aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Framework/AvatarSkeleton.cs
blob: 269099b21632bd01654058081985c75f344b4009 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
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
{
    /// <summary>
    /// Contains the Avatar's Skeleton
    /// </summary>
    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;
                }
            }
        }

        /// <summary>
        /// Set avatar height by a calculation based on their visual parameters.
        /// </summary>

        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;
        }
    }
}