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author | UbitUmarov | 2012-12-07 13:47:58 +0000 |
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committer | UbitUmarov | 2012-12-07 13:47:58 +0000 |
commit | 135e0ea853203cbad5790ac9f0b21d67f8828af8 (patch) | |
tree | 7b60c85aa16123a109b3afae4618359abd272dd9 /OpenSim/Framework/AvatarSkeleton.cs | |
parent | avatar collision plane send to viewer is only relative to feet. change (diff) | |
download | opensim-SC_OLD-135e0ea853203cbad5790ac9f0b21d67f8828af8.zip opensim-SC_OLD-135e0ea853203cbad5790ac9f0b21d67f8828af8.tar.gz opensim-SC_OLD-135e0ea853203cbad5790ac9f0b21d67f8828af8.tar.bz2 opensim-SC_OLD-135e0ea853203cbad5790ac9f0b21d67f8828af8.tar.xz |
*TEST* add some avatar skeleton information and use it to calculate avatar
height and bounding box. Change LSL acording.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Framework/AvatarSkeleton.cs | 281 |
1 files changed, 281 insertions, 0 deletions
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 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | // Ubit 2012 | ||
28 | using System; | ||
29 | using System.Collections; | ||
30 | using System.Collections.Generic; | ||
31 | using OpenMetaverse; | ||
32 | using OpenMetaverse.StructuredData; | ||
33 | using log4net; | ||
34 | using VPElement = OpenSim.Framework.AvatarAppearance.VPElement; | ||
35 | |||
36 | |||
37 | |||
38 | namespace OpenSim.Framework | ||
39 | { | ||
40 | /// <summary> | ||
41 | /// Contains the Avatar's Skeleton | ||
42 | /// </summary> | ||
43 | public class AvatarSkeleton | ||
44 | { | ||
45 | const int NBONES = 26; | ||
46 | const float BOXAJUST = 0.2f; | ||
47 | |||
48 | public enum Bones : int | ||
49 | { | ||
50 | EyeLeft, | ||
51 | Eyeright, | ||
52 | Skull, | ||
53 | Head, | ||
54 | Neck, | ||
55 | CollarRight, | ||
56 | CollarLeft, | ||
57 | Shoulderright, | ||
58 | ShoulderLeft, | ||
59 | ElbowRight, | ||
60 | ElbowLeft, | ||
61 | WristRight, | ||
62 | WristLeft, | ||
63 | Chest, | ||
64 | Torso, | ||
65 | Pelvis, | ||
66 | Hipright, | ||
67 | HipLeft, | ||
68 | KneeRight, | ||
69 | KneeLeft, | ||
70 | AnkleRight, | ||
71 | AnkleLeft, | ||
72 | FootRight, | ||
73 | FootLeft, | ||
74 | ToeRight, | ||
75 | ToeLeft | ||
76 | } | ||
77 | |||
78 | public struct bone | ||
79 | { | ||
80 | public Vector3 Offset; | ||
81 | public Vector3 Scale; | ||
82 | public bone(float x, float y, float z) | ||
83 | { | ||
84 | Offset = new Vector3(x, y, z); | ||
85 | Scale = new Vector3(1f, 1f, 1f); | ||
86 | } | ||
87 | |||
88 | public void addScale(float x, float y, float z, float factor) | ||
89 | { | ||
90 | Scale.X += x * factor; | ||
91 | Scale.Y += y * factor; | ||
92 | Scale.Y += z * factor; | ||
93 | } | ||
94 | |||
95 | public void addOffset(float x, float y, float z, float factor) | ||
96 | { | ||
97 | Offset.X += x * factor; | ||
98 | Offset.Y += y * factor; | ||
99 | Offset.Y += z * factor; | ||
100 | } | ||
101 | } | ||
102 | |||
103 | private bone[] DefaultBones = new bone[] | ||
104 | { | ||
105 | new bone(0.098f, 0.036f, 0.079f), // EyeLeft | ||
106 | new bone(0.098f, -0.036f, 0.079f), // Eyeright | ||
107 | new bone(0.0f, 0.0f, 0.079f), // Skull | ||
108 | new bone(0.0f, 0.0f, 0.076f), // Head | ||
109 | new bone(-0.1f, 0.0f, 0.251f), // Neck | ||
110 | new bone(-0.021f, -0.085f, 0.165f), // CollarRight | ||
111 | new bone(-0.021f, 0.085f, 0.165f), // CollarLeft | ||
112 | new bone(0.0f, -0.79f, 0.0f), // Shoulderright | ||
113 | new bone(0.0f, 0.79f, 0.0f), // ShoulderLeft | ||
114 | new bone(0.0f, -0.248f, 0.0f), // ElbowRight | ||
115 | new bone(0.0f, 0.248f, 0.0f), // ElbowLeft | ||
116 | new bone(0.0f, -0.205f, 0.0f), // WristRight | ||
117 | new bone(0.0f, 0.205f, 0.0f), // WristLeft | ||
118 | new bone(-0.015f, 0.000f, 0.205f), // Chest | ||
119 | new bone(0.0f, 0.0f, 0.084f), // Torso | ||
120 | new bone(0.0f, 0.0f, 1.067f), // Pelvis | ||
121 | new bone(0.034f, -0.129f, -0.041f), // Hipright | ||
122 | new bone(0.034f, 0.127f, -0.041f), // HipLeft | ||
123 | new bone(-0.001f, 0.049f, -0.491f), // KneeRight | ||
124 | new bone(-0.001f, -0.046f, -0.491f), // KneeLeft | ||
125 | new bone(-0.029f, 0.0f, -0.468f), // AnkleRight | ||
126 | new bone(-0.029f, 0.001f, -0.468f), // AnkleLeft | ||
127 | new bone(0.112f, 0.0f, -0.061f), // FootRight | ||
128 | new bone(0.112f, 0.0f, -0.061f), // FootLeft | ||
129 | new bone(0.109f, 0.0f, 0.0f), // ToeRight | ||
130 | new bone(0.109f, 0.0f, 0.0f) // ToeLeft | ||
131 | }; | ||
132 | |||
133 | private bone[] m_bones = null; | ||
134 | private byte[] m_visualParams = null; | ||
135 | |||
136 | const float bytescale = 1.0f / 255.0f; | ||
137 | |||
138 | private float convertVP(AvatarAppearance.VPElement vp) | ||
139 | { | ||
140 | return (float)m_visualParams[(int)vp] * bytescale; | ||
141 | } | ||
142 | |||
143 | private Vector3 m_standSize; | ||
144 | private float m_feetOffset = 0f; | ||
145 | |||
146 | public Vector3 StandSize | ||
147 | { | ||
148 | get | ||
149 | { | ||
150 | if (m_bones == null || m_visualParams == null) | ||
151 | return new Vector3(0.45f, 0.6f, 1.9f); | ||
152 | else | ||
153 | return m_standSize; | ||
154 | } | ||
155 | } | ||
156 | |||
157 | public Vector3 StandBoxSize | ||
158 | { | ||
159 | get | ||
160 | { | ||
161 | if (m_bones == null || m_visualParams == null) | ||
162 | return new Vector3(0.45f, 0.6f, 1.9f + BOXAJUST); | ||
163 | else | ||
164 | { | ||
165 | Vector3 r = m_standSize; | ||
166 | r.Z += BOXAJUST; | ||
167 | return r; | ||
168 | } | ||
169 | } | ||
170 | } | ||
171 | |||
172 | public float FeetOffset | ||
173 | { | ||
174 | get | ||
175 | { | ||
176 | if (m_bones == null || m_visualParams == null) | ||
177 | return 0.0f; | ||
178 | else | ||
179 | { | ||
180 | return m_feetOffset; | ||
181 | } | ||
182 | } | ||
183 | } | ||
184 | |||
185 | /// <summary> | ||
186 | /// Set avatar height by a calculation based on their visual parameters. | ||
187 | /// </summary> | ||
188 | |||
189 | public void ApplyVisualParameters(byte[] vPs) | ||
190 | { | ||
191 | m_visualParams = vPs; | ||
192 | |||
193 | if (m_bones == null) | ||
194 | { | ||
195 | m_bones = new bone[NBONES]; | ||
196 | for (int i = 0; i < NBONES; i++) | ||
197 | m_bones[i] = DefaultBones[i]; | ||
198 | } | ||
199 | |||
200 | float bone_skull = m_bones[(int)Bones.Skull].Offset.Z; | ||
201 | float bone_head = m_bones[(int)Bones.Head].Offset.Z; | ||
202 | float bone_neck = m_bones[(int)Bones.Neck].Offset.Z; | ||
203 | float bone_chest = m_bones[(int)Bones.Chest].Offset.Z; | ||
204 | float bone_torso = m_bones[(int)Bones.Torso].Offset.Z; | ||
205 | float bone_hip = m_bones[(int)Bones.Hipright].Offset.Z; | ||
206 | float bone_knee = m_bones[(int)Bones.KneeRight].Offset.Z; | ||
207 | float bone_ank = m_bones[(int)Bones.AnkleRight].Offset.Z; | ||
208 | float bone_foot = m_bones[(int)Bones.FootRight].Offset.Z; | ||
209 | |||
210 | float sbone_skull = m_bones[(int)Bones.Skull].Scale.Z; | ||
211 | float sbone_head = m_bones[(int)Bones.Head].Scale.Z; | ||
212 | float sbone_neck = m_bones[(int)Bones.Neck].Scale.Z; | ||
213 | float sbone_chest = m_bones[(int)Bones.Chest].Scale.Z; | ||
214 | float sbone_torso = m_bones[(int)Bones.Torso].Scale.Z; | ||
215 | float sbone_pelvis = m_bones[(int)Bones.Pelvis].Scale.Z; | ||
216 | float sbone_hip = m_bones[(int)Bones.Hipright].Scale.Z; | ||
217 | float sbone_knee = m_bones[(int)Bones.KneeRight].Scale.Z; | ||
218 | float sbone_ank = m_bones[(int)Bones.AnkleRight].Scale.Z; | ||
219 | float sbone_foot = m_bones[(int)Bones.FootRight].Scale.Z; | ||
220 | |||
221 | float v_male = (m_visualParams[(int)VPElement.SHAPE_MALE] == 0) ? 0.0f : 1.0f; | ||
222 | sbone_neck += v_male * 0.2f; | ||
223 | sbone_chest += v_male * 0.05f; | ||
224 | sbone_torso += v_male * 0.05f; | ||
225 | sbone_knee += v_male * 0.1f; | ||
226 | |||
227 | float v_height = convertVP(VPElement.SHAPE_HEIGHT) * 4.3f - 2.3f; | ||
228 | sbone_neck += v_height * 0.02f; | ||
229 | sbone_chest += v_height * 0.05f; | ||
230 | sbone_torso += v_height * 0.05f; | ||
231 | sbone_hip += v_height * 0.1f; | ||
232 | sbone_knee += v_height * 0.1f; | ||
233 | |||
234 | float v_hip_len = convertVP(VPElement.SHAPE_HIP_LENGTH) * 2f - 1f; | ||
235 | sbone_pelvis += v_hip_len * 0.3f; | ||
236 | |||
237 | float v_torso_len = convertVP(VPElement.SHAPE_TORSO_LENGTH) * 2f - 1f; | ||
238 | sbone_torso += v_torso_len * 0.3f; | ||
239 | sbone_pelvis += v_torso_len * 0.1f; | ||
240 | sbone_hip += v_torso_len * -0.1f; | ||
241 | sbone_knee += v_torso_len * -0.05f; | ||
242 | |||
243 | float v_head_size = convertVP(VPElement.SHAPE_HEAD_SIZE) * 0.35f - 0.25f; | ||
244 | bone_skull += v_head_size * 0.1f; | ||
245 | sbone_skull += v_head_size; | ||
246 | sbone_head += v_head_size; | ||
247 | |||
248 | float v_shoes_heel = convertVP(VPElement.SHOES_HEEL_HEIGHT); | ||
249 | bone_foot += v_shoes_heel * -0.08f; | ||
250 | |||
251 | float v_shoes_plat = convertVP(VPElement.SHOES_PLATFORM_HEIGHT); | ||
252 | bone_foot += v_shoes_plat * -0.07f; | ||
253 | |||
254 | float v_leg_lenght = convertVP(VPElement.SHAPE_LEG_LENGTH) * 2f - 1f; | ||
255 | sbone_hip += v_leg_lenght * 0.2f; | ||
256 | sbone_knee += v_leg_lenght * 0.2f; | ||
257 | |||
258 | float v_neck_len = convertVP(VPElement.SHAPE_NECK_LENGTH) * 2f - 1f; | ||
259 | sbone_neck += v_neck_len * 0.5f; | ||
260 | |||
261 | float hipmess = bone_hip * sbone_pelvis; | ||
262 | |||
263 | float pelvisToFoot = hipmess - | ||
264 | bone_knee * sbone_hip - | ||
265 | bone_ank * sbone_knee - | ||
266 | bone_foot * sbone_ank; | ||
267 | |||
268 | |||
269 | float size = 1.4142f * bone_skull * sbone_head + | ||
270 | bone_head * sbone_neck + | ||
271 | bone_neck * sbone_chest + | ||
272 | bone_chest * sbone_torso + | ||
273 | bone_torso * sbone_pelvis; | ||
274 | |||
275 | size += pelvisToFoot; | ||
276 | |||
277 | m_standSize = new Vector3(0.45f, 0.6f, size); | ||
278 | m_feetOffset = 0.5f * size - pelvisToFoot; | ||
279 | } | ||
280 | } | ||
281 | } | ||