diff options
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 25 |
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(); |