/// <summary>
        /// Tell Vivox where we are standing
        /// </summary>
        /// <remarks>This has to be called when we move or turn.</remarks>
        internal void UpdatePosition(AgentManager self)
        {
            // Get position in Global coordinates
            Vector3d OMVpos = new Vector3d(self.GlobalPosition);

            // Do not send trivial updates.
            if (OMVpos.ApproxEquals(oldPosition, 1.0))
            {
                return;
            }

            oldPosition = OMVpos;

            // Convert to the coordinate space that Vivox uses
            // OMV X is East, Y is North, Z is up
            // VVX X is East, Y is up, Z is South
            position.Position = new Vector3d(OMVpos.X, OMVpos.Z, -OMVpos.Y);

            // TODO Rotate these two vectors

            // Get azimuth from the facing Quaternion.
            // By definition, facing.W = Cos( angle/2 )
            double angle = 2.0 * Math.Acos(self.Movement.BodyRotation.W);

            position.LeftOrientation = new Vector3d(-1.0, 0.0, 0.0);
            position.AtOrientation   = new Vector3d((float)Math.Acos(angle), 0.0, -(float)Math.Asin(angle));

            SessionSet3DPosition(
                sessionHandle,
                position,
                position);
        }
Example #2
0
        /// <summary>
        /// Tell Vivox where we are standing
        /// </summary>
        /// <remarks>This has to be called when we move or turn.</remarks>
        internal void UpdatePosition(AgentManager self)
        {
            // Get position in Global coordinates
            Vector3d OMVpos = new Vector3d(self.GlobalPosition);

            // Do not send trivial updates.
            if (OMVpos.ApproxEquals(oldPosition, 1.0))
                return;

            oldPosition = OMVpos;

            // Convert to the coordinate space that Vivox uses
            // OMV X is East, Y is North, Z is up
            // VVX X is East, Y is up, Z is South
            position.Position = new Vector3d(OMVpos.X, OMVpos.Z, -OMVpos.Y);

            // TODO Rotate these two vectors

            // Get azimuth from the facing Quaternion.
            // By definition, facing.W = Cos( angle/2 )
            double angle = 2.0 * Math.Acos(self.Movement.BodyRotation.W);

            position.LeftOrientation = new Vector3d(-1.0, 0.0, 0.0);
            position.AtOrientation = new Vector3d((float)Math.Acos(angle), 0.0, -(float)Math.Asin(angle));

            SessionSet3DPosition(
                sessionHandle,
                position,
                position);
        }