diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1dc7e20a15..dae20a5ed7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1648,12 +1648,24 @@ namespace OpenSim.Region.Framework.Scenes if (AllowMovement && !SitGround) { - Quaternion bodyRotation = agentData.BodyRotation; +// m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); + bool update_rotation = false; - if (bodyRotation != Rotation) + // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis + // it rotates around. + // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted + // excessive up and down movements of the camera when looking up and down. + // See http://opensimulator.org/mantis/view.php?id=3274 + // This does not affect head movement, since this is controlled entirely by camera movement rather than + // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes + // effect, not the avatar rotation. + // However, if we do need to store X and Y rotations in the future, another solution needs to be found + // for the mouselook bug. Possibly, one could strip out X and Y rotations before sending the avatar + // update messages. + if (agentData.BodyRotation.Z != Rotation.Z || agentData.BodyRotation.W != Rotation.W) { - Rotation = bodyRotation; + Rotation = new Quaternion(0, 0, agentData.BodyRotation.Z, agentData.BodyRotation.W); update_rotation = true; }