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-rw-r--r--indra/newview/llagentcamera.cpp12
1 files changed, 8 insertions, 4 deletions
diff --git a/indra/newview/llagentcamera.cpp b/indra/newview/llagentcamera.cpp
index 84a41113be..57a59d81c4 100644
--- a/indra/newview/llagentcamera.cpp
+++ b/indra/newview/llagentcamera.cpp
@@ -401,10 +401,9 @@ LLVector3 LLAgentCamera::calcFocusOffset(LLViewerObject *object, LLVector3 origi
LLQuaternion obj_rot = object->getRenderRotation();
LLVector3 obj_pos = object->getRenderPosition();
- BOOL is_avatar = object->isAvatar();
// if is avatar - don't do any funk heuristics to position the focal point
// see DEV-30589
- if (is_avatar)
+ if (object->isAvatar() || (object->isAnimatedObject() && object->getControlAvatar()))
{
return original_focus_point - obj_pos;
}
@@ -529,7 +528,6 @@ LLVector3 LLAgentCamera::calcFocusOffset(LLViewerObject *object, LLVector3 origi
// or keep the focus point in the object middle when (relatively) far
// NOTE: leave focus point in middle of avatars, since the behavior you want when alt-zooming on avatars
// is almost always "tumble about middle" and not "spin around surface point"
- if (!is_avatar)
{
LLVector3 obj_rel = original_focus_point - object->getRenderPosition();
@@ -1188,12 +1186,18 @@ void LLAgentCamera::updateLookAt(const S32 mouse_x, const S32 mouse_y)
static LLTrace::BlockTimerStatHandle FTM_UPDATE_CAMERA("Camera");
+extern BOOL gCubeSnapshot;
+
//-----------------------------------------------------------------------------
// updateCamera()
//-----------------------------------------------------------------------------
void LLAgentCamera::updateCamera()
{
LL_RECORD_BLOCK_TIME(FTM_UPDATE_CAMERA);
+ if (gCubeSnapshot)
+ {
+ return;
+ }
// - changed camera_skyward to the new global "mCameraUpVector"
mCameraUpVector = LLVector3::z_axis;
@@ -1417,7 +1421,7 @@ void LLAgentCamera::updateCamera()
F32 smoothing = LLSmoothInterpolation::getInterpolant(gSavedSettings.getF32("CameraPositionSmoothing") * SMOOTHING_HALF_LIFE, FALSE);
- if (!mFocusObject) // we differentiate on avatar mode
+ if (mFocusOnAvatar && !mFocusObject) // we differentiate on avatar mode
{
// for avatar-relative focus, we smooth in avatar space -
// the avatar moves too jerkily w/r/t global space to smooth there.