phoenix-firestorm/indra/newview/llhudeffectlookat.cpp

907 lines
29 KiB
C++

/**
* @file llhudeffectlookat.cpp
* @brief LLHUDEffectLookAt class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* 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"
#include "llhudeffectlookat.h"
#include "llrender.h"
#include "message.h"
#include "llagent.h"
#include "llagentcamera.h"
#include "llvoavatar.h"
#include "lldrawable.h"
#include "llviewerobjectlist.h"
#include "llrendersphere.h"
#include "llselectmgr.h"
#include "llglheaders.h"
#include "llhudrender.h"
#include "llresmgr.h"
#include "llviewerwindow.h"
#include "llavatarnamecache.h"
#include "llxmltree.h"
#include "llviewercontrol.h"
// [RLVa:KC] - Firestrom specific
#include "rlvhandler.h"
// [/RLVa:KC]
//BOOL LLHUDEffectLookAt::sDebugLookAt = FALSE;
// packet layout
const S32 SOURCE_AVATAR = 0;
const S32 TARGET_OBJECT = 16;
const S32 TARGET_POS = 32;
const S32 LOOKAT_TYPE = 56;
const S32 PKT_SIZE = 57;
// throttle
const F32 MAX_SENDS_PER_SEC = 4.f;
const F32 MIN_DELTAPOS_FOR_UPDATE_SQUARED = 0.05f * 0.05f;
const F32 MIN_TARGET_OFFSET_SQUARED = 0.0001f;
// can't use actual F32_MAX, because we add this to the current frametime
const F32 MAX_TIMEOUT = F32_MAX / 2.f;
/**
* Simple data class holding values for a particular type of attention.
*/
class LLAttention
{
public:
LLAttention()
: mTimeout(0.f),
mPriority(0.f)
{}
LLAttention(F32 timeout, F32 priority, const std::string& name, LLColor3 color) :
mTimeout(timeout), mPriority(priority), mName(name), mColor(color)
{
}
F32 mTimeout, mPriority;
std::string mName;
LLColor3 mColor;
};
/**
* Simple data class holding a list of attentions, one for every type.
*/
class LLAttentionSet
{
public:
LLAttentionSet(const LLAttention attentions[])
{
for(int i=0; i<LOOKAT_NUM_TARGETS; i++)
{
mAttentions[i] = attentions[i];
}
}
LLAttention mAttentions[LOOKAT_NUM_TARGETS];
LLAttention& operator[](int idx) { return mAttentions[idx]; }
};
// Default attribute set data.
// Used to initialize the global attribute set objects, one of which will be
// refered to by the hud object at any given time.
// Note that the values below are only the default values and that any or all of them
// can be overwritten with customizing data from the XML file. The actual values below
// are those that will give exactly the same look-at behavior as before the ability
// to customize was added. - MG
static const
LLAttention
BOY_ATTS[] = { // default set of masculine attentions
LLAttention(MAX_TIMEOUT, 0, "None", LLColor3(0.3f, 0.3f, 0.3f)), // LOOKAT_TARGET_NONE
LLAttention(3.f, 1, "Idle", LLColor3(0.5f, 0.5f, 0.5f)), // LOOKAT_TARGET_IDLE
LLAttention(4.f, 3, "AutoListen", LLColor3(0.5f, 0.5f, 0.5f)), // LOOKAT_TARGET_AUTO_LISTEN
LLAttention(2.f, 2, "FreeLook", LLColor3(0.5f, 0.5f, 0.9f)), // LOOKAT_TARGET_FREELOOK
LLAttention(4.f, 3, "Respond", LLColor3(0.0f, 0.0f, 0.0f)), // LOOKAT_TARGET_RESPOND
LLAttention(1.f, 4, "Hover", LLColor3(0.5f, 0.9f, 0.5f)), // LOOKAT_TARGET_HOVER
LLAttention(MAX_TIMEOUT, 0, "Conversation", LLColor3(0.1f, 0.1f, 0.5f)), // LOOKAT_TARGET_CONVERSATION
LLAttention(MAX_TIMEOUT, 6, "Select", LLColor3(0.9f, 0.5f, 0.5f)), // LOOKAT_TARGET_SELECT
LLAttention(MAX_TIMEOUT, 6, "Focus", LLColor3(0.9f, 0.5f, 0.9f)), // LOOKAT_TARGET_FOCUS
LLAttention(MAX_TIMEOUT, 7, "Mouselook", LLColor3(0.9f, 0.9f, 0.5f)), // LOOKAT_TARGET_MOUSELOOK
LLAttention(0.f, 8, "Clear", LLColor3(1.0f, 1.0f, 1.0f)), // LOOKAT_TARGET_CLEAR
},
GIRL_ATTS[] = { // default set of feminine attentions
LLAttention(MAX_TIMEOUT, 0, "None", LLColor3(0.3f, 0.3f, 0.3f)), // LOOKAT_TARGET_NONE
LLAttention(3.f, 1, "Idle", LLColor3(0.5f, 0.5f, 0.5f)), // LOOKAT_TARGET_IDLE
LLAttention(4.f, 3, "AutoListen", LLColor3(0.5f, 0.5f, 0.5f)), // LOOKAT_TARGET_AUTO_LISTEN
LLAttention(2.f, 2, "FreeLook", LLColor3(0.5f, 0.5f, 0.9f)), // LOOKAT_TARGET_FREELOOK
LLAttention(4.f, 3, "Respond", LLColor3(0.0f, 0.0f, 0.0f)), // LOOKAT_TARGET_RESPOND
LLAttention(1.f, 4, "Hover", LLColor3(0.5f, 0.9f, 0.5f)), // LOOKAT_TARGET_HOVER
LLAttention(MAX_TIMEOUT, 0, "Conversation", LLColor3(0.1f, 0.1f, 0.5f)), // LOOKAT_TARGET_CONVERSATION
LLAttention(MAX_TIMEOUT, 6, "Select", LLColor3(0.9f, 0.5f, 0.5f)), // LOOKAT_TARGET_SELECT
LLAttention(MAX_TIMEOUT, 6, "Focus", LLColor3(0.9f, 0.5f, 0.9f)), // LOOKAT_TARGET_FOCUS
LLAttention(MAX_TIMEOUT, 7, "Mouselook", LLColor3(0.9f, 0.9f, 0.5f)), // LOOKAT_TARGET_MOUSELOOK
LLAttention(0.f, 8, "Clear", LLColor3(1.0f, 1.0f, 1.0f)), // LOOKAT_TARGET_CLEAR
};
static LLAttentionSet
gBoyAttentions(BOY_ATTS),
gGirlAttentions(GIRL_ATTS);
static BOOL loadGender(LLXmlTreeNode* gender)
{
if( !gender)
{
return FALSE;
}
std::string str;
gender->getAttributeString("name", str);
LLAttentionSet& attentions = (str.compare("Masculine") == 0) ? gBoyAttentions : gGirlAttentions;
for (LLXmlTreeNode* attention_node = gender->getChildByName( "param" );
attention_node;
attention_node = gender->getNextNamedChild())
{
attention_node->getAttributeString("attention", str);
LLAttention* attention;
if (str == "idle") attention = &attentions[LOOKAT_TARGET_IDLE];
else if(str == "auto_listen") attention = &attentions[LOOKAT_TARGET_AUTO_LISTEN];
else if(str == "freelook") attention = &attentions[LOOKAT_TARGET_FREELOOK];
else if(str == "respond") attention = &attentions[LOOKAT_TARGET_RESPOND];
else if(str == "hover") attention = &attentions[LOOKAT_TARGET_HOVER];
else if(str == "conversation") attention = &attentions[LOOKAT_TARGET_CONVERSATION];
else if(str == "select") attention = &attentions[LOOKAT_TARGET_SELECT];
else if(str == "focus") attention = &attentions[LOOKAT_TARGET_FOCUS];
else if(str == "mouselook") attention = &attentions[LOOKAT_TARGET_MOUSELOOK];
else return FALSE;
F32 priority, timeout;
attention_node->getAttributeF32("priority", priority);
attention_node->getAttributeF32("timeout", timeout);
if(timeout < 0) timeout = MAX_TIMEOUT;
attention->mPriority = priority;
attention->mTimeout = timeout;
}
return TRUE;
}
static BOOL loadAttentions()
{
static BOOL first_time = TRUE;
if( ! first_time)
{
return TRUE; // maybe not ideal but otherwise it can continue to fail forever.
}
first_time = FALSE;
std::string filename;
filename = gDirUtilp->getExpandedFilename(LL_PATH_CHARACTER,"attentions.xml");
LLXmlTree xml_tree;
BOOL success = xml_tree.parseFile( filename, FALSE );
if( !success )
{
return FALSE;
}
LLXmlTreeNode* root = xml_tree.getRoot();
if( !root )
{
return FALSE;
}
//-------------------------------------------------------------------------
// <linden_attentions version="1.0"> (root)
//-------------------------------------------------------------------------
if( !root->hasName( "linden_attentions" ) )
{
LL_WARNS() << "Invalid linden_attentions file header: " << filename << LL_ENDL;
return FALSE;
}
std::string version;
static LLStdStringHandle version_string = LLXmlTree::addAttributeString("version");
if( !root->getFastAttributeString( version_string, version ) || (version != "1.0") )
{
LL_WARNS() << "Invalid linden_attentions file version: " << version << LL_ENDL;
return FALSE;
}
//-------------------------------------------------------------------------
// <gender>
//-------------------------------------------------------------------------
for (LLXmlTreeNode* child = root->getChildByName( "gender" );
child;
child = root->getNextNamedChild())
{
if( !loadGender( child ) )
{
return FALSE;
}
}
return TRUE;
}
//-----------------------------------------------------------------------------
// LLHUDEffectLookAt()
//-----------------------------------------------------------------------------
LLHUDEffectLookAt::LLHUDEffectLookAt(const U8 type) :
LLHUDEffect(type),
mKillTime(0.f),
mLastSendTime(0.f),
//<FS:AO improve use of controls with radiogroups>
//mDebugLookAt( LLCachedControl<bool>(gSavedPerAccountSettings, "DebugLookAt", FALSE))
mDebugLookAt( LLCachedControl<S32>(gSavedPerAccountSettings, "DebugLookAt", FALSE))
//</FS:AO>
{
clearLookAtTarget();
// parse the default sets
loadAttentions();
// initialize current attention set. switches when avatar sex changes.
mAttentions = &gGirlAttentions;
}
//-----------------------------------------------------------------------------
// ~LLHUDEffectLookAt()
//-----------------------------------------------------------------------------
LLHUDEffectLookAt::~LLHUDEffectLookAt()
{
}
//-----------------------------------------------------------------------------
// packData()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::packData(LLMessageSystem *mesgsys)
{
// pack both target object and position
// position interpreted as offset if target object is non-null
ELookAtType target_type = mTargetType;
LLVector3d target_offset_global = mTargetOffsetGlobal;
LLViewerObject* target_object = (LLViewerObject*)mTargetObject;
LLViewerObject* source_object = (LLViewerObject*)mSourceObject;
LLVOAvatar* source_avatar = NULL;
if (!source_object) //kokua TODO: find out why this happens at all and fix there
{
LL_DEBUGS("HUDEffect") << "NULL-Object HUDEffectLookAt message" << LL_ENDL;
markDead();
return;
}
if (source_object->isAvatar())
{
source_avatar = (LLVOAvatar*)source_object;
}
else //AW: TODO: find out why this happens at all and fix there
{
LL_DEBUGS("HUDEffect") << "Non-Avatar HUDEffectLookAt message for ID: " << source_object->getID().asString() << LL_ENDL;
markDead();
return;
}
bool is_self = source_avatar && source_avatar->isSelf();
static LLCachedControl<bool> is_private(gSavedSettings, "PrivateLookAtTarget", false);
static LLCachedControl<bool> isLocalPrivate(gSavedSettings, "PrivateLocalLookAtTarget", false);
if (!is_self) //AW: TODO: find out why this happens at all and fix there
{
LL_DEBUGS("HUDEffect") << "Non-self Avatar HUDEffectLookAt message for ID: " << source_avatar->getID().asString() << LL_ENDL;
markDead();
return;
}
else if (isLocalPrivate && is_private) // AO: send nothing if we're not showing anything ourselves
{
markDead();
return;
}
else if (is_private && target_type != LOOKAT_TARGET_AUTO_LISTEN) // AW: spoof boring lookat target to others if we still want real local effects.
{
//this mimicks "do nothing"
target_type = LOOKAT_TARGET_AUTO_LISTEN;
target_offset_global.setVec(2.5, 0.0, 0.0);
target_object = mSourceObject;
}
// Pack the default data
LLHUDEffect::packData(mesgsys);
// Pack the type-specific data. Uses a fun packed binary format. Whee!
U8 packed_data[PKT_SIZE];
memset(packed_data, 0, PKT_SIZE);
if (mSourceObject)
{
htolememcpy(&(packed_data[SOURCE_AVATAR]), mSourceObject->mID.mData, MVT_LLUUID, 16);
}
else
{
htolememcpy(&(packed_data[SOURCE_AVATAR]), LLUUID::null.mData, MVT_LLUUID, 16);
}
// pack both target object and position
// position interpreted as offset if target object is non-null
if (mTargetObject)
{
htolememcpy(&(packed_data[TARGET_OBJECT]), target_object->mID.mData, MVT_LLUUID, 16);
}
else
{
htolememcpy(&(packed_data[TARGET_OBJECT]), LLUUID::null.mData, MVT_LLUUID, 16);
}
htolememcpy(&(packed_data[TARGET_POS]), target_offset_global.mdV, MVT_LLVector3d, 24);
U8 lookAtTypePacked = (U8)target_type;
htolememcpy(&(packed_data[LOOKAT_TYPE]), &lookAtTypePacked, MVT_U8, 1);
mesgsys->addBinaryDataFast(_PREHASH_TypeData, packed_data, PKT_SIZE);
mLastSendTime = mTimer.getElapsedTimeF32();
}
//-----------------------------------------------------------------------------
// unpackData()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::unpackData(LLMessageSystem *mesgsys, S32 blocknum)
{
LLVector3d new_target;
U8 packed_data[PKT_SIZE];
LLUUID dataId;
mesgsys->getUUIDFast(_PREHASH_Effect, _PREHASH_ID, dataId, blocknum);
if (!gAgentCamera.mLookAt.isNull() && dataId == gAgentCamera.mLookAt->getID())
{
return;
}
LLHUDEffect::unpackData(mesgsys, blocknum);
LLUUID source_id;
LLUUID target_id;
S32 size = mesgsys->getSizeFast(_PREHASH_Effect, blocknum, _PREHASH_TypeData);
if (size != PKT_SIZE)
{
LL_WARNS() << "LookAt effect with bad size " << size << LL_ENDL;
return;
}
mesgsys->getBinaryDataFast(_PREHASH_Effect, _PREHASH_TypeData, packed_data, PKT_SIZE, blocknum);
htolememcpy(source_id.mData, &(packed_data[SOURCE_AVATAR]), MVT_LLUUID, 16);
LLViewerObject *objp = gObjectList.findObject(source_id);
if (objp && objp->isAvatar())
{
setSourceObject(objp);
}
else
{
//LL_WARNS() << "Could not find source avatar for lookat effect" << LL_ENDL;
return;
}
htolememcpy(target_id.mData, &(packed_data[TARGET_OBJECT]), MVT_LLUUID, 16);
objp = gObjectList.findObject(target_id);
htolememcpy(new_target.mdV, &(packed_data[TARGET_POS]), MVT_LLVector3d, 24);
if (objp)
{
setTargetObjectAndOffset(objp, new_target);
}
else if (target_id.isNull())
{
setTargetPosGlobal(new_target);
}
else
{
//LL_WARNS() << "Could not find target object for lookat effect" << LL_ENDL;
}
U8 lookAtTypeUnpacked = 0;
htolememcpy(&lookAtTypeUnpacked, &(packed_data[LOOKAT_TYPE]), MVT_U8, 1);
if ((U8)LOOKAT_NUM_TARGETS > lookAtTypeUnpacked)
{
mTargetType = (ELookAtType)lookAtTypeUnpacked;
}
else
{
mTargetType = LOOKAT_TARGET_NONE;
LL_DEBUGS("HUDEffect") << "Invalid target type: " << lookAtTypeUnpacked << LL_ENDL;
}
if (mTargetType == LOOKAT_TARGET_NONE)
{
clearLookAtTarget();
}
}
//-----------------------------------------------------------------------------
// setTargetObjectAndOffset()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::setTargetObjectAndOffset(LLViewerObject *objp, LLVector3d offset)
{
mTargetObject = objp;
mTargetOffsetGlobal = offset;
}
//-----------------------------------------------------------------------------
// setTargetPosGlobal()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::setTargetPosGlobal(const LLVector3d &target_pos_global)
{
mTargetObject = NULL;
mTargetOffsetGlobal = target_pos_global;
}
//-----------------------------------------------------------------------------
// setLookAt()
// called by agent logic to set look at behavior locally, and propagate to sim
//-----------------------------------------------------------------------------
BOOL LLHUDEffectLookAt::setLookAt(ELookAtType target_type, LLViewerObject *object, LLVector3 position)
{
if (!mSourceObject)
{
return FALSE;
}
if (target_type >= LOOKAT_NUM_TARGETS)
{
LL_WARNS() << "Bad target_type " << (int)target_type << " - ignoring." << LL_ENDL;
return FALSE;
}
// must be same or higher priority than existing effect
if ((*mAttentions)[target_type].mPriority < (*mAttentions)[mTargetType].mPriority)
{
return FALSE;
}
F32 current_time = mTimer.getElapsedTimeF32();
//<FS:LO> FIRE-23524 Option to limit look at target to a sphere around the avatar's head.
//// type of lookat behavior or target object has changed
//BOOL lookAtChanged = (target_type != mTargetType) || (object != mTargetObject);
//// lookat position has moved a certain amount and we haven't just sent an update
//lookAtChanged = lookAtChanged || ((dist_vec_squared(position, mLastSentOffsetGlobal) > MIN_DELTAPOS_FOR_UPDATE_SQUARED) &&
// ((current_time - mLastSendTime) > (1.f / MAX_SENDS_PER_SEC)));
//if (lookAtChanged)
//{
// mLastSentOffsetGlobal = position;
// F32 timeout = (*mAttentions)[target_type].mTimeout;
// setDuration(timeout);
// setNeedsSendToSim(TRUE);
//}
//
//if (target_type == LOOKAT_TARGET_CLEAR)
//{
// clearLookAtTarget();
//}
//else
//{
// mTargetType = target_type;
// mTargetObject = object;
// if (object)
// {
// mTargetOffsetGlobal.setVec(position);
// }
// else
// {
// mTargetOffsetGlobal = gAgent.getPosGlobalFromAgent(position);
// }
//}
// <FS:TS> FIRE-24175: Fix look at target clamping
bool isLookingAtSelf = false;
if(object){
isLookingAtSelf = object->isAvatar() && ((LLVOAvatar*)(LLViewerObject*)object)->isSelf();
}
static LLCachedControl<bool> s_EnableLimiter(gSavedSettings, "FSLookAtTargetLimitDistance");
bool lookAtShouldClamp = s_EnableLimiter &&
//(*mAttentions)[mTargetType].mName != "None" &&
//(*mAttentions)[mTargetType].mName != "Idle" &&
(*mAttentions)[mTargetType].mName != "Respond" &&
(*mAttentions)[mTargetType].mName != "Conversation" &&
//(*mAttentions)[mTargetType].mName != "FreeLook" &&
//(*mAttentions)[mTargetType].mName != "AutoListen";
(*mAttentions)[mTargetType].mName != "AutoListen" &&
!isLookingAtSelf;
// </FS:TS> FIRE-24175
if (!lookAtShouldClamp) //We do a similar but seperate calculation if we are doing limited distances
{
// type of lookat behavior or target object has changed
bool lookAtChanged = (target_type != mTargetType) || (object != mTargetObject);
// lookat position has moved a certain amount and we haven't just sent an update
lookAtChanged = lookAtChanged || ((dist_vec_squared(position, mLastSentOffsetGlobal) > MIN_DELTAPOS_FOR_UPDATE_SQUARED) &&
((current_time - mLastSendTime) > (1.f / MAX_SENDS_PER_SEC)));
if (lookAtChanged)
{
mLastSentOffsetGlobal = position;
F32 timeout = (*mAttentions)[target_type].mTimeout;
setDuration(timeout);
setNeedsSendToSim(TRUE);
}
}
if (target_type == LOOKAT_TARGET_CLEAR)
{
clearLookAtTarget();
}
else
{
mTargetType = target_type;
mTargetObject = object;
if (object)
{
if (lookAtShouldClamp)
{
// <FS:TS> FIRE-24175: Fix look at target clamping
//if (mTargetObject->isAvatar() && ((LLVOAvatar*)(LLViewerObject*)mTargetObject)->isSelf())
//{
// //We use this branch and mimic our mouse/first person look pose.
// mTargetOffsetGlobal.setVec(gAgent.getPosGlobalFromAgent(gAgentAvatarp->mHeadp->getWorldPosition() + position));
// mTargetObject = NULL;
//}
//else
//{
//Otherwise, mimic looking at the object.
mTargetOffsetGlobal.setVec(object->getPositionGlobal() + (LLVector3d)(position * object->getRotationRegion()));
mTargetObject = NULL;
//}
// </FS:TS> FIRE-24175
}
else
{
mTargetOffsetGlobal.setVec(position);
}
}
else
{
mTargetOffsetGlobal = gAgent.getPosGlobalFromAgent(position);
}
if (lookAtShouldClamp)
{
static LLCachedControl<F32> s_Radius(gSavedSettings, "FSLookAtTargetMaxDistance");
LLVector3d headPosition = gAgent.getPosGlobalFromAgent(gAgentAvatarp->mHeadp->getWorldPosition());
float distance = dist_vec(mTargetOffsetGlobal, headPosition);
if (distance > s_Radius)
{
LLVector3d vecDistFromObjectToHead = mTargetOffsetGlobal - headPosition;
vecDistFromObjectToHead *= s_Radius / distance;
mTargetOffsetGlobal.setVec(headPosition + vecDistFromObjectToHead);
}
//Do the changed calculation except this time for limited distances
// type of lookat behavior or target object has changed
bool lookAtChanged = (target_type != mTargetType);
// lookat position has moved a certain amount and we haven't just sent an update
lookAtChanged = lookAtChanged ||
((dist_vec_squared(gAgent.getPosAgentFromGlobal(mTargetOffsetGlobal), mLastSentOffsetGlobal) > MIN_DELTAPOS_FOR_UPDATE_SQUARED) &&
((current_time - mLastSendTime) > (1.f / MAX_SENDS_PER_SEC)));
if (lookAtChanged)
{
mLastSentOffsetGlobal = gAgent.getPosAgentFromGlobal(mTargetOffsetGlobal);
F32 timeout = (*mAttentions)[target_type].mTimeout;
setDuration(timeout);
setNeedsSendToSim(TRUE);
}
}
//</FS:LO> FIRE-23524 Option to limit look at target to a sphere around the avatar's head.
mKillTime = mTimer.getElapsedTimeF32() + mDuration;
update();
}
return TRUE;
}
//-----------------------------------------------------------------------------
// clearLookAtTarget()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::clearLookAtTarget()
{
mTargetObject = NULL;
mTargetOffsetGlobal.clearVec();
mTargetType = LOOKAT_TARGET_NONE;
if (mSourceObject.notNull())
{
((LLVOAvatar*)(LLViewerObject*)mSourceObject)->stopMotion(ANIM_AGENT_HEAD_ROT);
}
}
//-----------------------------------------------------------------------------
// markDead()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::markDead()
{
if (mSourceObject.notNull())
{
((LLVOAvatar*)(LLViewerObject*)mSourceObject)->removeAnimationData("LookAtPoint");
}
mSourceObject = NULL;
clearLookAtTarget();
LLHUDEffect::markDead();
}
void LLHUDEffectLookAt::setSourceObject(LLViewerObject* objectp)
{
// restrict source objects to avatars
if (objectp && objectp->isAvatar())
{
LLHUDEffect::setSourceObject(objectp);
}
}
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::render()
{
if (mDebugLookAt && mSourceObject.notNull())
{
static LLCachedControl<bool> hide_own(gSavedPerAccountSettings, "DebugLookAtHideOwn", false);
static LLCachedControl<bool> is_private(gSavedSettings, "PrivateLookAtTarget", false);
if ((hide_own || is_private) && ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->isSelf())
return;
//LLGLDisable gls_stencil(GL_STENCIL_TEST);
LLVector3 target = mTargetPos + ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->mHeadp->getWorldPosition();
LLColor3 lookAtColor = (*mAttentions)[mTargetType].mColor;
static LLCachedControl<U32> show_names(gSavedSettings, "DebugLookAtShowNames");
if ((show_names > 0) && !gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES))
{
// render name for crosshair
const LLFontGL* fontp = LLFontGL::getFont(LLFontDescriptor("SansSerif", "Small", LLFontGL::NORMAL));
LLVector3 position = target + LLVector3(0.f, 0.f, 0.3f);
std::string name;
LLAvatarName nameBuffer;
if (LLAvatarNameCache::get(mSourceObject->getID(), &nameBuffer))
{
switch (show_names)
{
case 1: // Display Name (user.name)
name = nameBuffer.getCompleteName();
break;
case 2: // Display Name
name = nameBuffer.getDisplayName();
break;
case 3: // First Last
name = nameBuffer.getUserNameForDisplay();
break;
default: //user.name
name = nameBuffer.getAccountName();
break;
}
}
gGL.pushMatrix();
hud_render_utf8text(name, position, *fontp, LLFontGL::NORMAL, LLFontGL::DROP_SHADOW, -0.5f * fontp->getWidthF32(name), 3.0f, lookAtColor, FALSE);
gGL.popMatrix();
}
// render crosshair
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]);
// <FS:Ansariel> FIRE-16912: Draw lines for lookat targets; by Ayamo Nozaki
//gGL.scalef(0.3f, 0.3f, 0.3f);
gGL.scalef(0.1f, 0.1f, 0.1f);
// </FS:Ansariel>
gGL.begin(LLRender::LINES);
{
LLColor3 color = (*mAttentions)[mTargetType].mColor;
gGL.color3f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE]);
gGL.vertex3f(-1.f, 0.f, 0.f);
gGL.vertex3f(1.f, 0.f, 0.f);
gGL.vertex3f(0.f, -1.f, 0.f);
gGL.vertex3f(0.f, 1.f, 0.f);
gGL.vertex3f(0.f, 0.f, -1.f);
gGL.vertex3f(0.f, 0.f, 1.f);
// <FS:Ansariel> FIRE-16912: Draw lines for lookat targets; by Ayamo Nozaki
static LLCachedControl<bool> lookAtLines(gSavedSettings, "ExodusLookAtLines", false);
if (lookAtLines &&
(*mAttentions)[mTargetType].mName != "None" &&
(*mAttentions)[mTargetType].mName != "Idle" &&
(*mAttentions)[mTargetType].mName != "AutoListen")
{
LLVector3 dist = ((mSourceObject->getWorldPosition()) - mTargetPos) * 10.f;
gGL.vertex3f(0.f, 0.f, 0.f);
gGL.vertex3f(dist.mV[VX], dist.mV[VY], dist.mV[VZ] + 0.5f);
}
// </FS:Ansariel>
} gGL.end();
gGL.popMatrix();
}
}
//-----------------------------------------------------------------------------
// update()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::update()
{
// If the target object is dead, set the target object to NULL
if (!mTargetObject.isNull() && mTargetObject->isDead())
{
clearLookAtTarget();
}
// if source avatar is null or dead, mark self as dead and return
if (mSourceObject.isNull() || mSourceObject->isDead())
{
markDead();
return;
}
// make sure the proper set of avatar attention are currently being used.
LLVOAvatar* source_avatar = (LLVOAvatar*)(LLViewerObject*)mSourceObject;
// for now the first cut will just switch on sex. future development could adjust
// timeouts according to avatar age and/or other features.
mAttentions = (source_avatar->getSex() == SEX_MALE) ? &gBoyAttentions : &gGirlAttentions;
//printf("updated to %s\n", (source_avatar->getSex() == SEX_MALE) ? "male" : "female");
F32 time = mTimer.getElapsedTimeF32();
// clear out the effect if time is up
if (mKillTime != 0.f && time > mKillTime)
{
if (mTargetType != LOOKAT_TARGET_NONE)
{
clearLookAtTarget();
// look at timed out (only happens on own avatar), so tell everyone
setNeedsSendToSim(TRUE);
}
}
if (mTargetType != LOOKAT_TARGET_NONE)
{
if (calcTargetPosition())
{
LLMotion* head_motion = ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->findMotion(ANIM_AGENT_HEAD_ROT);
if (!head_motion || head_motion->isStopped())
{
((LLVOAvatar*)(LLViewerObject*)mSourceObject)->startMotion(ANIM_AGENT_HEAD_ROT);
}
}
}
// <FS:Ansariel> FIRE-12878: Don't render debug text for lookats
//if (mDebugLookAt)
//{
// ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->addDebugText((*mAttentions)[mTargetType].mName);
//}
// </FS:Ansariel>
}
/**
* Initializes the mTargetPos member from the current mSourceObjec and mTargetObject
* (and possibly mTargetOffsetGlobal).
* When mTargetObject is another avatar, it sets mTargetPos to be their eyes.
*
* Has the side-effect of also calling setAnimationData("LookAtPoint") with the new
* mTargetPos on the source object which is assumed to be an avatar.
*
* Returns whether we successfully calculated a finite target position.
*/
bool LLHUDEffectLookAt::calcTargetPosition()
{
LLViewerObject *target_obj = (LLViewerObject *)mTargetObject;
LLVector3 local_offset;
if (target_obj)
{
local_offset.setVec(mTargetOffsetGlobal);
}
else
{
local_offset = gAgent.getPosAgentFromGlobal(mTargetOffsetGlobal);
}
LLVOAvatar* source_avatar = (LLVOAvatar*)(LLViewerObject*)mSourceObject;
if (!source_avatar->isBuilt())
return false;
if (target_obj && target_obj->mDrawable.notNull())
{
LLQuaternion target_rot;
if (target_obj->isAvatar())
{
LLVOAvatar *target_av = (LLVOAvatar *)target_obj;
BOOL looking_at_self = source_avatar->isSelf() && target_av->isSelf();
// if selecting self, stare forward
if (looking_at_self && mTargetOffsetGlobal.magVecSquared() < MIN_TARGET_OFFSET_SQUARED)
{
//sets the lookat point in front of the avatar
mTargetOffsetGlobal.setVec(5.0, 0.0, 0.0);
local_offset.setVec(mTargetOffsetGlobal);
}
// look the other avatar in the eye. note: what happens if target is self? -MG
mTargetPos = target_av->mHeadp->getWorldPosition();
if (mTargetType == LOOKAT_TARGET_MOUSELOOK || mTargetType == LOOKAT_TARGET_FREELOOK)
{
// mouselook and freelook target offsets are absolute
target_rot = LLQuaternion::DEFAULT;
}
else if (looking_at_self && gAgentCamera.cameraCustomizeAvatar())
{
// *NOTE: We have to do this because animation
// overrides do not set lookat behavior.
// *TODO: animation overrides for lookat behavior.
target_rot = target_av->mPelvisp->getWorldRotation();
}
else
{
target_rot = target_av->mRoot->getWorldRotation();
}
}
else // target obj is not an avatar
{
if (target_obj->mDrawable->getGeneration() == -1)
{
mTargetPos = target_obj->getPositionAgent();
target_rot = target_obj->getWorldRotation();
}
else
{
mTargetPos = target_obj->getRenderPosition();
target_rot = target_obj->getRenderRotation();
}
}
mTargetPos += (local_offset * target_rot);
}
else // no target obj or it's not drawable
{
mTargetPos = local_offset;
}
mTargetPos -= source_avatar->mHeadp->getWorldPosition();
if (!mTargetPos.isFinite())
return false;
source_avatar->setAnimationData("LookAtPoint", (void *)&mTargetPos);
return true;
}