* Added CoordinateFrame class for camera management * Added NetworkManager.OnSimConnecting that blocks before connecting to a new sim * CurrentSim no longer goes null in between teleports * Applied jradford's patch to fix the DeedObject patch * UDP socket Bind() is used instead of Connect() now and sender verification is done in PacketReceived() to fix an apparent compatibility problem * Added Helpers.VecCross() for vector cross products * TextureEntryFace and TextureEntry now implement ICloneable git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1384 52acb1d6-8a22-11de-b505-999d5b087335
102 lines
3.7 KiB
C#
102 lines
3.7 KiB
C#
/*
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* Copyright (c) 2007, Second Life Reverse Engineering Team
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace libsecondlife
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{
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public class CoordinateFrame
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{
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public LLVector3 Origin { get { return origin; } }
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public LLVector3 XAxis { get { return xAxis; } }
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public LLVector3 YAxis { get { return yAxis; } }
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public LLVector3 ZAxis { get { return zAxis; } }
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public LLVector3 AtAxis { get { return xAxis; } }
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public LLVector3 LeftAxis { get { return yAxis; } }
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public LLVector3 UpAxis { get { return zAxis; } }
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protected LLVector3 origin;
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protected LLVector3 xAxis;
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protected LLVector3 yAxis;
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protected LLVector3 zAxis;
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public CoordinateFrame()
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{
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}
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public CoordinateFrame(LLVector3 origin, LLVector3 xAxis, LLVector3 yAxis, LLVector3 zAxis)
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{
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this.origin = origin;
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this.xAxis = xAxis;
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this.yAxis = yAxis;
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this.zAxis = zAxis;
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}
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//public void SetAxes(LLQuaternion rotation)
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//{
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// // FIXME: Convert to a matrix and call SetAxes()
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//}
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//public void SetAxes(LLMatrix3 rotation)
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//{
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// // FIXME: Implement
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//}
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/// <summary>
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///
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/// </summary>
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/// <param name="at">Looking direction, must be a normalized vector</param>
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/// <param name="upDirection">Up direction, must be a normalized vector</param>
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public void LookDirection(LLVector3 at, LLVector3 upDirection)
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{
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// The two parameters cannot be parallel
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LLVector3 left = Helpers.VecCross(upDirection, at);
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if (left == LLVector3.Zero)
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{
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// Prevent left from being zero
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at.X += 0.01f;
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at = Helpers.VecNorm(at);
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left = Helpers.VecCross(upDirection, at);
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}
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left = Helpers.VecNorm(left);
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xAxis = at;
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yAxis = left;
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zAxis = Helpers.VecCross(at, left);
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}
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public void LookAt(LLVector3 origin, LLVector3 target, LLVector3 upDirection)
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{
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this.origin = origin;
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LLVector3 at = new LLVector3(target - origin);
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at = Helpers.VecNorm(at);
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LookDirection(at, upDirection);
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}
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}
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}
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