282 lines
10 KiB
C#
282 lines
10 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// Ubit 2012
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using log4net;
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using VPElement = OpenSim.Framework.AvatarAppearance.VPElement;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// Contains the Avatar's Skeleton
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/// </summary>
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public class AvatarSkeleton
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{
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const int NBONES = 26;
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const float BOXAJUST = 0.2f;
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public enum Bones : int
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{
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EyeLeft,
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Eyeright,
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Skull,
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Head,
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Neck,
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CollarRight,
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CollarLeft,
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Shoulderright,
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ShoulderLeft,
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ElbowRight,
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ElbowLeft,
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WristRight,
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WristLeft,
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Chest,
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Torso,
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Pelvis,
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Hipright,
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HipLeft,
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KneeRight,
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KneeLeft,
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AnkleRight,
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AnkleLeft,
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FootRight,
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FootLeft,
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ToeRight,
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ToeLeft
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}
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public struct bone
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{
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public Vector3 Offset;
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public Vector3 Scale;
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public bone(float x, float y, float z)
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{
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Offset = new Vector3(x, y, z);
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Scale = new Vector3(1f, 1f, 1f);
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}
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public void addScale(float x, float y, float z, float factor)
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{
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Scale.X += x * factor;
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Scale.Y += y * factor;
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Scale.Y += z * factor;
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}
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public void addOffset(float x, float y, float z, float factor)
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{
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Offset.X += x * factor;
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Offset.Y += y * factor;
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Offset.Y += z * factor;
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}
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}
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private bone[] DefaultBones = new bone[]
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{
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new bone(0.098f, 0.036f, 0.079f), // EyeLeft
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new bone(0.098f, -0.036f, 0.079f), // Eyeright
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new bone(0.0f, 0.0f, 0.079f), // Skull
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new bone(0.0f, 0.0f, 0.076f), // Head
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new bone(-0.1f, 0.0f, 0.251f), // Neck
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new bone(-0.021f, -0.085f, 0.165f), // CollarRight
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new bone(-0.021f, 0.085f, 0.165f), // CollarLeft
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new bone(0.0f, -0.79f, 0.0f), // Shoulderright
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new bone(0.0f, 0.79f, 0.0f), // ShoulderLeft
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new bone(0.0f, -0.248f, 0.0f), // ElbowRight
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new bone(0.0f, 0.248f, 0.0f), // ElbowLeft
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new bone(0.0f, -0.205f, 0.0f), // WristRight
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new bone(0.0f, 0.205f, 0.0f), // WristLeft
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new bone(-0.015f, 0.000f, 0.205f), // Chest
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new bone(0.0f, 0.0f, 0.084f), // Torso
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new bone(0.0f, 0.0f, 1.067f), // Pelvis
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new bone(0.034f, -0.129f, -0.041f), // Hipright
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new bone(0.034f, 0.127f, -0.041f), // HipLeft
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new bone(-0.001f, 0.049f, -0.491f), // KneeRight
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new bone(-0.001f, -0.046f, -0.491f), // KneeLeft
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new bone(-0.029f, 0.0f, -0.468f), // AnkleRight
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new bone(-0.029f, 0.001f, -0.468f), // AnkleLeft
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new bone(0.112f, 0.0f, -0.061f), // FootRight
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new bone(0.112f, 0.0f, -0.061f), // FootLeft
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new bone(0.109f, 0.0f, 0.0f), // ToeRight
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new bone(0.109f, 0.0f, 0.0f) // ToeLeft
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};
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private bone[] m_bones = null;
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private byte[] m_visualParams = null;
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const float bytescale = 1.0f / 255.0f;
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private float convertVP(AvatarAppearance.VPElement vp)
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{
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return (float)m_visualParams[(int)vp] * bytescale;
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}
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private Vector3 m_standSize;
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private float m_feetOffset = 0f;
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public Vector3 StandSize
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{
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get
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{
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if (m_bones == null || m_visualParams == null)
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return new Vector3(0.45f, 0.6f, 1.9f);
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else
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return m_standSize;
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}
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}
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public Vector3 StandBoxSize
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{
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get
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{
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if (m_bones == null || m_visualParams == null)
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return new Vector3(0.45f, 0.6f, 1.9f + BOXAJUST);
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else
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{
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Vector3 r = m_standSize;
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r.Z += BOXAJUST;
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return r;
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}
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}
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}
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public float FeetOffset
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{
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get
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{
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if (m_bones == null || m_visualParams == null)
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return 0.0f;
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else
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{
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return m_feetOffset;
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}
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}
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}
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/// <summary>
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/// Set avatar height by a calculation based on their visual parameters.
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/// </summary>
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public void ApplyVisualParameters(byte[] vPs)
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{
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m_visualParams = vPs;
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if (m_bones == null)
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{
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m_bones = new bone[NBONES];
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for (int i = 0; i < NBONES; i++)
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m_bones[i] = DefaultBones[i];
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}
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float bone_skull = m_bones[(int)Bones.Skull].Offset.Z;
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float bone_head = m_bones[(int)Bones.Head].Offset.Z;
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float bone_neck = m_bones[(int)Bones.Neck].Offset.Z;
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float bone_chest = m_bones[(int)Bones.Chest].Offset.Z;
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float bone_torso = m_bones[(int)Bones.Torso].Offset.Z;
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float bone_hip = m_bones[(int)Bones.Hipright].Offset.Z;
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float bone_knee = m_bones[(int)Bones.KneeRight].Offset.Z;
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float bone_ank = m_bones[(int)Bones.AnkleRight].Offset.Z;
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float bone_foot = m_bones[(int)Bones.FootRight].Offset.Z;
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float sbone_skull = m_bones[(int)Bones.Skull].Scale.Z;
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float sbone_head = m_bones[(int)Bones.Head].Scale.Z;
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float sbone_neck = m_bones[(int)Bones.Neck].Scale.Z;
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float sbone_chest = m_bones[(int)Bones.Chest].Scale.Z;
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float sbone_torso = m_bones[(int)Bones.Torso].Scale.Z;
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float sbone_pelvis = m_bones[(int)Bones.Pelvis].Scale.Z;
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float sbone_hip = m_bones[(int)Bones.Hipright].Scale.Z;
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float sbone_knee = m_bones[(int)Bones.KneeRight].Scale.Z;
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float sbone_ank = m_bones[(int)Bones.AnkleRight].Scale.Z;
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float sbone_foot = m_bones[(int)Bones.FootRight].Scale.Z;
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float v_male = (m_visualParams[(int)VPElement.SHAPE_MALE] == 0) ? 0.0f : 1.0f;
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sbone_neck += v_male * 0.2f;
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sbone_chest += v_male * 0.05f;
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sbone_torso += v_male * 0.05f;
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sbone_knee += v_male * 0.1f;
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float v_height = convertVP(VPElement.SHAPE_HEIGHT) * 4.3f - 2.3f;
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sbone_neck += v_height * 0.02f;
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sbone_chest += v_height * 0.05f;
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sbone_torso += v_height * 0.05f;
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sbone_hip += v_height * 0.1f;
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sbone_knee += v_height * 0.1f;
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float v_hip_len = convertVP(VPElement.SHAPE_HIP_LENGTH) * 2f - 1f;
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sbone_pelvis += v_hip_len * 0.3f;
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float v_torso_len = convertVP(VPElement.SHAPE_TORSO_LENGTH) * 2f - 1f;
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sbone_torso += v_torso_len * 0.3f;
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sbone_pelvis += v_torso_len * 0.1f;
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sbone_hip += v_torso_len * -0.1f;
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sbone_knee += v_torso_len * -0.05f;
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float v_head_size = convertVP(VPElement.SHAPE_HEAD_SIZE) * 0.35f - 0.25f;
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bone_skull += v_head_size * 0.1f;
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sbone_skull += v_head_size;
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sbone_head += v_head_size;
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float v_shoes_heel = convertVP(VPElement.SHOES_HEEL_HEIGHT);
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bone_foot += v_shoes_heel * -0.08f;
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float v_shoes_plat = convertVP(VPElement.SHOES_PLATFORM_HEIGHT);
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bone_foot += v_shoes_plat * -0.07f;
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float v_leg_lenght = convertVP(VPElement.SHAPE_LEG_LENGTH) * 2f - 1f;
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sbone_hip += v_leg_lenght * 0.2f;
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sbone_knee += v_leg_lenght * 0.2f;
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float v_neck_len = convertVP(VPElement.SHAPE_NECK_LENGTH) * 2f - 1f;
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sbone_neck += v_neck_len * 0.5f;
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float hipmess = bone_hip * sbone_pelvis;
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float pelvisToFoot = hipmess -
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bone_knee * sbone_hip -
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bone_ank * sbone_knee -
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bone_foot * sbone_ank;
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float size = 1.4142f * bone_skull * sbone_head +
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bone_head * sbone_neck +
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bone_neck * sbone_chest +
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bone_chest * sbone_torso +
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bone_torso * sbone_pelvis;
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size += pelvisToFoot;
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m_standSize = new Vector3(0.45f, 0.6f, size);
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m_feetOffset = 0.5f * size - pelvisToFoot;
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}
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}
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}
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