phoenix-firestorm/indra/newview/lltoolface.cpp

386 lines
11 KiB
C++

/**
* @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]
// #include "llpanelface.h" // <FS:Zi> switchable edit texture/materials panel - include not needed
// <FS:Zi> Add control to drag texture faces around
#include "llspinctrl.h"
#include "llkeyboard.h"
#include "llwindow.h"
bool LLToolFace::mTextureGrabbed = false;
LLViewerObject* LLToolFace::mTextureObject = nullptr;
S32 LLToolFace::mFaceGrabbed=0;
#undef TEXTURE_GRAB_UPDATE_REGULARLY // continuous update of texture grabbing, might cause twitching
// </FS:Zi>
//
// 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)
{
gViewerWindow->pickAsync(x, y, mask, pickCallback);
mGrabX = x;
mGrabY = y;
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);
}
// <FS:Zi> 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;
// </FS:Zi>
}
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(); // <FS:Zi> Add control to drag texture faces around
}
void LLToolFace::render()
{
// <FS:Zi> 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)
{
// <FS:Zi> switchable edit texture/materials panel
// LLPanelFace* panelFace=toolsFloater->mPanelFace;
// if(panelFace)
// {
// panelFace->refresh();
// }
toolsFloater->refreshPanelFace();
// </FS:Zi>
}
#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 = nullptr;
LLToolFace::mFaceGrabbed = 0;
}
bool LLToolFace::handleMouseUp(S32 x, S32 y, MASK mask)
{
if (mTextureObject)
{
mTextureObject->sendTEUpdate();
}
gViewerWindow->showCursor();
LLToolFace::mTextureGrabbed = false;
return true;
}
// </FS:Zi>