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authorJustin Clark-Casey (justincc)2011-07-19 04:15:27 +0100
committerJustin Clark-Casey (justincc)2011-07-19 04:15:27 +0100
commit97f1edfd95176415d0e0b3169467655522334804 (patch)
treec4551d9d2ef141b12d61d038a4c88cda5610c6e1 /OpenSim/Region/Framework/Scenes
parentRename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what i... (diff)
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Fix undo of prim group rotation.
This isn't that great since I think I broke it a few commits earlier. Undo of rotation of individual prims in a linkset is still broken
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs35
3 files changed, 34 insertions, 24 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 3adeef1..aa1f7bc 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2895,9 +2895,11 @@ namespace OpenSim.Region.Framework.Scenes
2895// m_log.DebugFormat( 2895// m_log.DebugFormat(
2896// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); 2896// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2897 2897
2898 SceneObjectPart[] parts = m_parts.GetArray(); 2898// SceneObjectPart[] parts = m_parts.GetArray();
2899 for (int i = 0; i < parts.Length; i++) 2899// for (int i = 0; i < parts.Length; i++)
2900 parts[i].StoreUndoState(); 2900// parts[i].StoreUndoState();
2901
2902 m_rootPart.StoreUndoState(true);
2901 2903
2902 m_rootPart.UpdateRotation(rot); 2904 m_rootPart.UpdateRotation(rot);
2903 2905
@@ -2922,9 +2924,12 @@ namespace OpenSim.Region.Framework.Scenes
2922// m_log.DebugFormat( 2924// m_log.DebugFormat(
2923// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); 2925// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2924 2926
2925 SceneObjectPart[] parts = m_parts.GetArray(); 2927// SceneObjectPart[] parts = m_parts.GetArray();
2926 for (int i = 0; i < parts.Length; i++) 2928// for (int i = 0; i < parts.Length; i++)
2927 parts[i].StoreUndoState(); 2929// parts[i].StoreUndoState();
2930
2931 RootPart.StoreUndoState(true);
2932 RootPart.IgnoreUndoUpdate = true;
2928 2933
2929 m_rootPart.UpdateRotation(rot); 2934 m_rootPart.UpdateRotation(rot);
2930 2935
@@ -2939,6 +2944,8 @@ namespace OpenSim.Region.Framework.Scenes
2939 2944
2940 HasGroupChanged = true; 2945 HasGroupChanged = true;
2941 ScheduleGroupForTerseUpdate(); 2946 ScheduleGroupForTerseUpdate();
2947
2948 RootPart.IgnoreUndoUpdate = false;
2942 } 2949 }
2943 2950
2944 /// <summary> 2951 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index af836f6..c3aca15 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -3706,8 +3706,8 @@ namespace OpenSim.Region.Framework.Scenes
3706 m_undo.Push(nUndo); 3706 m_undo.Push(nUndo);
3707 3707
3708 m_log.DebugFormat( 3708 m_log.DebugFormat(
3709 "[SCENE OBJECT PART]: Stored undo state for {0} {1}, stack size now {2}", 3709 "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3710 Name, LocalId, m_undo.Count); 3710 Name, LocalId, forGroup, m_undo.Count);
3711 } 3711 }
3712 } 3712 }
3713 } 3713 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index faa1f9e..6f6504c 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -35,7 +35,7 @@ namespace OpenSim.Region.Framework.Scenes
35{ 35{
36 public class UndoState 36 public class UndoState
37 { 37 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 38 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 39
40 public Vector3 Position = Vector3.Zero; 40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 41 public Vector3 Scale = Vector3.Zero;
@@ -57,23 +57,25 @@ namespace OpenSim.Region.Framework.Scenes
57 { 57 {
58 if (part.ParentID == 0) 58 if (part.ParentID == 0)
59 { 59 {
60// m_log.DebugFormat( 60 ForGroup = forGroup;
61// "[UNDO STATE]: Storing undo position {0} for root part", part.ParentGroup.AbsolutePosition);
62 61
63 if (ForGroup) 62 if (ForGroup)
64 Position = part.ParentGroup.AbsolutePosition; 63 Position = part.ParentGroup.AbsolutePosition;
65 else 64 else
66 Position = part.OffsetPosition; 65 Position = part.OffsetPosition;
67 66
68// m_log.DebugFormat( 67 m_log.DebugFormat(
69// "[UNDO STATE]: Storing undo rotation {0} for root part", part.RotationOffset); 68 "[UNDO STATE]: Storing undo position {0} for root part", Position);
69
70 Rotation = part.RotationOffset; 70 Rotation = part.RotationOffset;
71 71
72// m_log.DebugFormat( 72 m_log.DebugFormat(
73// "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale); 73 "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
74
74 Scale = part.Shape.Scale; 75 Scale = part.Shape.Scale;
75 76
76 ForGroup = forGroup; 77 m_log.DebugFormat(
78 "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 79 }
78 else 80 else
79 { 81 {
@@ -132,23 +134,24 @@ namespace OpenSim.Region.Framework.Scenes
132 134
133 if (part.ParentID == 0) 135 if (part.ParentID == 0)
134 { 136 {
137 m_log.DebugFormat(
138 "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
139 Position, part.Name, part.LocalId);
140
135 if (Position != Vector3.Zero) 141 if (Position != Vector3.Zero)
136 { 142 {
137// m_log.DebugFormat(
138// "[UNDO STATE]: Undoing position {0} to {1} for root part {2} {3}",
139// part.ParentGroup.AbsolutePosition, Position, part.Name, part.LocalId);
140
141 if (ForGroup) 143 if (ForGroup)
142 part.ParentGroup.AbsolutePosition = Position; 144 part.ParentGroup.AbsolutePosition = Position;
143 else 145 else
144 part.OffsetPosition = Position; 146 part.OffsetPosition = Position;
145 } 147 }
146 148
147// m_log.DebugFormat( 149 m_log.DebugFormat(
148// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
149// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 part.RotationOffset, Rotation, part.Name, part.LocalId);
150 152
151 part.RotationOffset = Rotation; 153 part.UpdateRotation(Rotation);
154 //part.RotationOffset = Rotation;
152 155
153 if (Scale != Vector3.Zero) 156 if (Scale != Vector3.Zero)
154 { 157 {