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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..
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@@ -35,6 +35,10 @@ namespace OpenSim.Region.Framework.Scenes
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public Vector3 Position = Vector3.Zero;
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public Vector3 Scale = Vector3.Zero;
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public Quaternion Rotation = Quaternion.Identity;
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public bool GroupChange = false;
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public Vector3 GroupPosition = Vector3.Zero;
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public Quaternion GroupRotation = Quaternion.Identity;
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public Vector3 GroupScale = Vector3.Zero;
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public UndoState(SceneObjectPart part)
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{
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@@ -42,12 +46,24 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (part.ParentID == 0)
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{
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Position = part.ParentGroup.AbsolutePosition;
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GroupScale = part.Shape.Scale;
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//FUBAR WARNING: Do NOT get the group's absoluteposition here
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//or you'll experience a loop and/or a stack issue
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GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
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GroupRotation = part.ParentGroup.Rotation;
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Position = part.ParentGroup.RootPart.AbsolutePosition;
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Rotation = part.RotationOffset;
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Scale = part.Shape.Scale;
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}
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else
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{
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GroupScale = part.Shape.Scale;
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//FUBAR WARNING: Do NOT get the group's absoluteposition here
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//or you'll experience a loop and/or a stack issue
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GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
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GroupRotation = part.ParentGroup.Rotation;
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Position = part.OffsetPosition;
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Rotation = part.RotationOffset;
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Scale = part.Shape.Scale;
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@@ -61,14 +77,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (part.ParentID == 0)
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{
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if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation)
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if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
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return true;
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else
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return false;
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}
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else
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{
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if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale)
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if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
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return true;
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else
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return false;
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@@ -84,10 +100,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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part.Undoing = true;
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if (part.ParentID == 0)
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if (part.ParentID == 0 && GroupChange == false)
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{
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if (Position != Vector3.Zero)
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part.ParentGroup.AbsolutePosition = Position;
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part.ParentGroup.AbsolutePosition = Position;
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part.RotationOffset = Rotation;
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if (Scale != Vector3.Zero)
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part.Resize(Scale);
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@@ -95,11 +111,30 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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if (Position != Vector3.Zero)
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part.OffsetPosition = Position;
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part.UpdateRotation(Rotation);
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if (Scale != Vector3.Zero)
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part.Resize(Scale); part.ScheduleTerseUpdate();
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if (GroupChange)
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{
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if (Position != Vector3.Zero)
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{
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//Calculate the scale...
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Vector3 gs = part.Shape.Scale;
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float scale = GroupScale.Z / gs.Z;
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//Scale first since it can affect our position
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part.ParentGroup.GroupResize(gs * scale, part.LocalId);
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part.ParentGroup.AbsolutePosition = GroupPosition;
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part.ParentGroup.Rotation = GroupRotation;
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}
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}
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else
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{
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if (Position != Vector3.Zero) //We can use this for all the updates since all are set
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{
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part.OffsetPosition = Position;
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part.UpdateRotation(Rotation);
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part.Resize(Scale); part.ScheduleTerseUpdate();
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}
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}
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}
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part.Undoing = false;
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