/** * @file lltoolface.cpp * @brief A tool to manipulate faces * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" // File includes #include "lltoolface.h" // Library includes #include "llfloaterreg.h" #include "v3math.h" // Viewer includes #include "llviewercontrol.h" #include "llselectmgr.h" #include "llviewerobject.h" #include "llviewerwindow.h" #include "llfloatertools.h" // [RLVa:KB] - Checked: RLVa-2.1.0 #include "rlvactions.h" // [/RLVa:KB] // Add control to drag texture faces around #include "llpanelface.h" #include "llspinctrl.h" #include "llkeyboard.h" #include "llwindow.h" BOOL LLToolFace::mTextureGrabbed=FALSE; LLViewerObject* LLToolFace::mTextureObject=NULL; S32 LLToolFace::mFaceGrabbed=0; #undef TEXTURE_GRAB_UPDATE_REGULARLY // continuous update of texture grabbing, might cause twitching // // // Member functions // LLToolFace::LLToolFace() : LLTool(std::string("Texture")) { } LLToolFace::~LLToolFace() { } BOOL LLToolFace::handleDoubleClick(S32 x, S32 y, MASK mask) { if (!LLSelectMgr::getInstance()->getSelection()->isEmpty()) { // You should already have an object selected from the mousedown. // If so, show its properties LLFloaterReg::showInstance("build", "Texture"); return TRUE; } else { // Nothing selected means the first mouse click was probably // bad, so try again. return FALSE; } } BOOL LLToolFace::handleMouseDown(S32 x, S32 y, MASK mask) { mGrabX=x; mGrabY=y; gViewerWindow->pickAsync(x, y, mask, pickCallback); return TRUE; } void LLToolFace::pickCallback(const LLPickInfo& pick_info) { LLViewerObject* hit_obj = pick_info.getObject(); if (hit_obj) { S32 hit_face = pick_info.mObjectFace; if (hit_obj->isAvatar()) { // ...clicked on an avatar, so don't do anything return; } // [RLVa:KB] - Checked: RLVa-1.3.0 if ( (RlvActions::isRlvEnabled()) && ((!RlvActions::canEdit(hit_obj)) || (!RlvActions::canInteract(hit_obj, pick_info.mObjectOffset))) ) { return; } // [/RLVa:KB] // ...clicked on a world object, try to pick the appropriate face if (pick_info.mKeyMask & MASK_SHIFT) { // If object not selected, need to inform sim if ( !hit_obj->isSelected() ) { // object wasn't selected so add the object and face LLSelectMgr::getInstance()->selectObjectOnly(hit_obj, hit_face); } else if (!LLSelectMgr::getInstance()->getSelection()->contains(hit_obj, hit_face) ) { // object is selected, but not this face, so add it. LLSelectMgr::getInstance()->addAsIndividual(hit_obj, hit_face); } else { // object is selected, as is this face, so remove the face. LLSelectMgr::getInstance()->remove(hit_obj, hit_face); // BUG: If you remove the last face, the simulator won't know about it. } } else { // clicked without modifiers, select only // this face LLSelectMgr::getInstance()->deselectAll(); LLSelectMgr::getInstance()->selectObjectOnly(hit_obj, hit_face); } // Add control to drag texture faces around if(gSavedSettings.getBOOL("FSExperimentalDragTexture")) { // if the same object and face was clicked as before, assume the user wants to grab it if(LLToolFace::mTextureObject==hit_obj && LLToolFace::mFaceGrabbed==pick_info.mObjectFace) { LLToolFace::mTextureGrabbed=TRUE; gViewerWindow->hideCursor(); } else { LLToolFace::mTextureGrabbed=FALSE; gViewerWindow->showCursor(); } } // remember the object being selected so we can check for grabbing later LLToolFace::mTextureObject=hit_obj; // also remember the selected object face LLToolFace::mFaceGrabbed=pick_info.mObjectFace; // } else { if (!(pick_info.mKeyMask == MASK_SHIFT)) { LLSelectMgr::getInstance()->deselectAll(); } } } void LLToolFace::handleSelect() { // From now on, draw faces LLSelectMgr::getInstance()->setTEMode(TRUE); } void LLToolFace::handleDeselect() { // Stop drawing faces LLSelectMgr::getInstance()->setTEMode(FALSE); stopGrabbing(); // Add control to drag texture faces around } void LLToolFace::render() { // Add control to drag texture faces around // // for now, do nothing #ifdef TEXTURE_GRAB_UPDATE_REGULARLY static S32 updateCounter=0; static BOOL teDirty=FALSE; #endif // do nothing if no texture was grabbed or no associated object was found, or the object is no modify if(!LLToolFace::mTextureGrabbed || !LLToolFace::mTextureObject || !mTextureObject->permModify()) { return; } // This is a rather lazy way of doing this, but the methods tried further down // didn't lead to the necessary accuracy. More research will be done to see if // it can be improved somehow. // get the mouse distance from the original grabbing point S32 dx=gViewerWindow->getCurrentMouseX()-mGrabX; S32 dy=mGrabY-gViewerWindow->getCurrentMouseY(); // if no movement took place, stop here if(dx==0 && dy==0) { return; } // move the mouse back to the grabbing point gViewerWindow->getWindow()->setCursorPosition(LLCoordWindow(mGrabX,gViewerWindow->getWindowHeightRaw()-mGrabY-1)); F32 u; F32 v; F32 scaleU; F32 scaleV; // get texture coordinates and scale from the currently edited face mTextureObject->getTE(mFaceGrabbed)->getOffset(&u,&v); mTextureObject->getTE(mFaceGrabbed)->getScale(&scaleU,&scaleV); // get the status of modifier keys MASK mask=gKeyboard->currentMask(FALSE); // scale mode // if(mask & MASK_ALT) if(gKeyboard->getKeyDown(KEY_CAPSLOCK)) { // set the value scaling based on SHIFT and CTRL keys being used F32 scale=10.0f; if(mask & MASK_CONTROL) scale=100.0f; else if(mask & MASK_SHIFT) scale=1000.0f; // recalculate texture scale scaleU-=(F32) dx/scale; scaleV+=(F32) dy/scale; // Bounds check if(scaleU<0.0f) scaleU=0.0f; if(scaleV<0.0f) scaleV=0.0f; // apply new texture scale mTextureObject->setTEScale(mFaceGrabbed,scaleU,scaleV); } // drag mode else { // set the value scaling based on SHIFT and CTRL keys being used F32 scale=100.0f; if(mask & MASK_CONTROL) scale=1000.0f; else if(mask & MASK_SHIFT) scale=10000.0f; // recalculate texture position u-=(F32) dx/scale*scaleU; v+=(F32) dy/scale*scaleV; // Bounds check and roll over if (u> 1.0f) u-=1.0f; else if(u<-1.0f) u+=1.0f; if (v> 1.0f) v-=1.0f; else if(v<-1.0f) v+=1.0f; // apply new texture position mTextureObject->setTEOffset(mFaceGrabbed,u,v); } // update the build floater to reflect the new values LLFloaterTools* toolsFloater=(LLFloaterTools*) LLFloaterReg::findInstance("build"); if(toolsFloater) { LLPanelFace* panelFace=toolsFloater->mPanelFace; if(panelFace) { panelFace->refresh(); } } #ifdef TEXTURE_GRAB_UPDATE_REGULARLY teDirty=TRUE; updateCounter++; if(updateCounter==10) { mTextureObject->sendTEUpdate(); updateCounter=0; teDirty=FALSE; } #endif // this is one way I would rather do it than tracking mouse deltas, because it // would take rotations into account. However, mSTCoords seems too coarse to be useful /* S32 x=gViewerWindow->getCurrentMouseX(); S32 y=gViewerWindow->getCurrentMouseY(); const LLPickInfo& pick=gViewerWindow->pickImmediate(x,y,TRUE); if(pick.getObjectID()!=LLToolFace::mTextureObject->getID() || pick.mObjectFace!=LLToolFace::mFaceGrabbed) { return; } LL_WARNS() << x << " " << y << " " << pick.mSTCoords.mV[VX] << " " << pick.mSTCoords.mV[VY] << LL_ENDL; */ // this is another way I would rather do it than tracking mouse deltas, because it // would take rotations into account. However, mSTCoords seems too coarse to be useful /* S32 x=gViewerWindow->getCurrentMouseX(); S32 y=gViewerWindow->getCurrentMouseY(); S32 gDebugRaycastFaceHit = -1; LLVector3 gDebugRaycastIntersection; LLVector2 gDebugRaycastTexCoord; LLVector3 gDebugRaycastNormal; LLVector3 gDebugRaycastBinormal; LLVector3 gDebugRaycastStart; LLVector3 gDebugRaycastEnd; gDebugRaycastObject = gViewerWindow->cursorIntersect(x,y, 512.f, mTextureObject, mFaceGrabbed, FALSE, &gDebugRaycastFaceHit, &gDebugRaycastIntersection, &gDebugRaycastTexCoord, &gDebugRaycastNormal, &gDebugRaycastBinormal, &gDebugRaycastStart, &gDebugRaycastEnd ); if(!gDebugRaycastObject || gDebugRaycastFaceHit!=LLToolFace::mFaceGrabbed) { return; } */ } void LLToolFace::stopGrabbing() { if(mTextureObject) { mTextureObject->sendTEUpdate(); } gViewerWindow->showCursor(); LLToolFace::mTextureGrabbed=FALSE; LLToolFace::mTextureObject=NULL; LLToolFace::mFaceGrabbed=0; } BOOL LLToolFace::handleMouseUp(S32 x, S32 y, MASK mask) { if(mTextureObject) { mTextureObject->sendTEUpdate(); } gViewerWindow->showCursor(); LLToolFace::mTextureGrabbed=FALSE; return TRUE; } //