From 3433f3814acbed69b60f177576602a6cb6a3677c Mon Sep 17 00:00:00 2001
From: Dalien Talbot
Date: Sat, 8 Sep 2007 16:30:39 +0000
Subject: Partial fix for the "avatars permanently facing east" - now the
rotation is set correctly, but only with the movement of the avatar. The
in-place rotation updates need a little bit of more thought, and will be in a
separate commit.
---
OpenSim/Region/ClientStack/ClientView.API.cs | 29 +++++++++++++++++-----------
1 file changed, 18 insertions(+), 11 deletions(-)
(limited to 'OpenSim/Region/ClientStack')
diff --git a/OpenSim/Region/ClientStack/ClientView.API.cs b/OpenSim/Region/ClientStack/ClientView.API.cs
index edc1268..c5a2284 100644
--- a/OpenSim/Region/ClientStack/ClientView.API.cs
+++ b/OpenSim/Region/ClientStack/ClientView.API.cs
@@ -929,9 +929,9 @@ namespace OpenSim.Region.ClientStack
///
///
///
- public void SendAvatarTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position, LLVector3 velocity)
+ public void SendAvatarTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position, LLVector3 velocity, LLQuaternion rotation)
{
- ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = this.CreateAvatarImprovedBlock(localID, position, velocity);
+ ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = this.CreateAvatarImprovedBlock(localID, position, velocity, rotation);
ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket();
terse.RegionData.RegionHandle = regionHandle;
terse.RegionData.TimeDilation = timeDilation;
@@ -1018,7 +1018,7 @@ namespace OpenSim.Region.ClientStack
#region Helper Methods
- protected ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateAvatarImprovedBlock(uint localID, LLVector3 pos, LLVector3 velocity)
+ protected ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateAvatarImprovedBlock(uint localID, LLVector3 pos, LLVector3 velocity, LLQuaternion rotation)
{
byte[] bytes = new byte[60];
int i = 0;
@@ -1073,15 +1073,22 @@ namespace OpenSim.Region.ClientStack
bytes[i++] = (byte)(ac % 256);
bytes[i++] = (byte)((ac >> 8) % 256);
+ //rotation
+ ushort rw, rx, ry, rz;
+ rw = (ushort)(32768 * (rotation.W + 1));
+ rx = (ushort)(32768 * (rotation.X + 1));
+ ry = (ushort)(32768 * (rotation.Y + 1));
+ rz = (ushort)(32768 * (rotation.Z + 1));
+
//rot
- bytes[i++] = (byte)(ac % 256);
- bytes[i++] = (byte)((ac >> 8) % 256);
- bytes[i++] = (byte)(ac % 256);
- bytes[i++] = (byte)((ac >> 8) % 256);
- bytes[i++] = (byte)(ac % 256);
- bytes[i++] = (byte)((ac >> 8) % 256);
- bytes[i++] = (byte)(ac % 256);
- bytes[i++] = (byte)((ac >> 8) % 256);
+ bytes[i++] = (byte)(rx % 256);
+ bytes[i++] = (byte)((rx >> 8) % 256);
+ bytes[i++] = (byte)(ry % 256);
+ bytes[i++] = (byte)((ry >> 8) % 256);
+ bytes[i++] = (byte)(rz % 256);
+ bytes[i++] = (byte)((rz >> 8) % 256);
+ bytes[i++] = (byte)(rw % 256);
+ bytes[i++] = (byte)((rw >> 8) % 256);
//rotation vel
bytes[i++] = (byte)(ac % 256);
--
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