put back position and rot change check before sending releasing plane constrain
parent
1bf553fd65
commit
126e73c5ed
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@ -1421,6 +1421,9 @@ namespace OpenSim.Region.Framework.Scenes
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public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
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{
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const float POSITION_TOLERANCE = 0.02f;
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const float ROTATION_TOLERANCE = 0.02f;
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m_doingCamRayCast = false;
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if (hitYN && localid != LocalId)
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{
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@ -1436,11 +1439,11 @@ namespace OpenSim.Region.Framework.Scenes
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Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, Vector3.Dot(collisionPoint, pNormal));
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UpdateCameraCollisionPlane(plane);
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}
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else
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else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
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{
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Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
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UpdateCameraCollisionPlane(plane);
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CameraConstraintActive = false;
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}
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}
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@ -1543,8 +1546,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
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{
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Vector3 posAdjusted = AbsolutePosition;
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posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
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// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
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posAdjusted.Z += 1.0f; // viewer current camera focus point
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Vector3 tocam = CameraPosition - posAdjusted;
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tocam.X = (float)Math.Round(tocam.X, 1);
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tocam.Y = (float)Math.Round(tocam.Y, 1);
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