Fix undo for rotation of the root prim in a linkset on its own.

The only obviously broken things right now are the undo of the position of just a root prim (stays in place) and the fact that resizes need two undoes.
bulletsim
Justin Clark-Casey (justincc) 2011-07-19 05:05:50 +01:00
parent b2722e984a
commit 1fdb16f1cd
2 changed files with 15 additions and 8 deletions

View File

@ -3013,11 +3013,11 @@ namespace OpenSim.Region.Framework.Scenes
///
/// </summary>
/// <param name="rot"></param>
private void UpdateRootRotation(Quaternion rot)
public void UpdateRootRotation(Quaternion rot)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
// Name, LocalId, rot);
m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
Name, LocalId, rot);
Quaternion axRot = rot;
Quaternion oldParentRot = m_rootPart.RotationOffset;
@ -3046,6 +3046,7 @@ namespace OpenSim.Region.Framework.Scenes
newRot *= Quaternion.Inverse(axRot);
prim.RotationOffset = newRot;
prim.ScheduleTerseUpdate();
prim.IgnoreUndoUpdate = false;
}
}
@ -3054,12 +3055,16 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart childpart = parts[i];
if (childpart != m_rootPart)
{
childpart.IgnoreUndoUpdate = false;
childpart.StoreUndoState();
// childpart.IgnoreUndoUpdate = false;
// childpart.StoreUndoState();
}
}
m_rootPart.ScheduleTerseUpdate();
m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
Name, LocalId, rot);
}
#endregion

View File

@ -150,8 +150,10 @@ namespace OpenSim.Region.Framework.Scenes
"[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
part.RotationOffset, Rotation, part.Name, part.LocalId);
if (ForGroup)
part.UpdateRotation(Rotation);
//part.RotationOffset = Rotation;
else
part.ParentGroup.UpdateRootRotation(Rotation);
if (Scale != Vector3.Zero)
{