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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs18
1 files changed, 15 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1dc7e20..dae20a5 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1648,12 +1648,24 @@ namespace OpenSim.Region.Framework.Scenes
1648 1648
1649 if (AllowMovement && !SitGround) 1649 if (AllowMovement && !SitGround)
1650 { 1650 {
1651 Quaternion bodyRotation = agentData.BodyRotation; 1651// m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name);
1652
1652 bool update_rotation = false; 1653 bool update_rotation = false;
1653 1654
1654 if (bodyRotation != Rotation) 1655 // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
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)
1655 { 1667 {
1656 Rotation = bodyRotation; 1668 Rotation = new Quaternion(0, 0, agentData.BodyRotation.Z, agentData.BodyRotation.W);
1657 update_rotation = true; 1669 update_rotation = true;
1658 } 1670 }
1659 1671