diff options
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 25 |
1 files changed, 17 insertions, 8 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 1d65136..3a0ddae 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | |||
@@ -5098,11 +5098,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
5098 | // excessive up and down movements of the camera when looking up and down. | 5098 | // excessive up and down movements of the camera when looking up and down. |
5099 | // See http://opensimulator.org/mantis/view.php?id=3274 | 5099 | // See http://opensimulator.org/mantis/view.php?id=3274 |
5100 | // This does not affect head movement, since this is controlled entirely by camera movement rather than | 5100 | // This does not affect head movement, since this is controlled entirely by camera movement rather than |
5101 | // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes | 5101 | // body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change |
5102 | // effect, not the avatar rotation. | 5102 | // the rotation in this case. |
5103 | rotation = presence.Rotation; | 5103 | rotation = presence.Rotation; |
5104 | rotation.X = 0; | 5104 | |
5105 | rotation.Y = 0; | 5105 | if (!presence.IsSatOnObject) |
5106 | { | ||
5107 | rotation.X = 0; | ||
5108 | rotation.Y = 0; | ||
5109 | } | ||
5106 | 5110 | ||
5107 | if (sendTexture) | 5111 | if (sendTexture) |
5108 | textureEntry = presence.Appearance.Texture.GetBytes(); | 5112 | textureEntry = presence.Appearance.Texture.GetBytes(); |
@@ -5225,11 +5229,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
5225 | // excessive up and down movements of the camera when looking up and down. | 5229 | // excessive up and down movements of the camera when looking up and down. |
5226 | // See http://opensimulator.org/mantis/view.php?id=3274 | 5230 | // See http://opensimulator.org/mantis/view.php?id=3274 |
5227 | // This does not affect head movement, since this is controlled entirely by camera movement rather than | 5231 | // This does not affect head movement, since this is controlled entirely by camera movement rather than |
5228 | // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes | 5232 | // body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change |
5229 | // effect, not the avatar rotation. | 5233 | // the rotation in this case. |
5230 | Quaternion rot = data.Rotation; | 5234 | Quaternion rot = data.Rotation; |
5231 | rot.X = 0; | 5235 | |
5232 | rot.Y = 0; | 5236 | if (!data.IsSatOnObject) |
5237 | { | ||
5238 | rot.X = 0; | ||
5239 | rot.Y = 0; | ||
5240 | } | ||
5241 | |||
5233 | rot.ToBytes(objectData, 52); | 5242 | rot.ToBytes(objectData, 52); |
5234 | //data.AngularVelocity.ToBytes(objectData, 64); | 5243 | //data.AngularVelocity.ToBytes(objectData, 64); |
5235 | 5244 | ||