Fix avatar height, removes the hip offset hack
Author: Mana Janus <mana@mjm-labs.com>remove-scene-viewer
parent
4797ed6edd
commit
e182cc198d
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@ -53,7 +53,6 @@ namespace OpenSim.Framework
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protected AvatarWearable[] m_wearables;
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protected Dictionary<int, List<AvatarAttachment>> m_attachments;
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protected float m_avatarHeight = 0;
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protected float m_hipOffset = 0;
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public virtual int Serial
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{
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@ -89,11 +88,6 @@ 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_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance");
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@ -184,7 +178,6 @@ namespace OpenSim.Framework
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m_visualparams = (byte[])appearance.VisualParams.Clone();
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m_avatarHeight = appearance.m_avatarHeight;
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m_hipOffset = appearance.m_hipOffset;
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// Copy the attachment, force append mode since that ensures consistency
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m_attachments = new Dictionary<int, List<AvatarAttachment>>();
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@ -332,20 +325,18 @@ namespace OpenSim.Framework
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public virtual void SetHeight()
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{
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m_avatarHeight = 1.23077f // Shortest possible avatar height
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+ 0.516945f * (float)m_visualparams[(int)VPElement.SHAPE_HEIGHT] / 255.0f // Body height
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+ 0.072514f * (float)m_visualparams[(int)VPElement.SHAPE_HEAD_SIZE] / 255.0f // Head size
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+ 0.3836f * (float)m_visualparams[(int)VPElement.SHAPE_LEG_LENGTH] / 255.0f // Leg length
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+ 0.08f * (float)m_visualparams[(int)VPElement.SHOES_PLATFORM_HEIGHT] / 255.0f // Shoe platform height
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+ 0.07f * (float)m_visualparams[(int)VPElement.SHOES_HEEL_HEIGHT] / 255.0f // Shoe heel height
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+ 0.076f * (float)m_visualparams[(int)VPElement.SHAPE_NECK_LENGTH] / 255.0f; // Neck length
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m_hipOffset = (((1.23077f // Half of avatar
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+ 0.516945f * (float)m_visualparams[(int)VPElement.SHAPE_HEIGHT] / 255.0f // Body height
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+ 0.3836f * (float)m_visualparams[(int)VPElement.SHAPE_LEG_LENGTH] / 255.0f // Leg length
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+ 0.08f * (float)m_visualparams[(int)VPElement.SHOES_PLATFORM_HEIGHT] / 255.0f // Shoe platform height
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+ 0.07f * (float)m_visualparams[(int)VPElement.SHOES_HEEL_HEIGHT] / 255.0f // Shoe heel height
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) / 2) - m_avatarHeight / 2) * 0.31f - 0.0425f;
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// Start with shortest possible female avatar height
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m_avatarHeight = 1.14597f;
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// Add offset for male avatars
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if (m_visualparams[(int)VPElement.SHAPE_MALE] != 0)
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m_avatarHeight += 0.0848f;
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// Add offsets for visual params
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m_avatarHeight += 0.516945f * (float)m_visualparams[(int)VPElement.SHAPE_HEIGHT] / 255.0f
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+ 0.08117f * (float)m_visualparams[(int)VPElement.SHAPE_HEAD_SIZE] / 255.0f
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+ 0.3836f * (float)m_visualparams[(int)VPElement.SHAPE_LEG_LENGTH] / 255.0f
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+ 0.07f * (float)m_visualparams[(int)VPElement.SHOES_PLATFORM_HEIGHT] / 255.0f
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+ 0.08f * (float)m_visualparams[(int)VPElement.SHOES_HEEL_HEIGHT] / 255.0f
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+ 0.076f * (float)m_visualparams[(int)VPElement.SHAPE_NECK_LENGTH] / 255.0f;
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}
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public virtual void SetWearable(int wearableId, AvatarWearable wearable)
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@ -578,7 +569,6 @@ namespace OpenSim.Framework
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data["serial"] = OSD.FromInteger(m_serial);
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data["height"] = OSD.FromReal(m_avatarHeight);
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data["hipoffset"] = OSD.FromReal(m_hipOffset);
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// Wearables
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OSDArray wears = new OSDArray(AvatarWearable.MAX_WEARABLES);
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@ -621,8 +611,6 @@ namespace OpenSim.Framework
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m_serial = data["serial"].AsInteger();
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if ((data != null) && (data["height"] != null))
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m_avatarHeight = (float)data["height"].AsReal();
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if ((data != null) && (data["hipoffset"] != null))
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m_hipOffset = (float)data["hipoffset"].AsReal();
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try
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{
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@ -2445,9 +2445,6 @@ namespace OpenSim.Region.Framework.Scenes
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// server.
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if (remoteClient.IsActive)
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{
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Vector3 pos = m_pos;
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pos.Z += Appearance.HipOffset;
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//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
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remoteClient.SendEntityUpdate(
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