phoenix-firestorm/indra/newview/llhudeffectbeam.cpp

372 lines
8.9 KiB
C++

/**
* @file llhudeffectbeam.cpp
* @brief LLHUDEffectBeam class implementation
*
* Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "llviewerprecompiledheaders.h"
#include "llhudeffectbeam.h"
#include "message.h"
#include "llviewerobjectlist.h"
#include "llagent.h"
#include "lldrawable.h"
#include "llfontgl.h"
#include "llgl.h"
#include "llglheaders.h"
#include "llhudrender.h"
#include "llimagegl.h"
#include "llsphere.h"
#include "llviewercamera.h"
#include "llvoavatar.h"
#include "llviewercontrol.h"
const F32 BEAM_SPACING = 0.075f;
LLHUDEffectBeam::LLHUDEffectBeam(const U8 type) : LLHUDEffect(type)
{
mKillTime = mDuration;
// Initialize all of these to defaults
S32 i;
for (i = 0; i < NUM_POINTS; i++)
{
mInterp[i].setStartTime(BEAM_SPACING*i);
mInterp[i].setEndTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i);
mInterp[i].start();
mInterpFade[i].setStartTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i - 0.5f*NUM_POINTS*BEAM_SPACING);
mInterpFade[i].setEndTime(BEAM_SPACING*NUM_POINTS + BEAM_SPACING*i);
mInterpFade[i].setStartVal(1.f);
mInterpFade[i].setEndVal(0.f);
}
// Setup default timeouts and fade animations.
F32 fade_length;
fade_length = llmin(0.5f, mDuration);
mFadeInterp.setStartTime(mKillTime - fade_length);
mFadeInterp.setEndTime(mKillTime);
mFadeInterp.setStartVal(1.f);
mFadeInterp.setEndVal(0.f);
}
LLHUDEffectBeam::~LLHUDEffectBeam()
{
}
void LLHUDEffectBeam::packData(LLMessageSystem *mesgsys)
{
if (!mSourceObject)
{
llwarns << "Missing source object!" << llendl;
}
// Pack the default data
LLHUDEffect::packData(mesgsys);
// Pack the type-specific data. Uses a fun packed binary format. Whee!
// 16 + 24 + 1 = 41
U8 packed_data[41];
memset(packed_data, 0, 41);
if (mSourceObject)
{
htonmemcpy(packed_data, mSourceObject->mID.mData, MVT_LLUUID, 16);
}
if (mTargetObject)
{
packed_data[16] = 1;
}
else
{
packed_data[16] = 0;
}
if (mTargetObject)
{
htonmemcpy(&(packed_data[17]), mTargetObject->mID.mData, MVT_LLUUID, 16);
}
else
{
htonmemcpy(&(packed_data[17]), mTargetPos.mdV, MVT_LLVector3d, 24);
}
mesgsys->addBinaryDataFast(_PREHASH_TypeData, packed_data, 41);
}
void LLHUDEffectBeam::unpackData(LLMessageSystem *mesgsys, S32 blocknum)
{
llerrs << "Got beam!" << llendl;
BOOL use_target_object;
LLVector3d new_target;
U8 packed_data[41];
LLHUDEffect::unpackData(mesgsys, blocknum);
LLUUID source_id;
LLUUID target_id;
S32 size = mesgsys->getSizeFast(_PREHASH_Effect, blocknum, _PREHASH_TypeData);
if (size != 41)
{
llwarns << "Beam effect with bad size " << size << llendl;
return;
}
mesgsys->getBinaryDataFast(_PREHASH_Effect, _PREHASH_TypeData, packed_data, 41, blocknum);
htonmemcpy(source_id.mData, packed_data, MVT_LLUUID, 16);
LLViewerObject *objp = gObjectList.findObject(source_id);
if (objp)
{
setSourceObject(objp);
}
use_target_object = packed_data[16];
if (use_target_object)
{
htonmemcpy(target_id.mData, &packed_data[17], MVT_LLUUID, 16);
LLViewerObject *objp = gObjectList.findObject(target_id);
if (objp)
{
setTargetObject(objp);
}
}
else
{
htonmemcpy(new_target.mdV, &(packed_data[17]), MVT_LLVector3d, 24);
setTargetPos(new_target);
}
// We've received an update for the effect, update the various timeouts
// and fade animations.
mKillTime = mTimer.getElapsedTimeF32() + mDuration;
F32 fade_length;
fade_length = llmin(0.5f, mDuration);
mFadeInterp.setStartTime(mKillTime - fade_length);
mFadeInterp.setEndTime(mKillTime);
mFadeInterp.setStartVal(1.f);
mFadeInterp.setEndVal(0.f);
}
void LLHUDEffectBeam::setSourceObject(LLViewerObject *objp)
{
if (objp->isDead())
{
llwarns << "HUDEffectBeam: Source object is dead!" << llendl;
mSourceObject = NULL;
return;
}
if (mSourceObject == objp)
{
return;
}
mSourceObject = objp;
if (mSourceObject)
{
S32 i;
for (i = 0; i < NUM_POINTS; i++)
{
if (mSourceObject->isAvatar())
{
LLViewerObject *objp = mSourceObject;
LLVOAvatar *avatarp = (LLVOAvatar *)objp;
LLVector3d hand_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition());
mInterp[i].setStartVal(hand_pos_global);
mInterp[i].start();
}
else
{
mInterp[i].setStartVal(mSourceObject->getPositionGlobal());
mInterp[i].start();
}
}
}
}
void LLHUDEffectBeam::setTargetObject(LLViewerObject *objp)
{
if (mTargetObject->isDead())
{
llwarns << "HUDEffectBeam: Target object is dead!" << llendl;
}
mTargetObject = objp;
}
void LLHUDEffectBeam::setTargetPos(const LLVector3d &pos_global)
{
mTargetPos = pos_global;
mTargetObject = NULL;
}
void LLHUDEffectBeam::render()
{
if (!mSourceObject)
{
markDead();
return;
}
if (mSourceObject->isDead())
{
markDead();
return;
}
F32 time = mTimer.getElapsedTimeF32();
// Kill us if our time is over...
if (mKillTime < time)
{
markDead();
return;
}
LLGLSPipelineAlpha gls_pipeline_alpha;
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
// Interpolate the global fade alpha
mFadeInterp.update(time);
if (mTargetObject.notNull() && mTargetObject->mDrawable.notNull())
{
// use viewer object position on freshly created objects
if (mTargetObject->mDrawable->getGeneration() == -1)
{
mTargetPos = mTargetObject->getPositionGlobal();
}
// otherwise use drawable
else
{
mTargetPos = gAgent.getPosGlobalFromAgent(mTargetObject->mDrawable->getPositionAgent());
}
}
// Init the color of the particles
LLColor4U coloru = mColor;
/*
// This is disabled for now - DJS
// Fade the alpha
coloru.mV[3] = mFadeInterp.getCurVal()*mColor.mV[3];
// Draw a regular "beam" that connects the source and target
// First, figure out start and end positions relative to the camera
LLVector3 start_pos_agent;
if (mSourceObject->getPCode() == LL_PCODE_LEGACY_AVATAR)
{
LLViewerObject *objp = mSourceObject;
LLVOAvatar *avatarp = (LLVOAvatar *)objp;
LLVector3d hand_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition());
start_pos_agent = gAgent.getPosAgentFromGlobal(hand_pos_global);
}
else
{
start_pos_agent = mSourceObject->getPositionAgent();
}
LLVector3 start_pos_camera = (start_pos_agent - gAgent.getCameraPositionAgent());
LLVector3 target_pos_agent = gAgent.getPosAgentFromGlobal(mTargetPos);
LLVector3 target_pos_camera = target_pos_agent - gAgent.getCameraPositionAgent();
// Generate the right "up" vector which is perpendicular to the beam, make it 1/10 meter wide, going to a point.
LLVector3 camera_up = gCamera->getUpAxis();
LLVector3 camera_at = gCamera->getAtAxis();
LLVector3 up = target_pos_camera % start_pos_camera;
up.normVec();
up *= 0.1f;
// Draw the triangle for the beam.
LLVector3 vertex;
glColor4ubv(coloru.mV);
glBegin(GL_TRIANGLE_STRIP);
vertex = start_pos_agent + up;
glVertex3fv(vertex.mV);
vertex = start_pos_agent - up;
glVertex3fv(vertex.mV);
vertex = target_pos_agent;
glVertex3fv(vertex.mV);
glEnd();
*/
// Draw the particles
S32 i;
for (i = 0; i < NUM_POINTS; i++)
{
mInterp[i].update(time);
if (!mInterp[i].isActive())
{
continue;
}
mInterpFade[i].update(time);
if (mInterp[i].isDone())
{
// Reinitialize the particle when the particle has finished its animation.
setupParticle(i);
}
F32 frac = mInterp[i].getCurFrac();
F32 scale = 0.025f + fabs(0.05f*sin(2.f*F_PI*(frac - time)));
scale *= mInterpFade[i].getCurVal();
LLVector3 pos_agent = gAgent.getPosAgentFromGlobal(mInterp[i].getCurVal());
F32 alpha = mFadeInterp.getCurVal()*mColor.mV[3];
alpha *= mInterpFade[i].getCurVal();
coloru.mV[3] = (U8)alpha;
glColor4ubv(coloru.mV);
glPushMatrix();
glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
glScalef(scale, scale, scale);
gSphere.render(0);
glPopMatrix();
}
}
void LLHUDEffectBeam::setupParticle(const S32 i)
{
LLVector3d start_pos_global;
if (mSourceObject->getPCode() == LL_PCODE_LEGACY_AVATAR)
{
LLViewerObject *objp = mSourceObject;
LLVOAvatar *avatarp = (LLVOAvatar *)objp;
start_pos_global = gAgent.getPosGlobalFromAgent(avatarp->mWristLeftp->getWorldPosition());
}
else
{
start_pos_global = mSourceObject->getPositionGlobal();
}
// Generate a random offset for the target point.
const F32 SCALE = 0.5f;
F32 x, y, z;
x = ll_frand(SCALE) - 0.5f*SCALE;
y = ll_frand(SCALE) - 0.5f*SCALE;
z = ll_frand(SCALE) - 0.5f*SCALE;
LLVector3d target_pos_global(mTargetPos);
target_pos_global += LLVector3d(x, y, z);
mInterp[i].setStartTime(mInterp[i].getEndTime());
mInterp[i].setEndTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS);
mInterp[i].setStartVal(start_pos_global);
mInterp[i].setEndVal(target_pos_global);
mInterp[i].start();
// Setup the interpolator that fades out the alpha.
mInterpFade[i].setStartTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS - 0.5f*NUM_POINTS*BEAM_SPACING);
mInterpFade[i].setEndTime(mInterp[i].getStartTime() + BEAM_SPACING*NUM_POINTS - 0.05f);
mInterpFade[i].start();
}