/* * 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; } } }