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author | Tom Grimshaw | 2010-07-03 06:10:55 -0700 |
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committer | Tom Grimshaw | 2010-07-03 06:10:55 -0700 |
commit | fe2b044d38f3bd3aa669334d34567fd991a67b3e (patch) | |
tree | bb94a343716c2620e043ac070a8cb269564f3a9c /OpenSim/Region/Framework/Scenes/UndoState.cs | |
parent | Re-implement the Undo stack as a List; the old implementation was buggy (diff) | |
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Fix Undo! Made a lot of changes to Undo state saving; it now considers that groups of objects can be moved and not just individual prims..
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UndoState.cs | 55 |
1 files changed, 45 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs index 55e407e..77381ab 100644 --- a/OpenSim/Region/Framework/Scenes/UndoState.cs +++ b/OpenSim/Region/Framework/Scenes/UndoState.cs | |||
@@ -35,6 +35,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
35 | public Vector3 Position = Vector3.Zero; | 35 | public Vector3 Position = Vector3.Zero; |
36 | public Vector3 Scale = Vector3.Zero; | 36 | public Vector3 Scale = Vector3.Zero; |
37 | public Quaternion Rotation = Quaternion.Identity; | 37 | public Quaternion Rotation = Quaternion.Identity; |
38 | public bool GroupChange = false; | ||
39 | public Vector3 GroupPosition = Vector3.Zero; | ||
40 | public Quaternion GroupRotation = Quaternion.Identity; | ||
41 | public Vector3 GroupScale = Vector3.Zero; | ||
38 | 42 | ||
39 | public UndoState(SceneObjectPart part) | 43 | public UndoState(SceneObjectPart part) |
40 | { | 44 | { |
@@ -42,12 +46,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
42 | { | 46 | { |
43 | if (part.ParentID == 0) | 47 | if (part.ParentID == 0) |
44 | { | 48 | { |
45 | Position = part.ParentGroup.AbsolutePosition; | 49 | GroupScale = part.Shape.Scale; |
50 | |||
51 | //FUBAR WARNING: Do NOT get the group's absoluteposition here | ||
52 | //or you'll experience a loop and/or a stack issue | ||
53 | GroupPosition = part.ParentGroup.RootPart.AbsolutePosition; | ||
54 | GroupRotation = part.ParentGroup.Rotation; | ||
55 | Position = part.ParentGroup.RootPart.AbsolutePosition; | ||
46 | Rotation = part.RotationOffset; | 56 | Rotation = part.RotationOffset; |
47 | Scale = part.Shape.Scale; | 57 | Scale = part.Shape.Scale; |
48 | } | 58 | } |
49 | else | 59 | else |
50 | { | 60 | { |
61 | GroupScale = part.Shape.Scale; | ||
62 | |||
63 | //FUBAR WARNING: Do NOT get the group's absoluteposition here | ||
64 | //or you'll experience a loop and/or a stack issue | ||
65 | GroupPosition = part.ParentGroup.RootPart.AbsolutePosition; | ||
66 | GroupRotation = part.ParentGroup.Rotation; | ||
51 | Position = part.OffsetPosition; | 67 | Position = part.OffsetPosition; |
52 | Rotation = part.RotationOffset; | 68 | Rotation = part.RotationOffset; |
53 | Scale = part.Shape.Scale; | 69 | Scale = part.Shape.Scale; |
@@ -61,14 +77,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
61 | { | 77 | { |
62 | if (part.ParentID == 0) | 78 | if (part.ParentID == 0) |
63 | { | 79 | { |
64 | if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) | 80 | if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale) |
65 | return true; | 81 | return true; |
66 | else | 82 | else |
67 | return false; | 83 | return false; |
68 | } | 84 | } |
69 | else | 85 | else |
70 | { | 86 | { |
71 | if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) | 87 | if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale) |
72 | return true; | 88 | return true; |
73 | else | 89 | else |
74 | return false; | 90 | return false; |
@@ -84,10 +100,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
84 | { | 100 | { |
85 | part.Undoing = true; | 101 | part.Undoing = true; |
86 | 102 | ||
87 | if (part.ParentID == 0) | 103 | if (part.ParentID == 0 && GroupChange == false) |
88 | { | 104 | { |
89 | if (Position != Vector3.Zero) | 105 | if (Position != Vector3.Zero) |
90 | part.ParentGroup.AbsolutePosition = Position; | 106 | part.ParentGroup.AbsolutePosition = Position; |
91 | part.RotationOffset = Rotation; | 107 | part.RotationOffset = Rotation; |
92 | if (Scale != Vector3.Zero) | 108 | if (Scale != Vector3.Zero) |
93 | part.Resize(Scale); | 109 | part.Resize(Scale); |
@@ -95,11 +111,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
95 | } | 111 | } |
96 | else | 112 | else |
97 | { | 113 | { |
98 | if (Position != Vector3.Zero) | 114 | if (GroupChange) |
99 | part.OffsetPosition = Position; | 115 | { |
100 | part.UpdateRotation(Rotation); | 116 | if (Position != Vector3.Zero) |
101 | if (Scale != Vector3.Zero) | 117 | { |
102 | part.Resize(Scale); part.ScheduleTerseUpdate(); | 118 | //Calculate the scale... |
119 | Vector3 gs = part.Shape.Scale; | ||
120 | float scale = GroupScale.Z / gs.Z; | ||
121 | |||
122 | //Scale first since it can affect our position | ||
123 | part.ParentGroup.GroupResize(gs * scale, part.LocalId); | ||
124 | part.ParentGroup.AbsolutePosition = GroupPosition; | ||
125 | part.ParentGroup.Rotation = GroupRotation; | ||
126 | |||
127 | } | ||
128 | } | ||
129 | else | ||
130 | { | ||
131 | if (Position != Vector3.Zero) //We can use this for all the updates since all are set | ||
132 | { | ||
133 | part.OffsetPosition = Position; | ||
134 | part.UpdateRotation(Rotation); | ||
135 | part.Resize(Scale); part.ScheduleTerseUpdate(); | ||
136 | } | ||
137 | } | ||
103 | } | 138 | } |
104 | part.Undoing = false; | 139 | part.Undoing = false; |
105 | 140 | ||