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authorRobert Adams2013-12-05 21:07:44 -0800
committerRobert Adams2013-12-05 21:07:44 -0800
commit4eb52eb19e2bd18ad5dc56a06600fa966f3190a3 (patch)
tree4c6428c00023c4668ef516d1e44ee576fabb3721 /OpenSim/Region/ClientStack/Linden/UDP
parentMerge branch 'master' into varregion (diff)
parentAdding profile partners fix to SQLite and PgSQL drivers (diff)
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Merge branch 'master' into varregion
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs25
1 files changed, 24 insertions, 1 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 8a6270d..a9ae71c 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -5063,7 +5063,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5063// acceleration = new Vector3(1, 0, 0); 5063// acceleration = new Vector3(1, 0, 0);
5064 5064
5065 angularVelocity = presence.AngularVelocity; 5065 angularVelocity = presence.AngularVelocity;
5066
5067 // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
5068 // it rotates around.
5069 // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
5070 // excessive up and down movements of the camera when looking up and down.
5071 // See http://opensimulator.org/mantis/view.php?id=3274
5072 // This does not affect head movement, since this is controlled entirely by camera movement rather than
5073 // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
5074 // effect, not the avatar rotation.
5066 rotation = presence.Rotation; 5075 rotation = presence.Rotation;
5076 rotation.X = 0;
5077 rotation.Y = 0;
5067 5078
5068 if (sendTexture) 5079 if (sendTexture)
5069 textureEntry = presence.Appearance.Texture.GetBytes(); 5080 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -5179,7 +5190,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5179 data.OffsetPosition.ToBytes(objectData, 16); 5190 data.OffsetPosition.ToBytes(objectData, 16);
5180// data.Velocity.ToBytes(objectData, 28); 5191// data.Velocity.ToBytes(objectData, 28);
5181// data.Acceleration.ToBytes(objectData, 40); 5192// data.Acceleration.ToBytes(objectData, 40);
5182 data.Rotation.ToBytes(objectData, 52); 5193
5194 // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
5195 // it rotates around.
5196 // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
5197 // excessive up and down movements of the camera when looking up and down.
5198 // See http://opensimulator.org/mantis/view.php?id=3274
5199 // This does not affect head movement, since this is controlled entirely by camera movement rather than
5200 // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
5201 // effect, not the avatar rotation.
5202 Quaternion rot = data.Rotation;
5203 rot.X = 0;
5204 rot.Y = 0;
5205 rot.ToBytes(objectData, 52);
5183 //data.AngularVelocity.ToBytes(objectData, 64); 5206 //data.AngularVelocity.ToBytes(objectData, 64);
5184 5207
5185 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5208 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();