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author | Tom Grimshaw | 2010-07-05 03:58:18 -0700 |
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committer | Tom Grimshaw | 2010-07-05 03:58:18 -0700 |
commit | be5dd04150bae69745de3cf5efde3d5be288dd71 (patch) | |
tree | f608f05b59f543458301003cd670f3eeaff2447e /OpenSim | |
parent | Fix single prim rotation undo. All UNDO functions are now working correctly ... (diff) | |
download | opensim-SC_OLD-be5dd04150bae69745de3cf5efde3d5be288dd71.zip opensim-SC_OLD-be5dd04150bae69745de3cf5efde3d5be288dd71.tar.gz opensim-SC_OLD-be5dd04150bae69745de3cf5efde3d5be288dd71.tar.bz2 opensim-SC_OLD-be5dd04150bae69745de3cf5efde3d5be288dd71.tar.xz |
Bring "Redo" up to date with "Undo" so it works too
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UndoState.cs | 41 |
1 files changed, 10 insertions, 31 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs index f9601e6..2af3316 100644 --- a/OpenSim/Region/Framework/Scenes/UndoState.cs +++ b/OpenSim/Region/Framework/Scenes/UndoState.cs | |||
@@ -123,7 +123,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
123 | public bool Compare(UndoState undo) | 123 | public bool Compare(UndoState undo) |
124 | { | 124 | { |
125 | if (undo == null || Position == null) return false; | 125 | if (undo == null || Position == null) return false; |
126 | if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation) | 126 | if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation) |
127 | { | 127 | { |
128 | return true; | 128 | return true; |
129 | } | 129 | } |
@@ -155,7 +155,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
155 | return false; | 155 | return false; |
156 | } | 156 | } |
157 | 157 | ||
158 | public void PlaybackState(SceneObjectPart part) | 158 | private void RestoreState(SceneObjectPart part) |
159 | { | 159 | { |
160 | bool GroupChange = false; | 160 | bool GroupChange = false; |
161 | if ((Type & UndoType.STATE_GROUP_POSITION) != 0 | 161 | if ((Type & UndoType.STATE_GROUP_POSITION) != 0 |
@@ -172,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
172 | if (part.ParentID == 0 && GroupChange == false) | 172 | if (part.ParentID == 0 && GroupChange == false) |
173 | { | 173 | { |
174 | if (Position != Vector3.Zero) | 174 | if (Position != Vector3.Zero) |
175 | part.ParentGroup.AbsolutePosition = Position; | 175 | part.ParentGroup.AbsolutePosition = Position; |
176 | part.RotationOffset = Rotation; | 176 | part.RotationOffset = Rotation; |
177 | if (Scale != Vector3.Zero) | 177 | if (Scale != Vector3.Zero) |
178 | part.Resize(Scale); | 178 | part.Resize(Scale); |
@@ -193,7 +193,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
193 | part.ParentGroup.GroupResize(gs * scale, part.LocalId); | 193 | part.ParentGroup.GroupResize(gs * scale, part.LocalId); |
194 | part.ParentGroup.AbsolutePosition = GroupPosition; | 194 | part.ParentGroup.AbsolutePosition = GroupPosition; |
195 | part.ParentGroup.UpdateGroupRotationR(GroupRotation); | 195 | part.ParentGroup.UpdateGroupRotationR(GroupRotation); |
196 | 196 | ||
197 | } | 197 | } |
198 | part.ParentGroup.RootPart.Undoing = false; | 198 | part.ParentGroup.RootPart.Undoing = false; |
199 | } | 199 | } |
@@ -211,35 +211,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
211 | 211 | ||
212 | } | 212 | } |
213 | } | 213 | } |
214 | public void PlaybackState(SceneObjectPart part) | ||
215 | { | ||
216 | RestoreState(part); | ||
217 | } | ||
214 | public void PlayfwdState(SceneObjectPart part) | 218 | public void PlayfwdState(SceneObjectPart part) |
215 | { | 219 | { |
216 | if (part != null) | 220 | RestoreState(part); |
217 | { | ||
218 | part.Undoing = true; | ||
219 | |||
220 | if (part.ParentID == 0) | ||
221 | { | ||
222 | if (Position != Vector3.Zero) | ||
223 | part.ParentGroup.AbsolutePosition = Position; | ||
224 | if (Rotation != Quaternion.Identity) | ||
225 | part.UpdateRotation(Rotation); | ||
226 | if (Scale != Vector3.Zero) | ||
227 | part.Resize(Scale); | ||
228 | part.ParentGroup.ScheduleGroupForTerseUpdate(); | ||
229 | } | ||
230 | else | ||
231 | { | ||
232 | if (Position != Vector3.Zero) | ||
233 | part.OffsetPosition = Position; | ||
234 | if (Rotation != Quaternion.Identity) | ||
235 | part.UpdateRotation(Rotation); | ||
236 | if (Scale != Vector3.Zero) | ||
237 | part.Resize(Scale); | ||
238 | part.ScheduleTerseUpdate(); | ||
239 | } | ||
240 | part.Undoing = false; | ||
241 | |||
242 | } | ||
243 | } | 221 | } |
244 | } | 222 | } |
245 | public class LandUndoState | 223 | public class LandUndoState |
@@ -267,3 +245,4 @@ namespace OpenSim.Region.Framework.Scenes | |||
267 | } | 245 | } |
268 | } | 246 | } |
269 | } | 247 | } |
248 | |||