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author | UbitUmarov | 2016-08-27 22:33:16 +0100 |
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committer | UbitUmarov | 2016-08-27 22:33:16 +0100 |
commit | e7b0963db88060e3bf26474edceeb75da11311e7 (patch) | |
tree | c76c922decbbb161c547a4c9582b210103b6be12 /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | remove excess data (diff) | |
download | opensim-SC_OLD-e7b0963db88060e3bf26474edceeb75da11311e7.zip opensim-SC_OLD-e7b0963db88060e3bf26474edceeb75da11311e7.tar.gz opensim-SC_OLD-e7b0963db88060e3bf26474edceeb75da11311e7.tar.bz2 opensim-SC_OLD-e7b0963db88060e3bf26474edceeb75da11311e7.tar.xz |
reduce math on use of camerarotation (need to add a lock there). Fix a bug on sits AToffset for some reason ATaxis got in there (needs testing)
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 22 |
1 files changed, 14 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 28d4080..643a479 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -542,10 +542,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
542 | 542 | ||
543 | public Vector3 CameraPosition { get; set; } | 543 | public Vector3 CameraPosition { get; set; } |
544 | 544 | ||
545 | public Quaternion CameraRotation | 545 | public Quaternion CameraRotation { get; private set; } |
546 | { | ||
547 | get { return Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); } | ||
548 | } | ||
549 | 546 | ||
550 | // Use these three vectors to figure out what the agent is looking at | 547 | // Use these three vectors to figure out what the agent is looking at |
551 | // Convert it to a Matrix and/or Quaternion | 548 | // Convert it to a Matrix and/or Quaternion |
@@ -2696,9 +2693,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2696 | CameraPosition = agentData.CameraCenter; | 2693 | CameraPosition = agentData.CameraCenter; |
2697 | // Use these three vectors to figure out what the agent is looking at | 2694 | // Use these three vectors to figure out what the agent is looking at |
2698 | // Convert it to a Matrix and/or Quaternion | 2695 | // Convert it to a Matrix and/or Quaternion |
2696 | |||
2697 | // this my need lock | ||
2699 | CameraAtAxis = agentData.CameraAtAxis; | 2698 | CameraAtAxis = agentData.CameraAtAxis; |
2700 | CameraLeftAxis = agentData.CameraLeftAxis; | 2699 | CameraLeftAxis = agentData.CameraLeftAxis; |
2701 | CameraUpAxis = agentData.CameraUpAxis; | 2700 | CameraUpAxis = agentData.CameraUpAxis; |
2701 | Quaternion camRot = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); | ||
2702 | CameraRotation = camRot; | ||
2702 | 2703 | ||
2703 | // The Agent's Draw distance setting | 2704 | // The Agent's Draw distance setting |
2704 | // When we get to the point of re-computing neighbors everytime this | 2705 | // When we get to the point of re-computing neighbors everytime this |
@@ -3171,9 +3172,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3171 | offset = offset * part.RotationOffset; | 3172 | offset = offset * part.RotationOffset; |
3172 | offset += part.OffsetPosition; | 3173 | offset += part.OffsetPosition; |
3173 | 3174 | ||
3174 | if (CameraAtAxis == Vector3.Zero && cameraEyeOffset == Vector3.Zero) | 3175 | if (cameraAtOffset == Vector3.Zero && cameraEyeOffset == Vector3.Zero) |
3175 | { | 3176 | { |
3176 | CameraAtAxis = part.ParentGroup.RootPart.GetCameraAtOffset(); | 3177 | cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); |
3177 | cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); | 3178 | cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); |
3178 | } | 3179 | } |
3179 | else | 3180 | else |
@@ -3311,9 +3312,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3311 | offset = offset * part.RotationOffset; | 3312 | offset = offset * part.RotationOffset; |
3312 | offset += part.OffsetPosition; | 3313 | offset += part.OffsetPosition; |
3313 | 3314 | ||
3314 | if (CameraAtAxis == Vector3.Zero && cameraEyeOffset == Vector3.Zero) | 3315 | if (cameraAtOffset == Vector3.Zero && cameraEyeOffset == Vector3.Zero) |
3315 | { | 3316 | { |
3316 | CameraAtAxis = part.ParentGroup.RootPart.GetCameraAtOffset(); | 3317 | cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); |
3317 | cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); | 3318 | cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); |
3318 | } | 3319 | } |
3319 | else | 3320 | else |
@@ -4571,6 +4572,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
4571 | CameraAtAxis = cAgent.AtAxis; | 4572 | CameraAtAxis = cAgent.AtAxis; |
4572 | CameraLeftAxis = cAgent.LeftAxis; | 4573 | CameraLeftAxis = cAgent.LeftAxis; |
4573 | CameraUpAxis = cAgent.UpAxis; | 4574 | CameraUpAxis = cAgent.UpAxis; |
4575 | |||
4576 | Quaternion camRot = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); | ||
4577 | CameraRotation = camRot; | ||
4578 | |||
4579 | |||
4574 | ParentUUID = cAgent.ParentPart; | 4580 | ParentUUID = cAgent.ParentPart; |
4575 | PrevSitOffset = cAgent.SitOffset; | 4581 | PrevSitOffset = cAgent.SitOffset; |
4576 | 4582 | ||