diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 15 |
1 files changed, 2 insertions, 13 deletions
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 | ||