diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs index 16385417e6..ad783c8d86 100644 --- a/OpenSim/Framework/AvatarAppearance.cs +++ b/OpenSim/Framework/AvatarAppearance.cs @@ -55,6 +55,13 @@ namespace OpenSim.Framework protected AvatarWearable[] m_wearables; protected Dictionary> m_attachments; protected float m_avatarHeight = 0; + protected Vector3 m_avatarSize = new Vector3(0.45f, 0.6f, 1.9f); + protected Vector3 m_avatarBoxSize = new Vector3(0.45f, 0.6f, 1.9f); + protected float m_avatarFeetOffset = 0; + protected float m_avatarAnimOffset = 0; + + + private AvatarSkeleton skeleton = new AvatarSkeleton(); public virtual int Serial { @@ -68,6 +75,21 @@ namespace OpenSim.Framework set { m_visualparams = value; } } + public virtual Vector3 AvatarSize + { + get { return m_avatarSize; } + } + + public virtual Vector3 AvatarBoxSize + { + get { return m_avatarBoxSize; } + } + + public virtual float AvatarFeetOffset + { + get { return m_avatarFeetOffset + m_avatarAnimOffset; } + } + public virtual Primitive.TextureEntry Texture { get { return m_texture; } @@ -363,6 +385,7 @@ namespace OpenSim.Framework /// public virtual void SetHeight() { +/* // Start with shortest possible female avatar height m_avatarHeight = 1.14597f; // Add offset for male avatars @@ -375,6 +398,13 @@ namespace OpenSim.Framework + 0.07f * (float)m_visualparams[(int)VPElement.SHOES_PLATFORM_HEIGHT] / 255.0f + 0.08f * (float)m_visualparams[(int)VPElement.SHOES_HEEL_HEIGHT] / 255.0f + 0.076f * (float)m_visualparams[(int)VPElement.SHAPE_NECK_LENGTH] / 255.0f; +*/ + + skeleton.ApplyVisualParameters(m_visualparams); + m_avatarSize = skeleton.StandSize; + m_avatarBoxSize = skeleton.StandBoxSize; + m_avatarFeetOffset = skeleton.FeetOffset; + m_avatarHeight = m_avatarSize.Z; } public virtual void SetWearable(int wearableId, AvatarWearable wearable) diff --git a/OpenSim/Framework/AvatarSkeleton.cs b/OpenSim/Framework/AvatarSkeleton.cs new file mode 100644 index 0000000000..269099b216 --- /dev/null +++ b/OpenSim/Framework/AvatarSkeleton.cs @@ -0,0 +1,281 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ +// Ubit 2012 +using System; +using System.Collections; +using System.Collections.Generic; +using OpenMetaverse; +using OpenMetaverse.StructuredData; +using log4net; +using VPElement = OpenSim.Framework.AvatarAppearance.VPElement; + + + +namespace OpenSim.Framework +{ + /// + /// Contains the Avatar's Skeleton + /// + public class AvatarSkeleton + { + const int NBONES = 26; + const float BOXAJUST = 0.2f; + + public enum Bones : int + { + EyeLeft, + Eyeright, + Skull, + Head, + Neck, + CollarRight, + CollarLeft, + Shoulderright, + ShoulderLeft, + ElbowRight, + ElbowLeft, + WristRight, + WristLeft, + Chest, + Torso, + Pelvis, + Hipright, + HipLeft, + KneeRight, + KneeLeft, + AnkleRight, + AnkleLeft, + FootRight, + FootLeft, + ToeRight, + ToeLeft + } + + public struct bone + { + public Vector3 Offset; + public Vector3 Scale; + public bone(float x, float y, float z) + { + Offset = new Vector3(x, y, z); + Scale = new Vector3(1f, 1f, 1f); + } + + public void addScale(float x, float y, float z, float factor) + { + Scale.X += x * factor; + Scale.Y += y * factor; + Scale.Y += z * factor; + } + + public void addOffset(float x, float y, float z, float factor) + { + Offset.X += x * factor; + Offset.Y += y * factor; + Offset.Y += z * factor; + } + } + + private bone[] DefaultBones = new bone[] + { + new bone(0.098f, 0.036f, 0.079f), // EyeLeft + new bone(0.098f, -0.036f, 0.079f), // Eyeright + new bone(0.0f, 0.0f, 0.079f), // Skull + new bone(0.0f, 0.0f, 0.076f), // Head + new bone(-0.1f, 0.0f, 0.251f), // Neck + new bone(-0.021f, -0.085f, 0.165f), // CollarRight + new bone(-0.021f, 0.085f, 0.165f), // CollarLeft + new bone(0.0f, -0.79f, 0.0f), // Shoulderright + new bone(0.0f, 0.79f, 0.0f), // ShoulderLeft + new bone(0.0f, -0.248f, 0.0f), // ElbowRight + new bone(0.0f, 0.248f, 0.0f), // ElbowLeft + new bone(0.0f, -0.205f, 0.0f), // WristRight + new bone(0.0f, 0.205f, 0.0f), // WristLeft + new bone(-0.015f, 0.000f, 0.205f), // Chest + new bone(0.0f, 0.0f, 0.084f), // Torso + new bone(0.0f, 0.0f, 1.067f), // Pelvis + new bone(0.034f, -0.129f, -0.041f), // Hipright + new bone(0.034f, 0.127f, -0.041f), // HipLeft + new bone(-0.001f, 0.049f, -0.491f), // KneeRight + new bone(-0.001f, -0.046f, -0.491f), // KneeLeft + new bone(-0.029f, 0.0f, -0.468f), // AnkleRight + new bone(-0.029f, 0.001f, -0.468f), // AnkleLeft + new bone(0.112f, 0.0f, -0.061f), // FootRight + new bone(0.112f, 0.0f, -0.061f), // FootLeft + new bone(0.109f, 0.0f, 0.0f), // ToeRight + new bone(0.109f, 0.0f, 0.0f) // ToeLeft + }; + + private bone[] m_bones = null; + private byte[] m_visualParams = null; + + const float bytescale = 1.0f / 255.0f; + + private float convertVP(AvatarAppearance.VPElement vp) + { + return (float)m_visualParams[(int)vp] * bytescale; + } + + private Vector3 m_standSize; + private float m_feetOffset = 0f; + + public Vector3 StandSize + { + get + { + if (m_bones == null || m_visualParams == null) + return new Vector3(0.45f, 0.6f, 1.9f); + else + return m_standSize; + } + } + + public Vector3 StandBoxSize + { + get + { + if (m_bones == null || m_visualParams == null) + return new Vector3(0.45f, 0.6f, 1.9f + BOXAJUST); + else + { + Vector3 r = m_standSize; + r.Z += BOXAJUST; + return r; + } + } + } + + public float FeetOffset + { + get + { + if (m_bones == null || m_visualParams == null) + return 0.0f; + else + { + return m_feetOffset; + } + } + } + + /// + /// Set avatar height by a calculation based on their visual parameters. + /// + + public void ApplyVisualParameters(byte[] vPs) + { + m_visualParams = vPs; + + if (m_bones == null) + { + m_bones = new bone[NBONES]; + for (int i = 0; i < NBONES; i++) + m_bones[i] = DefaultBones[i]; + } + + float bone_skull = m_bones[(int)Bones.Skull].Offset.Z; + float bone_head = m_bones[(int)Bones.Head].Offset.Z; + float bone_neck = m_bones[(int)Bones.Neck].Offset.Z; + float bone_chest = m_bones[(int)Bones.Chest].Offset.Z; + float bone_torso = m_bones[(int)Bones.Torso].Offset.Z; + float bone_hip = m_bones[(int)Bones.Hipright].Offset.Z; + float bone_knee = m_bones[(int)Bones.KneeRight].Offset.Z; + float bone_ank = m_bones[(int)Bones.AnkleRight].Offset.Z; + float bone_foot = m_bones[(int)Bones.FootRight].Offset.Z; + + float sbone_skull = m_bones[(int)Bones.Skull].Scale.Z; + float sbone_head = m_bones[(int)Bones.Head].Scale.Z; + float sbone_neck = m_bones[(int)Bones.Neck].Scale.Z; + float sbone_chest = m_bones[(int)Bones.Chest].Scale.Z; + float sbone_torso = m_bones[(int)Bones.Torso].Scale.Z; + float sbone_pelvis = m_bones[(int)Bones.Pelvis].Scale.Z; + float sbone_hip = m_bones[(int)Bones.Hipright].Scale.Z; + float sbone_knee = m_bones[(int)Bones.KneeRight].Scale.Z; + float sbone_ank = m_bones[(int)Bones.AnkleRight].Scale.Z; + float sbone_foot = m_bones[(int)Bones.FootRight].Scale.Z; + + float v_male = (m_visualParams[(int)VPElement.SHAPE_MALE] == 0) ? 0.0f : 1.0f; + sbone_neck += v_male * 0.2f; + sbone_chest += v_male * 0.05f; + sbone_torso += v_male * 0.05f; + sbone_knee += v_male * 0.1f; + + float v_height = convertVP(VPElement.SHAPE_HEIGHT) * 4.3f - 2.3f; + sbone_neck += v_height * 0.02f; + sbone_chest += v_height * 0.05f; + sbone_torso += v_height * 0.05f; + sbone_hip += v_height * 0.1f; + sbone_knee += v_height * 0.1f; + + float v_hip_len = convertVP(VPElement.SHAPE_HIP_LENGTH) * 2f - 1f; + sbone_pelvis += v_hip_len * 0.3f; + + float v_torso_len = convertVP(VPElement.SHAPE_TORSO_LENGTH) * 2f - 1f; + sbone_torso += v_torso_len * 0.3f; + sbone_pelvis += v_torso_len * 0.1f; + sbone_hip += v_torso_len * -0.1f; + sbone_knee += v_torso_len * -0.05f; + + float v_head_size = convertVP(VPElement.SHAPE_HEAD_SIZE) * 0.35f - 0.25f; + bone_skull += v_head_size * 0.1f; + sbone_skull += v_head_size; + sbone_head += v_head_size; + + float v_shoes_heel = convertVP(VPElement.SHOES_HEEL_HEIGHT); + bone_foot += v_shoes_heel * -0.08f; + + float v_shoes_plat = convertVP(VPElement.SHOES_PLATFORM_HEIGHT); + bone_foot += v_shoes_plat * -0.07f; + + float v_leg_lenght = convertVP(VPElement.SHAPE_LEG_LENGTH) * 2f - 1f; + sbone_hip += v_leg_lenght * 0.2f; + sbone_knee += v_leg_lenght * 0.2f; + + float v_neck_len = convertVP(VPElement.SHAPE_NECK_LENGTH) * 2f - 1f; + sbone_neck += v_neck_len * 0.5f; + + float hipmess = bone_hip * sbone_pelvis; + + float pelvisToFoot = hipmess - + bone_knee * sbone_hip - + bone_ank * sbone_knee - + bone_foot * sbone_ank; + + + float size = 1.4142f * bone_skull * sbone_head + + bone_head * sbone_neck + + bone_neck * sbone_chest + + bone_chest * sbone_torso + + bone_torso * sbone_pelvis; + + size += pelvisToFoot; + + m_standSize = new Vector3(0.45f, 0.6f, size); + m_feetOffset = 0.5f * size - pelvisToFoot; + } + } +} diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 6b63d9401d..759339595b 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -3013,7 +3013,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } bool result = money.ObjectGiveMoney( - m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount, UUID.Zero); + m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount); if (result) return 1; @@ -6384,7 +6384,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } else { - agentSize = new LSL_Vector(0.45, 0.6, avatar.Appearance.AvatarHeight); +// agentSize = new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight); + Vector3 s = avatar.Appearance.AvatarSize; + agentSize = new LSL_Vector(s.X, s.Y, s.Z); } return agentSize; } @@ -8591,8 +8593,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // and standing avatar since server 1.36 LSL_Vector lower; LSL_Vector upper; + + Vector3 box = presence.Appearance.AvatarBoxSize * 0.5f; + if (presence.Animator.Animations.ImplicitDefaultAnimation.AnimID == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) +/* { // This is for ground sitting avatars float height = presence.Appearance.AvatarHeight / 2.66666667f; @@ -8610,6 +8616,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Adjust to the documented error offsets (see LSL Wiki) lower += new LSL_Vector(0.05f, 0.05f, 0.05f); upper -= new LSL_Vector(0.05f, 0.05f, 0.05f); +*/ + { + // This is for ground sitting avatars TODO! + lower = new LSL_Vector(-box.X - 0.1125, -box.Y, box.Z * -1.0f); + upper = new LSL_Vector(box.X + 0.1125, box.Y, box.Z * -1.0f); + } + else + { + // This is for standing/flying avatars + lower = new LSL_Vector(-box.X, -box.Y, -box.Z); + upper = new LSL_Vector(box.X, box.Y, box.Z); + } if (lower.x > upper.x) lower.x = upper.x; @@ -12529,7 +12547,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } bool result = money.ObjectGiveMoney( - m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount, txn); + m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount); if (result) { @@ -12931,7 +12949,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case (int)ScriptBaseClass.PRIM_SIZE: // as in llGetAgentSize above - res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight)); +// res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight)); + Vector3 s = avatar.Appearance.AvatarSize; + res.Add(new LSL_Vector(s.X, s.Y, s.Z)); + break; case (int)ScriptBaseClass.PRIM_ROTATION: