Пример #1
0
void LLVOCacheEntry::calcSceneContribution(const LLVector4a& camera_origin, bool needs_update, U32 last_update, F32 max_dist)
{
	if(!needs_update && getVisible() >= last_update)
	{
		return; //no need to update
	}

	LLVector4a lookAt;
	lookAt.setSub(getPositionGroup(), camera_origin);
	F32 distance = lookAt.getLength3().getF32();
	distance -= sNearRadius;

	if(distance <= 0.f)
	{
		//nearby objects, set a large number
		const F32 LARGE_SCENE_CONTRIBUTION = 1000.f; //a large number to force to load the object.
		mSceneContrib = LARGE_SCENE_CONTRIBUTION;
	}
	else
	{
		F32 rad = getBinRadius();
		max_dist += rad;

		if(distance + sNearRadius < max_dist)
		{
			mSceneContrib = (rad * rad) / distance;		
		}
		else
		{
			mSceneContrib = 0.f; //out of draw distance, not to load
		}
	}

	setVisible();
}
Пример #2
0
void LLDrawable::updateDistance(LLCamera& camera, bool force_update)
{
	if (LLViewerCamera::sCurCameraID != LLViewerCamera::CAMERA_WORLD)
	{
		llwarns << "Attempted to update distance for non-world camera." << llendl;
		return;
	}

	//switch LOD with the spatial group to avoid artifacts
	//LLSpatialGroup* sg = getSpatialGroup();

	LLVector3 pos;

	//if (!sg || sg->changeLOD())
	{
		LLVOVolume* volume = getVOVolume();
		if (volume)
		{
			if (getSpatialGroup())
			{
				pos.set(getPositionGroup().getF32ptr());
			}
			else
			{
				pos = getPositionAgent();
			}
			
			if (isState(LLDrawable::HAS_ALPHA))
			{
				for (S32 i = 0; i < getNumFaces(); i++)
				{
					LLFace* facep = getFace(i);
					if (force_update || facep->getPoolType() == LLDrawPool::POOL_ALPHA)
					{
						LLVector4a box;
						box.setSub(facep->mExtents[1], facep->mExtents[0]);
						box.mul(0.25f);
						LLVector3 v = (facep->mCenterLocal-camera.getOrigin());
						const LLVector3& at = camera.getAtAxis();
						for (U32 j = 0; j < 3; j++)
						{
							v.mV[j] -= box[j] * at.mV[j];
						}
						facep->mDistance = v * camera.getAtAxis();
					}
				}
			}	
		}
		else
		{
			pos = LLVector3(getPositionGroup().getF32ptr());
		}

		pos -= camera.getOrigin();	
		mDistanceWRTCamera = llround(pos.magVec(), 0.01f);
		mVObjp->updateLOD();
	}
}
S32 AABBSphereIntersectR2(const LLVector4a& min, const LLVector4a& max, const LLVector3 &origin, const F32 &r)
{
	F32 d = 0.f;
	F32 t;
	
	LLVector4a origina;
	origina.load3(origin.mV);

	LLVector4a v;
	v.setSub(min, origina);
	
	if (v.dot3(v) < r)
	{
		v.setSub(max, origina);
		if (v.dot3(v) < r)
		{
			return 2;
		}
	}


	for (U32 i = 0; i < 3; i++)
	{
		if (origin.mV[i] < min[i])
		{
			t = min[i] - origin.mV[i];
			d += t*t;
		}
		else if (origin.mV[i] > max[i])
		{
			t = origin.mV[i] - max[i];
			d += t*t;
		}

		if (d > r)
		{
			return 0;
		}
	}

	return 1;
}
Пример #4
0
BOOL LLFace::calcPixelArea(F32& cos_angle_to_view_dir, F32& radius)
{
	//VECTORIZE THIS
	//get area of circle around face
	LLVector4a center;
	center.load3(getPositionAgent().mV);
	LLVector4a size;
	size.setSub(mExtents[1], mExtents[0]);
	size.mul(0.5f);

	LLViewerCamera* camera = LLViewerCamera::getInstance();

	F32 size_squared = size.dot3(size).getF32();
	LLVector4a lookAt;
	LLVector4a t;
	t.load3(camera->getOrigin().mV);
	lookAt.setSub(center, t);
	F32 dist = lookAt.getLength3().getF32();
	dist = llmax(dist-size.getLength3().getF32(), 0.f);
	lookAt.normalize3fast() ;	

	//get area of circle around node
	F32 app_angle = atanf((F32) sqrt(size_squared) / dist);
	radius = app_angle*LLDrawable::sCurPixelAngle;
	mPixelArea = radius*radius * 3.14159f;
	LLVector4a x_axis;
	x_axis.load3(camera->getXAxis().mV);
	cos_angle_to_view_dir = lookAt.dot3(x_axis).getF32();

	if(dist < mBoundingSphereRadius) //camera is very close
	{
		cos_angle_to_view_dir = 1.0f;
		mImportanceToCamera = 1.0f;
	}
	else
	{
		mImportanceToCamera = LLFace::calcImportanceToCamera(cos_angle_to_view_dir, dist);
	}

	return true;
}
BOOL LLVOPartGroup::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
										  S32 face,
										  BOOL pick_transparent,
										  BOOL pick_rigged,
										  S32* face_hit,
										  LLVector4a* intersection,
										  LLVector2* tex_coord,
										  LLVector4a* normal,
										  LLVector4a* bi_normal)
{
	LLVector4a dir;
	dir.setSub(end, start);

	F32 closest_t = 2.f;
	BOOL ret = FALSE;
	
	for (U32 idx = 0; idx < mViewerPartGroupp->mParticles.size(); ++idx)
	{
		const LLViewerPart &part = *((LLViewerPart*) (mViewerPartGroupp->mParticles[idx]));

		LLVector4a v[4];
		LLStrider<LLVector4a> verticesp;
		verticesp = v;
		
		getGeometry(part, verticesp);

		F32 a,b,t;
		if (LLTriangleRayIntersect(v[0], v[1], v[2], start, dir, a,b,t) ||
			LLTriangleRayIntersect(v[1], v[3], v[2], start, dir, a,b,t))
		{
			if (t >= 0.f &&
				t <= 1.f &&
				t < closest_t)
			{
				ret = TRUE;
				closest_t = t;
				if (face_hit)
				{
					*face_hit = idx;
				}

				if (intersection)
				{
					LLVector4a intersect = dir;
					intersect.mul(closest_t);
					intersection->setAdd(intersect, start);
				}
			}
		}
	}

	return ret;
}
Пример #6
0
bool LLVOCacheEntry::isAnyVisible(const LLVector4a& camera_origin, const LLVector4a& local_camera_origin, F32 dist_threshold)
{
	LLOcclusionCullingGroup* group = (LLOcclusionCullingGroup*)getGroup();
	if(!group)
	{
		return false;
	}

	//any visible
	bool vis = group->isAnyRecentlyVisible();

	//not ready to remove
	if(!vis)
	{
		S32 cur_vis = llmax(group->getAnyVisible(), (S32)getVisible());
		vis = (cur_vis + sMinFrameRange > LLViewerOctreeEntryData::getCurrentFrame());
	}

	//within the back sphere
	if(!vis && !mParentID && !group->isOcclusionState(LLOcclusionCullingGroup::OCCLUDED))
	{
		LLVector4a lookAt;

		if(mBSphereRadius > 0.f)
		{
			lookAt.setSub(mBSphereCenter, local_camera_origin);		
			dist_threshold += mBSphereRadius;
		}
		else
		{
			lookAt.setSub(getPositionGroup(), camera_origin);
			dist_threshold += getBinRadius();
		}

		vis = (lookAt.dot3(lookAt).getF32() < dist_threshold * dist_threshold);
	}

	return vis;
}
Пример #7
0
void LLVOWater::updateSpatialExtents(LLVector4a &newMin, LLVector4a& newMax)
{
	LLVector4a pos;
	pos.load3(getPositionAgent().mV);
	LLVector4a scale;
	scale.load3(getScale().mV);
	scale.mul(0.5f);

	newMin.setSub(pos, scale);
	newMax.setAdd(pos, scale);
	
	pos.setAdd(newMin,newMax);
	pos.mul(0.5f);

	mDrawable->setPositionGroup(pos);
}
void LLVOPartGroup::updateSpatialExtents(LLVector4a& newMin, LLVector4a& newMax)
{		
	const LLVector3& pos_agent = getPositionAgent();

	LLVector4a scale;
	LLVector4a p;

	p.load3(pos_agent.mV);

	scale.splat(mScale.mV[0]+mViewerPartGroupp->getBoxSide()*0.5f);

	newMin.setSub(p, scale);
	newMax.setAdd(p,scale);

	llassert(newMin.isFinite3());
	llassert(newMax.isFinite3());

	llassert(p.isFinite3());
	mDrawable->setPositionGroup(p);
}
BOOL LLOcclusionCullingGroup::earlyFail(LLCamera* camera, const LLVector4a* bounds)
{
	if (camera->getOrigin().isExactlyZero())
	{
		return FALSE;
	}

	static LLCachedControl<F32> vel("SHOcclusionFudge",SG_OCCLUSION_FUDGE);
	LLVector4a fudge(vel*2.f);

	const LLVector4a& c = bounds[0];
	static LLVector4a r;
	r.setAdd(bounds[1], fudge);

	/*if (r.magVecSquared() > 1024.0*1024.0)
	{
		return TRUE;
	}*/

	LLVector4a e;
	e.load3(camera->getOrigin().mV);
	
	LLVector4a min;
	min.setSub(c,r);
	LLVector4a max;
	max.setAdd(c,r);
	
	S32 lt = e.lessThan(min).getGatheredBits() & 0x7;
	if (lt)
	{
		return FALSE;
	}

	S32 gt = e.greaterThan(max).getGatheredBits() & 0x7;
	if (gt)
	{
		return FALSE;
	}

	return TRUE;
}
bool LLViewerOctreeCull::checkProjectionArea(const LLVector4a& center, const LLVector4a& size, const LLVector3& shift, F32 pixel_threshold, F32 near_radius)
{	
	LLVector3 local_orig = mCamera->getOrigin() - shift;
	LLVector4a origin;
	origin.load3(local_orig.mV);

	LLVector4a lookAt;
	lookAt.setSub(center, origin);
	F32 distance = lookAt.getLength3().getF32();
	if(distance <= near_radius)
	{
		return true; //always load close-by objects
	}

	// treat object as if it were near_radius meters closer than it actually was.
	// this allows us to get some temporal coherence on visibility...objects that can be reached quickly will tend to be visible
	distance -= near_radius;

	F32 squared_rad = size.dot3(size).getF32();
	return squared_rad / distance > pixel_threshold;
}
Пример #11
0
//make the parent bounding box to include this child
void LLVOCacheEntry::updateParentBoundingInfo(const LLVOCacheEntry* child)
{
	const LLVector4a* child_exts = child->getSpatialExtents();
	LLVector4a newMin, newMax;
	newMin = child_exts[0];
	newMax = child_exts[1];
	
	//move to regional space.
	{
		const LLVector4a& parent_pos = getPositionGroup();
		newMin.add(parent_pos);
		newMax.add(parent_pos);
	}

	//update parent's bbox(min, max)
	const LLVector4a* parent_exts = getSpatialExtents();
	update_min_max(newMin, newMax, parent_exts[0]);
	update_min_max(newMin, newMax, parent_exts[1]);
	for(S32 i = 0; i < 4; i++)
	{
		llclamp(newMin[i], 0.f, 256.f);
		llclamp(newMax[i], 0.f, 256.f);
	}
	setSpatialExtents(newMin, newMax);

	//update parent's bbox center
	LLVector4a center;
	center.setAdd(newMin, newMax);
	center.mul(0.5f);
	setPositionGroup(center);	

	//update parent's bbox size vector
	LLVector4a size;
	size.setSub(newMax, newMin);
	size.mul(0.5f);
	setBinRadius(llmin(size.getLength3().getF32() * 4.f, 256.f));
}
BOOL LLHUDNameTag::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end, LLVector4a& intersection, BOOL debug_render)
{
	if (!mVisible || mHidden)
	{
		return FALSE;
	}

	// don't pick text that isn't bound to a viewerobject
	if (!mSourceObject || mSourceObject->mDrawable.isNull())
	{
		return FALSE;
	}
	
	F32 alpha_factor = 1.f;
	LLColor4 text_color = mColor;
	if (mDoFade)
	{
		if (mLastDistance > mFadeDistance)
		{
			alpha_factor = llmax(0.f, 1.f - (mLastDistance - mFadeDistance)/mFadeRange);
			text_color.mV[3] = text_color.mV[3]*alpha_factor;
		}
	}
	if (text_color.mV[3] < 0.01f)
	{
		return FALSE;
	}

	mOffsetY = lltrunc(mHeight * ((mVertAlignment == ALIGN_VERT_CENTER) ? 0.5f : 1.f));

	LLVector3 position = mPositionAgent;

	if (mSourceObject)
	{ //get intersection of eye through mPositionAgent to plane of source object
		//using this position keeps the camera from focusing on some seemingly random 
		//point several meters in front of the nametag
		const LLVector3& p = mSourceObject->getPositionAgent();
		const LLVector3& n = LLViewerCamera::getInstance()->getAtAxis();
		const LLVector3& eye = LLViewerCamera::getInstance()->getOrigin();

		LLVector3 ray = position-eye;
		ray.normalize();

		LLVector3 delta = p-position;
		F32 dist = delta*n;
		F32 dt =  dist/(ray*n);
		position += ray*dt;
	}

	// scale screen size of borders down

	LLVector3 x_pixel_vec;
	LLVector3 y_pixel_vec;
	
	LLViewerCamera::getInstance()->getPixelVectors(position, y_pixel_vec, x_pixel_vec);

	LLVector3 width_vec = mWidth * x_pixel_vec;
	LLVector3 height_vec = mHeight * y_pixel_vec;
	
	LLCoordGL screen_pos;
	LLViewerCamera::getInstance()->projectPosAgentToScreen(position, screen_pos, FALSE);

	LLVector2 screen_offset;
	screen_offset = updateScreenPos(mPositionOffset);
	
	LLVector3 render_position = position  
			+ (x_pixel_vec * screen_offset.mV[VX])
			+ (y_pixel_vec * screen_offset.mV[VY]);


	LLVector3 bg_pos = render_position
		+ (F32)mOffsetY * y_pixel_vec
		- (width_vec / 2.f)
		- (height_vec);

	LLVector3 v[] = 
	{
		bg_pos,
		bg_pos + width_vec,
		bg_pos + width_vec + height_vec,
		bg_pos + height_vec,
	};

	LLVector4a dir;
	dir.setSub(end,start);
	F32 a, b, t;

	LLVector4a v0,v1,v2,v3;
	v0.load3(v[0].mV);
	v1.load3(v[1].mV);
	v2.load3(v[2].mV);
	v3.load3(v[3].mV);

	if (LLTriangleRayIntersect(v0, v1, v2, start, dir, a, b, t) ||
		LLTriangleRayIntersect(v2, v3, v0, start, dir, a, b, t) )
	{
		if (t <= 1.f)
		{
			dir.mul(t);
			intersection.setAdd(start, dir);
			return TRUE;
		}
	}

	return FALSE;
}
Пример #13
0
void LLSpatialBridge::updateSpatialExtents()
{
	LLSpatialGroup* root = (LLSpatialGroup*) mOctree->getListener(0);
	
	{
		LLFastTimer ftm(FTM_CULL_REBOUND);
		root->rebound();
	}
	
	LLVector4a offset;
	LLVector4a size = root->mBounds[1];
		
	//VECTORIZE THIS
	LLMatrix4a mat;
	mat.loadu(mDrawable->getXform()->getWorldMatrix());

	LLVector4a t;
	t.splat(0.f);

	LLVector4a center;
	mat.affineTransform(t, center);
	
	mat.rotate(root->mBounds[0], offset);
	center.add(offset);
	
	LLVector4a v[4];

	//get 4 corners of bounding box
	mat.rotate(size,v[0]);

	LLVector4a scale;
	
	scale.set(-1.f, -1.f, 1.f);
	scale.mul(size);
	mat.rotate(scale, v[1]);
	
	scale.set(1.f, -1.f, -1.f);
	scale.mul(size);
	mat.rotate(scale, v[2]);
	
	scale.set(-1.f, 1.f, -1.f);
	scale.mul(size);
	mat.rotate(scale, v[3]);

	
	LLVector4a& newMin = mExtents[0];
	LLVector4a& newMax = mExtents[1];
	
	newMin = newMax = center;
	
	for (U32 i = 0; i < 4; i++)
	{
		LLVector4a delta;
		delta.setAbs(v[i]);
		LLVector4a min;
		min.setSub(center, delta);
		LLVector4a max;
		max.setAdd(center, delta);

		newMin.setMin(newMin, min);
		newMax.setMax(newMax, max);
	}
	
	LLVector4a diagonal;
	diagonal.setSub(newMax, newMin);
	mRadius = diagonal.getLength3().getF32() * 0.5f;
	
	mPositionGroup.setAdd(newMin,newMax);
	mPositionGroup.mul(0.5f);
	updateBinRadius();
}
void LLVOPartGroup::getGeometry(const LLViewerPart& part,
								LLStrider<LLVector4a>& verticesp)
{
	if (part.mFlags & LLPartData::LL_PART_RIBBON_MASK)
	{
		LLVector4a axis, pos, paxis, ppos;
		F32 scale, pscale;

		pos.load3(part.mPosAgent.mV);
		axis.load3(part.mAxis.mV);
		scale = part.mScale.mV[0];
		
		if (part.mParent)
		{
			ppos.load3(part.mParent->mPosAgent.mV);
			paxis.load3(part.mParent->mAxis.mV);
			pscale = part.mParent->mScale.mV[0];
		}
		else
		{ //use source object as position
			
			if (part.mPartSourcep->mSourceObjectp.notNull())
			{
				LLVector3 v = LLVector3(0,0,1);
				v *= part.mPartSourcep->mSourceObjectp->getRenderRotation();
				paxis.load3(v.mV);
				ppos.load3(part.mPartSourcep->mPosAgent.mV);
				pscale = part.mStartScale.mV[0];
			}
			else
			{ //no source object, no parent, nothing to draw
				ppos = pos;
				pscale = scale;
				paxis = axis;
			}
		}

		LLVector4a p0, p1, p2, p3;

		scale *= 0.5f;
		pscale *= 0.5f;

		axis.mul(scale);
		paxis.mul(pscale);

		p0.setAdd(pos, axis);
		p1.setSub(pos,axis);
		p2.setAdd(ppos, paxis);
		p3.setSub(ppos, paxis);

		(*verticesp++) = p2;
		(*verticesp++) = p3;
		(*verticesp++) = p0;
		(*verticesp++) = p1;
	}
	else
	{
		LLVector4a part_pos_agent;
		part_pos_agent.load3(part.mPosAgent.mV);
		LLVector4a camera_agent;
	camera_agent.load3(getCameraPosition().mV); 
	LLVector4a at;
	at.setSub(part_pos_agent, camera_agent);
	LLVector4a up(0, 0, 1);
	LLVector4a right;

	right.setCross3(at, up);
	right.normalize3fast();
	up.setCross3(right, at);
	up.normalize3fast();

	if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK)
	{
		LLVector4a normvel;
		normvel.load3(part.mVelocity.mV);
		normvel.normalize3fast();
		LLVector2 up_fracs;
		up_fracs.mV[0] = normvel.dot3(right).getF32();
		up_fracs.mV[1] = normvel.dot3(up).getF32();
		up_fracs.normalize();
		LLVector4a new_up;
		LLVector4a new_right;

		//new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
		LLVector4a t = right;
		t.mul(up_fracs.mV[0]);
		new_up = up;
		new_up.mul(up_fracs.mV[1]);
		new_up.add(t);

		//new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
		t = right;
		t.mul(up_fracs.mV[1]);
		new_right = up;
		new_right.mul(up_fracs.mV[0]);
		t.sub(new_right);

		up = new_up;
		right = t;
		up.normalize3fast();
		right.normalize3fast();
	}

		right.mul(0.5f*part.mScale.mV[0]);
		up.mul(0.5f*part.mScale.mV[1]);


		//HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should)
		// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
		// also, somebody please VECTORIZE THIS

		LLVector4a ppapu;
		LLVector4a ppamu;

		ppapu.setAdd(part_pos_agent, up);
		ppamu.setSub(part_pos_agent, up);

		verticesp->setSub(ppapu, right);
		(*verticesp++).getF32ptr()[3] = 0.f;
		verticesp->setSub(ppamu, right);
		(*verticesp++).getF32ptr()[3] = 0.f;
		verticesp->setAdd(ppapu, right);
		(*verticesp++).getF32ptr()[3] = 0.f;
		verticesp->setAdd(ppamu, right);
		(*verticesp++).getF32ptr()[3] = 0.f;
	}
}
Пример #15
0
void LLVOPartGroup::getGeometry(S32 idx,
								LLStrider<LLVector4a>& verticesp,
								LLStrider<LLVector3>& normalsp, 
								LLStrider<LLVector2>& texcoordsp,
								LLStrider<LLColor4U>& colorsp, 
								LLStrider<U16>& indicesp)
{
	if (idx >= (S32) mViewerPartGroupp->mParticles.size())
	{
		return;
	}

	const LLViewerPart &part = *((LLViewerPart*) (mViewerPartGroupp->mParticles[idx]));

	U32 vert_offset = mDrawable->getFace(idx)->getGeomIndex();

	
	LLVector4a part_pos_agent;
	part_pos_agent.load3(part.mPosAgent.mV);
	LLVector4a camera_agent;
	camera_agent.load3(getCameraPosition().mV); 
	LLVector4a at;
	at.setSub(part_pos_agent, camera_agent);
	LLVector4a up(0, 0, 1);
	LLVector4a right;

	right.setCross3(at, up);
	right.normalize3fast();
	up.setCross3(right, at);
	up.normalize3fast();

	if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK)
	{
		LLVector4a normvel;
		normvel.load3(part.mVelocity.mV);
		normvel.normalize3fast();
		LLVector2 up_fracs;
		up_fracs.mV[0] = normvel.dot3(right).getF32();
		up_fracs.mV[1] = normvel.dot3(up).getF32();
		up_fracs.normalize();
		LLVector4a new_up;
		LLVector4a new_right;

		//new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
		LLVector4a t = right;
		t.mul(up_fracs.mV[0]);
		new_up = up;
		new_up.mul(up_fracs.mV[1]);
		new_up.add(t);

		//new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
		t = right;
		t.mul(up_fracs.mV[1]);
		new_right = up;
		new_right.mul(up_fracs.mV[0]);
		t.sub(new_right);

		up = new_up;
		right = t;
		up.normalize3fast();
		right.normalize3fast();
	}

	right.mul(0.5f*part.mScale.mV[0]);
	up.mul(0.5f*part.mScale.mV[1]);


	LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis();

	//HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should)
	// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
	// also, somebody please VECTORIZE THIS

	LLVector4a ppapu;
	LLVector4a ppamu;

	ppapu.setAdd(part_pos_agent, up);
	ppamu.setSub(part_pos_agent, up);

	verticesp->setSub(ppapu, right);
	(*verticesp++).getF32ptr()[3] = 0.f;
	verticesp->setSub(ppamu, right);
	(*verticesp++).getF32ptr()[3] = 0.f;
	verticesp->setAdd(ppapu, right);
	(*verticesp++).getF32ptr()[3] = 0.f;
	verticesp->setAdd(ppamu, right);
	(*verticesp++).getF32ptr()[3] = 0.f;

	//*verticesp++ = part_pos_agent + up - right;
	//*verticesp++ = part_pos_agent - up - right;
	//*verticesp++ = part_pos_agent + up + right;
	//*verticesp++ = part_pos_agent - up + right;

	*colorsp++ = part.mColor;
	*colorsp++ = part.mColor;
	*colorsp++ = part.mColor;
	*colorsp++ = part.mColor;

	*texcoordsp++ = LLVector2(0.f, 1.f);
	*texcoordsp++ = LLVector2(0.f, 0.f);
	*texcoordsp++ = LLVector2(1.f, 1.f);
	*texcoordsp++ = LLVector2(1.f, 0.f);

	*normalsp++   = normal;
	*normalsp++   = normal;
	*normalsp++   = normal;
	*normalsp++   = normal;

	*indicesp++ = vert_offset + 0;
	*indicesp++ = vert_offset + 1;
	*indicesp++ = vert_offset + 2;

	*indicesp++ = vert_offset + 1;
	*indicesp++ = vert_offset + 3;
	*indicesp++ = vert_offset + 2;
}
void LLVOClouds::getGeometry(S32 idx,
								LLStrider<LLVector4a>& verticesp,
								LLStrider<LLVector3>& normalsp, 
								LLStrider<LLVector2>& texcoordsp,
								LLStrider<LLColor4U>& colorsp, 
								LLStrider<U16>& indicesp)
{

	if (idx >= mCloudGroupp->getNumPuffs())
	{
		return;
	}

	LLDrawable* drawable = mDrawable;
	LLFace *facep = drawable->getFace(idx);

	if (!facep->hasGeometry())
	{
		return;
	}
	

	const LLCloudPuff &puff = mCloudGroupp->getPuff(idx);

	LLColor4 float_color(LLColor3(gSky.getSunDiffuseColor() + gSky.getSunAmbientColor()),puff.getAlpha());
	LLColor4U color;
	color.setVec(float_color);
	facep->setFaceColor(float_color);
	
	U32 vert_offset = facep->getGeomIndex();
		
	LLVector4a part_pos_agent;
	part_pos_agent.load3(facep->mCenterLocal.mV);	
	LLVector4a at;
	at.load3(LLViewerCamera::getInstance()->getAtAxis().mV);
	LLVector4a up(0, 0, 1);
	LLVector4a right;

	right.setCross3(at, up);
	right.normalize3fast();
	up.setCross3(right, at);
	up.normalize3fast();
	right.mul(0.5f*CLOUD_PUFF_WIDTH);
	up.mul(0.5f*CLOUD_PUFF_HEIGHT);
		

	LLVector3 normal(0.f,0.f,-1.f);

	//HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should)
	// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
	// also, somebody please VECTORIZE THIS

	LLVector4a ppapu;
	LLVector4a ppamu;
	
	ppapu.setAdd(part_pos_agent, up);
	ppamu.setSub(part_pos_agent, up);
	
	verticesp->setSub(ppapu, right);
	(*verticesp++).getF32ptr()[3] = 0.f;
	verticesp->setSub(ppamu, right);
	(*verticesp++).getF32ptr()[3] = 0.f;
	verticesp->setAdd(ppapu, right);
	(*verticesp++).getF32ptr()[3] = 0.f;
	verticesp->setAdd(ppamu, right);
	(*verticesp++).getF32ptr()[3] = 0.f;

	// *verticesp++ = puff_pos_agent - right + up;
	// *verticesp++ = puff_pos_agent - right - up;
	// *verticesp++ = puff_pos_agent + right + up;
	// *verticesp++ = puff_pos_agent + right - up;

	*colorsp++ = color;
	*colorsp++ = color;
	*colorsp++ = color;
	*colorsp++ = color;

	*texcoordsp++ = LLVector2(0.f, 1.f);
	*texcoordsp++ = LLVector2(0.f, 0.f);
	*texcoordsp++ = LLVector2(1.f, 1.f);
	*texcoordsp++ = LLVector2(1.f, 0.f);

	*normalsp++   = normal;
	*normalsp++   = normal;
	*normalsp++   = normal;
	*normalsp++   = normal;

	*indicesp++ = vert_offset + 0;
	*indicesp++ = vert_offset + 1;
	*indicesp++ = vert_offset + 2;

	*indicesp++ = vert_offset + 1;
	*indicesp++ = vert_offset + 3;
	*indicesp++ = vert_offset + 2;
}
Пример #17
0
bool ll_is_degenerate(const LLVector4a& a, const LLVector4a& b, const LLVector4a& c, F32 tolerance)
{
	// small area check
	{
		LLVector4a edge1; edge1.setSub( a, b );
		LLVector4a edge2; edge2.setSub( a, c );
		//////////////////////////////////////////////////////////////////////////
		/// Linden Modified
		//////////////////////////////////////////////////////////////////////////

		// If no one edge is more than 10x longer than any other edge, we weaken
		// the tolerance by a factor of 1e-4f.

		LLVector4a edge3; edge3.setSub( c, b );
		const F32 len1sq = edge1.dot3(edge1).getF32();
		const F32 len2sq = edge2.dot3(edge2).getF32();
		const F32 len3sq = edge3.dot3(edge3).getF32();
		bool abOK = (len1sq <= 100.f * len2sq) && (len1sq <= 100.f * len3sq);
		bool acOK = (len2sq <= 100.f * len1sq) && (len1sq <= 100.f * len3sq);
		bool cbOK = (len3sq <= 100.f * len1sq) && (len1sq <= 100.f * len2sq);
		if ( abOK && acOK && cbOK )
		{
			tolerance *= 1e-4f;
		}

		//////////////////////////////////////////////////////////////////////////
		/// End Modified
		//////////////////////////////////////////////////////////////////////////

		LLVector4a cross; cross.setCross3( edge1, edge2 );

		LLVector4a edge1b; edge1b.setSub( b, a );
		LLVector4a edge2b; edge2b.setSub( b, c );
		LLVector4a crossb; crossb.setCross3( edge1b, edge2b );

		if ( ( cross.dot3(cross).getF32() < tolerance ) || ( crossb.dot3(crossb).getF32() < tolerance ))
		{
			return true;
		}
	}

	// point triangle distance check
	{
		LLVector4a Q; Q.setSub(a, b);
		LLVector4a R; R.setSub(c, b);

		const F32 QQ = dot3fpu(Q, Q);
		const F32 RR = dot3fpu(R, R);
		const F32 QR = dot3fpu(R, Q);

		volatile F32 QQRR = QQ * RR;
		volatile F32 QRQR = QR * QR;
		F32 Det = (QQRR - QRQR);

		if( Det == 0.0f )
		{
			return true;
		}
	}

	return false;
}
BOOL LLVOSurfacePatch::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end, S32 face, BOOL pick_transparent, S32 *face_hitp,
									  LLVector4a* intersection,LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent)
	
{

	if (!lineSegmentBoundingBox(start, end))
	{
		return FALSE;
	}

	LLVector4a da;
	da.setSub(end, start);
	LLVector3 delta(da.getF32ptr());
		
	LLVector3 pdelta = delta;
	pdelta.mV[2] = 0;

	F32 plength = pdelta.length();
	
	F32 tdelta = 1.f/plength;

	LLVector3 v_start(start.getF32ptr());

	LLVector3 origin = v_start - mRegionp->getOriginAgent();

	if (mRegionp->getLandHeightRegion(origin) > origin.mV[2])
	{
		//origin is under ground, treat as no intersection
		return FALSE;
	}

	//step one meter at a time until intersection point found

	//VECTORIZE THIS
	const LLVector4a* exta = mDrawable->getSpatialExtents();

	LLVector3 ext[2];
	ext[0].set(exta[0].getF32ptr());
	ext[1].set(exta[1].getF32ptr());

	F32 rad = (delta*tdelta).magVecSquared();

	F32 t = 0.f;
	while ( t <= 1.f)
	{
		LLVector3 sample = origin + delta*t;
		
		if (AABBSphereIntersectR2(ext[0], ext[1], sample+mRegionp->getOriginAgent(), rad))
		{
			F32 height = mRegionp->getLandHeightRegion(sample);
			if (height > sample.mV[2])
			{ //ray went below ground, positive intersection
				//quick and dirty binary search to get impact point
				tdelta = -tdelta*0.5f;
				F32 err_dist = 0.001f;
				F32 dist = fabsf(sample.mV[2] - height);

				while (dist > err_dist && tdelta*tdelta > 0.0f)
				{
					t += tdelta;
					sample = origin+delta*t;
					height = mRegionp->getLandHeightRegion(sample);
					if ((tdelta < 0 && height < sample.mV[2]) ||
						(height > sample.mV[2] && tdelta > 0))
					{ //jumped over intersection point, go back
						tdelta = -tdelta;
					}
					tdelta *= 0.5f;
					dist = fabsf(sample.mV[2] - height);
				}

				if (intersection)
				{
					F32 height = mRegionp->getLandHeightRegion(sample);
					if (fabsf(sample.mV[2]-height) < delta.length()*tdelta)
					{
						sample.mV[2] = mRegionp->getLandHeightRegion(sample);
					}
					intersection->load3((sample + mRegionp->getOriginAgent()).mV);
				}

				if (normal)
				{
					normal->load3((mRegionp->getLand().resolveNormalGlobal(mRegionp->getPosGlobalFromRegion(sample))).mV);
				}

				return TRUE;
			}
		}

		t += tdelta;
		if (t > 1 && t < 1.f+tdelta*0.99f)
		{ //make sure end point is checked (saves vertical lines coming up negative)
			t = 1.f;
		}
	}


	return FALSE;
}
//-----------------------------------------------------------------------------
// applyMask()
//-----------------------------------------------------------------------------
void	LLPolyMorphTarget::applyMask(U8 *maskTextureData, S32 width, S32 height, S32 num_components, BOOL invert)
{
	LLVector4a *clothing_weights = getInfo()->mIsClothingMorph ? mMesh->getWritableClothingWeights() : NULL;

	if (!mVertMask)
	{
		mVertMask = new LLPolyVertexMask(mMorphData);
		mNumMorphMasksPending--;
	}
	else
	{
		// remove effect of previous mask
		F32 *maskWeights = (mVertMask) ? mVertMask->getMorphMaskWeights() : NULL;

		if (maskWeights)
		{
			LLVector4a *coords = mMesh->getWritableCoords();
			LLVector4a *scaled_normals = mMesh->getScaledNormals();
			LLVector4a *scaled_binormals = mMesh->getScaledBinormals();
			LLVector2 *tex_coords = mMesh->getWritableTexCoords();

			LLVector4Logical clothing_mask;
			clothing_mask.clear();
			clothing_mask.setElement<0>();
			clothing_mask.setElement<1>();
			clothing_mask.setElement<2>();


			for(U32 vert = 0; vert < mMorphData->mNumIndices; vert++)
			{
				F32 lastMaskWeight = mLastWeight * maskWeights[vert];
				S32 out_vert = mMorphData->mVertexIndices[vert];

				// remove effect of existing masked morph
				LLVector4a t;
				t = mMorphData->mCoords[vert];
				t.mul(lastMaskWeight);
				coords[out_vert].sub(t);

				t = mMorphData->mNormals[vert];
				t.mul(lastMaskWeight*NORMAL_SOFTEN_FACTOR);
				scaled_normals[out_vert].sub(t);

				t = mMorphData->mBinormals[vert];
				t.mul(lastMaskWeight*NORMAL_SOFTEN_FACTOR);
				scaled_binormals[out_vert].sub(t);

				tex_coords[out_vert] -= mMorphData->mTexCoords[vert] * lastMaskWeight;

				if (clothing_weights)
				{
					LLVector4a clothing_offset = mMorphData->mCoords[vert];
					clothing_offset.mul(lastMaskWeight);
					LLVector4a* clothing_weight = &clothing_weights[out_vert];
					LLVector4a t;
					t.setSub(*clothing_weight, clothing_offset);
					clothing_weight->setSelectWithMask(clothing_mask, t, *clothing_weight);
				}
			}
		}
	}

	// set last weight to 0, since we've removed the effect of this morph
	mLastWeight = 0.f;

	mVertMask->generateMask(maskTextureData, width, height, num_components, invert, clothing_weights);

	apply(mLastSex);
}
Пример #20
0
// Shrink the model to fit
// on a 1x1x1 cube centered at the origin.
// The positions and extents
// multiplied by  mNormalizedScale
// and offset by mNormalizedTranslation
// to be the "original" extents and position.
// Also, the positions will fit
// within the unit cube.
void LLModel::normalizeVolumeFaces()
{

	// ensure we don't have too many faces
	if (mVolumeFaces.size() > LL_SCULPT_MESH_MAX_FACES)
		mVolumeFaces.resize(LL_SCULPT_MESH_MAX_FACES);
	
	if (!mVolumeFaces.empty())
	{
		LLVector4a min, max;
		
		// For all of the volume faces
		// in the model, loop over
		// them and see what the extents
		// of the volume along each axis.
		min = mVolumeFaces[0].mExtents[0];
		max = mVolumeFaces[0].mExtents[1];

		for (U32 i = 1; i < mVolumeFaces.size(); ++i)
		{
			LLVolumeFace& face = mVolumeFaces[i];

			update_min_max(min, max, face.mExtents[0]);
			update_min_max(min, max, face.mExtents[1]);

			if (face.mTexCoords)
			{
				LLVector2& min_tc = face.mTexCoordExtents[0];
				LLVector2& max_tc = face.mTexCoordExtents[1];

				min_tc = face.mTexCoords[0];
				max_tc = face.mTexCoords[0];

				for (U32 j = 1; j < (U32)face.mNumVertices; ++j)
				{
					update_min_max(min_tc, max_tc, face.mTexCoords[j]);
				}
			}
			else
			{
				face.mTexCoordExtents[0].set(0,0);
				face.mTexCoordExtents[1].set(1,1);
			}
		}

		// Now that we have the extents of the model
		// we can compute the offset needed to center
		// the model at the origin.

		// Compute center of the model
		// and make it negative to get translation
		// needed to center at origin.
		LLVector4a trans;
		trans.setAdd(min, max);
		trans.mul(-0.5f);

		// Compute the total size along all
		// axes of the model.
		LLVector4a size;
		size.setSub(max, min);

		// Prevent division by zero.
		F32 x = size[0];
		F32 y = size[1];
		F32 z = size[2];
		F32 w = size[3];
		if (fabs(x)<F_APPROXIMATELY_ZERO)
		{
			x = 1.0;
		}
		if (fabs(y)<F_APPROXIMATELY_ZERO)
		{
			y = 1.0;
		}
		if (fabs(z)<F_APPROXIMATELY_ZERO)
		{
			z = 1.0;
		}
		size.set(x,y,z,w);

		// Compute scale as reciprocal of size
		LLVector4a scale;
		scale.splat(1.f);
		scale.div(size);

		LLVector4a inv_scale(1.f);
		inv_scale.div(scale);

		for (U32 i = 0; i < mVolumeFaces.size(); ++i)
		{
			LLVolumeFace& face = mVolumeFaces[i];

			// We shrink the extents so
			// that they fall within
			// the unit cube.
			face.mExtents[0].add(trans);
			face.mExtents[0].mul(scale);

			face.mExtents[1].add(trans);
			face.mExtents[1].mul(scale);

			// For all the positions, we scale
			// the positions to fit within the unit cube.
			LLVector4a* pos = (LLVector4a*) face.mPositions;
			LLVector4a* norm = (LLVector4a*) face.mNormals;

			for (U32 j = 0; j < (U32)face.mNumVertices; ++j)
			{
			 	pos[j].add(trans);
				pos[j].mul(scale);
				if (norm && !norm[j].equals3(LLVector4a::getZero()))
				{
					norm[j].mul(inv_scale);
					norm[j].normalize3();
				}
			}
		}

		// mNormalizedScale is the scale at which
		// we would need to multiply the model
		// by to get the original size of the
		// model instead of the normalized size.
		LLVector4a normalized_scale;
		normalized_scale.splat(1.f);
		normalized_scale.div(scale);
		mNormalizedScale.set(normalized_scale.getF32ptr());
		mNormalizedTranslation.set(trans.getF32ptr());
		mNormalizedTranslation *= -1.f; 
	}
}
Пример #21
0
void LLSpatialBridge::setVisible(LLCamera& camera_in, std::vector<LLDrawable*>* results, BOOL for_select)
{
	if (!gPipeline.hasRenderType(mDrawableType))
	{
		return;
	}


	//HACK don't draw attachments for avatars that haven't been visible in more than a frame
	LLViewerObject *vobj = mDrawable->getVObj();
	if (vobj && vobj->isAttachment() && !vobj->isHUDAttachment())
	{
		LLDrawable* av;
		LLDrawable* parent = mDrawable->getParent();

		if (parent)
		{
			LLViewerObject* objparent = parent->getVObj();
			av = objparent->mDrawable;
			LLSpatialGroup* group = av->getSpatialGroup();

			BOOL impostor = FALSE;
			BOOL loaded = FALSE;
			if (objparent->isAvatar())
			{
				LLVOAvatar* avatarp = (LLVOAvatar*) objparent;
				if (avatarp->isVisible())
				{
					impostor = objparent->isAvatar() && ((LLVOAvatar*) objparent)->isImpostor();
					loaded   = objparent->isAvatar() && ((LLVOAvatar*) objparent)->isFullyLoaded();
				}
				else
				{
					return;
				}
			}

			if (!group ||
				LLDrawable::getCurrentFrame() - av->mVisible > 1 ||
				impostor ||
				!loaded)
			{
				return;
			}
		}
	}
	

	LLSpatialGroup* group = (LLSpatialGroup*) mOctree->getListener(0);
	group->rebound();
	
	LLVector4a center;
	center.setAdd(mExtents[0], mExtents[1]);
	center.mul(0.5f);
	LLVector4a size;
	size.setSub(mExtents[1], mExtents[0]);
	size.mul(0.5f);

	if ((LLPipeline::sShadowRender && camera_in.AABBInFrustum(center, size)) ||
		LLPipeline::sImpostorRender ||
		(camera_in.AABBInFrustumNoFarClip(center, size) && 
		AABBSphereIntersect(mExtents[0], mExtents[1], camera_in.getOrigin(), camera_in.mFrustumCornerDist)))
	{
		if (!LLPipeline::sImpostorRender &&
			!LLPipeline::sShadowRender && 
			LLPipeline::calcPixelArea(center, size, camera_in) < FORCE_INVISIBLE_AREA)
		{
			return;
		}

		LLDrawable::setVisible(camera_in);
		
		if (for_select)
		{
			results->push_back(mDrawable);
			if (mDrawable->getVObj())
			{
				LLViewerObject::const_child_list_t& child_list = mDrawable->getVObj()->getChildren();
				for (LLViewerObject::child_list_t::const_iterator iter = child_list.begin();
					 iter != child_list.end(); iter++)
				{
					LLViewerObject* child = *iter;
					LLDrawable* drawable = child->mDrawable;					
					results->push_back(drawable);
				}
			}
		}
		else 
		{
			LLCamera trans_camera = transformCamera(camera_in);
			LLOctreeMarkNotCulled culler(&trans_camera);
			culler.traverse(mOctree);
		}		
	}
}
Пример #22
0
BOOL LLFace::genVolumeBBoxes(const LLVolume &volume, S32 f,
								const LLMatrix4& mat_vert_in, const LLMatrix3& mat_normal_in, BOOL global_volume)
{
	LLMemType mt1(LLMemType::MTYPE_DRAWABLE);

	//get bounding box
	if (mDrawablep->isState(LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION
#if MESH_ENABLED
		| LLDrawable::REBUILD_RIGGED
#endif //MESH_ENABLED
		))
	{
		//VECTORIZE THIS
		LLMatrix4a mat_vert;
		mat_vert.loadu(mat_vert_in);

		LLMatrix4a mat_normal;
		mat_normal.loadu(mat_normal_in);

		//if (mDrawablep->isState(LLDrawable::REBUILD_VOLUME))
		//{ //vertex buffer no longer valid
		//	mVertexBuffer = NULL;
		//	mLastVertexBuffer = NULL;
		//}

		//VECTORIZE THIS
		LLVector4a min,max;
	
		if (f >= volume.getNumVolumeFaces())
		{
			llwarns << "Generating bounding box for invalid face index!" << llendl;
			f = 0;
		}

		const LLVolumeFace &face = volume.getVolumeFace(f);
		min = face.mExtents[0];
		max = face.mExtents[1];
		
		llassert(less_than_max_mag(min));
		llassert(less_than_max_mag(max));

		//min, max are in volume space, convert to drawable render space
		LLVector4a center;
		LLVector4a t;
		t.setAdd(min, max);
		t.mul(0.5f);
		mat_vert.affineTransform(t, center);
		LLVector4a size;
		size.setSub(max, min);
		size.mul(0.5f);

		llassert(less_than_max_mag(min));
		llassert(less_than_max_mag(max));

		if (!global_volume)
		{
			//VECTORIZE THIS
			LLVector4a scale;
			scale.load3(mDrawablep->getVObj()->getScale().mV);
			size.mul(scale);
		}

		mat_normal.mMatrix[0].normalize3fast();
		mat_normal.mMatrix[1].normalize3fast();
		mat_normal.mMatrix[2].normalize3fast();
		
		LLVector4a v[4];

		//get 4 corners of bounding box
		mat_normal.rotate(size,v[0]);

		//VECTORIZE THIS
		LLVector4a scale;
		
		scale.set(-1.f, -1.f, 1.f);
		scale.mul(size);
		mat_normal.rotate(scale, v[1]);
		
		scale.set(1.f, -1.f, -1.f);
		scale.mul(size);
		mat_normal.rotate(scale, v[2]);
		
		scale.set(-1.f, 1.f, -1.f);
		scale.mul(size);
		mat_normal.rotate(scale, v[3]);

		LLVector4a& newMin = mExtents[0];
		LLVector4a& newMax = mExtents[1];
		
		newMin = newMax = center;
		
		llassert(less_than_max_mag(center));
		
		for (U32 i = 0; i < 4; i++)
		{
			LLVector4a delta;
			delta.setAbs(v[i]);
			LLVector4a min;
			min.setSub(center, delta);
			LLVector4a max;
			max.setAdd(center, delta);

			newMin.setMin(newMin,min);
			newMax.setMax(newMax,max);

			llassert(less_than_max_mag(newMin));
			llassert(less_than_max_mag(newMax));
		}

		if (!mDrawablep->isActive())
		{
			LLVector4a offset;
			offset.load3(mDrawablep->getRegion()->getOriginAgent().mV);
			newMin.add(offset);
			newMax.add(offset);
			
			llassert(less_than_max_mag(newMin));
			llassert(less_than_max_mag(newMax));
		}

		t.setAdd(newMin, newMax);
		t.mul(0.5f);

		llassert(less_than_max_mag(t));
		
		//VECTORIZE THIS
		mCenterLocal.set(t.getF32ptr());
		
		llassert(less_than_max_mag(newMin));
		llassert(less_than_max_mag(newMax));

		t.setSub(newMax,newMin);
		mBoundingSphereRadius = t.getLength3().getF32()*0.5f;

		updateCenterAgent();
	}

	return TRUE;
}