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

@@ -372,7 +372,7 @@ namespace OpenSim.Region.Environment.Scenes
{
this.bodyRot = q;
update_rotation = true;
}
}
foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags)))
{
if ((flags & (uint)DCF) != 0)
@@ -495,7 +495,12 @@ namespace OpenSim.Region.Environment.Scenes
{
LLVector3 pos = this.AbsolutePosition;
LLVector3 vel = this.Velocity;
RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z));
LLQuaternion rot;
rot.X = this.bodyRot.x;
rot.Y = this.bodyRot.y;
rot.Z = this.bodyRot.z;
rot.W = this.bodyRot.w;
RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z), rot);
}
/// <summary>