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authorMelanie Thielker2008-11-14 03:32:20 +0000
committerMelanie Thielker2008-11-14 03:32:20 +0000
commitc79a11cbd1eeb8359ad08178830c94cc0d52f877 (patch)
tree7ed6329eb68c2077c9b74f0b2cb1b499ed4feaa9 /OpenSim/Region/Environment/Scenes/ScenePresence.cs
parentmake inventory item listing more robust. It turns out that a bad item (diff)
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Lots of experimentation yielded a fair approximation of a hip offset from the
physical center of an avatar, for display purposes. This should keep the avatar feet above ground visually in most cases. Tweaked for both height extremes and various leg lengths. Improvements welcome
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs9
1 files changed, 8 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index af17fac..c91027c 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -759,7 +759,7 @@ namespace OpenSim.Region.Environment.Scenes
759 } 759 }
760 760
761 float posZLimit = (float)m_scene.GetLandHeight((int)pos.X, (int)pos.Y); 761 float posZLimit = (float)m_scene.GetLandHeight((int)pos.X, (int)pos.Y);
762 float newPosZ = posZLimit + localAVHeight; 762 float newPosZ = posZLimit + localAVHeight / 2;
763 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 763 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
764 { 764 {
765 pos.Z = newPosZ; 765 pos.Z = newPosZ;
@@ -1752,6 +1752,7 @@ namespace OpenSim.Region.Environment.Scenes
1752 Vector3 pos = m_pos; 1752 Vector3 pos = m_pos;
1753 Vector3 vel = Velocity; 1753 Vector3 vel = Velocity;
1754 Quaternion rot = m_bodyRot; 1754 Quaternion rot = m_bodyRot;
1755 pos.Z -= m_appearance.HipOffset;
1755 remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z), 1756 remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z),
1756 new Vector3(vel.X, vel.Y, vel.Z), rot); 1757 new Vector3(vel.X, vel.Y, vel.Z), rot);
1757 1758
@@ -1835,6 +1836,9 @@ namespace OpenSim.Region.Environment.Scenes
1835 // Note: because Quaternion is a struct, it can't be null 1836 // Note: because Quaternion is a struct, it can't be null
1836 Quaternion rot = m_bodyRot; 1837 Quaternion rot = m_bodyRot;
1837 1838
1839 Vector3 pos = m_pos;
1840 pos.Z -= m_appearance.HipOffset;
1841
1838 remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, 1842 remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid,
1839 LocalId, m_pos, m_appearance.Texture.ToBytes(), 1843 LocalId, m_pos, m_appearance.Texture.ToBytes(),
1840 m_parentID, rot); 1844 m_parentID, rot);
@@ -1900,6 +1904,9 @@ namespace OpenSim.Region.Environment.Scenes
1900 // Note: because Quaternion is a struct, it can't be null 1904 // Note: because Quaternion is a struct, it can't be null
1901 Quaternion rot = m_bodyRot; 1905 Quaternion rot = m_bodyRot;
1902 1906
1907 Vector3 pos = m_pos;
1908 pos.Z -= m_appearance.HipOffset;
1909
1903 m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId, 1910 m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_grouptitle, m_uuid, LocalId,
1904 m_pos, m_appearance.Texture.ToBytes(), m_parentID, rot); 1911 m_pos, m_appearance.Texture.ToBytes(), m_parentID, rot);
1905 1912