Remove duplicated avatar height calculation in lsl functions.

Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
0.6.1-post-fixes
idb 2008-12-01 00:49:36 +00:00
parent d1841ca94d
commit 098f16fe31
4 changed files with 38 additions and 37 deletions

View File

@ -152,7 +152,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
actor.Position.X = 255.9F; actor.Position.X = 255.9F;
} }
float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 1.0f; float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
if (actor.Flying) if (actor.Flying)
{ {
if (actor.Position.Z + (actor.Velocity.Z*timeStep) < if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
@ -210,15 +210,16 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
private PhysicsVector _position; private PhysicsVector _position;
private PhysicsVector _velocity; private PhysicsVector _velocity;
private PhysicsVector _acceleration; private PhysicsVector _acceleration;
private PhysicsVector _size;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private bool flying; private bool flying;
private bool iscolliding; private bool iscolliding;
public BasicActor() public BasicActor()
{ {
_velocity = new PhysicsVector(); _velocity = new PhysicsVector();
_position = new PhysicsVector(); _position = new PhysicsVector();
_acceleration = new PhysicsVector(); _acceleration = new PhysicsVector();
_size = new PhysicsVector();
} }
public override int PhysicsActorType public override int PhysicsActorType
@ -315,8 +316,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
public override PhysicsVector Size public override PhysicsVector Size
{ {
get { return PhysicsVector.Zero; } get { return _size; }
set { } set {
_size = value;
_size.Z = _size.Z / 2.0f;
}
} }
public override PrimitiveBaseShape Shape public override PrimitiveBaseShape Shape

View File

@ -39,6 +39,7 @@ namespace OpenSim.Region.Physics.POSPlugin
private PhysicsVector _position; private PhysicsVector _position;
public PhysicsVector _velocity; public PhysicsVector _velocity;
public PhysicsVector _target_velocity = PhysicsVector.Zero; public PhysicsVector _target_velocity = PhysicsVector.Zero;
public PhysicsVector _size = PhysicsVector.Zero;
private PhysicsVector _acceleration; private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private bool flying; private bool flying;
@ -144,8 +145,12 @@ namespace OpenSim.Region.Physics.POSPlugin
public override PhysicsVector Size public override PhysicsVector Size
{ {
get { return new PhysicsVector(0.5f, 0.5f, 1.0f); } get { return _size; }
set { } set
{
_size = value;
_size.Z = _size.Z / 2.0f;
}
} }
public override float Mass public override float Mass

View File

@ -167,7 +167,7 @@ namespace OpenSim.Region.Physics.POSPlugin
float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
{ {
character.Position.Z = terrainheight + 1.0f; character.Position.Z = terrainheight + character.Size.Z;
forcedZ = true; forcedZ = true;
} }
else else
@ -184,7 +184,10 @@ namespace OpenSim.Region.Physics.POSPlugin
character.Position.Z = oldposZ; // first try Z axis character.Position.Z = oldposZ; // first try Z axis
if (isCollidingWithPrim(character)) if (isCollidingWithPrim(character))
{ {
character.Position.Z = oldposZ + 0.4f; // try harder character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder
if (isCollidingWithPrim(character))
{
character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
if (isCollidingWithPrim(character)) if (isCollidingWithPrim(character))
{ {
character.Position.X = oldposX; character.Position.X = oldposX;
@ -213,6 +216,11 @@ namespace OpenSim.Region.Physics.POSPlugin
forcedZ = true; forcedZ = true;
} }
} }
else
{
forcedZ = true;
}
}
character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);

View File

@ -5040,27 +5040,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
} }
else else
{ {
agentSize = new LSL_Vector(0.45, 0.6, calculateAgentHeight(avatar)); agentSize = new LSL_Vector(0.45, 0.6, avatar.Appearance.AvatarHeight);
} }
return agentSize; return agentSize;
} }
private float calculateAgentHeight(ScenePresence avatar)
{
byte[] parms = avatar.Appearance.VisualParams;
// The values here were arrived at from experimentation with the sliders
// in edit appearance in SL to find the ones that affected the height and how
// much they affected it.
float avatarHeight = 1.23077f // Shortest possible avatar height
+ 0.516945f * (float)parms[25] / 255.0f // Body height
+ 0.072514f * (float)parms[120] / 255.0f // Head size
+ 0.3836f * (float)parms[125] / 255.0f // Leg length
+ 0.08f * (float)parms[77] / 255.0f // Shoe heel height
+ 0.07f * (float)parms[78] / 255.0f // Shoe platform height
+ 0.076f * (float)parms[148] / 255.0f; // Neck length
return avatarHeight;
}
public LSL_Integer llSameGroup(string agent) public LSL_Integer llSameGroup(string agent)
{ {
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
@ -6600,14 +6584,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (presence.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) if (presence.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
{ {
// This is for ground sitting avatars // This is for ground sitting avatars
float height = calculateAgentHeight(presence) / 2.66666667f; float height = presence.Appearance.AvatarHeight / 2.66666667f;
lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f); lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
upper = new LSL_Vector(0.3375f, 0.45f, 0.0f); upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
} }
else else
{ {
// This is for standing/flying avatars // This is for standing/flying avatars
float height = calculateAgentHeight(presence) / 2.0f; float height = presence.Appearance.AvatarHeight / 2.0f;
lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f); lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f); upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
} }