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 welcome
0.6.1-post-fixes
Melanie Thielker 2008-11-14 03:32:20 +00:00
parent cc5ccfb315
commit c79a11cbd1
2 changed files with 20 additions and 2 deletions

View File

@ -227,6 +227,7 @@ namespace OpenSim.Framework
} }
protected float m_avatarHeight = 0; protected float m_avatarHeight = 0;
protected float m_hipOffset = 0;
public virtual float AvatarHeight public virtual float AvatarHeight
{ {
@ -234,6 +235,11 @@ namespace OpenSim.Framework
set { m_avatarHeight = value; } set { m_avatarHeight = value; }
} }
public virtual float HipOffset
{
get { return m_hipOffset; }
}
public AvatarAppearance() public AvatarAppearance()
{ {
m_wearables = new AvatarWearable[MAX_WEARABLES]; m_wearables = new AvatarWearable[MAX_WEARABLES];
@ -275,7 +281,12 @@ namespace OpenSim.Framework
+ 0.08f * (float)m_visualparams[77] / 255.0f // Shoe heel height + 0.08f * (float)m_visualparams[77] / 255.0f // Shoe heel height
+ 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height + 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height
+ 0.076f * (float)m_visualparams[148] / 255.0f; // Neck length + 0.076f * (float)m_visualparams[148] / 255.0f; // Neck length
m_hipOffset = (0.615385f // Half of avatar
+ 0.08f * (float)m_visualparams[77] / 255.0f // Shoe heel height
+ 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height
+ 0.3836f * (float)m_visualparams[125] / 255.0f // Leg length
- m_avatarHeight / 2) * 0.3f - 0.04f;
System.Console.WriteLine("Height {0} Hip offset {1}", m_avatarHeight, m_hipOffset);
} }
public virtual void SetWearable(int wearableId, AvatarWearable wearable) public virtual void SetWearable(int wearableId, AvatarWearable wearable)

View File

@ -759,7 +759,7 @@ namespace OpenSim.Region.Environment.Scenes
} }
float posZLimit = (float)m_scene.GetLandHeight((int)pos.X, (int)pos.Y); float posZLimit = (float)m_scene.GetLandHeight((int)pos.X, (int)pos.Y);
float newPosZ = posZLimit + localAVHeight; float newPosZ = posZLimit + localAVHeight / 2;
if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
{ {
pos.Z = newPosZ; pos.Z = newPosZ;
@ -1752,6 +1752,7 @@ namespace OpenSim.Region.Environment.Scenes
Vector3 pos = m_pos; Vector3 pos = m_pos;
Vector3 vel = Velocity; Vector3 vel = Velocity;
Quaternion rot = m_bodyRot; Quaternion rot = m_bodyRot;
pos.Z -= m_appearance.HipOffset;
remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z), remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z),
new Vector3(vel.X, vel.Y, vel.Z), rot); new Vector3(vel.X, vel.Y, vel.Z), rot);
@ -1835,6 +1836,9 @@ namespace OpenSim.Region.Environment.Scenes
// Note: because Quaternion is a struct, it can't be null // Note: because Quaternion is a struct, it can't be null
Quaternion rot = m_bodyRot; Quaternion rot = m_bodyRot;
Vector3 pos = m_pos;
pos.Z -= m_appearance.HipOffset;
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid,
LocalId, m_pos, m_appearance.Texture.ToBytes(), LocalId, m_pos, m_appearance.Texture.ToBytes(),
m_parentID, rot); m_parentID, rot);
@ -1900,6 +1904,9 @@ namespace OpenSim.Region.Environment.Scenes
// Note: because Quaternion is a struct, it can't be null // Note: because Quaternion is a struct, it can't be null
Quaternion rot = m_bodyRot; Quaternion rot = m_bodyRot;
Vector3 pos = m_pos;
pos.Z -= m_appearance.HipOffset;
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId, m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId,
m_pos, m_appearance.Texture.ToBytes(), m_parentID, rot); m_pos, m_appearance.Texture.ToBytes(), m_parentID, rot);