Fix regression where mouse look flight direction no longer worked by zeroing x/y rot before sending agent updates, instead of before any agent update processing
It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation informationvarregion
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@ -5091,7 +5091,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// acceleration = new Vector3(1, 0, 0);
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// acceleration = new Vector3(1, 0, 0);
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angularVelocity = presence.AngularVelocity;
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angularVelocity = presence.AngularVelocity;
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// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
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// it rotates around.
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// In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
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// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
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// effect, not the avatar rotation.
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rotation = presence.Rotation;
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rotation = presence.Rotation;
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rotation.X = 0;
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rotation.Y = 0;
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if (sendTexture)
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if (sendTexture)
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textureEntry = presence.Appearance.Texture.GetBytes();
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textureEntry = presence.Appearance.Texture.GetBytes();
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@ -5207,7 +5218,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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data.OffsetPosition.ToBytes(objectData, 16);
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data.OffsetPosition.ToBytes(objectData, 16);
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// data.Velocity.ToBytes(objectData, 28);
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// data.Velocity.ToBytes(objectData, 28);
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// data.Acceleration.ToBytes(objectData, 40);
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// data.Acceleration.ToBytes(objectData, 40);
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data.Rotation.ToBytes(objectData, 52);
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// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
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// it rotates around.
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// In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
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// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
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// effect, not the avatar rotation.
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Quaternion rot = data.Rotation;
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rot.X = 0;
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rot.Y = 0;
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rot.ToBytes(objectData, 52);
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//data.AngularVelocity.ToBytes(objectData, 64);
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//data.AngularVelocity.ToBytes(objectData, 64);
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ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
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ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
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@ -1652,20 +1652,9 @@ namespace OpenSim.Region.Framework.Scenes
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bool update_rotation = false;
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bool update_rotation = false;
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// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
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if (agentData.BodyRotation != Rotation)
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// it rotates around.
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// In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
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// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
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// effect, not the avatar rotation.
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// However, if we do need to store X and Y rotations in the future, another solution needs to be found
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// for the mouselook bug. Possibly, one could strip out X and Y rotations before sending the avatar
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// update messages.
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if (agentData.BodyRotation.Z != Rotation.Z || agentData.BodyRotation.W != Rotation.W)
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{
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{
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Rotation = new Quaternion(0, 0, agentData.BodyRotation.Z, agentData.BodyRotation.W);
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Rotation = agentData.BodyRotation;
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update_rotation = true;
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update_rotation = true;
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}
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}
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