From 36f7d36fa1556d2b9356bc9bc5d9b16fc81eb96a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 11 Aug 2011 02:54:15 +0100
Subject: instead of setting avatar rotation twice in SP.HandleAgentUpdate(),
eliminate the second setting in AddNewMovement()
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 30 +++++++++++-------------
1 file changed, 14 insertions(+), 16 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e28d1fe..a1bd672 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1298,7 +1298,6 @@ namespace OpenSim.Region.Framework.Scenes
#region Inputs
AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
- Quaternion bodyRotation = agentData.BodyRotation;
// Camera location in world. We'll need to raytrace
// from this location from time to time.
@@ -1384,6 +1383,15 @@ namespace OpenSim.Region.Framework.Scenes
if (m_allowMovement && !SitGround)
{
+ Quaternion bodyRotation = agentData.BodyRotation;
+ bool update_rotation = false;
+
+ if (bodyRotation != m_bodyRot)
+ {
+ Rotation = bodyRotation;
+ update_rotation = true;
+ }
+
bool update_movementflag = false;
if (agentData.UseClientAgentPosition)
@@ -1393,8 +1401,6 @@ namespace OpenSim.Region.Framework.Scenes
}
int i = 0;
-
- bool update_rotation = false;
bool DCFlagKeyPressed = false;
Vector3 agent_control_v3 = Vector3.Zero;
@@ -1410,12 +1416,6 @@ namespace OpenSim.Region.Framework.Scenes
if (actor.Flying != oldflying)
update_movementflag = true;
- if (bodyRotation != m_bodyRot)
- {
- m_bodyRot = bodyRotation;
- update_rotation = true;
- }
-
if (m_parentID == 0)
{
bool bAllowUpdateMoveToPosition = false;
@@ -1467,8 +1467,8 @@ namespace OpenSim.Region.Framework.Scenes
) // This or is for Nudge forward
{
m_movementflag -= ((byte)(uint)DCF);
-
update_movementflag = true;
+
/*
if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
&& ((m_movementflag & (byte)nudgehack) == nudgehack))
@@ -1534,7 +1534,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
- AddNewMovement(agent_control_v3, bodyRotation);
+ AddNewMovement(agent_control_v3);
}
if (update_movementflag
@@ -1732,7 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 agent_control_v3 = new Vector3();
HandleMoveToTargetUpdate(ref agent_control_v3, Rotation);
- AddNewMovement(agent_control_v3, Rotation);
+ AddNewMovement(agent_control_v3);
}
///
@@ -2311,13 +2311,11 @@ namespace OpenSim.Region.Framework.Scenes
/// Rotate the avatar to the given rotation and apply a movement in the given relative vector
///
/// The vector in which to move. This is relative to the rotation argument
- /// The direction in which this avatar should now face.
- public void AddNewMovement(Vector3 vec, Quaternion rotation)
+ public void AddNewMovement(Vector3 vec)
{
m_perfMonMS = Util.EnvironmentTickCount();
- Rotation = rotation;
- Vector3 direc = vec * rotation;
+ Vector3 direc = vec * Rotation;
direc.Normalize();
direc *= 0.03f * 128f * m_speedModifier;
--
cgit v1.1