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