Partial fix for the "avatars permanently facing east" - now the rotation

is set correctly, but only with the movement of the avatar.
The in-place rotation updates need a little bit of more thought,
and will be in a separate commit.
This commit is contained in:
Dalien Talbot
2007-09-08 16:30:39 +00:00
parent d91b1434fe
commit 3433f3814a
5 changed files with 28 additions and 16 deletions

View File

@@ -929,9 +929,9 @@ namespace OpenSim.Region.ClientStack
/// <param name="localID"></param>
/// <param name="position"></param>
/// <param name="velocity"></param>
public void SendAvatarTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position, LLVector3 velocity)
public void SendAvatarTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position, LLVector3 velocity, LLQuaternion rotation)
{
ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = this.CreateAvatarImprovedBlock(localID, position, velocity);
ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = this.CreateAvatarImprovedBlock(localID, position, velocity, rotation);
ImprovedTerseObjectUpdatePacket terse = new ImprovedTerseObjectUpdatePacket();
terse.RegionData.RegionHandle = regionHandle;
terse.RegionData.TimeDilation = timeDilation;
@@ -1018,7 +1018,7 @@ namespace OpenSim.Region.ClientStack
#region Helper Methods
protected ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateAvatarImprovedBlock(uint localID, LLVector3 pos, LLVector3 velocity)
protected ImprovedTerseObjectUpdatePacket.ObjectDataBlock CreateAvatarImprovedBlock(uint localID, LLVector3 pos, LLVector3 velocity, LLQuaternion rotation)
{
byte[] bytes = new byte[60];
int i = 0;
@@ -1073,15 +1073,22 @@ namespace OpenSim.Region.ClientStack
bytes[i++] = (byte)(ac % 256);
bytes[i++] = (byte)((ac >> 8) % 256);
//rotation
ushort rw, rx, ry, rz;
rw = (ushort)(32768 * (rotation.W + 1));
rx = (ushort)(32768 * (rotation.X + 1));
ry = (ushort)(32768 * (rotation.Y + 1));
rz = (ushort)(32768 * (rotation.Z + 1));
//rot
bytes[i++] = (byte)(ac % 256);
bytes[i++] = (byte)((ac >> 8) % 256);
bytes[i++] = (byte)(ac % 256);
bytes[i++] = (byte)((ac >> 8) % 256);
bytes[i++] = (byte)(ac % 256);
bytes[i++] = (byte)((ac >> 8) % 256);
bytes[i++] = (byte)(ac % 256);
bytes[i++] = (byte)((ac >> 8) % 256);
bytes[i++] = (byte)(rx % 256);
bytes[i++] = (byte)((rx >> 8) % 256);
bytes[i++] = (byte)(ry % 256);
bytes[i++] = (byte)((ry >> 8) % 256);
bytes[i++] = (byte)(rz % 256);
bytes[i++] = (byte)((rz >> 8) % 256);
bytes[i++] = (byte)(rw % 256);
bytes[i++] = (byte)((rw >> 8) % 256);
//rotation vel
bytes[i++] = (byte)(ac % 256);