Thank you, idb, for a patch that fixes avatar height calculation
Our feet will now be above ground0.6.1-post-fixes
parent
e0498e1638
commit
ce37b80c68
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@ -267,22 +267,15 @@ namespace OpenSim.Framework
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{
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Primitive.TextureEntry textureEnt = new Primitive.TextureEntry(texture, 0, texture.Length);
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m_texture = textureEnt;
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// m_log.DebugFormat("[APPEARANCE]: Setting an avatar appearance with {0} faces", m_texture.FaceTextures.Length);
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// for (int i = 0; i < m_texture.FaceTextures.Length; i++)
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// {
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// Primitive.TextureEntryFace face = m_texture.FaceTextures[i];
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// String textureIdString = (face != null ? face.TextureID.ToString() : "none");
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// m_log.DebugFormat("[APPEARANCE]: Texture {0} is {1}", i, textureIdString);
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// }
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m_visualparams = visualParam.ToArray();
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m_avatarHeight = 1.23077f // Shortest possible avatar height
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+ 0.516945f * (float)m_visualparams[25] / 255.0f // Body height
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+ 0.072514f * (float)m_visualparams[120] / 255.0f // Head size
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+ 0.3836f * (float)m_visualparams[125] / 255.0f // Leg length
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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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// Teravus : Nifty AV Height Getting Maaaaagical formula. Oh how we love turning 0-255 into meters.
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// (float)m_visualParams[25] = Height
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// (float)m_visualParams[125] = LegLength
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m_avatarHeight = (1.50856f + (((float) m_visualparams[25]/255.0f)*(2.525506f - 1.50856f)))
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+ (((float) m_visualparams[125]/255.0f)/1.5f);
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}
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public virtual void SetWearable(int wearableId, AvatarWearable wearable)
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@ -55,7 +55,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public class OdeCharacter : PhysicsActor
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{
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//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private PhysicsVector _position;
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private d.Vector3 _zeroPosition;
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@ -145,7 +145,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_colliderarr[i] = false;
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}
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CAPSULE_LENGTH = (size.Z - ((size.Z * height_fudge_factor)));
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CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
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//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
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lock (_parent_scene.OdeLock)
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{
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@ -395,7 +396,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// float capsuleradius = CAPSULE_RADIUS;
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//capsuleradius = 0.2f;
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CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * heightFudgeFactor))); // subtract 43% of the size
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CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
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//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
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d.BodyDestroy(Body);
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