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authorDalien Talbot2007-09-08 16:30:39 +0000
committerDalien Talbot2007-09-08 16:30:39 +0000
commit3433f3814acbed69b60f177576602a6cb6a3677c (patch)
tree2978745e09e36716b5948f2d956647b71803c75a /OpenSim/Region/Environment
parentAnother attempt at an i386 version of libode. If this doesn't test out for pe... (diff)
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Partial fix for the "avatars permanently facing east" - now the rotation
is set correctly, but only with the movement of the avatar. The in-place rotation updates need a little bit of more thought, and will be in a separate commit.
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs9
1 files changed, 7 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 1f8e5bb..c96d575 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -372,7 +372,7 @@ namespace OpenSim.Region.Environment.Scenes
372 { 372 {
373 this.bodyRot = q; 373 this.bodyRot = q;
374 update_rotation = true; 374 update_rotation = true;
375 } 375 }
376 foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags))) 376 foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags)))
377 { 377 {
378 if ((flags & (uint)DCF) != 0) 378 if ((flags & (uint)DCF) != 0)
@@ -495,7 +495,12 @@ namespace OpenSim.Region.Environment.Scenes
495 { 495 {
496 LLVector3 pos = this.AbsolutePosition; 496 LLVector3 pos = this.AbsolutePosition;
497 LLVector3 vel = this.Velocity; 497 LLVector3 vel = this.Velocity;
498 RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z)); 498 LLQuaternion rot;
499 rot.X = this.bodyRot.x;
500 rot.Y = this.bodyRot.y;
501 rot.Z = this.bodyRot.z;
502 rot.W = this.bodyRot.w;
503 RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z), rot);
499 } 504 }
500 505
501 /// <summary> 506 /// <summary>