aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2013-12-03 02:27:40 +0000
committerJustin Clark-Casey (justincc)2013-12-03 02:27:40 +0000
commit62a2d7836fb36f66a0e42b20f4596e517eb52354 (patch)
tree42a17766c9800f05ceac9265d4609139dfbdc469
parentActually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced fo... (diff)
downloadopensim-SC_OLD-62a2d7836fb36f66a0e42b20f4596e517eb52354.zip
opensim-SC_OLD-62a2d7836fb36f66a0e42b20f4596e517eb52354.tar.gz
opensim-SC_OLD-62a2d7836fb36f66a0e42b20f4596e517eb52354.tar.bz2
opensim-SC_OLD-62a2d7836fb36f66a0e42b20f4596e517eb52354.tar.xz
Ignore X and Y body rotations when sent by mouse look.
Fixes http://opensimulator.org/mantis/view.php?id=3274 When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate). However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook. So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work. Thanks to mirceakitsune for suggesting an initial fix
-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