aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs15
2 files changed, 26 insertions, 14 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index c1aae3f..a04ded5 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -5091,7 +5091,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5091// acceleration = new Vector3(1, 0, 0); 5091// acceleration = new Vector3(1, 0, 0);
5092 5092
5093 angularVelocity = presence.AngularVelocity; 5093 angularVelocity = presence.AngularVelocity;
5094
5095 // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
5096 // it rotates around.
5097 // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
5098 // excessive up and down movements of the camera when looking up and down.
5099 // See http://opensimulator.org/mantis/view.php?id=3274
5100 // This does not affect head movement, since this is controlled entirely by camera movement rather than
5101 // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
5102 // effect, not the avatar rotation.
5094 rotation = presence.Rotation; 5103 rotation = presence.Rotation;
5104 rotation.X = 0;
5105 rotation.Y = 0;
5095 5106
5096 if (sendTexture) 5107 if (sendTexture)
5097 textureEntry = presence.Appearance.Texture.GetBytes(); 5108 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -5207,7 +5218,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5207 data.OffsetPosition.ToBytes(objectData, 16); 5218 data.OffsetPosition.ToBytes(objectData, 16);
5208// data.Velocity.ToBytes(objectData, 28); 5219// data.Velocity.ToBytes(objectData, 28);
5209// data.Acceleration.ToBytes(objectData, 40); 5220// data.Acceleration.ToBytes(objectData, 40);
5210 data.Rotation.ToBytes(objectData, 52); 5221
5222 // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
5223 // it rotates around.
5224 // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
5225 // excessive up and down movements of the camera when looking up and down.
5226 // See http://opensimulator.org/mantis/view.php?id=3274
5227 // This does not affect head movement, since this is controlled entirely by camera movement rather than
5228 // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
5229 // effect, not the avatar rotation.
5230 Quaternion rot = data.Rotation;
5231 rot.X = 0;
5232 rot.Y = 0;
5233 rot.ToBytes(objectData, 52);
5211 //data.AngularVelocity.ToBytes(objectData, 64); 5234 //data.AngularVelocity.ToBytes(objectData, 64);
5212 5235
5213 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5236 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index dae20a5..7ed3a4b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1652,20 +1652,9 @@ namespace OpenSim.Region.Framework.Scenes
1652 1652
1653 bool update_rotation = false; 1653 bool update_rotation = false;
1654 1654
1655 // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis 1655 if (agentData.BodyRotation != Rotation)
1656 // it rotates around.
1657 // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
1658 // excessive up and down movements of the camera when looking up and down.
1659 // See http://opensimulator.org/mantis/view.php?id=3274
1660 // This does not affect head movement, since this is controlled entirely by camera movement rather than
1661 // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
1662 // effect, not the avatar rotation.
1663 // However, if we do need to store X and Y rotations in the future, another solution needs to be found
1664 // for the mouselook bug. Possibly, one could strip out X and Y rotations before sending the avatar
1665 // update messages.
1666 if (agentData.BodyRotation.Z != Rotation.Z || agentData.BodyRotation.W != Rotation.W)
1667 { 1656 {
1668 Rotation = new Quaternion(0, 0, agentData.BodyRotation.Z, agentData.BodyRotation.W); 1657 Rotation = agentData.BodyRotation;
1669 update_rotation = true; 1658 update_rotation = true;
1670 } 1659 }
1671 1660