387 lines
9.7 KiB
C++
387 lines
9.7 KiB
C++
/**
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* @file lltoolface.cpp
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* @brief A tool to manipulate faces
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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// File includes
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#include "lltoolface.h"
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// Library includes
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#include "llfloaterreg.h"
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#include "v3math.h"
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// Viewer includes
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#include "llviewercontrol.h"
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#include "llselectmgr.h"
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#include "llviewerobject.h"
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#include "llviewerwindow.h"
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#include "llfloatertools.h"
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// [RLVa:KB] - Checked: 2010-04-11 (RLVa-1.2.0e)
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#include "rlvactions.h"
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#include "rlvhandler.h"
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// [/RLVa:KB]
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// <FS:Zi> Add control to drag texture faces around
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#include "llpanelface.h"
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#include "llspinctrl.h"
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#include "llkeyboard.h"
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#include "llwindow.h"
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BOOL LLToolFace::mTextureGrabbed=FALSE;
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LLViewerObject* LLToolFace::mTextureObject=NULL;
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S32 LLToolFace::mFaceGrabbed=0;
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#undef TEXTURE_GRAB_UPDATE_REGULARLY // continuous update of texture grabbing, might cause twitching
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// </FS:Zi>
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//
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// Member functions
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//
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LLToolFace::LLToolFace()
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: LLTool(std::string("Texture"))
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{ }
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LLToolFace::~LLToolFace()
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{ }
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BOOL LLToolFace::handleDoubleClick(S32 x, S32 y, MASK mask)
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{
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if (!LLSelectMgr::getInstance()->getSelection()->isEmpty())
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{
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// You should already have an object selected from the mousedown.
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// If so, show its properties
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LLFloaterReg::showInstance("build", "Texture");
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return TRUE;
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}
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else
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{
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// Nothing selected means the first mouse click was probably
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// bad, so try again.
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return FALSE;
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}
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}
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BOOL LLToolFace::handleMouseDown(S32 x, S32 y, MASK mask)
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{
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mGrabX=x;
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mGrabY=y;
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gViewerWindow->pickAsync(x, y, mask, pickCallback);
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return TRUE;
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}
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void LLToolFace::pickCallback(const LLPickInfo& pick_info)
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{
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LLViewerObject* hit_obj = pick_info.getObject();
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if (hit_obj)
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{
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S32 hit_face = pick_info.mObjectFace;
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if (hit_obj->isAvatar())
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{
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// ...clicked on an avatar, so don't do anything
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return;
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}
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// [RLVa:KB] - Checked: 2010-11-29 (RLVa-1.3.0c) | Modified: RLVa-1.3.0c
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if ( (rlv_handler_t::isEnabled()) &&
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( (!RlvActions::canEdit(hit_obj)) ||
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((gRlvHandler.hasBehaviour(RLV_BHVR_FARTOUCH)) && (!gRlvHandler.canTouch(hit_obj, pick_info.mObjectOffset))) ) )
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{
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return;
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}
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// [/RLVa:KB]
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// ...clicked on a world object, try to pick the appropriate face
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if (pick_info.mKeyMask & MASK_SHIFT)
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{
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// If object not selected, need to inform sim
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if ( !hit_obj->isSelected() )
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{
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// object wasn't selected so add the object and face
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LLSelectMgr::getInstance()->selectObjectOnly(hit_obj, hit_face);
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}
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else if (!LLSelectMgr::getInstance()->getSelection()->contains(hit_obj, hit_face) )
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{
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// object is selected, but not this face, so add it.
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LLSelectMgr::getInstance()->addAsIndividual(hit_obj, hit_face);
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}
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else
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{
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// object is selected, as is this face, so remove the face.
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LLSelectMgr::getInstance()->remove(hit_obj, hit_face);
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// BUG: If you remove the last face, the simulator won't know about it.
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}
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}
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else
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{
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// clicked without modifiers, select only
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// this face
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LLSelectMgr::getInstance()->deselectAll();
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LLSelectMgr::getInstance()->selectObjectOnly(hit_obj, hit_face);
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}
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// <FS:Zi> Add control to drag texture faces around
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if(gSavedSettings.getBOOL("FSExperimentalDragTexture"))
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{
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// if the same object and face was clicked as before, assume the user wants to grab it
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if(LLToolFace::mTextureObject==hit_obj && LLToolFace::mFaceGrabbed==pick_info.mObjectFace)
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{
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LLToolFace::mTextureGrabbed=TRUE;
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gViewerWindow->hideCursor();
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}
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else
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{
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LLToolFace::mTextureGrabbed=FALSE;
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gViewerWindow->showCursor();
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}
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}
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// remember the object being selected so we can check for grabbing later
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LLToolFace::mTextureObject=hit_obj;
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// also remember the selected object face
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LLToolFace::mFaceGrabbed=pick_info.mObjectFace;
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// </FS:Zi>
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}
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else
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{
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if (!(pick_info.mKeyMask == MASK_SHIFT))
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{
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LLSelectMgr::getInstance()->deselectAll();
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}
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}
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}
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void LLToolFace::handleSelect()
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{
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// From now on, draw faces
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LLSelectMgr::getInstance()->setTEMode(TRUE);
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}
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void LLToolFace::handleDeselect()
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{
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// Stop drawing faces
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LLSelectMgr::getInstance()->setTEMode(FALSE);
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stopGrabbing(); // <FS:Zi> Add control to drag texture faces around
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}
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void LLToolFace::render()
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{
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// <FS:Zi> Add control to drag texture faces around
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// // for now, do nothing
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#ifdef TEXTURE_GRAB_UPDATE_REGULARLY
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static S32 updateCounter=0;
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static BOOL teDirty=FALSE;
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#endif
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// do nothing if no texture was grabbed or no associated object was found, or the object is no modify
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if(!LLToolFace::mTextureGrabbed || !LLToolFace::mTextureObject || !mTextureObject->permModify())
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{
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return;
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}
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// This is a rather lazy way of doing this, but the methods tried further down
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// didn't lead to the necessary accuracy. More research will be done to see if
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// it can be improved somehow.
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// get the mouse distance from the original grabbing point
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S32 dx=gViewerWindow->getCurrentMouseX()-mGrabX;
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S32 dy=mGrabY-gViewerWindow->getCurrentMouseY();
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// if no movement took place, stop here
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if(dx==0 && dy==0)
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{
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return;
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}
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// move the mouse back to the grabbing point
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gViewerWindow->getWindow()->setCursorPosition(LLCoordWindow(mGrabX,gViewerWindow->getWindowHeightRaw()-mGrabY-1));
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F32 u;
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F32 v;
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F32 scaleU;
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F32 scaleV;
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// get texture coordinates and scale from the currently edited face
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mTextureObject->getTE(mFaceGrabbed)->getOffset(&u,&v);
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mTextureObject->getTE(mFaceGrabbed)->getScale(&scaleU,&scaleV);
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// get the status of modifier keys
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MASK mask=gKeyboard->currentMask(FALSE);
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// scale mode
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// if(mask & MASK_ALT)
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if(gKeyboard->getKeyDown(KEY_CAPSLOCK))
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{
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// set the value scaling based on SHIFT and CTRL keys being used
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F32 scale=10.0f;
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if(mask & MASK_CONTROL)
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scale=100.0f;
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else if(mask & MASK_SHIFT)
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scale=1000.0f;
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// recalculate texture scale
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scaleU-=(F32) dx/scale;
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scaleV+=(F32) dy/scale;
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// Bounds check
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if(scaleU<0.0f) scaleU=0.0f;
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if(scaleV<0.0f) scaleV=0.0f;
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// apply new texture scale
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mTextureObject->setTEScale(mFaceGrabbed,scaleU,scaleV);
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}
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// drag mode
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else
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{
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// set the value scaling based on SHIFT and CTRL keys being used
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F32 scale=100.0f;
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if(mask & MASK_CONTROL)
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scale=1000.0f;
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else if(mask & MASK_SHIFT)
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scale=10000.0f;
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// recalculate texture position
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u-=(F32) dx/scale*scaleU;
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v+=(F32) dy/scale*scaleV;
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// Bounds check and roll over
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if (u> 1.0f) u-=1.0f;
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else if(u<-1.0f) u+=1.0f;
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if (v> 1.0f) v-=1.0f;
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else if(v<-1.0f) v+=1.0f;
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// apply new texture position
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mTextureObject->setTEOffset(mFaceGrabbed,u,v);
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}
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// update the build floater to reflect the new values
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LLFloaterTools* toolsFloater=(LLFloaterTools*) LLFloaterReg::findInstance("build");
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if(toolsFloater)
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{
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LLPanelFace* panelFace=toolsFloater->mPanelFace;
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if(panelFace)
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{
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panelFace->refresh();
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}
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}
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#ifdef TEXTURE_GRAB_UPDATE_REGULARLY
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teDirty=TRUE;
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updateCounter++;
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if(updateCounter==10)
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{
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mTextureObject->sendTEUpdate();
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updateCounter=0;
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teDirty=FALSE;
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}
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#endif
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// this is one way I would rather do it than tracking mouse deltas, because it
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// would take rotations into account. However, mSTCoords seems too coarse to be useful
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/*
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S32 x=gViewerWindow->getCurrentMouseX();
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S32 y=gViewerWindow->getCurrentMouseY();
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const LLPickInfo& pick=gViewerWindow->pickImmediate(x,y,TRUE);
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if(pick.getObjectID()!=LLToolFace::mTextureObject->getID() || pick.mObjectFace!=LLToolFace::mFaceGrabbed)
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{
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return;
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}
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LL_WARNS() << x << " " << y << " " << pick.mSTCoords.mV[VX] << " " << pick.mSTCoords.mV[VY] << LL_ENDL;
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*/
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// this is another way I would rather do it than tracking mouse deltas, because it
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// would take rotations into account. However, mSTCoords seems too coarse to be useful
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/*
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S32 x=gViewerWindow->getCurrentMouseX();
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S32 y=gViewerWindow->getCurrentMouseY();
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S32 gDebugRaycastFaceHit = -1;
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LLVector3 gDebugRaycastIntersection;
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LLVector2 gDebugRaycastTexCoord;
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LLVector3 gDebugRaycastNormal;
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LLVector3 gDebugRaycastBinormal;
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LLVector3 gDebugRaycastStart;
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LLVector3 gDebugRaycastEnd;
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gDebugRaycastObject = gViewerWindow->cursorIntersect(x,y, 512.f, mTextureObject, mFaceGrabbed, FALSE,
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&gDebugRaycastFaceHit,
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&gDebugRaycastIntersection,
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&gDebugRaycastTexCoord,
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&gDebugRaycastNormal,
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&gDebugRaycastBinormal,
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&gDebugRaycastStart,
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&gDebugRaycastEnd
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);
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if(!gDebugRaycastObject || gDebugRaycastFaceHit!=LLToolFace::mFaceGrabbed)
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{
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return;
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}
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*/
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}
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void LLToolFace::stopGrabbing()
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{
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if(mTextureObject)
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{
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mTextureObject->sendTEUpdate();
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}
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gViewerWindow->showCursor();
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LLToolFace::mTextureGrabbed=FALSE;
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LLToolFace::mTextureObject=NULL;
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LLToolFace::mFaceGrabbed=0;
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}
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BOOL LLToolFace::handleMouseUp(S32 x, S32 y, MASK mask)
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{
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if(mTextureObject)
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{
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mTextureObject->sendTEUpdate();
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}
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gViewerWindow->showCursor();
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LLToolFace::mTextureGrabbed=FALSE;
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return TRUE;
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}
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// </FS:Zi>
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