From b70a28537350908e8cbf5fe254315fa760a2ee4e Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Tue, 14 Oct 2008 20:28:34 +0000
Subject: * Send an avatar update to other clients when an avatar rotates, as
well as when it moves * This should fix a long standing issue where you often
wouldn't see other people simply turn around without moving at all * Arguably
lastPhysRot (to mirror lastPhysPos) is not a good name, may change variable
names later
---
OpenSim/Region/Environment/Scenes/ScenePresence.cs | 24 +++++++++++++++++++---
1 file changed, 21 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region/Environment/Scenes')
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 981b15c..d87a7e2 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -142,7 +142,16 @@ namespace OpenSim.Region.Environment.Scenes
protected ulong crossingFromRegion = 0;
private readonly Vector3[] Dir_Vectors = new Vector3[6];
+
+ ///
+ /// The avatar position last sent to clients
+ ///
private Vector3 lastPhysPos = Vector3.Zero;
+
+ ///
+ /// The avatar body rotation last sent to clients
+ ///
+ private Quaternion lastPhysRot = Quaternion.Identity;
// Position of agent's camera in world (region cordinates)
protected Vector3 m_CameraCenter = Vector3.Zero;
@@ -1581,7 +1590,9 @@ namespace OpenSim.Region.Environment.Scenes
m_updateCount = 0;
}
}
- else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement
+ else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02)
+ || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)
+ || lastPhysRot != m_bodyRot)
{
// Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
// doing the above assures us that we know what we sent the clients last
@@ -1628,6 +1639,7 @@ namespace OpenSim.Region.Environment.Scenes
m_lastVelocity = m_velocity;
lastPhysPos = AbsolutePosition;
+ lastPhysRot = m_bodyRot;
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
@@ -2540,7 +2552,10 @@ namespace OpenSim.Region.Environment.Scenes
(float)info.GetValue("lastPhysPos.X", typeof(float)),
(float)info.GetValue("lastPhysPos.Y", typeof(float)),
(float)info.GetValue("lastPhysPos.Z", typeof(float)));
-
+
+ // Possibly we should store lastPhysRot. But there may well be not much point since rotation changes
+ // wouldn't carry us across borders anyway
+
m_CameraCenter
= new Vector3(
(float)info.GetValue("m_CameraCenter.X", typeof(float)),
@@ -2686,7 +2701,10 @@ namespace OpenSim.Region.Environment.Scenes
// Vector3
info.AddValue("lastPhysPos.X", lastPhysPos.X);
info.AddValue("lastPhysPos.Y", lastPhysPos.Y);
- info.AddValue("lastPhysPos.Z", lastPhysPos.Z);
+ info.AddValue("lastPhysPos.Z", lastPhysPos.Z);
+
+ // Possibly we should retrieve lastPhysRot. But there may well be not much point since rotation changes
+ // wouldn't carry us across borders anyway
// Vector3
info.AddValue("m_CameraCenter.X", m_CameraCenter.X);
--
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