From 135e0ea853203cbad5790ac9f0b21d67f8828af8 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Fri, 7 Dec 2012 13:47:58 +0000
Subject: *TEST* add some avatar skeleton information and use it to calculate
avatar height and bounding box. Change LSL acording.
---
OpenSim/Framework/AvatarSkeleton.cs | 281 ++++++++++++++++++++++++++++++++++++
1 file changed, 281 insertions(+)
create mode 100644 OpenSim/Framework/AvatarSkeleton.cs
(limited to 'OpenSim/Framework/AvatarSkeleton.cs')
diff --git a/OpenSim/Framework/AvatarSkeleton.cs b/OpenSim/Framework/AvatarSkeleton.cs
new file mode 100644
index 0000000..269099b
--- /dev/null
+++ b/OpenSim/Framework/AvatarSkeleton.cs
@@ -0,0 +1,281 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+// Ubit 2012
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using OpenMetaverse;
+using OpenMetaverse.StructuredData;
+using log4net;
+using VPElement = OpenSim.Framework.AvatarAppearance.VPElement;
+
+
+
+namespace OpenSim.Framework
+{
+ ///
+ /// Contains the Avatar's Skeleton
+ ///
+ public class AvatarSkeleton
+ {
+ const int NBONES = 26;
+ const float BOXAJUST = 0.2f;
+
+ public enum Bones : int
+ {
+ EyeLeft,
+ Eyeright,
+ Skull,
+ Head,
+ Neck,
+ CollarRight,
+ CollarLeft,
+ Shoulderright,
+ ShoulderLeft,
+ ElbowRight,
+ ElbowLeft,
+ WristRight,
+ WristLeft,
+ Chest,
+ Torso,
+ Pelvis,
+ Hipright,
+ HipLeft,
+ KneeRight,
+ KneeLeft,
+ AnkleRight,
+ AnkleLeft,
+ FootRight,
+ FootLeft,
+ ToeRight,
+ ToeLeft
+ }
+
+ public struct bone
+ {
+ public Vector3 Offset;
+ public Vector3 Scale;
+ public bone(float x, float y, float z)
+ {
+ Offset = new Vector3(x, y, z);
+ Scale = new Vector3(1f, 1f, 1f);
+ }
+
+ public void addScale(float x, float y, float z, float factor)
+ {
+ Scale.X += x * factor;
+ Scale.Y += y * factor;
+ Scale.Y += z * factor;
+ }
+
+ public void addOffset(float x, float y, float z, float factor)
+ {
+ Offset.X += x * factor;
+ Offset.Y += y * factor;
+ Offset.Y += z * factor;
+ }
+ }
+
+ private bone[] DefaultBones = new bone[]
+ {
+ new bone(0.098f, 0.036f, 0.079f), // EyeLeft
+ new bone(0.098f, -0.036f, 0.079f), // Eyeright
+ new bone(0.0f, 0.0f, 0.079f), // Skull
+ new bone(0.0f, 0.0f, 0.076f), // Head
+ new bone(-0.1f, 0.0f, 0.251f), // Neck
+ new bone(-0.021f, -0.085f, 0.165f), // CollarRight
+ new bone(-0.021f, 0.085f, 0.165f), // CollarLeft
+ new bone(0.0f, -0.79f, 0.0f), // Shoulderright
+ new bone(0.0f, 0.79f, 0.0f), // ShoulderLeft
+ new bone(0.0f, -0.248f, 0.0f), // ElbowRight
+ new bone(0.0f, 0.248f, 0.0f), // ElbowLeft
+ new bone(0.0f, -0.205f, 0.0f), // WristRight
+ new bone(0.0f, 0.205f, 0.0f), // WristLeft
+ new bone(-0.015f, 0.000f, 0.205f), // Chest
+ new bone(0.0f, 0.0f, 0.084f), // Torso
+ new bone(0.0f, 0.0f, 1.067f), // Pelvis
+ new bone(0.034f, -0.129f, -0.041f), // Hipright
+ new bone(0.034f, 0.127f, -0.041f), // HipLeft
+ new bone(-0.001f, 0.049f, -0.491f), // KneeRight
+ new bone(-0.001f, -0.046f, -0.491f), // KneeLeft
+ new bone(-0.029f, 0.0f, -0.468f), // AnkleRight
+ new bone(-0.029f, 0.001f, -0.468f), // AnkleLeft
+ new bone(0.112f, 0.0f, -0.061f), // FootRight
+ new bone(0.112f, 0.0f, -0.061f), // FootLeft
+ new bone(0.109f, 0.0f, 0.0f), // ToeRight
+ new bone(0.109f, 0.0f, 0.0f) // ToeLeft
+ };
+
+ private bone[] m_bones = null;
+ private byte[] m_visualParams = null;
+
+ const float bytescale = 1.0f / 255.0f;
+
+ private float convertVP(AvatarAppearance.VPElement vp)
+ {
+ return (float)m_visualParams[(int)vp] * bytescale;
+ }
+
+ private Vector3 m_standSize;
+ private float m_feetOffset = 0f;
+
+ public Vector3 StandSize
+ {
+ get
+ {
+ if (m_bones == null || m_visualParams == null)
+ return new Vector3(0.45f, 0.6f, 1.9f);
+ else
+ return m_standSize;
+ }
+ }
+
+ public Vector3 StandBoxSize
+ {
+ get
+ {
+ if (m_bones == null || m_visualParams == null)
+ return new Vector3(0.45f, 0.6f, 1.9f + BOXAJUST);
+ else
+ {
+ Vector3 r = m_standSize;
+ r.Z += BOXAJUST;
+ return r;
+ }
+ }
+ }
+
+ public float FeetOffset
+ {
+ get
+ {
+ if (m_bones == null || m_visualParams == null)
+ return 0.0f;
+ else
+ {
+ return m_feetOffset;
+ }
+ }
+ }
+
+ ///
+ /// Set avatar height by a calculation based on their visual parameters.
+ ///
+
+ public void ApplyVisualParameters(byte[] vPs)
+ {
+ m_visualParams = vPs;
+
+ if (m_bones == null)
+ {
+ m_bones = new bone[NBONES];
+ for (int i = 0; i < NBONES; i++)
+ m_bones[i] = DefaultBones[i];
+ }
+
+ float bone_skull = m_bones[(int)Bones.Skull].Offset.Z;
+ float bone_head = m_bones[(int)Bones.Head].Offset.Z;
+ float bone_neck = m_bones[(int)Bones.Neck].Offset.Z;
+ float bone_chest = m_bones[(int)Bones.Chest].Offset.Z;
+ float bone_torso = m_bones[(int)Bones.Torso].Offset.Z;
+ float bone_hip = m_bones[(int)Bones.Hipright].Offset.Z;
+ float bone_knee = m_bones[(int)Bones.KneeRight].Offset.Z;
+ float bone_ank = m_bones[(int)Bones.AnkleRight].Offset.Z;
+ float bone_foot = m_bones[(int)Bones.FootRight].Offset.Z;
+
+ float sbone_skull = m_bones[(int)Bones.Skull].Scale.Z;
+ float sbone_head = m_bones[(int)Bones.Head].Scale.Z;
+ float sbone_neck = m_bones[(int)Bones.Neck].Scale.Z;
+ float sbone_chest = m_bones[(int)Bones.Chest].Scale.Z;
+ float sbone_torso = m_bones[(int)Bones.Torso].Scale.Z;
+ float sbone_pelvis = m_bones[(int)Bones.Pelvis].Scale.Z;
+ float sbone_hip = m_bones[(int)Bones.Hipright].Scale.Z;
+ float sbone_knee = m_bones[(int)Bones.KneeRight].Scale.Z;
+ float sbone_ank = m_bones[(int)Bones.AnkleRight].Scale.Z;
+ float sbone_foot = m_bones[(int)Bones.FootRight].Scale.Z;
+
+ float v_male = (m_visualParams[(int)VPElement.SHAPE_MALE] == 0) ? 0.0f : 1.0f;
+ sbone_neck += v_male * 0.2f;
+ sbone_chest += v_male * 0.05f;
+ sbone_torso += v_male * 0.05f;
+ sbone_knee += v_male * 0.1f;
+
+ float v_height = convertVP(VPElement.SHAPE_HEIGHT) * 4.3f - 2.3f;
+ sbone_neck += v_height * 0.02f;
+ sbone_chest += v_height * 0.05f;
+ sbone_torso += v_height * 0.05f;
+ sbone_hip += v_height * 0.1f;
+ sbone_knee += v_height * 0.1f;
+
+ float v_hip_len = convertVP(VPElement.SHAPE_HIP_LENGTH) * 2f - 1f;
+ sbone_pelvis += v_hip_len * 0.3f;
+
+ float v_torso_len = convertVP(VPElement.SHAPE_TORSO_LENGTH) * 2f - 1f;
+ sbone_torso += v_torso_len * 0.3f;
+ sbone_pelvis += v_torso_len * 0.1f;
+ sbone_hip += v_torso_len * -0.1f;
+ sbone_knee += v_torso_len * -0.05f;
+
+ float v_head_size = convertVP(VPElement.SHAPE_HEAD_SIZE) * 0.35f - 0.25f;
+ bone_skull += v_head_size * 0.1f;
+ sbone_skull += v_head_size;
+ sbone_head += v_head_size;
+
+ float v_shoes_heel = convertVP(VPElement.SHOES_HEEL_HEIGHT);
+ bone_foot += v_shoes_heel * -0.08f;
+
+ float v_shoes_plat = convertVP(VPElement.SHOES_PLATFORM_HEIGHT);
+ bone_foot += v_shoes_plat * -0.07f;
+
+ float v_leg_lenght = convertVP(VPElement.SHAPE_LEG_LENGTH) * 2f - 1f;
+ sbone_hip += v_leg_lenght * 0.2f;
+ sbone_knee += v_leg_lenght * 0.2f;
+
+ float v_neck_len = convertVP(VPElement.SHAPE_NECK_LENGTH) * 2f - 1f;
+ sbone_neck += v_neck_len * 0.5f;
+
+ float hipmess = bone_hip * sbone_pelvis;
+
+ float pelvisToFoot = hipmess -
+ bone_knee * sbone_hip -
+ bone_ank * sbone_knee -
+ bone_foot * sbone_ank;
+
+
+ float size = 1.4142f * bone_skull * sbone_head +
+ bone_head * sbone_neck +
+ bone_neck * sbone_chest +
+ bone_chest * sbone_torso +
+ bone_torso * sbone_pelvis;
+
+ size += pelvisToFoot;
+
+ m_standSize = new Vector3(0.45f, 0.6f, size);
+ m_feetOffset = 0.5f * size - pelvisToFoot;
+ }
+ }
+}
--
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