aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs23
1 files changed, 21 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9358a4a..cd3cb60 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -585,7 +585,11 @@ namespace OpenSim.Region.Framework.Scenes
585 public Quaternion Rotation 585 public Quaternion Rotation
586 { 586 {
587 get { return m_bodyRot; } 587 get { return m_bodyRot; }
588 set { m_bodyRot = value; } 588 set
589 {
590 m_bodyRot = value;
591 m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
592 }
589 } 593 }
590 594
591 public Quaternion PreviousRotation 595 public Quaternion PreviousRotation
@@ -1711,7 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes
1711 1715
1712 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is 1716 // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
1713 // always slightly higher than the actual terrain height. 1717 // always slightly higher than the actual terrain height.
1714 // FIXME: This constrains NOC movements as well, so should be somewhere else. 1718 // FIXME: This constrains NPC movements as well, so should be somewhere else.
1715 if (pos.Z - terrainHeight < 0.2) 1719 if (pos.Z - terrainHeight < 0.2)
1716 pos.Z = terrainHeight; 1720 pos.Z = terrainHeight;
1717 1721
@@ -1727,6 +1731,21 @@ namespace OpenSim.Region.Framework.Scenes
1727 MovingToTarget = true; 1731 MovingToTarget = true;
1728 MoveToPositionTarget = pos; 1732 MoveToPositionTarget = pos;
1729 1733
1734 // Rotate presence around the z-axis to point in same direction as movement.
1735 // Ignore z component of vector
1736 Vector3 localVectorToTarget3D = pos - AbsolutePosition;
1737 Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f);
1738
1739// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D);
1740
1741 // Calculate the yaw.
1742 Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X)));
1743
1744// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle);
1745
1746 Rotation = Quaternion.CreateFromEulers(angle);
1747// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
1748
1730 Vector3 agent_control_v3 = new Vector3(); 1749 Vector3 agent_control_v3 = new Vector3();
1731 HandleMoveToTargetUpdate(ref agent_control_v3); 1750 HandleMoveToTargetUpdate(ref agent_control_v3);
1732 AddNewMovement(agent_control_v3); 1751 AddNewMovement(agent_control_v3);