Merge branch 'ubitwork'
commit
0a4056ad22
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@ -130,6 +130,8 @@ namespace OpenSim.Framework
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public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient);
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public delegate void ClientChangeObject(uint localID, object data ,IClientAPI remoteClient);
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public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
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public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
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@ -838,6 +840,7 @@ namespace OpenSim.Framework
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event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
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event UpdatePrimFlags OnUpdatePrimFlags;
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event UpdatePrimTexture OnUpdatePrimTexture;
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event ClientChangeObject onClientChangeObject;
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event UpdateVector OnUpdatePrimGroupPosition;
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event UpdateVector OnUpdatePrimSinglePosition;
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event UpdatePrimRotation OnUpdatePrimGroupRotation;
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@ -125,6 +125,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
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public event UpdatePrimFlags OnUpdatePrimFlags;
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public event UpdatePrimTexture OnUpdatePrimTexture;
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public event ClientChangeObject onClientChangeObject;
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public event UpdateVector OnUpdatePrimGroupPosition;
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public event UpdateVector OnUpdatePrimSinglePosition;
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public event UpdatePrimRotation OnUpdatePrimGroupRotation;
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@ -11517,22 +11518,151 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// parts[j].IgnoreUndoUpdate = true;
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// }
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UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
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UpdateVector handlerUpdatePrimGroupScale;
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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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ClientChangeObject updatehandler = onClientChangeObject;
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if (updatehandler != null)
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{
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ObjectChangeData udata = new ObjectChangeData();
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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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* 0x08 LINK_SET
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* 0x10 UNIFORM for scale
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*/
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// translate to internal changes
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// not all cases .. just the ones older code did
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switch (block.Type)
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{
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case 1: //change position sp
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udata.position = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.primP;
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updatehandler(localId, udata, this);
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break;
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case 2: // rotation sp
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udata.rotation = new Quaternion(block.Data, 0, true);
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udata.what = ObjectChangeWhat.primR;
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updatehandler(localId, udata, this);
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break;
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case 3: // position plus rotation
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udata.position = new Vector3(block.Data, 0);
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udata.rotation = new Quaternion(block.Data, 12, true);
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udata.what = ObjectChangeWhat.primPR;
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updatehandler(localId, udata, this);
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break;
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case 4: // scale sp
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udata.scale = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.primS;
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updatehandler(localId, udata, this);
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break;
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case 0x14: // uniform scale sp
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udata.scale = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.primUS;
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updatehandler(localId, udata, this);
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break;
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case 5: // scale and position sp
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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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udata.what = ObjectChangeWhat.primPS;
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updatehandler(localId, udata, this);
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break;
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case 0x15: //uniform scale and position
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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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udata.what = ObjectChangeWhat.primPUS;
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updatehandler(localId, udata, this);
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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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udata.position = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.groupP;
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updatehandler(localId, udata, this);
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break;
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case 0x0A: // (8 + 2) group rotation
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udata.rotation = new Quaternion(block.Data, 0, true);
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udata.what = ObjectChangeWhat.groupR;
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updatehandler(localId, udata, this);
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break;
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case 0x0B: //( 8 + 2 + 1) group rotation and position
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udata.position = new Vector3(block.Data, 0);
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udata.rotation = new Quaternion(block.Data, 12, true);
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udata.what = ObjectChangeWhat.groupPR;
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updatehandler(localId, udata, this);
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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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udata.scale = new Vector3(block.Data, 0);
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// udata.what = ObjectChangeWhat.groupS;
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udata.what = ObjectChangeWhat.primS; // to conform to current SL
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updatehandler(localId, udata, this);
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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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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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// udata.what = ObjectChangeWhat.groupPS;
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udata.what = ObjectChangeWhat.primPS; // to conform to current SL
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updatehandler(localId, udata, this);
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break;
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case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
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udata.scale = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.groupUS;
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updatehandler(localId, udata, this);
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break;
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case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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udata.what = ObjectChangeWhat.groupPUS;
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updatehandler(localId, udata, this);
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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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}
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}
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/*
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switch (block.Type)
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{
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case 1: //change position sp
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@ -11788,7 +11918,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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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}
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*/
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// for (int j = 0; j < parts.Length; j++)
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// parts[j].IgnoreUndoUpdate = false;
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@ -2811,6 +2811,8 @@ namespace OpenSim.Region.Framework.Scenes
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client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
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client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
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client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
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client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
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client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
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client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
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@ -2940,6 +2942,8 @@ namespace OpenSim.Region.Framework.Scenes
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client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
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client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
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client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
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client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
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client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
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client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
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@ -47,6 +47,57 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
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public enum ObjectChangeWhat : uint
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{
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// bits definitions
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Position = 0x01,
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Rotation = 0x02,
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Scale = 0x04,
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Group = 0x08,
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UniformScale = 0x10,
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// macros from above
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// single prim
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primP = 0x01,
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primR = 0x02,
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primPR = 0x03,
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primS = 0x04,
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primPS = 0x05,
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primRS = 0x06,
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primPSR = 0x07,
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primUS = 0x14,
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primPUS = 0x15,
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primRUS = 0x16,
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primPUSR = 0x17,
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// group
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groupP = 0x09,
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groupR = 0x0A,
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groupPR = 0x0B,
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groupS = 0x0C,
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groupPS = 0x0D,
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groupRS = 0x0E,
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groupPSR = 0x0F,
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groupUS = 0x1C,
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groupPUS = 0x1D,
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groupRUS = 0x1E,
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groupPUSR = 0x1F,
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PRSmask = 0x07
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}
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public struct ObjectChangeData
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{
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public Quaternion rotation;
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public Vector3 position;
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public Vector3 scale;
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public ObjectChangeWhat what;
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}
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/// <summary>
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/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
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/// should be migrated out over time.
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@ -1289,6 +1340,87 @@ namespace OpenSim.Region.Framework.Scenes
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#region Client Event handlers
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protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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ObjectChangeData data = (ObjectChangeData)odata;
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if (part != null)
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{
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SceneObjectGroup grp = part.ParentGroup;
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if (grp != null)
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{
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if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
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{
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// part.StoreUndoState(data.what | ObjectChangeWhat.PRSmask); // for now save all to keep previus behavour ???
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part.StoreUndoState(data.what); // lets test only saving what we changed
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grp.doChangeObject(part, (ObjectChangeData)data);
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}
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}
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}
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}
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/* moved to SOG
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protected internal void doChangeObject(SceneObjectPart part, ObjectChangeData data)
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{
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if (part != null && part.ParentGroup != null)
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{
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ObjectChangeWhat what = data.what;
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bool togroup = ((what & ObjectChangeWhat.Group) != 0);
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// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
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SceneObjectGroup group = part.ParentGroup;
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PhysicsActor pha = group.RootPart.PhysActor;
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if (togroup)
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{
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// related to group
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if ((what & ObjectChangeWhat.Position) != 0)
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group.AbsolutePosition = data.position;
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if ((what & ObjectChangeWhat.Rotation) != 0)
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group.RootPart.UpdateRotation(data.rotation);
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if ((what & ObjectChangeWhat.Scale) != 0)
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{
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if (pha != null)
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pha.Building = true;
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group.GroupResize(data.scale);
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if (pha != null)
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pha.Building = false;
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}
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}
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else
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{
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// related to single prim in a link-set ( ie group)
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if (pha != null)
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pha.Building = true;
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// must deal with root part specially for position and rotation
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// so parts offset positions or rotations are fixed
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if (part == group.RootPart)
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{
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if ((what & ObjectChangeWhat.Position) != 0)
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group.UpdateRootPosition(data.position);
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if ((what & ObjectChangeWhat.Rotation) != 0)
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group.UpdateRootRotation(data.rotation);
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}
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else
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{
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if ((what & ObjectChangeWhat.Position) != 0)
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part.OffsetPosition = data.position;
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if ((what & ObjectChangeWhat.Rotation) != 0)
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part.UpdateRotation(data.rotation);
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}
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if ((what & ObjectChangeWhat.Scale) != 0)
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part.Resize(data.scale);
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if (pha != null)
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pha.Building = false;
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}
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}
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}
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*/
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/// <summary>
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/// Update the scale of an individual prim.
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/// </summary>
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@ -1303,7 +1435,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
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{
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bool physbuild = false;
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if (part.ParentGroup.RootPart.PhysActor != null)
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{
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part.ParentGroup.RootPart.PhysActor.Building = true;
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physbuild = true;
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}
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part.Resize(scale);
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if (physbuild)
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part.ParentGroup.RootPart.PhysActor.Building = false;
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}
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}
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}
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|
@ -1315,7 +1457,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
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{
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bool physbuild = false;
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if (group.RootPart.PhysActor != null)
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{
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group.RootPart.PhysActor.Building = true;
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physbuild = true;
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}
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group.GroupResize(scale);
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|
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if (physbuild)
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group.RootPart.PhysActor.Building = false;
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}
|
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}
|
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}
|
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|
|
|
@ -2499,6 +2499,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (linkPart.PhysActor != null)
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linkPart.PhysActor.Building = true;
|
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|
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// physics flags from group to be applied to linked parts
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bool grpusephys = UsesPhysics;
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bool grptemporary = IsTemporary;
|
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bool gprphantom = IsPhantom;
|
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|
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Vector3 oldGroupPosition = linkPart.GroupPosition;
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Quaternion oldRootRotation = linkPart.RotationOffset;
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|
@ -2542,7 +2547,8 @@ namespace OpenSim.Region.Framework.Scenes
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linkPart.SetParent(this);
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linkPart.CreateSelected = true;
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// let physics know
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// let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
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linkPart.UpdatePrimFlags(grpusephys, grptemporary, gprphantom, linkPart.VolumeDetectActive, true);
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if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
|
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{
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linkPart.PhysActor.link(m_rootPart.PhysActor);
|
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|
@ -2564,6 +2570,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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{
|
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LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
|
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// let physics know
|
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part.UpdatePrimFlags(grpusephys, grptemporary, gprphantom, part.VolumeDetectActive, true);
|
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if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
|
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{
|
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part.PhysActor.link(m_rootPart.PhysActor);
|
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|
@ -3117,10 +3124,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="scale"></param>
|
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public void GroupResize(Vector3 scale)
|
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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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|
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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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scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
|
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|
@ -3145,7 +3148,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart obPart = parts[i];
|
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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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Vector3 oldSize = new Vector3(obPart.Scale);
|
||||
|
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float f = 1.0f;
|
||||
|
@ -3209,8 +3211,6 @@ namespace OpenSim.Region.Framework.Scenes
|
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z *= a;
|
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}
|
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}
|
||||
|
||||
// obPart.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3219,9 +3219,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
prevScale.X *= x;
|
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prevScale.Y *= y;
|
||||
prevScale.Z *= z;
|
||||
// RootPart.IgnoreUndoUpdate = true;
|
||||
|
||||
RootPart.Resize(prevScale);
|
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// RootPart.IgnoreUndoUpdate = false;
|
||||
|
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parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
|
@ -3230,8 +3229,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (obPart.UUID != m_rootPart.UUID)
|
||||
{
|
||||
// obPart.IgnoreUndoUpdate = true;
|
||||
|
||||
Vector3 currentpos = new Vector3(obPart.OffsetPosition);
|
||||
currentpos.X *= x;
|
||||
currentpos.Y *= y;
|
||||
|
@ -3244,18 +3241,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
obPart.Resize(newSize);
|
||||
obPart.UpdateOffSet(currentpos);
|
||||
|
||||
// obPart.IgnoreUndoUpdate = false;
|
||||
}
|
||||
|
||||
// obPart.IgnoreUndoUpdate = false;
|
||||
HasGroupChanged = true;
|
||||
m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
|
||||
ScheduleGroupForTerseUpdate();
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -3268,14 +3259,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="pos"></param>
|
||||
public void UpdateGroupPosition(Vector3 pos)
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
|
||||
|
||||
// RootPart.StoreUndoState(true);
|
||||
|
||||
// SceneObjectPart[] parts = m_parts.GetArray();
|
||||
// for (int i = 0; i < parts.Length; i++)
|
||||
// parts[i].StoreUndoState();
|
||||
|
||||
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
|
||||
{
|
||||
if (IsAttachment)
|
||||
|
@ -3307,22 +3290,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="localID"></param>
|
||||
///
|
||||
|
||||
public void UpdateSinglePosition(Vector3 pos, uint localID)
|
||||
{
|
||||
SceneObjectPart part = GetChildPart(localID);
|
||||
|
||||
// SceneObjectPart[] parts = m_parts.GetArray();
|
||||
// for (int i = 0; i < parts.Length; i++)
|
||||
// parts[i].StoreUndoState();
|
||||
|
||||
if (part != null)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
|
||||
|
||||
// part.StoreUndoState(false);
|
||||
// part.IgnoreUndoUpdate = true;
|
||||
|
||||
// unlock parts position change
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = true;
|
||||
|
@ -3340,7 +3315,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
HasGroupChanged = true;
|
||||
// part.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3350,13 +3324,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="pos"></param>
|
||||
public void UpdateRootPosition(Vector3 pos)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
|
||||
|
||||
// SceneObjectPart[] parts = m_parts.GetArray();
|
||||
// for (int i = 0; i < parts.Length; i++)
|
||||
// parts[i].StoreUndoState();
|
||||
|
||||
// needs to be called with phys building true
|
||||
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
|
||||
Vector3 oldPos =
|
||||
new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
|
||||
|
@ -3376,17 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
obPart.OffsetPosition = obPart.OffsetPosition + diff;
|
||||
}
|
||||
|
||||
//We have to set undoing here because otherwise an undo state will be saved
|
||||
// if (!m_rootPart.Undoing)
|
||||
// {
|
||||
// m_rootPart.Undoing = true;
|
||||
AbsolutePosition = newPos;
|
||||
// m_rootPart.Undoing = false;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// AbsolutePosition = newPos;
|
||||
// }
|
||||
AbsolutePosition = newPos;
|
||||
|
||||
HasGroupChanged = true;
|
||||
if (m_rootPart.Undoing)
|
||||
|
@ -3409,17 +3367,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="rot"></param>
|
||||
public void UpdateGroupRotationR(Quaternion rot)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
|
||||
|
||||
// SceneObjectPart[] parts = m_parts.GetArray();
|
||||
// for (int i = 0; i < parts.Length; i++)
|
||||
// parts[i].StoreUndoState();
|
||||
|
||||
// m_rootPart.StoreUndoState(true);
|
||||
|
||||
// m_rootPart.UpdateRotation(rot);
|
||||
|
||||
PhysicsActor actor = m_rootPart.PhysActor;
|
||||
if (actor != null)
|
||||
{
|
||||
|
@ -3438,16 +3385,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="rot"></param>
|
||||
public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
|
||||
|
||||
// SceneObjectPart[] parts = m_parts.GetArray();
|
||||
// for (int i = 0; i < parts.Length; i++)
|
||||
// parts[i].StoreUndoState();
|
||||
|
||||
// RootPart.StoreUndoState(true);
|
||||
// RootPart.IgnoreUndoUpdate = true;
|
||||
|
||||
m_rootPart.UpdateRotation(rot);
|
||||
|
||||
PhysicsActor actor = m_rootPart.PhysActor;
|
||||
|
@ -3461,8 +3398,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
HasGroupChanged = true;
|
||||
ScheduleGroupForTerseUpdate();
|
||||
|
||||
// RootPart.IgnoreUndoUpdate = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3477,9 +3412,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (part != null)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
|
||||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = true;
|
||||
|
||||
|
@ -3507,30 +3439,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart part = GetChildPart(localID);
|
||||
if (part != null)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
|
||||
// part.Name, part.LocalId, rot);
|
||||
|
||||
// part.StoreUndoState();
|
||||
// part.IgnoreUndoUpdate = true;
|
||||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = true;
|
||||
|
||||
if (part.UUID == m_rootPart.UUID)
|
||||
{
|
||||
UpdateRootRotation(rot);
|
||||
/* if (!m_rootPart.Undoing)
|
||||
{
|
||||
m_rootPart.Undoing = true;
|
||||
AbsolutePosition = pos;
|
||||
m_rootPart.Undoing = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
*/
|
||||
AbsolutePosition = pos;
|
||||
// }
|
||||
AbsolutePosition = pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3540,8 +3455,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
// part.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3551,13 +3464,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="rot"></param>
|
||||
public void UpdateRootRotation(Quaternion rot)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
|
||||
// Name, LocalId, rot);
|
||||
|
||||
// needs to be called with phys building true
|
||||
Quaternion axRot = rot;
|
||||
Quaternion oldParentRot = m_rootPart.RotationOffset;
|
||||
// m_rootPart.StoreUndoState();
|
||||
|
||||
//Don't use UpdateRotation because it schedules an update prematurely
|
||||
m_rootPart.RotationOffset = rot;
|
||||
|
@ -3573,8 +3482,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart prim = parts[i];
|
||||
if (prim.UUID != m_rootPart.UUID)
|
||||
{
|
||||
// prim.IgnoreUndoUpdate = true;
|
||||
|
||||
Quaternion NewRot = oldParentRot * prim.RotationOffset;
|
||||
NewRot = Quaternion.Inverse(axRot) * NewRot;
|
||||
prim.RotationOffset = NewRot;
|
||||
|
@ -3584,26 +3491,88 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
axPos *= oldParentRot;
|
||||
axPos *= Quaternion.Inverse(axRot);
|
||||
prim.OffsetPosition = axPos;
|
||||
|
||||
// prim.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
// for (int i = 0; i < parts.Length; i++)
|
||||
// {
|
||||
// SceneObjectPart childpart = parts[i];
|
||||
// if (childpart != m_rootPart)
|
||||
// {
|
||||
//// childpart.IgnoreUndoUpdate = false;
|
||||
//// childpart.StoreUndoState();
|
||||
// }
|
||||
// }
|
||||
HasGroupChanged = true;
|
||||
ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
|
||||
// Name, LocalId, rot);
|
||||
public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
|
||||
{
|
||||
// TODO this still as excessive ScheduleGroupForTerseUpdate()s
|
||||
|
||||
if (part != null && part.ParentGroup != null)
|
||||
{
|
||||
ObjectChangeWhat what = data.what;
|
||||
bool togroup = ((what & ObjectChangeWhat.Group) != 0);
|
||||
// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
|
||||
|
||||
SceneObjectGroup group = part.ParentGroup;
|
||||
PhysicsActor pha = group.RootPart.PhysActor;
|
||||
|
||||
bool needgrpUpdate = false;
|
||||
|
||||
if (togroup)
|
||||
{
|
||||
// related to group
|
||||
if ((what & ObjectChangeWhat.Position) != 0)
|
||||
{
|
||||
group.AbsolutePosition = data.position;
|
||||
needgrpUpdate = true;
|
||||
}
|
||||
if ((what & ObjectChangeWhat.Rotation) != 0)
|
||||
group.RootPart.UpdateRotation(data.rotation);
|
||||
if ((what & ObjectChangeWhat.Scale) != 0)
|
||||
{
|
||||
if (pha != null)
|
||||
pha.Building = true;
|
||||
group.GroupResize(data.scale);
|
||||
if (pha != null)
|
||||
pha.Building = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// related to single prim in a link-set ( ie group)
|
||||
if (pha != null)
|
||||
pha.Building = true;
|
||||
|
||||
// must deal with root part specially for position and rotation
|
||||
// so parts offset positions or rotations are fixed
|
||||
|
||||
if (part == group.RootPart)
|
||||
{
|
||||
if ((what & ObjectChangeWhat.Position) != 0)
|
||||
group.UpdateRootPosition(data.position);
|
||||
if ((what & ObjectChangeWhat.Rotation) != 0)
|
||||
group.UpdateRootRotation(data.rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if ((what & ObjectChangeWhat.Position) != 0)
|
||||
{
|
||||
part.OffsetPosition = data.position;
|
||||
needgrpUpdate = true;
|
||||
}
|
||||
if ((what & ObjectChangeWhat.Rotation) != 0)
|
||||
part.UpdateRotation(data.rotation);
|
||||
}
|
||||
|
||||
if ((what & ObjectChangeWhat.Scale) != 0)
|
||||
part.Resize(data.scale);
|
||||
|
||||
if (pha != null)
|
||||
pha.Building = false;
|
||||
}
|
||||
|
||||
if (needgrpUpdate)
|
||||
{
|
||||
HasGroupChanged = true;
|
||||
ScheduleGroupForTerseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
|
@ -263,8 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private bool m_occupied; // KF if any av is sitting on this prim
|
||||
private string m_text = String.Empty;
|
||||
private string m_touchName = String.Empty;
|
||||
private Stack<UndoState> m_undo = new Stack<UndoState>(5);
|
||||
private Stack<UndoState> m_redo = new Stack<UndoState>(5);
|
||||
private UndoRedoState m_UndoRedo = new UndoRedoState(5);
|
||||
|
||||
private bool m_passTouches;
|
||||
|
||||
|
@ -1709,8 +1708,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
dupe.Category = Category;
|
||||
dupe.m_rezzed = m_rezzed;
|
||||
|
||||
dupe.m_undo = new Stack<UndoState>(5);
|
||||
dupe.m_redo = new Stack<UndoState>(5);
|
||||
dupe.m_UndoRedo = new UndoRedoState(5);
|
||||
|
||||
dupe.IgnoreUndoUpdate = false;
|
||||
dupe.Undoing = false;
|
||||
|
||||
|
@ -1944,6 +1943,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
||||
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
|
||||
|
||||
if (ParentID != 0 && ParentID != LocalId)
|
||||
{
|
||||
if (ParentGroup.RootPart.PhysActor != null)
|
||||
|
@ -3657,43 +3657,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//ParentGroup.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
public void StoreUndoState()
|
||||
public void StoreUndoState(ObjectChangeWhat what)
|
||||
{
|
||||
StoreUndoState(false);
|
||||
}
|
||||
|
||||
public void StoreUndoState(bool forGroup)
|
||||
{
|
||||
if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
|
||||
lock (m_UndoRedo)
|
||||
{
|
||||
if (ParentGroup != null)
|
||||
if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
|
||||
{
|
||||
lock (m_undo)
|
||||
{
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
// see if we had a change
|
||||
|
||||
UndoState last = m_undo.Peek();
|
||||
if (last != null)
|
||||
{
|
||||
if (last.Compare(this, forGroup))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ParentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
UndoState nUndo = new UndoState(this, forGroup);
|
||||
|
||||
m_undo.Push(nUndo);
|
||||
|
||||
if (m_redo.Count > 0)
|
||||
m_redo.Clear();
|
||||
}
|
||||
}
|
||||
m_UndoRedo.StoreUndo(this, what);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3705,84 +3675,42 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
get
|
||||
{
|
||||
lock (m_undo)
|
||||
return m_undo.Count;
|
||||
lock (m_UndoRedo)
|
||||
return m_UndoRedo.Count;
|
||||
}
|
||||
}
|
||||
|
||||
public void Undo()
|
||||
{
|
||||
lock (m_undo)
|
||||
lock (m_UndoRedo)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
|
||||
// Name, LocalId, m_undo.Count);
|
||||
if (Undoing || ParentGroup == null)
|
||||
return;
|
||||
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
UndoState goback = m_undo.Pop();
|
||||
|
||||
if (goback != null)
|
||||
{
|
||||
UndoState nUndo = null;
|
||||
|
||||
if (ParentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
nUndo = new UndoState(this, goback.ForGroup);
|
||||
}
|
||||
|
||||
goback.PlayState(this);
|
||||
|
||||
if (nUndo != null)
|
||||
m_redo.Push(nUndo);
|
||||
}
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}",
|
||||
// Name, LocalId, m_undo.Count);
|
||||
Undoing = true;
|
||||
m_UndoRedo.Undo(this);
|
||||
Undoing = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void Redo()
|
||||
{
|
||||
lock (m_undo)
|
||||
lock (m_UndoRedo)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
|
||||
// Name, LocalId, m_redo.Count);
|
||||
if (Undoing || ParentGroup == null)
|
||||
return;
|
||||
|
||||
if (m_redo.Count > 0)
|
||||
{
|
||||
UndoState gofwd = m_redo.Pop();
|
||||
|
||||
if (gofwd != null)
|
||||
{
|
||||
if (ParentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
|
||||
|
||||
m_undo.Push(nUndo);
|
||||
}
|
||||
|
||||
gofwd.PlayState(this);
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
|
||||
// Name, LocalId, m_redo.Count);
|
||||
}
|
||||
Undoing = true;
|
||||
m_UndoRedo.Redo(this);
|
||||
Undoing = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearUndoState()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId);
|
||||
|
||||
lock (m_undo)
|
||||
lock (m_UndoRedo)
|
||||
{
|
||||
m_undo.Clear();
|
||||
m_redo.Clear();
|
||||
m_UndoRedo.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using System.Collections.Generic;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
|
@ -34,6 +35,8 @@ using System;
|
|||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
|
||||
/*
|
||||
[Flags]
|
||||
public enum UndoType
|
||||
{
|
||||
|
@ -48,6 +51,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
STATE_ALL = 63
|
||||
}
|
||||
|
||||
|
||||
public class UndoState
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
@ -121,9 +125,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public void PlayState(SceneObjectPart part)
|
||||
{
|
||||
part.Undoing = true;
|
||||
|
||||
bool physbuilding = false;
|
||||
|
||||
if (part.ParentID == 0)
|
||||
{
|
||||
if (!ForGroup && part.PhysActor != null)
|
||||
{
|
||||
part.PhysActor.Building = true;
|
||||
physbuilding = true;
|
||||
}
|
||||
|
||||
if (Position != Vector3.Zero)
|
||||
{
|
||||
if (ForGroup)
|
||||
|
@ -139,17 +150,34 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (Scale != Vector3.Zero)
|
||||
{
|
||||
if (!physbuilding && part.PhysActor != null)
|
||||
{
|
||||
part.PhysActor.Building = true;
|
||||
physbuilding = true;
|
||||
}
|
||||
|
||||
if (ForGroup)
|
||||
part.ParentGroup.GroupResize(Scale);
|
||||
else
|
||||
part.Resize(Scale);
|
||||
}
|
||||
|
||||
if (physbuilding)
|
||||
part.PhysActor.Building = false;
|
||||
|
||||
part.ParentGroup.ScheduleGroupForTerseUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ForGroup) // trap for group since seems parts can't do it
|
||||
return;
|
||||
|
||||
// changing a part invalidates entire object physical rep
|
||||
if (part.ParentGroup != null && part.ParentGroup.RootPart != null && part.ParentGroup.RootPart.PhysActor != null)
|
||||
{
|
||||
part.ParentGroup.RootPart.PhysActor.Building = true;
|
||||
physbuilding = true;
|
||||
}
|
||||
|
||||
// Note: Updating these properties on sop automatically schedules an update if needed
|
||||
part.OffsetPosition = Position;
|
||||
|
@ -158,11 +186,264 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
part.Resize(Scale);
|
||||
}
|
||||
|
||||
if (physbuilding)
|
||||
part.ParentGroup.RootPart.PhysActor.Building = false;
|
||||
}
|
||||
|
||||
part.Undoing = false;
|
||||
}
|
||||
}
|
||||
*/
|
||||
public class UndoState
|
||||
{
|
||||
const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
|
||||
|
||||
public ObjectChangeData data;
|
||||
public DateTime creationtime;
|
||||
/// <summary>
|
||||
/// Constructor.
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
/// <param name="forGroup">True if the undo is for an entire group</param>
|
||||
/// only for root parts ????
|
||||
public UndoState(SceneObjectPart part, ObjectChangeWhat what)
|
||||
{
|
||||
data = new ObjectChangeData();
|
||||
data.what = what;
|
||||
creationtime = DateTime.UtcNow;
|
||||
|
||||
if (part.ParentGroup.RootPart == part)
|
||||
{
|
||||
if ((what & ObjectChangeWhat.Position) != 0)
|
||||
data.position = part.ParentGroup.AbsolutePosition;
|
||||
if ((what & ObjectChangeWhat.Rotation) != 0)
|
||||
data.rotation = part.RotationOffset;
|
||||
if ((what & ObjectChangeWhat.Scale) != 0)
|
||||
data.scale = part.Shape.Scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((what & ObjectChangeWhat.Position) != 0)
|
||||
data.position = part.OffsetPosition;
|
||||
if ((what & ObjectChangeWhat.Rotation) != 0)
|
||||
data.rotation = part.RotationOffset;
|
||||
if ((what & ObjectChangeWhat.Scale) != 0)
|
||||
data.scale = part.Shape.Scale;
|
||||
}
|
||||
}
|
||||
|
||||
public bool checkExpire()
|
||||
{
|
||||
TimeSpan t = DateTime.UtcNow - creationtime;
|
||||
if (t.Seconds > UNDOEXPIRESECONDS)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
public void updateExpire()
|
||||
{
|
||||
creationtime = DateTime.UtcNow;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compare the relevant state in the given part to this state.
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
/// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
|
||||
public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
|
||||
{
|
||||
if (data.what != what) // if diferent targets, then they are diferent
|
||||
return false;
|
||||
|
||||
if (part != null)
|
||||
{
|
||||
if (part.ParentID == 0)
|
||||
{
|
||||
if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.OffsetPosition)
|
||||
return false;
|
||||
}
|
||||
|
||||
if ((what & ObjectChangeWhat.Rotation) != 0 && data.rotation != part.RotationOffset)
|
||||
return false;
|
||||
if ((what & ObjectChangeWhat.Rotation) != 0 && data.scale == part.Shape.Scale)
|
||||
return false;
|
||||
return true;
|
||||
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void PlayState(SceneObjectPart part)
|
||||
{
|
||||
part.Undoing = true;
|
||||
|
||||
SceneObjectGroup grp = part.ParentGroup;
|
||||
|
||||
if (grp != null)
|
||||
{
|
||||
grp.doChangeObject(part, data);
|
||||
}
|
||||
part.Undoing = false;
|
||||
}
|
||||
}
|
||||
|
||||
public class UndoRedoState
|
||||
{
|
||||
int size;
|
||||
public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
|
||||
public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
|
||||
|
||||
public UndoRedoState()
|
||||
{
|
||||
size = 5;
|
||||
}
|
||||
|
||||
public UndoRedoState(int _size)
|
||||
{
|
||||
if (_size < 3)
|
||||
size = 3;
|
||||
else
|
||||
size = _size;
|
||||
}
|
||||
|
||||
public int Count
|
||||
{
|
||||
get { return m_undo.Count; }
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
m_undo.Clear();
|
||||
m_redo.Clear();
|
||||
}
|
||||
|
||||
public void StoreUndo(SceneObjectPart part, ObjectChangeWhat what)
|
||||
{
|
||||
lock (m_undo)
|
||||
{
|
||||
UndoState last;
|
||||
|
||||
if (m_redo.Count > 0) // last code seems to clear redo on every new undo
|
||||
{
|
||||
m_redo.Clear();
|
||||
}
|
||||
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
// check expired entry
|
||||
last = m_undo.First.Value;
|
||||
if (last != null && last.checkExpire())
|
||||
m_undo.Clear();
|
||||
else
|
||||
{
|
||||
// see if we actually have a change
|
||||
if (last != null)
|
||||
{
|
||||
if (last.Compare(part, what))
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// limite size
|
||||
while (m_undo.Count >= size)
|
||||
m_undo.RemoveLast();
|
||||
|
||||
UndoState nUndo = new UndoState(part, what);
|
||||
m_undo.AddFirst(nUndo);
|
||||
}
|
||||
}
|
||||
|
||||
public void Undo(SceneObjectPart part)
|
||||
{
|
||||
lock (m_undo)
|
||||
{
|
||||
UndoState nUndo;
|
||||
|
||||
// expire redo
|
||||
if (m_redo.Count > 0)
|
||||
{
|
||||
nUndo = m_redo.First.Value;
|
||||
if (nUndo != null && nUndo.checkExpire())
|
||||
m_redo.Clear();
|
||||
}
|
||||
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
UndoState goback = m_undo.First.Value;
|
||||
// check expired
|
||||
if (goback != null && goback.checkExpire())
|
||||
{
|
||||
m_undo.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
if (goback != null)
|
||||
{
|
||||
m_undo.RemoveFirst();
|
||||
|
||||
// redo limite size
|
||||
while (m_redo.Count >= size)
|
||||
m_redo.RemoveLast();
|
||||
|
||||
nUndo = new UndoState(part, goback.data.what); // new value in part should it be full goback copy?
|
||||
m_redo.AddFirst(nUndo);
|
||||
|
||||
goback.PlayState(part);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Redo(SceneObjectPart part)
|
||||
{
|
||||
lock (m_undo)
|
||||
{
|
||||
UndoState nUndo;
|
||||
|
||||
// expire undo
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
nUndo = m_undo.First.Value;
|
||||
if (nUndo != null && nUndo.checkExpire())
|
||||
m_undo.Clear();
|
||||
}
|
||||
|
||||
if (m_redo.Count > 0)
|
||||
{
|
||||
UndoState gofwd = m_redo.First.Value;
|
||||
// check expired
|
||||
if (gofwd != null && gofwd.checkExpire())
|
||||
{
|
||||
m_redo.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
if (gofwd != null)
|
||||
{
|
||||
m_redo.RemoveFirst();
|
||||
|
||||
// limite undo size
|
||||
while (m_undo.Count >= size)
|
||||
m_undo.RemoveLast();
|
||||
|
||||
nUndo = new UndoState(part, gofwd.data.what); // new value in part should it be full gofwd copy?
|
||||
m_undo.AddFirst(nUndo);
|
||||
|
||||
gofwd.PlayState(part);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public class LandUndoState
|
||||
{
|
||||
|
|
|
@ -714,6 +714,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
|
||||
public event UpdatePrimFlags OnUpdatePrimFlags;
|
||||
public event UpdatePrimTexture OnUpdatePrimTexture;
|
||||
public event ClientChangeObject onClientChangeObject;
|
||||
public event UpdateVector OnUpdatePrimGroupPosition;
|
||||
public event UpdateVector OnUpdatePrimSinglePosition;
|
||||
public event UpdatePrimRotation OnUpdatePrimGroupRotation;
|
||||
|
|
|
@ -275,6 +275,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
public event UpdatePrimTexture OnUpdatePrimTexture;
|
||||
public event UpdateVector OnUpdatePrimGroupPosition;
|
||||
public event UpdateVector OnUpdatePrimSinglePosition;
|
||||
public event ClientChangeObject onClientChangeObject;
|
||||
public event UpdatePrimRotation OnUpdatePrimGroupRotation;
|
||||
public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
|
||||
public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
|
||||
|
|
|
@ -1524,17 +1524,19 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
prm.m_collisionCategories |= CollisionCategories.Body;
|
||||
prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
|
||||
d.GeomEnable(prm.prim_geom);
|
||||
}
|
||||
|
||||
if (prm.m_NoColide)
|
||||
{
|
||||
d.GeomSetCategoryBits(prm.prim_geom, 0);
|
||||
d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
|
||||
d.GeomEnable(prm.prim_geom);
|
||||
}
|
||||
else
|
||||
{
|
||||
d.GeomSetCategoryBits(prm.prim_geom, (int)m_collisionCategories);
|
||||
d.GeomSetCollideBits(prm.prim_geom, (int)m_collisionFlags);
|
||||
d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
|
||||
d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
|
||||
}
|
||||
prm.m_collisionscore = 0;
|
||||
|
||||
|
|
|
@ -135,6 +135,7 @@ namespace OpenSim.Tests.Common.Mock
|
|||
public event GenericCall7 OnObjectMaterial;
|
||||
public event UpdatePrimFlags OnUpdatePrimFlags;
|
||||
public event UpdatePrimTexture OnUpdatePrimTexture;
|
||||
public event ClientChangeObject onClientChangeObject;
|
||||
public event UpdateVector OnUpdatePrimGroupPosition;
|
||||
public event UpdateVector OnUpdatePrimSinglePosition;
|
||||
public event UpdatePrimRotation OnUpdatePrimGroupRotation;
|
||||
|
|
Loading…
Reference in New Issue