aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs17
1 files changed, 16 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fc8f8b9..95d06fe 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1863,7 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes
1863 1863
1864 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is 1864 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
1865 // always slightly higher than the actual terrain height. 1865 // always slightly higher than the actual terrain height.
1866 // FIXME: This constrains NOC movements as well, so should be somewhere else. 1866 // FIXME: This constrains NPC movements as well, so should be somewhere else.
1867 if (pos.Z - terrainHeight < 0.2) 1867 if (pos.Z - terrainHeight < 0.2)
1868 pos.Z = terrainHeight; 1868 pos.Z = terrainHeight;
1869 1869
@@ -1879,6 +1879,21 @@ namespace OpenSim.Region.Framework.Scenes
1879 MovingToTarget = true; 1879 MovingToTarget = true;
1880 MoveToPositionTarget = pos; 1880 MoveToPositionTarget = pos;
1881 1881
1882 // Rotate presence around the z-axis to point in same direction as movement.
1883 // Ignore z component of vector
1884 Vector3 localVectorToTarget3D = pos - AbsolutePosition;
1885 Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f);
1886
1887// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D);
1888
1889 // Calculate the yaw.
1890 Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X)));
1891
1892// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle);
1893
1894 Rotation = Quaternion.CreateFromEulers(angle);
1895// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
1896
1882 Vector3 agent_control_v3 = new Vector3(); 1897 Vector3 agent_control_v3 = new Vector3();
1883 HandleMoveToTargetUpdate(ref agent_control_v3); 1898 HandleMoveToTargetUpdate(ref agent_control_v3);
1884 AddNewMovement(agent_control_v3); 1899 AddNewMovement(agent_control_v3);