Implement proper selection behavior
parent
8cdc115c91
commit
ac1e30156a
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@ -72,6 +72,8 @@ namespace OpenSim.Region.Framework.Scenes
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private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
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private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
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private bool m_running = false;
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private bool m_running = false;
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[NonSerialized()]
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private bool m_selected = false;
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private int m_iterations = 0;
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private int m_iterations = 0;
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@ -82,6 +84,25 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_data; }
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get { return m_data; }
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}
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}
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public bool Selected
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{
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set
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{
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if (value)
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{
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// Once we're let go, recompute positions
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if (m_selected)
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UpdateSceneObject(m_group);
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}
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else
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{
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// Save selection position in case we get moved
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if (!m_selected)
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m_serializedPosition = m_group.AbsolutePosition;
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}
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m_selected = value; }
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}
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public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
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public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
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{
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{
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MemoryStream ms = new MemoryStream(data);
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MemoryStream ms = new MemoryStream(data);
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@ -276,6 +297,16 @@ namespace OpenSim.Region.Framework.Scenes
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m_currentFrame = m_frames[0];
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m_currentFrame = m_frames[0];
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}
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}
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if (m_selected)
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{
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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}
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return;
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}
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// Do the frame processing
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// Do the frame processing
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double steps = (double)m_currentFrame.TimeMS / timerInterval;
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double steps = (double)m_currentFrame.TimeMS / timerInterval;
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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@ -138,12 +138,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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SceneObjectGroup sog = part.ParentGroup;
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SceneObjectGroup sog = part.ParentGroup;
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sog.SendPropertiesToClient(remoteClient);
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sog.SendPropertiesToClient(remoteClient);
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sog.IsSelected = true;
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// A prim is only tainted if it's allowed to be edited by the person clicking it.
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// A prim is only tainted if it's allowed to be edited by the person clicking it.
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if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
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if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
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|| Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
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{
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{
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sog.IsSelected = true;
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EventManager.TriggerParcelPrimCountTainted();
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EventManager.TriggerParcelPrimCountTainted();
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}
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}
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}
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}
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@ -215,6 +215,8 @@ namespace OpenSim.Region.Framework.Scenes
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// handled by group, but by prim. Legacy cruft.
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// handled by group, but by prim. Legacy cruft.
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// TODO: Make selection flagging per prim!
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// TODO: Make selection flagging per prim!
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//
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//
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if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
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part.ParentGroup.IsSelected = false;
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part.ParentGroup.IsSelected = false;
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if (part.ParentGroup.IsAttachment)
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if (part.ParentGroup.IsAttachment)
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@ -726,6 +726,8 @@ namespace OpenSim.Region.Framework.Scenes
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child.PhysActor.Selected = value;
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child.PhysActor.Selected = value;
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}
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}
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}
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}
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if (KeyframeMotion != null)
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KeyframeMotion.Selected = value;
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}
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}
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}
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}
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