mJoints.end(); ++ji)
	{
		Joint *joint = *ji;
		if ( ! joint->mIgnore )
			numJoints++;
	}

	// print header
	dp.packU16(KEYFRAME_MOTION_VERSION, "version");
	dp.packU16(KEYFRAME_MOTION_SUBVERSION, "sub_version");
	dp.packS32(mPriority, "base_priority");
	dp.packF32(mDuration, "duration");
	dp.packString(mEmoteName, "emote_name");
	dp.packF32(mLoopInPoint, "loop_in_point");
	dp.packF32(mLoopOutPoint, "loop_out_point");
	dp.packS32(mLoop, "loop");
	dp.packF32(mEaseIn, "ease_in_duration");
	dp.packF32(mEaseOut, "ease_out_duration");
	dp.packU32(mHand, "hand_pose");
	dp.packU32(numJoints, "num_joints");

	for (	ji = mJoints.begin();
			ji != mJoints.end();
			++ji )
	{
		Joint *joint = *ji;
		// if ignored, skip it
		if ( joint->mIgnore )
			continue;

		LLQuaternion first_frame_rot;
		LLQuaternion fixup_rot;

		dp.packString(joint->mOutName, "joint_name");
		dp.packS32(joint->mPriority, "joint_priority");

		// compute coordinate frame rotation
		LLQuaternion frameRot( joint->mFrameMatrix );
		LLQuaternion frameRotInv = ~frameRot;

		LLQuaternion offsetRot( joint->mOffsetMatrix );

		// find mergechild and mergeparent joints, if specified
		LLQuaternion mergeParentRot;
		LLQuaternion mergeChildRot;
		Joint *mergeParent = NULL;
		Joint *mergeChild = NULL;

		JointVector::iterator mji;
		for (mji=mJoints.begin(); mji!=mJoints.end(); ++mji)
		{
			Joint *mjoint = *mji;
			if ( !joint->mMergeParentName.empty() && (mjoint->mName == joint->mMergeParentName) )
			{
				mergeParent = *mji;
			}
			if ( !joint->mMergeChildName.empty() && (mjoint->mName == joint->mMergeChildName) )
			{
				mergeChild = *mji;
			}
		}

		dp.packS32(joint->mNumRotKeys, "num_rot_keys");

		LLQuaternion::Order order = bvhStringToOrder( joint->mOrder );
		S32 outcount = 0;
		S32 frame = 1;
		for (	ki = joint->mKeys.begin();
				ki != joint->mKeys.end();
				++ki )
		{
			if ((frame == 1) && joint->mRelativeRotationKey)
			{
				first_frame_rot = mayaQ( ki->mRot[0], ki->mRot[1], ki->mRot[2], order);
				
				fixup_rot.shortestArc(LLVector3::z_axis * first_frame_rot * frameRot, LLVector3::z_axis);
			}

			if (ki->mIgnoreRot)
			{
				frame++;
				continue;
			}

			time = (F32)frame * mFrameTime;

			if (mergeParent)
			{
				mergeParentRot = mayaQ(	mergeParent->mKeys[frame-1].mRot[0], 
										mergeParent->mKeys[frame-1].mRot[1],
										mergeParent->mKeys[frame-1].mRot[2],
										bvhStringToOrder(mergeParent->mOrder) );
				LLQuaternion parentFrameRot( mergeParent->mFrameMatrix );
				LLQuaternion parentOffsetRot( mergeParent->mOffsetMatrix );
				mergeParentRot = ~parentFrameRot * mergeParentRot * parentFrameRot * parentOffsetRot;
			}
			else
			{
				mergeParentRot.loadIdentity();
			}

			if (mergeChild)
			{
				mergeChildRot = mayaQ(	mergeChild->mKeys[frame-1].mRot[0], 
										mergeChild->mKeys[frame-1].mRot[1],
										mergeChild->mKeys[frame-1].mRot[2],
										bvhStringToOrder(mergeChild->mOrder) );
				LLQuaternion childFrameRot( mergeChild->mFrameMatrix );
				LLQuaternion childOffsetRot( mergeChild->mOffsetMatrix );
				mergeChildRot = ~childFrameRot * mergeChildRot * childFrameRot * childOffsetRot;
				
			}
			else
			{
				mergeChildRot.loadIdentity();
			}

			LLQuaternion inRot = mayaQ( ki->mRot[0], ki->mRot[1], ki->mRot[2], order);

			LLQuaternion outRot =  frameRotInv* mergeChildRot * inRot * mergeParentRot * ~first_frame_rot * frameRot * offsetRot;

			U16 time_short = F32_to_U16(time, 0.f, mDuration);
			dp.packU16(time_short, "time");
			U16 x, y, z;
			LLVector3 rot_vec = outRot.packToVector3();
			rot_vec.quantize16(-1.f, 1.f, -1.f, 1.f);
			x = F32_to_U16(rot_vec.mV[VX], -1.f, 1.f);
			y = F32_to_U16(rot_vec.mV[VY], -1.f, 1.f);
			z = F32_to_U16(rot_vec.mV[VZ], -1.f, 1.f);
			dp.packU16(x, "rot_angle_x");
			dp.packU16(y, "rot_angle_y");
			dp.packU16(z, "rot_angle_z");
			outcount++;
			frame++;
		}
		
		// output position keys (only for 1st joint)
		if ( ji == mJoints.begin() && !joint->mIgnorePositions )
		{
			dp.packS32(joint->mNumPosKeys, "num_pos_keys");

			LLVector3 relPos = joint->mRelativePosition;
			LLVector3 relKey;

			frame = 1;
			for (	ki = joint->mKeys.begin();
					ki != joint->mKeys.end();
					++ki )
			{
				if ((frame == 1) && joint->mRelativePositionKey)
				{
					relKey.setVec(ki->mPos);
				}

				if (ki->mIgnorePos)
				{
					frame++;
					continue;
				}

				time = (F32)frame * mFrameTime;

				LLVector3 inPos = (LLVector3(ki->mPos) - relKey) * ~first_frame_rot;// * fixup_rot;
				LLVector3 outPos = inPos * frameRot * offsetRot;

				outPos *= INCHES_TO_METERS;

				outPos -= relPos;
				outPos.clamp(-LL_MAX_PELVIS_OFFSET, LL_MAX_PELVIS_OFFSET);

				U16 time_short = F32_to_U16(time, 0.f, mDuration);
				dp.packU16(time_short, "time");

				U16 x, y, z;
				outPos.quantize16(-LL_MAX_PELVIS_OFFSET, LL_MAX_PELVIS_OFFSET, -LL_MAX_PELVIS_OFFSET, LL_MAX_PELVIS_OFFSET);
				x = F32_to_U16(outPos.mV[VX], -LL_MAX_PELVIS_OFFSET, LL_MAX_PELVIS_OFFSET);
				y = F32_to_U16(outPos.mV[VY], -LL_MAX_PELVIS_OFFSET, LL_MAX_PELVIS_OFFSET);
				z = F32_to_U16(outPos.mV[VZ], -LL_MAX_PELVIS_OFFSET, LL_MAX_PELVIS_OFFSET);
				dp.packU16(x, "pos_x");
				dp.packU16(y, "pos_y");
				dp.packU16(z, "pos_z");

				frame++;
			}
		}
		else
		{
			dp.packS32(0, "num_pos_keys");
		}
	}

	S32 num_constraints = (S32)mConstraints.size();
	dp.packS32(num_constraints, "num_constraints");

	for (ConstraintVector::iterator constraint_it = mConstraints.begin();
		constraint_it != mConstraints.end();
		constraint_it++)
		{
			U8 byte = constraint_it->mChainLength;
			dp.packU8(byte, "chain_lenght");
			
			byte = constraint_it->mConstraintType;
			dp.packU8(byte, "constraint_type");
			dp.packBinaryDataFixed((U8*)constraint_it->mSourceJointName, 16, "source_volume");
			dp.packVector3(constraint_it->mSourceOffset, "source_offset");
			dp.packBinaryDataFixed((U8*)constraint_it->mTargetJointName, 16, "target_volume");
			dp.packVector3(constraint_it->mTargetOffset, "target_offset");
			dp.packVector3(constraint_it->mTargetDir, "target_dir");
			dp.packF32(constraint_it->mEaseInStart,	"ease_in_start");
			dp.packF32(constraint_it->mEaseInStop,	"ease_in_stop");
			dp.packF32(constraint_it->mEaseOutStart,	"ease_out_start");
			dp.packF32(constraint_it->mEaseOutStop,	"ease_out_stop");
		}

	return TRUE;
}
void LLAudioEngine_OpenAL::updateWind(LLVector3 wind_vec, F32 camera_altitude)
{

	if (true)
		return;

	LLVector3 wind_pos;
	F32 pitch;
	F32 center_freq;

	if (!mEnableWind)
		return;

	if(!mWindData)
		return;

	if (mWindUpdateTimer.checkExpirationAndReset(LL_WIND_UPDATE_INTERVAL))
	{

		// wind comes in as Linden coordinate (+X = forward, +Y = left, +Z = up)
		// need to convert this to the conventional orientation DS3D and OpenAL use
		// where +X = right, +Y = up, +Z = backwards

		wind_vec.setVec(-wind_vec.mV[1], wind_vec.mV[2], -wind_vec.mV[0]);


		pitch = 1.0f + mapWindVecToPitch(wind_vec);
		center_freq = 80.0f * powf(pitch,2.5f*(mapWindVecToGain(wind_vec)+1.0f));

		//TESTING
		mMaxWindGain=1.0;

		mTargetFreq = center_freq;
		mTargetGain = (F32)mapWindVecToGain(wind_vec) * mMaxWindGain;
		mTargetPanGainR = (F32)mapWindVecToPan(wind_vec);

		ALfloat source0Pos[]={mListenerp->getPosition().mV[0],mListenerp->getPosition().mV[1],mListenerp->getPosition().mV[2]};
		ALfloat source0Vel[]={ 0.0, 0.0, 0.0};

		alSourcef(mWindSource, AL_GAIN, mTargetGain);
		alSourcef(mWindSource, AL_PITCH, pitch);
		alSourcefv(mWindSource, AL_POSITION, source0Pos);
		alSourcefv(mWindSource, AL_VELOCITY, source0Vel);
		alSourcei(mWindSource, AL_LOOPING, AL_FALSE);

	}

	int processed;
	alGetSourcei(mWindSource, AL_BUFFERS_PROCESSED, &processed);

	while(processed--)
	{
		ALuint buffer;
		alSourceUnqueueBuffers(mWindSource, 1, &buffer);
		checkALError();
		alBufferData(buffer,AL_FORMAT_STEREO16,windDSP((void*)mWindData,mWindDataSize/mBytesPerSample),mWindDataSize,mSampleRate);
		checkALError();
		alSourceQueueBuffers(mWindSource, 1, &buffer);
		checkALError();
	}

	int playing;
	alGetSourcei(mWindSource, AL_SOURCE_STATE, &playing);
	if(playing==AL_STOPPED)
		alSourcePlay(mWindSource);

	checkALError();
}
Exemplo n.º 18
0
// -----------------------------------------------------------------------------
void LLViewerJoystick::moveObjects(bool reset)
{
	static bool toggle_send_to_sim = false;

	if (!gFocusMgr.getAppHasFocus() || mDriverState != JDS_INITIALIZED
		|| !gSavedSettings.getBOOL("JoystickEnabled") || !gSavedSettings.getBOOL("JoystickBuildEnabled"))
	{
		return;
	}

	S32 axis[] = 
	{
		gSavedSettings.getS32("JoystickAxis0"),
		gSavedSettings.getS32("JoystickAxis1"),
		gSavedSettings.getS32("JoystickAxis2"),
		gSavedSettings.getS32("JoystickAxis3"),
		gSavedSettings.getS32("JoystickAxis4"),
		gSavedSettings.getS32("JoystickAxis5"),
	};

	if (reset || mResetFlag)
	{
		resetDeltas(axis);
		return;
	}

	F32 axis_scale[] =
	{
		gSavedSettings.getF32("BuildAxisScale0"),
		gSavedSettings.getF32("BuildAxisScale1"),
		gSavedSettings.getF32("BuildAxisScale2"),
		gSavedSettings.getF32("BuildAxisScale3"),
		gSavedSettings.getF32("BuildAxisScale4"),
		gSavedSettings.getF32("BuildAxisScale5"),
	};

	F32 dead_zone[] =
	{
		gSavedSettings.getF32("BuildAxisDeadZone0"),
		gSavedSettings.getF32("BuildAxisDeadZone1"),
		gSavedSettings.getF32("BuildAxisDeadZone2"),
		gSavedSettings.getF32("BuildAxisDeadZone3"),
		gSavedSettings.getF32("BuildAxisDeadZone4"),
		gSavedSettings.getF32("BuildAxisDeadZone5"),
	};

	F32 cur_delta[6];
	F32 time = gFrameIntervalSeconds;

	// avoid making ridicously big movements if there's a big drop in fps 
	if (time > .2f)
	{
		time = .2f;
	}

	// max feather is 32
	F32 feather = gSavedSettings.getF32("BuildFeathering"); 
	bool is_zero = true, absolute = gSavedSettings.getBOOL("Cursor3D");
	
	for (U32 i = 0; i < 6; i++)
	{
		cur_delta[i] = -mAxes[axis[i]];
		F32 tmp = cur_delta[i];
		if (absolute)
		{
			cur_delta[i] = cur_delta[i] - sLastDelta[i];
		}
		sLastDelta[i] = tmp;
		is_zero = is_zero && (cur_delta[i] == 0.f);
			
		if (cur_delta[i] > 0)
		{
			cur_delta[i] = llmax(cur_delta[i]-dead_zone[i], 0.f);
		}
		else
		{
			cur_delta[i] = llmin(cur_delta[i]+dead_zone[i], 0.f);
		}
		cur_delta[i] *= axis_scale[i];
		
		if (!absolute)
		{
			cur_delta[i] *= time;
		}

		sDelta[i] = sDelta[i] + (cur_delta[i]-sDelta[i])*time*feather;
	}

	U32 upd_type = UPD_NONE;
	LLVector3 v;
    
	if (!is_zero)
	{
		// Clear AFK state if moved beyond the deadzone
		if (gAwayTimer.getElapsedTimeF32() > MIN_AFK_TIME)
		{
			gAgent.clearAFK();
		}
		
		if (sDelta[0] || sDelta[1] || sDelta[2])
		{
			upd_type |= UPD_POSITION;
			v.setVec(sDelta[0], sDelta[1], sDelta[2]);
		}
		
		if (sDelta[3] || sDelta[4] || sDelta[5])
		{
			upd_type |= UPD_ROTATION;
		}
				
		// the selection update could fail, so we won't send 
		if (LLSelectMgr::getInstance()->selectionMove(v, sDelta[3],sDelta[4],sDelta[5], upd_type))
		{
			toggle_send_to_sim = true;
		}
	}
	else if (toggle_send_to_sim)
	{
		LLSelectMgr::getInstance()->sendSelectionMove();
		toggle_send_to_sim = false;
	}
}
Exemplo n.º 19
0
BOOL LLFace::getGeometryVolume(const LLVolume& volume,
							   const S32 &f,
								const LLMatrix4& mat_vert_in, const LLMatrix3& mat_norm_in,
								const U16 &index_offset,
								bool force_rebuild)
{
	llassert(verify());
	const LLVolumeFace &vf = volume.getVolumeFace(f);
	S32 num_vertices = (S32)vf.mNumVertices;
	S32 num_indices = (S32) vf.mNumIndices;
	
	if (mVertexBuffer.notNull())
	{
		if (num_indices + (S32) mIndicesIndex > mVertexBuffer->getNumIndices())
		{
			llwarns	<< "Index buffer overflow!" << llendl;
			llwarns << "Indices Count: " << mIndicesCount
					<< " VF Num Indices: " << num_indices
					<< " Indices Index: " << mIndicesIndex
					<< " VB Num Indices: " << mVertexBuffer->getNumIndices() << llendl;
			llwarns	<< "Last Indices Count: " << mLastIndicesCount
					<< " Last Indices Index: " << mLastIndicesIndex
					<< " Face Index: " << f
					<< " Pool Type: " << mPoolType << llendl;
			return FALSE;
		}

		if (num_vertices + mGeomIndex > mVertexBuffer->getNumVerts())
		{
			llwarns << "Vertex buffer overflow!" << llendl;
			return FALSE;
		}
	}

	LLStrider<LLVector3> vertices;
	LLStrider<LLVector2> tex_coords;
	LLStrider<LLVector2> tex_coords2;
	LLStrider<LLVector3> normals;
	LLStrider<LLColor4U> colors;
	LLStrider<LLVector3> binormals;
	LLStrider<U16> indicesp;
#if MESH_ENABLED
	LLStrider<LLVector4> weights;
#endif //MESH_ENABLED

	BOOL full_rebuild = force_rebuild || mDrawablep->isState(LLDrawable::REBUILD_VOLUME);
	
	BOOL global_volume = mDrawablep->getVOVolume()->isVolumeGlobal();
	LLVector3 scale;
	if (global_volume)
	{
		scale.setVec(1,1,1);
	}
	else
	{
		scale = mVObjp->getScale();
	}
	
	bool rebuild_pos = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_POSITION);
	bool rebuild_color = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_COLOR);
	bool rebuild_tcoord = full_rebuild || mDrawablep->isState(LLDrawable::REBUILD_TCOORD);
	bool rebuild_normal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);
	bool rebuild_binormal = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_BINORMAL);
#if MESH_ENABLED
	bool rebuild_weights = rebuild_pos && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_WEIGHT4);
#endif //MESH_ENABLED

	const LLTextureEntry *tep = mVObjp->getTE(f);
	if (!tep) rebuild_color = FALSE;	// can't get color when tep is NULL
	U8  bump_code = tep ? tep->getBumpmap() : 0;


	
	BOOL is_static = mDrawablep->isStatic();
	BOOL is_global = is_static;

	LLVector3 center_sum(0.f, 0.f, 0.f);
	
	if (is_global)
	{
		setState(GLOBAL);
	}
	else
	{
		clearState(GLOBAL);
	}

	LLColor4U color = (tep ? LLColor4U(tep->getColor()) : LLColor4U::white);

	if (rebuild_color)	// FALSE if tep == NULL
	{
		if (tep)
		{
			GLfloat alpha[4] =
			{
				0.00f,
				0.25f,
				0.5f,
				0.75f
			};
			
			if (getPoolType() != LLDrawPool::POOL_ALPHA && (LLPipeline::sRenderDeferred || (LLPipeline::sRenderBump && tep->getShiny())))
			{
				color.mV[3] = U8 (alpha[tep->getShiny()] * 255);
			}
		}
	}

    // INDICES
	if (full_rebuild)
	{
		mVertexBuffer->getIndexStrider(indicesp, mIndicesIndex);
		for (U32 i = 0; i < (U32) num_indices; i++)
		{
			indicesp[i] = vf.mIndices[i] + index_offset;
		}

		//mVertexBuffer->setBuffer(0);
	}
	
	LLMatrix4a mat_normal;
	mat_normal.loadu(mat_norm_in);
	
	//if it's not fullbright and has no normals, bake sunlight based on face normal
	//bool bake_sunlight = !getTextureEntry()->getFullbright() &&
	//  !mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_NORMAL);

	F32 r = 0, os = 0, ot = 0, ms = 0, mt = 0, cos_ang = 0, sin_ang = 0;

	if (rebuild_tcoord)
	{
		bool do_xform;
			
		if (tep)
		{
			r  = tep->getRotation();
			os = tep->mOffsetS;
			ot = tep->mOffsetT;
			ms = tep->mScaleS;
			mt = tep->mScaleT;
			cos_ang = cos(r);
			sin_ang = sin(r);

			if (cos_ang != 1.f || 
				sin_ang != 0.f ||
				os != 0.f ||
				ot != 0.f ||
				ms != 1.f ||
				mt != 1.f)
			{
				do_xform = true;
			}
			else
			{
				do_xform = false;
			}	
		}
		else
		{
			do_xform = false;
		}
						
		//bump setup
		LLVector4a binormal_dir( -sin_ang, cos_ang, 0.f );
		LLVector4a bump_s_primary_light_ray(0.f, 0.f, 0.f);
		LLVector4a bump_t_primary_light_ray(0.f, 0.f, 0.f);

		LLQuaternion bump_quat;
		if (mDrawablep->isActive())
		{
			bump_quat = LLQuaternion(mDrawablep->getRenderMatrix());
		}
		
		if (bump_code)
		{
			mVObjp->getVolume()->genBinormals(f);
			F32 offset_multiple; 
			switch( bump_code )
			{
				case BE_NO_BUMP:
				offset_multiple = 0.f;
				break;
				case BE_BRIGHTNESS:
				case BE_DARKNESS:
				if( mTexture.notNull() && mTexture->hasGLTexture())
				{
					// Offset by approximately one texel
					S32 cur_discard = mTexture->getDiscardLevel();
					S32 max_size = llmax( mTexture->getWidth(), mTexture->getHeight() );
					max_size <<= cur_discard;
					const F32 ARTIFICIAL_OFFSET = 2.f;
					offset_multiple = ARTIFICIAL_OFFSET / (F32)max_size;
				}
				else
				{
					offset_multiple = 1.f/256;
				}
				break;

				default:  // Standard bumpmap textures.  Assumed to be 256x256
				offset_multiple = 1.f / 256;
				break;
			}

			F32 s_scale = 1.f;
			F32 t_scale = 1.f;
			if( tep )
			{
				tep->getScale( &s_scale, &t_scale );
			}
			// Use the nudged south when coming from above sun angle, such
			// that emboss mapping always shows up on the upward faces of cubes when 
			// it's noon (since a lot of builders build with the sun forced to noon).
			LLVector3   sun_ray  = gSky.mVOSkyp->mBumpSunDir;
			LLVector3   moon_ray = gSky.getMoonDirection();
			LLVector3& primary_light_ray = (sun_ray.mV[VZ] > 0) ? sun_ray : moon_ray;

			bump_s_primary_light_ray.load3((offset_multiple * s_scale * primary_light_ray).mV);
			bump_t_primary_light_ray.load3((offset_multiple * t_scale * primary_light_ray).mV);
		}

		U8 texgen = getTextureEntry()->getTexGen();
		if (rebuild_tcoord && texgen != LLTextureEntry::TEX_GEN_DEFAULT)
		{ //planar texgen needs binormals
			mVObjp->getVolume()->genBinormals(f);
		}

		U8 tex_mode = 0;
	
		if (isState(TEXTURE_ANIM))
		{
			LLVOVolume* vobj = (LLVOVolume*) (LLViewerObject*) mVObjp;	
			tex_mode = vobj->mTexAnimMode;

			if (!tex_mode)
			{
				clearState(TEXTURE_ANIM);
			}
			else
			{
				os = ot = 0.f;
				r = 0.f;
				cos_ang = 1.f;
				sin_ang = 0.f;
				ms = mt = 1.f;

				do_xform = false;
			}

			if (getVirtualSize() >= MIN_TEX_ANIM_SIZE)
			{ //don't override texture transform during tc bake
				tex_mode = 0;
			}
		}
	
		LLVector4a scalea;
		scalea.load3(scale.mV);

		bool do_bump = bump_code && mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_TEXCOORD1);
		bool do_tex_mat = tex_mode && mTextureMatrix;

		if (!do_bump)
		{ //not in atlas or not bump mapped, might be able to do a cheap update
			mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex);

			if (texgen != LLTextureEntry::TEX_GEN_PLANAR)
			{
				if (!do_tex_mat)
				{
					if (!do_xform)
					{
						tex_coords.assignArray((U8*) vf.mTexCoords, sizeof(vf.mTexCoords[0]), num_vertices);
					}
					else
					{
						for (S32 i = 0; i < num_vertices; i++)
						{	
							LLVector2 tc(vf.mTexCoords[i]);
							xform(tc, cos_ang, sin_ang, os, ot, ms, mt);
							*tex_coords++ = tc;	
						}
					}
				}
				else
				{ //do tex mat, no texgen, no atlas, no bump
					for (S32 i = 0; i < num_vertices; i++)
					{	
						LLVector2 tc(vf.mTexCoords[i]);
						//LLVector4a& norm = vf.mNormals[i];
						//LLVector4a& center = *(vf.mCenter);

						LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f);
						tmp = tmp * *mTextureMatrix;
						tc.mV[0] = tmp.mV[0];
						tc.mV[1] = tmp.mV[1];
						*tex_coords++ = tc;	
					}
				}
			}
			else
			{ //no bump, no atlas, tex gen planar
				if (do_tex_mat)
				{
					for (S32 i = 0; i < num_vertices; i++)
					{	
						LLVector2 tc(vf.mTexCoords[i]);
						LLVector4a& norm = vf.mNormals[i];
						LLVector4a& center = *(vf.mCenter);
						LLVector4a vec = vf.mPositions[i];	
						vec.mul(scalea);
						planarProjection(tc, norm, center, vec);
						
						LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f);
						tmp = tmp * *mTextureMatrix;
						tc.mV[0] = tmp.mV[0];
						tc.mV[1] = tmp.mV[1];
				
						*tex_coords++ = tc;	
					}
				}
				else
				{
					for (S32 i = 0; i < num_vertices; i++)
					{	
						LLVector2 tc(vf.mTexCoords[i]);
						LLVector4a& norm = vf.mNormals[i];
						LLVector4a& center = *(vf.mCenter);
						LLVector4a vec = vf.mPositions[i];	
						vec.mul(scalea);
						planarProjection(tc, norm, center, vec);
						
						xform(tc, cos_ang, sin_ang, os, ot, ms, mt);

						*tex_coords++ = tc;	
					}
				}
			}

			//mVertexBuffer->setBuffer(0);
		}
		else
		{ //either bump mapped or in atlas, just do the whole expensive loop
			mVertexBuffer->getTexCoord0Strider(tex_coords, mGeomIndex);

			std::vector<LLVector2> bump_tc;
		
			for (S32 i = 0; i < num_vertices; i++)
			{	
				LLVector2 tc(vf.mTexCoords[i]);
			
				LLVector4a& norm = vf.mNormals[i];
				
				LLVector4a& center = *(vf.mCenter);
		   
				if (texgen != LLTextureEntry::TEX_GEN_DEFAULT)
				{
					LLVector4a vec = vf.mPositions[i];
				
					vec.mul(scalea);

					switch (texgen)
					{
						case LLTextureEntry::TEX_GEN_PLANAR:
							planarProjection(tc, norm, center, vec);
							break;
						case LLTextureEntry::TEX_GEN_SPHERICAL:
							sphericalProjection(tc, norm, center, vec);
							break;
						case LLTextureEntry::TEX_GEN_CYLINDRICAL:
							cylindricalProjection(tc, norm, center, vec);
							break;
						default:
							break;
					}		
				}

				if (tex_mode && mTextureMatrix)
				{
					LLVector3 tmp(tc.mV[0], tc.mV[1], 0.f);
					tmp = tmp * *mTextureMatrix;
					tc.mV[0] = tmp.mV[0];
					tc.mV[1] = tmp.mV[1];
				}
				else
				{
					xform(tc, cos_ang, sin_ang, os, ot, ms, mt);
				}


				*tex_coords++ = tc;
				if (do_bump)
				{
					bump_tc.push_back(tc);
				}
			}

			//mVertexBuffer->setBuffer(0);


			if (do_bump)
			{
				mVertexBuffer->getTexCoord1Strider(tex_coords2, mGeomIndex);
		
				for (S32 i = 0; i < num_vertices; i++)
				{
					LLVector4a tangent;
					tangent.setCross3(vf.mBinormals[i], vf.mNormals[i]);

					LLMatrix4a tangent_to_object;
					tangent_to_object.setRows(tangent, vf.mBinormals[i], vf.mNormals[i]);
					LLVector4a t;
					tangent_to_object.rotate(binormal_dir, t);
					LLVector4a binormal;
					mat_normal.rotate(t, binormal);
						
					//VECTORIZE THIS
					if (mDrawablep->isActive())
					{
						LLVector3 t;
						t.set(binormal.getF32ptr());
						t *= bump_quat;
						binormal.load3(t.mV);
					}

					binormal.normalize3fast();
					LLVector2 tc = bump_tc[i];
					tc += LLVector2( bump_s_primary_light_ray.dot3(tangent).getF32(), bump_t_primary_light_ray.dot3(binormal).getF32() );
					
					*tex_coords2++ = tc;
				}

				//mVertexBuffer->setBuffer(0);
			}
		}
	}

	if (rebuild_pos)
	{
		llassert(num_vertices > 0);
		mVertexBuffer->getVertexStrider(vertices, mGeomIndex);
		LLMatrix4a mat_vert;
		mat_vert.loadu(mat_vert_in);
		
		LLVector4a* src = vf.mPositions;
		LLVector4a position;
		for (S32 i = 0; i < num_vertices; i++)
		{
			mat_vert.affineTransform(src[i], position);
			vertices[i].set(position.getF32ptr());
		}
			
			
		//mVertexBuffer->setBuffer(0);
	}
		
	if (rebuild_normal)
	{
		mVertexBuffer->getNormalStrider(normals, mGeomIndex);
		for (S32 i = 0; i < num_vertices; i++)
		{	
			LLVector4a normal;
			mat_normal.rotate(vf.mNormals[i], normal);
			normal.normalize3fast();
			normals[i].set(normal.getF32ptr());
		}

		//mVertexBuffer->setBuffer(0);
	}
		
	if (rebuild_binormal)
	{
		mVertexBuffer->getBinormalStrider(binormals, mGeomIndex);
		for (S32 i = 0; i < num_vertices; i++)
		{	
			LLVector4a binormal;
			mat_normal.rotate(vf.mBinormals[i], binormal);
			binormal.normalize3fast();
			binormals[i].set(binormal.getF32ptr());
		}

		//mVertexBuffer->setBuffer(0);
	}
	
#if MESH_ENABLED
	if (rebuild_weights && vf.mWeights)
	{
		mVertexBuffer->getWeight4Strider(weights, mGeomIndex);
		weights.assignArray((U8*) vf.mWeights, sizeof(vf.mWeights[0]), num_vertices);
		//mVertexBuffer->setBuffer(0);
	}
#endif //MESH_ENABLED

	if (rebuild_color)
	{
		mVertexBuffer->getColorStrider(colors, mGeomIndex);
		for (S32 i = 0; i < num_vertices; i++)
		{
			colors[i] = color;	
		}

		//mVertexBuffer->setBuffer(0);
	}

	if (rebuild_tcoord)
	{
		mTexExtents[0].setVec(0,0);
		mTexExtents[1].setVec(1,1);
		xform(mTexExtents[0], cos_ang, sin_ang, os, ot, ms, mt);
		xform(mTexExtents[1], cos_ang, sin_ang, os, ot, ms, mt);
		
		F32 es = vf.mTexCoordExtents[1].mV[0] - vf.mTexCoordExtents[0].mV[0] ;
		F32 et = vf.mTexCoordExtents[1].mV[1] - vf.mTexCoordExtents[0].mV[1] ;
		mTexExtents[0][0] *= es ;
		mTexExtents[1][0] *= es ;
		mTexExtents[0][1] *= et ;
		mTexExtents[1][1] *= et ;
	}

	mLastVertexBuffer = mVertexBuffer;
	mLastGeomCount = mGeomCount;
	mLastGeomIndex = mGeomIndex;
	mLastIndicesCount = mIndicesCount;
	mLastIndicesIndex = mIndicesIndex;

	return TRUE;
}