Lots of experimentation yielded a fair approximation of a hip offset from the
physical center of an avatar, for display purposes. This should keep the avatar feet above ground visually in most cases. Tweaked for both height extremes and various leg lengths. Improvements welcome0.6.1-post-fixes
parent
cc5ccfb315
commit
c79a11cbd1
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@ -227,6 +227,7 @@ namespace OpenSim.Framework
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}
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protected float m_avatarHeight = 0;
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protected float m_hipOffset = 0;
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public virtual float AvatarHeight
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{
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@ -234,6 +235,11 @@ namespace OpenSim.Framework
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set { m_avatarHeight = value; }
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}
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public virtual float HipOffset
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{
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get { return m_hipOffset; }
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}
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public AvatarAppearance()
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{
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m_wearables = new AvatarWearable[MAX_WEARABLES];
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@ -275,7 +281,12 @@ namespace OpenSim.Framework
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+ 0.08f * (float)m_visualparams[77] / 255.0f // Shoe heel height
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+ 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height
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+ 0.076f * (float)m_visualparams[148] / 255.0f; // Neck length
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m_hipOffset = (0.615385f // Half of avatar
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+ 0.08f * (float)m_visualparams[77] / 255.0f // Shoe heel height
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+ 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height
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+ 0.3836f * (float)m_visualparams[125] / 255.0f // Leg length
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- m_avatarHeight / 2) * 0.3f - 0.04f;
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System.Console.WriteLine("Height {0} Hip offset {1}", m_avatarHeight, m_hipOffset);
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}
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public virtual void SetWearable(int wearableId, AvatarWearable wearable)
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@ -759,7 +759,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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float posZLimit = (float)m_scene.GetLandHeight((int)pos.X, (int)pos.Y);
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float newPosZ = posZLimit + localAVHeight;
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float newPosZ = posZLimit + localAVHeight / 2;
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if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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pos.Z = newPosZ;
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@ -1752,6 +1752,7 @@ namespace OpenSim.Region.Environment.Scenes
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Vector3 pos = m_pos;
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Vector3 vel = Velocity;
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Quaternion rot = m_bodyRot;
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pos.Z -= m_appearance.HipOffset;
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remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z),
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new Vector3(vel.X, vel.Y, vel.Z), rot);
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@ -1835,6 +1836,9 @@ namespace OpenSim.Region.Environment.Scenes
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// Note: because Quaternion is a struct, it can't be null
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Quaternion rot = m_bodyRot;
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Vector3 pos = m_pos;
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pos.Z -= m_appearance.HipOffset;
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remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid,
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LocalId, m_pos, m_appearance.Texture.ToBytes(),
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m_parentID, rot);
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@ -1900,6 +1904,9 @@ namespace OpenSim.Region.Environment.Scenes
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// Note: because Quaternion is a struct, it can't be null
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Quaternion rot = m_bodyRot;
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Vector3 pos = m_pos;
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pos.Z -= m_appearance.HipOffset;
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m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId,
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m_pos, m_appearance.Texture.ToBytes(), m_parentID, rot);
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