instead of setting avatar rotation twice in SP.HandleAgentUpdate(), eliminate the second setting in AddNewMovement()
parent
29093df1a7
commit
36f7d36fa1
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@ -1298,7 +1298,6 @@ namespace OpenSim.Region.Framework.Scenes
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#region Inputs
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AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
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Quaternion bodyRotation = agentData.BodyRotation;
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// Camera location in world. We'll need to raytrace
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// from this location from time to time.
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@ -1384,6 +1383,15 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_allowMovement && !SitGround)
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{
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Quaternion bodyRotation = agentData.BodyRotation;
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bool update_rotation = false;
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if (bodyRotation != m_bodyRot)
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{
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Rotation = bodyRotation;
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update_rotation = true;
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}
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bool update_movementflag = false;
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if (agentData.UseClientAgentPosition)
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@ -1393,8 +1401,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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int i = 0;
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bool update_rotation = false;
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bool DCFlagKeyPressed = false;
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Vector3 agent_control_v3 = Vector3.Zero;
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@ -1410,12 +1416,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (actor.Flying != oldflying)
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update_movementflag = true;
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if (bodyRotation != m_bodyRot)
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{
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m_bodyRot = bodyRotation;
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update_rotation = true;
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}
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if (m_parentID == 0)
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{
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bool bAllowUpdateMoveToPosition = false;
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@ -1467,8 +1467,8 @@ namespace OpenSim.Region.Framework.Scenes
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) // This or is for Nudge forward
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{
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m_movementflag -= ((byte)(uint)DCF);
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update_movementflag = true;
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/*
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if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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&& ((m_movementflag & (byte)nudgehack) == nudgehack))
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@ -1534,7 +1534,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
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AddNewMovement(agent_control_v3, bodyRotation);
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AddNewMovement(agent_control_v3);
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}
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if (update_movementflag
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@ -1732,7 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 agent_control_v3 = new Vector3();
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HandleMoveToTargetUpdate(ref agent_control_v3, Rotation);
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AddNewMovement(agent_control_v3, Rotation);
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AddNewMovement(agent_control_v3);
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}
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/// <summary>
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@ -2311,13 +2311,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// Rotate the avatar to the given rotation and apply a movement in the given relative vector
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/// </summary>
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/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
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/// <param name="rotation">The direction in which this avatar should now face.
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public void AddNewMovement(Vector3 vec, Quaternion rotation)
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public void AddNewMovement(Vector3 vec)
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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Rotation = rotation;
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Vector3 direc = vec * rotation;
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Vector3 direc = vec * Rotation;
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direc.Normalize();
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direc *= 0.03f * 128f * m_speedModifier;
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@ -107,7 +107,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(ref agent_control_v3, presence.Rotation);
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presence.AddNewMovement(agent_control_v3, presence.Rotation);
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presence.AddNewMovement(agent_control_v3);
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}
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//
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//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null);
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