more changes in undo/redo. Basicly moved control to llclientview.cs. later we can move back to a dispatcher function on SOG that handles the several cases( in a viwer independent way (?)) and calls current exec funtions. made cosmetic changes replacing decimals by hexs so bits are easier to read. Changed behavour of case 12 and 28 ( 0x0c and 0x1c) to make identical to 0x0d and 0x1d ( scale only and scale plus position). DOn't see 12 and 28 in use... cases 1c and 1d still broken
parent
b8c27252c1
commit
05cdf9bda9
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@ -11518,166 +11518,113 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// }
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UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
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UpdateVector handlerUpdatePrimGroupScale;
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Quaternion arot;
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Vector3 ascale;
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Vector3 apos;
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/*ubit from ll JIRA:
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* 0x01 position
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* 0x02 rotation
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* 0x04 scale
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* 0x08 LINK_SET
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* 0x10 UNIFORM for scale
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*/
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switch (block.Type)
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{
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case 1:
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Vector3 pos1 = new Vector3(block.Data, 0);
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case 1: //change position sp
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apos = new Vector3(block.Data, 0);
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UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
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if (handlerUpdatePrimSinglePosition != null)
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{
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part.StoreUndoState();
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part.IgnoreUndoUpdate = true;
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// m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
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handlerUpdatePrimSinglePosition(localId, pos1, this);
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handlerUpdatePrimSinglePosition(localId, apos, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 2:
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Quaternion rot1 = new Quaternion(block.Data, 0, true);
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case 2: // rotation sp
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arot = new Quaternion(block.Data, 0, true);
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UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation;
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if (handlerUpdatePrimSingleRotation != null)
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{
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// m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
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handlerUpdatePrimSingleRotation(localId, rot1, this);
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part.StoreUndoState();
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimSingleRotation(localId, arot, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 3:
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Vector3 rotPos = new Vector3(block.Data, 0);
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Quaternion rot2 = new Quaternion(block.Data, 12, true);
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case 3: // position plus rotation
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apos = new Vector3(block.Data, 0);
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arot = new Quaternion(block.Data, 12, true);
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UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition;
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if (handlerUpdatePrimSingleRotationPosition != null)
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{
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// m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
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// m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
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handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
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part.StoreUndoState();
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimSingleRotationPosition(localId, arot, apos, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 4:
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case 20:
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Vector3 scale4 = new Vector3(block.Data, 0);
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case 4: // scale sp
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case 0x14: // uniform scale sp
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ascale = new Vector3(block.Data, 0);
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UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale;
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if (handlerUpdatePrimScale != null)
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{
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// m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
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handlerUpdatePrimScale(localId, scale4, this);
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}
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break;
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case 5:
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Vector3 scale1 = new Vector3(block.Data, 12);
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Vector3 pos11 = new Vector3(block.Data, 0);
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handlerUpdatePrimScale = OnUpdatePrimScale;
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if (handlerUpdatePrimScale != null)
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{
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// m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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handlerUpdatePrimScale(localId, scale1, this);
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handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
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if (handlerUpdatePrimSinglePosition != null)
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{
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handlerUpdatePrimSinglePosition(localId, pos11, this);
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}
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}
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break;
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case 9:
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Vector3 pos2 = new Vector3(block.Data, 0);
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UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition;
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if (handlerUpdateVector != null)
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{
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handlerUpdateVector(localId, pos2, this);
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}
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break;
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case 10:
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Quaternion rot3 = new Quaternion(block.Data, 0, true);
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UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation;
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if (handlerUpdatePrimRotation != null)
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{
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// Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
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handlerUpdatePrimRotation(localId, rot3, this);
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}
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break;
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case 11:
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Vector3 pos3 = new Vector3(block.Data, 0);
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Quaternion rot4 = new Quaternion(block.Data, 12, true);
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handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation;
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if (handlerUpdatePrimGroupRotation != null)
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{
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// m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
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// m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
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handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
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}
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break;
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case 12:
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case 28:
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Vector3 scale7 = new Vector3(block.Data, 0);
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UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale;
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if (handlerUpdatePrimGroupScale != null)
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{
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// m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
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handlerUpdatePrimGroupScale(localId, scale7, this);
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}
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break;
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case 13:
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Vector3 scale2 = new Vector3(block.Data, 12);
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Vector3 pos4 = new Vector3(block.Data, 0);
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handlerUpdatePrimScale = OnUpdatePrimScale;
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if (handlerUpdatePrimScale != null)
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{
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//m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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handlerUpdatePrimScale(localId, scale2, this);
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// Change the position based on scale (for bug number 246)
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handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
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// m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
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if (handlerUpdatePrimSinglePosition != null)
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{
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handlerUpdatePrimSinglePosition(localId, pos4, this);
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}
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}
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break;
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case 29:
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Vector3 scale5 = new Vector3(block.Data, 12);
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Vector3 pos5 = new Vector3(block.Data, 0);
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handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale;
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if (handlerUpdatePrimGroupScale != null)
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{
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// m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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part.StoreUndoState(true);
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part.StoreUndoState();
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimGroupScale(localId, scale5, this);
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handlerUpdateVector = OnUpdatePrimGroupPosition;
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if (handlerUpdateVector != null)
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{
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handlerUpdateVector(localId, pos5, this);
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}
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handlerUpdatePrimScale(localId, ascale, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 21:
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Vector3 scale6 = new Vector3(block.Data, 12);
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Vector3 pos6 = new Vector3(block.Data, 0);
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case 5: // scale and position sp
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apos = new Vector3(block.Data, 0);
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ascale = new Vector3(block.Data, 12);
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handlerUpdatePrimScale = OnUpdatePrimScale;
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if (handlerUpdatePrimScale != null)
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{
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part.StoreUndoState();
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimScale(localId, ascale, this);
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handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
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if (handlerUpdatePrimSinglePosition != null)
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{
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handlerUpdatePrimSinglePosition(localId, apos, this);
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}
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 0x15: //uniform scale and position
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apos = new Vector3(block.Data, 0);
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ascale = new Vector3(block.Data, 12);
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handlerUpdatePrimScale = OnUpdatePrimScale;
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if (handlerUpdatePrimScale != null)
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@ -11686,17 +11633,156 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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part.IgnoreUndoUpdate = true;
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// m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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handlerUpdatePrimScale(localId, scale6, this);
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handlerUpdatePrimScale(localId, ascale, this);
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handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
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if (handlerUpdatePrimSinglePosition != null)
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{
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handlerUpdatePrimSinglePosition(localId, pos6, this);
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handlerUpdatePrimSinglePosition(localId, apos, this);
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}
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part.IgnoreUndoUpdate = false;
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}
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break;
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// now group related (bit 4)
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case 9: //( 8 + 1 )group position
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apos = new Vector3(block.Data, 0);
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UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition;
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if (handlerUpdateVector != null)
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{
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part.StoreUndoState(true);
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part.IgnoreUndoUpdate = true;
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handlerUpdateVector(localId, apos, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 0x0A: // (8 + 2) group rotation
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arot = new Quaternion(block.Data, 0, true);
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UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation;
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if (handlerUpdatePrimRotation != null)
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{
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// Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
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part.StoreUndoState(true);
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimRotation(localId, arot, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 0x0B: //( 8 + 2 + 1) group rotation and position
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apos = new Vector3(block.Data, 0);
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arot = new Quaternion(block.Data, 12, true);
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handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation;
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if (handlerUpdatePrimGroupRotation != null)
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{
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// m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
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// m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
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part.StoreUndoState(true);
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimGroupRotation(localId, apos, arot, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 0x0C: // (8 + 4) group scale
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// only afects root prim and only sent by viewer editor object tab scaling
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// mouse edition only allows uniform scaling
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// SL MAY CHANGE THIS in viewers
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ascale = new Vector3(block.Data, 0);
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handlerUpdatePrimScale = OnUpdatePrimScale;
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if (handlerUpdatePrimScale != null)
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{
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// m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
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part.StoreUndoState(false); // <- SL Exception make it apply to root prim and not group
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimScale(localId, ascale, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 0x0D: //(8 + 4 + 1) group scale and position
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// exception as above
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apos = new Vector3(block.Data, 0);
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ascale = new Vector3(block.Data, 12);
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handlerUpdatePrimScale = OnUpdatePrimScale;
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if (handlerUpdatePrimScale != null)
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{
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//m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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part.StoreUndoState(false); // <- make it apply to root prim and not group
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimScale(localId, ascale, this);
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// Change the position based on scale (for bug number 246)
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handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
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// m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
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if (handlerUpdatePrimSinglePosition != null)
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{
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handlerUpdatePrimSinglePosition(localId, apos, this);
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}
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
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ascale = new Vector3(block.Data, 0);
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handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale;
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if (handlerUpdatePrimGroupScale != null)
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{
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// m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
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part.StoreUndoState(true);
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimGroupScale(localId, ascale, this);
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
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apos = new Vector3(block.Data, 0);
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Vector3 scale5 = new Vector3(block.Data, 12);
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handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale;
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if (handlerUpdatePrimGroupScale != null)
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{
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// m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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part.StoreUndoState(true);
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimGroupScale(localId, scale5, this);
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handlerUpdateVector = OnUpdatePrimGroupPosition;
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if (handlerUpdateVector != null)
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{
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handlerUpdateVector(localId, apos, this);
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}
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part.IgnoreUndoUpdate = false;
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}
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break;
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default:
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m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
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break;
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@ -11704,6 +11790,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// for (int j = 0; j < parts.Length; j++)
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// parts[j].IgnoreUndoUpdate = false;
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}
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}
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}
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@ -1569,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
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// remoteClient.Name, part.Name, part.LocalId, offsetPos);
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part.StoreUndoState();
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// part.StoreUndoState();
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part.OnGrab(offsetPos, remoteClient);
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}
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@ -3119,7 +3119,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
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RootPart.StoreUndoState(true);
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// RootPart.StoreUndoState(true);
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scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
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scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
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@ -3230,7 +3230,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (obPart.UUID != m_rootPart.UUID)
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{
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obPart.IgnoreUndoUpdate = true;
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// obPart.IgnoreUndoUpdate = true;
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Vector3 currentpos = new Vector3(obPart.OffsetPosition);
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currentpos.X *= x;
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@ -3245,7 +3245,7 @@ namespace OpenSim.Region.Framework.Scenes
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obPart.Resize(newSize);
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obPart.UpdateOffSet(currentpos);
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obPart.IgnoreUndoUpdate = false;
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// obPart.IgnoreUndoUpdate = false;
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}
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// obPart.IgnoreUndoUpdate = false;
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@ -3270,7 +3270,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
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RootPart.StoreUndoState(true);
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// RootPart.StoreUndoState(true);
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// SceneObjectPart[] parts = m_parts.GetArray();
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// for (int i = 0; i < parts.Length; i++)
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@ -3311,17 +3311,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = GetChildPart(localID);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].StoreUndoState();
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// SceneObjectPart[] parts = m_parts.GetArray();
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// for (int i = 0; i < parts.Length; i++)
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// parts[i].StoreUndoState();
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if (part != null)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
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|
||||
part.StoreUndoState(false);
|
||||
part.IgnoreUndoUpdate = true;
|
||||
// part.StoreUndoState(false);
|
||||
// part.IgnoreUndoUpdate = true;
|
||||
|
||||
// unlock parts position change
|
||||
if (m_rootPart.PhysActor != null)
|
||||
|
@ -3340,7 +3340,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
HasGroupChanged = true;
|
||||
part.IgnoreUndoUpdate = false;
|
||||
// part.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3377,16 +3377,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
//We have to set undoing here because otherwise an undo state will be saved
|
||||
if (!m_rootPart.Undoing)
|
||||
{
|
||||
m_rootPart.Undoing = true;
|
||||
// if (!m_rootPart.Undoing)
|
||||
// {
|
||||
// m_rootPart.Undoing = true;
|
||||
AbsolutePosition = newPos;
|
||||
m_rootPart.Undoing = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
AbsolutePosition = newPos;
|
||||
}
|
||||
// m_rootPart.Undoing = false;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// AbsolutePosition = newPos;
|
||||
// }
|
||||
|
||||
HasGroupChanged = true;
|
||||
if (m_rootPart.Undoing)
|
||||
|
@ -3416,9 +3416,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// for (int i = 0; i < parts.Length; i++)
|
||||
// parts[i].StoreUndoState();
|
||||
|
||||
m_rootPart.StoreUndoState(true);
|
||||
// m_rootPart.StoreUndoState(true);
|
||||
|
||||
m_rootPart.UpdateRotation(rot);
|
||||
// m_rootPart.UpdateRotation(rot);
|
||||
|
||||
PhysicsActor actor = m_rootPart.PhysActor;
|
||||
if (actor != null)
|
||||
|
@ -3445,8 +3445,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// for (int i = 0; i < parts.Length; i++)
|
||||
// parts[i].StoreUndoState();
|
||||
|
||||
RootPart.StoreUndoState(true);
|
||||
RootPart.IgnoreUndoUpdate = true;
|
||||
// RootPart.StoreUndoState(true);
|
||||
// RootPart.IgnoreUndoUpdate = true;
|
||||
|
||||
m_rootPart.UpdateRotation(rot);
|
||||
|
||||
|
@ -3462,7 +3462,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
HasGroupChanged = true;
|
||||
ScheduleGroupForTerseUpdate();
|
||||
|
||||
RootPart.IgnoreUndoUpdate = false;
|
||||
// RootPart.IgnoreUndoUpdate = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3511,8 +3511,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
|
||||
// part.Name, part.LocalId, rot);
|
||||
|
||||
part.StoreUndoState();
|
||||
part.IgnoreUndoUpdate = true;
|
||||
// part.StoreUndoState();
|
||||
// part.IgnoreUndoUpdate = true;
|
||||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = true;
|
||||
|
@ -3541,7 +3541,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
part.IgnoreUndoUpdate = false;
|
||||
// part.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3557,7 +3557,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
Quaternion axRot = rot;
|
||||
Quaternion oldParentRot = m_rootPart.RotationOffset;
|
||||
m_rootPart.StoreUndoState();
|
||||
// m_rootPart.StoreUndoState();
|
||||
|
||||
//Don't use UpdateRotation because it schedules an update prematurely
|
||||
m_rootPart.RotationOffset = rot;
|
||||
|
@ -3573,7 +3573,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart prim = parts[i];
|
||||
if (prim.UUID != m_rootPart.UUID)
|
||||
{
|
||||
prim.IgnoreUndoUpdate = true;
|
||||
// prim.IgnoreUndoUpdate = true;
|
||||
|
||||
Quaternion NewRot = oldParentRot * prim.RotationOffset;
|
||||
NewRot = Quaternion.Inverse(axRot) * NewRot;
|
||||
|
@ -3585,7 +3585,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
axPos *= Quaternion.Inverse(axRot);
|
||||
prim.OffsetPosition = axPos;
|
||||
|
||||
prim.IgnoreUndoUpdate = false;
|
||||
// prim.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -828,7 +828,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
set
|
||||
{
|
||||
StoreUndoState();
|
||||
// StoreUndoState();
|
||||
m_rotationOffset = value;
|
||||
|
||||
PhysicsActor actor = PhysActor;
|
||||
|
@ -1007,7 +1007,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (m_shape != null)
|
||||
{
|
||||
StoreUndoState();
|
||||
// StoreUndoState();
|
||||
|
||||
m_shape.Scale = value;
|
||||
|
||||
|
|
Loading…
Reference in New Issue