Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
commit
3089344114
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@ -549,11 +549,12 @@ namespace OpenSim.Region.Framework.Scenes
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||||||
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
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val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
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}
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}
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||||||
}
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}
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||||||
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/* don't see the need but worse don't see where is restored to false if things stay in
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foreach (SceneObjectPart part in m_parts.GetArray())
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foreach (SceneObjectPart part in m_parts.GetArray())
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{
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{
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part.IgnoreUndoUpdate = true;
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part.IgnoreUndoUpdate = true;
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}
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}
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*/
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if (RootPart.GetStatusSandbox())
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if (RootPart.GetStatusSandbox())
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{
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{
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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@ -3519,7 +3520,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.UUID == m_rootPart.UUID)
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if (part.UUID == m_rootPart.UUID)
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{
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{
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UpdateRootRotation(rot);
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UpdateRootRotation(rot);
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if (!m_rootPart.Undoing)
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/* if (!m_rootPart.Undoing)
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{
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{
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m_rootPart.Undoing = true;
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m_rootPart.Undoing = true;
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AbsolutePosition = pos;
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AbsolutePosition = pos;
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@ -3527,8 +3528,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else
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else
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{
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{
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*/
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AbsolutePosition = pos;
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AbsolutePosition = pos;
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}
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// }
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}
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}
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else
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else
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{
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{
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|
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@ -263,8 +263,8 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_occupied; // KF if any av is sitting on this prim
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private bool m_occupied; // KF if any av is sitting on this prim
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private string m_text = String.Empty;
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private string m_touchName = String.Empty;
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private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
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private Stack<UndoState> m_undo = new Stack<UndoState>(5);
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private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
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private Stack<UndoState> m_redo = new Stack<UndoState>(5);
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private bool m_passTouches;
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private bool m_passTouches;
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@ -1709,6 +1709,11 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.Category = Category;
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dupe.Category = Category;
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dupe.m_rezzed = m_rezzed;
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dupe.m_rezzed = m_rezzed;
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dupe.m_undo = new Stack<UndoState>(5);
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dupe.m_redo = new Stack<UndoState>(5);
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dupe.IgnoreUndoUpdate = false;
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dupe.Undoing = false;
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dupe.m_inventory = new SceneObjectPartInventory(dupe);
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dupe.m_inventory = new SceneObjectPartInventory(dupe);
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dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
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dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
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@ -3659,9 +3664,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void StoreUndoState(bool forGroup)
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public void StoreUndoState(bool forGroup)
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{
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{
|
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if (!Undoing)
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if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
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{
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|
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if (!IgnoreUndoUpdate)
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|
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{
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{
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if (ParentGroup != null)
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if (ParentGroup != null)
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{
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{
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@ -3669,25 +3672,18 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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if (m_undo.Count > 0)
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if (m_undo.Count > 0)
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||||||
{
|
{
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// see if we had a change
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|
|
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UndoState last = m_undo.Peek();
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UndoState last = m_undo.Peek();
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if (last != null)
|
if (last != null)
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{
|
{
|
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// TODO: May need to fix for group comparison
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if (last.Compare(this, forGroup))
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if (last.Compare(this))
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|
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{
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{
|
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// m_log.DebugFormat(
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|
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// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
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|
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// Name, LocalId, m_undo.Count);
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|
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|
|
||||||
return;
|
return;
|
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}
|
}
|
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}
|
}
|
||||||
}
|
}
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||||||
|
|
||||||
// m_log.DebugFormat(
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|
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// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
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|
||||||
// Name, LocalId, forGroup, m_undo.Count);
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|
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|
|
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if (ParentGroup.GetSceneMaxUndo() > 0)
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if (ParentGroup.GetSceneMaxUndo() > 0)
|
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{
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{
|
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UndoState nUndo = new UndoState(this, forGroup);
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UndoState nUndo = new UndoState(this, forGroup);
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@ -3696,24 +3692,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_redo.Count > 0)
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if (m_redo.Count > 0)
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m_redo.Clear();
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m_redo.Clear();
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|
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// m_log.DebugFormat(
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|
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// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
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|
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// Name, LocalId, forGroup, m_undo.Count);
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|
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}
|
}
|
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}
|
}
|
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}
|
}
|
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}
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}
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// else
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|
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// {
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|
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// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
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// }
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|
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}
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// else
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|
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// {
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|
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// m_log.DebugFormat(
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|
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// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
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|
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// }
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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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/// <summary>
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@ -3749,7 +3731,7 @@ namespace OpenSim.Region.Framework.Scenes
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nUndo = new UndoState(this, goback.ForGroup);
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nUndo = new UndoState(this, goback.ForGroup);
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}
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}
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|
|
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goback.PlaybackState(this);
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goback.PlayState(this);
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|
|
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if (nUndo != null)
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if (nUndo != null)
|
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m_redo.Push(nUndo);
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m_redo.Push(nUndo);
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@ -3783,7 +3765,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_undo.Push(nUndo);
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m_undo.Push(nUndo);
|
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}
|
}
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|
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gofwd.PlayfwdState(this);
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gofwd.PlayState(this);
|
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}
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}
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||||||
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|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
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||||||
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|
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@ -463,16 +463,9 @@ namespace OpenSim.Region.Framework.Scenes
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// without the parent rotation applied.
|
// without the parent rotation applied.
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if (ParentID != 0)
|
if (ParentID != 0)
|
||||||
{
|
{
|
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SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
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SceneObjectPart part = ParentPart;
|
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if (part != null)
|
|
||||||
{
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|
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return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
|
return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
|
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}
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}
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else
|
|
||||||
{
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|
||||||
return ParentPosition + m_pos;
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|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
return m_pos;
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return m_pos;
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||||||
}
|
}
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@ -589,6 +582,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private UUID m_parentUUID = UUID.Zero;
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private UUID m_parentUUID = UUID.Zero;
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|
|
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|
public SceneObjectPart ParentPart
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|
{
|
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|
get { return m_parentPart; }
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|
set { m_parentPart = value; }
|
||||||
|
}
|
||||||
|
private SceneObjectPart m_parentPart = null;
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|
|
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public float Health
|
public float Health
|
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{
|
{
|
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get { return m_health; }
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get { return m_health; }
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@ -827,6 +827,7 @@ namespace OpenSim.Region.Framework.Scenes
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part.SitTargetAvatar = UUID;
|
part.SitTargetAvatar = UUID;
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ParentPosition = part.GetWorldPosition();
|
ParentPosition = part.GetWorldPosition();
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ParentID = part.LocalId;
|
ParentID = part.LocalId;
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|
ParentPart = part;
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m_pos = m_prevSitOffset;
|
m_pos = m_prevSitOffset;
|
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pos = ParentPosition;
|
pos = ParentPosition;
|
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}
|
}
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|
@ -1801,9 +1802,7 @@ namespace OpenSim.Region.Framework.Scenes
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|
|
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if (ParentID != 0)
|
if (ParentID != 0)
|
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{
|
{
|
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SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
|
SceneObjectPart part = ParentPart;
|
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if (part != null)
|
|
||||||
{
|
|
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TaskInventoryDictionary taskIDict = part.TaskInventory;
|
TaskInventoryDictionary taskIDict = part.TaskInventory;
|
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if (taskIDict != null)
|
if (taskIDict != null)
|
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{
|
{
|
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|
@ -1826,12 +1825,12 @@ namespace OpenSim.Region.Framework.Scenes
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part.ParentGroup.DeleteAvatar(UUID);
|
part.ParentGroup.DeleteAvatar(UUID);
|
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ParentPosition = part.GetWorldPosition();
|
ParentPosition = part.GetWorldPosition();
|
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
|
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
|
||||||
}
|
|
||||||
|
|
||||||
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
||||||
ParentPosition = Vector3.Zero;
|
ParentPosition = Vector3.Zero;
|
||||||
|
|
||||||
ParentID = 0;
|
ParentID = 0;
|
||||||
|
ParentPart = null;
|
||||||
|
|
||||||
if (PhysicsActor == null)
|
if (PhysicsActor == null)
|
||||||
AddToPhysicalScene(false);
|
AddToPhysicalScene(false);
|
||||||
|
@ -2292,6 +2291,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
|
||||||
|
if (ParentPart == null)
|
||||||
|
return;
|
||||||
|
|
||||||
ParentID = m_requestedSitTargetID;
|
ParentID = m_requestedSitTargetID;
|
||||||
|
|
||||||
Velocity = Vector3.Zero;
|
Velocity = Vector3.Zero;
|
||||||
|
|
|
@ -66,43 +66,25 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="part"></param>
|
/// <param name="part"></param>
|
||||||
/// <param name="forGroup">True if the undo is for an entire group</param>
|
/// <param name="forGroup">True if the undo is for an entire group</param>
|
||||||
|
/// only for root parts ????
|
||||||
public UndoState(SceneObjectPart part, bool forGroup)
|
public UndoState(SceneObjectPart part, bool forGroup)
|
||||||
{
|
{
|
||||||
if (part.ParentID == 0)
|
if (part.ParentID == 0)
|
||||||
{
|
{
|
||||||
ForGroup = forGroup;
|
ForGroup = forGroup;
|
||||||
|
|
||||||
// if (ForGroup)
|
|
||||||
Position = part.ParentGroup.AbsolutePosition;
|
Position = part.ParentGroup.AbsolutePosition;
|
||||||
// else
|
|
||||||
// Position = part.OffsetPosition;
|
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Storing undo position {0} for root part", Position);
|
|
||||||
|
|
||||||
Rotation = part.RotationOffset;
|
Rotation = part.RotationOffset;
|
||||||
|
if (!forGroup)
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
|
|
||||||
|
|
||||||
Scale = part.Shape.Scale;
|
Scale = part.Shape.Scale;
|
||||||
|
else
|
||||||
// m_log.DebugFormat(
|
Scale = Vector3.Zero; // until we fix it
|
||||||
// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
ForGroup = false; // previus code implies only root parts can undo grp
|
||||||
Position = part.OffsetPosition;
|
Position = part.OffsetPosition;
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Storing undo position {0} for child part", Position);
|
|
||||||
|
|
||||||
Rotation = part.RotationOffset;
|
Rotation = part.RotationOffset;
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
|
|
||||||
|
|
||||||
Scale = part.Shape.Scale;
|
Scale = part.Shape.Scale;
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -111,35 +93,42 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="part"></param>
|
/// <param name="part"></param>
|
||||||
/// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
|
/// <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)
|
public bool Compare(SceneObjectPart part, bool forgrp)
|
||||||
{
|
{
|
||||||
|
if (ForGroup != forgrp) // if diferent targets, then they are diferent
|
||||||
|
return false;
|
||||||
|
|
||||||
if (part != null)
|
if (part != null)
|
||||||
{
|
{
|
||||||
if (part.ParentID == 0)
|
if (part.ParentID == 0)
|
||||||
return
|
{
|
||||||
Position == part.ParentGroup.AbsolutePosition
|
// root part
|
||||||
&& Rotation == part.RotationOffset
|
// grp position is same as part
|
||||||
&& Scale == part.Shape.Scale;
|
if (Position != part.ParentGroup.AbsolutePosition)
|
||||||
|
return false;
|
||||||
|
if (Rotation != part.RotationOffset)
|
||||||
|
return false;
|
||||||
|
if (ForGroup)
|
||||||
|
return true; // for now don't do grp scale
|
||||||
|
return (Scale == part.Shape.Scale);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
return
|
{
|
||||||
Position == part.OffsetPosition
|
return (Position == part.OffsetPosition
|
||||||
&& Rotation == part.RotationOffset
|
&& Rotation == part.RotationOffset
|
||||||
&& Scale == part.Shape.Scale;
|
&& Scale == part.Shape.Scale);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PlaybackState(SceneObjectPart part)
|
public void PlayState(SceneObjectPart part)
|
||||||
{
|
{
|
||||||
part.Undoing = true;
|
part.Undoing = true;
|
||||||
|
|
||||||
if (part.ParentID == 0)
|
if (part.ParentID == 0)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
|
|
||||||
// Position, part.Name, part.LocalId);
|
|
||||||
|
|
||||||
if (Position != Vector3.Zero)
|
if (Position != Vector3.Zero)
|
||||||
{
|
{
|
||||||
if (ForGroup)
|
if (ForGroup)
|
||||||
|
@ -148,10 +137,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
part.ParentGroup.UpdateRootPosition(Position);
|
part.ParentGroup.UpdateRootPosition(Position);
|
||||||
}
|
}
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
|
|
||||||
// part.RotationOffset, Rotation, part.Name, part.LocalId);
|
|
||||||
|
|
||||||
if (ForGroup)
|
if (ForGroup)
|
||||||
part.UpdateRotation(Rotation);
|
part.UpdateRotation(Rotation);
|
||||||
else
|
else
|
||||||
|
@ -159,86 +144,30 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
if (Scale != Vector3.Zero)
|
if (Scale != Vector3.Zero)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat(
|
// if (ForGroup)
|
||||||
// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
|
// part.ParentGroup.GroupResize(Scale);
|
||||||
// part.Shape.Scale, Scale, part.Name, part.LocalId);
|
// else
|
||||||
|
if (!ForGroup) // we don't have grp scale for now
|
||||||
if (ForGroup)
|
|
||||||
part.ParentGroup.GroupResize(Scale);
|
|
||||||
else
|
|
||||||
part.Resize(Scale);
|
part.Resize(Scale);
|
||||||
}
|
}
|
||||||
|
|
||||||
part.ParentGroup.ScheduleGroupForTerseUpdate();
|
part.ParentGroup.ScheduleGroupForTerseUpdate();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
if (ForGroup) // trap for group since seems parts can't do it
|
||||||
|
return;
|
||||||
|
|
||||||
// Note: Updating these properties on sop automatically schedules an update if needed
|
// Note: Updating these properties on sop automatically schedules an update if needed
|
||||||
if (Position != Vector3.Zero)
|
|
||||||
{
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
|
|
||||||
// part.OffsetPosition, Position, part.Name, part.LocalId);
|
|
||||||
|
|
||||||
part.OffsetPosition = Position;
|
part.OffsetPosition = Position;
|
||||||
}
|
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
|
|
||||||
// part.RotationOffset, Rotation, part.Name, part.LocalId);
|
|
||||||
|
|
||||||
part.UpdateRotation(Rotation);
|
part.UpdateRotation(Rotation);
|
||||||
|
|
||||||
if (Scale != Vector3.Zero)
|
if (Scale != Vector3.Zero)
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
|
|
||||||
// part.Shape.Scale, Scale, part.Name, part.LocalId);
|
|
||||||
|
|
||||||
part.Resize(Scale);
|
part.Resize(Scale);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
part.Undoing = false;
|
part.Undoing = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PlayfwdState(SceneObjectPart part)
|
|
||||||
{
|
|
||||||
part.Undoing = true;
|
|
||||||
|
|
||||||
if (part.ParentID == 0)
|
|
||||||
{
|
|
||||||
if (Position != Vector3.Zero)
|
|
||||||
part.ParentGroup.AbsolutePosition = Position;
|
|
||||||
|
|
||||||
if (Rotation != Quaternion.Identity)
|
|
||||||
part.UpdateRotation(Rotation);
|
|
||||||
|
|
||||||
if (Scale != Vector3.Zero)
|
|
||||||
{
|
|
||||||
if (ForGroup)
|
|
||||||
part.ParentGroup.GroupResize(Scale);
|
|
||||||
else
|
|
||||||
part.Resize(Scale);
|
|
||||||
}
|
|
||||||
|
|
||||||
part.ParentGroup.ScheduleGroupForTerseUpdate();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Note: Updating these properties on sop automatically schedules an update if needed
|
|
||||||
if (Position != Vector3.Zero)
|
|
||||||
part.OffsetPosition = Position;
|
|
||||||
|
|
||||||
if (Rotation != Quaternion.Identity)
|
|
||||||
part.UpdateRotation(Rotation);
|
|
||||||
|
|
||||||
if (Scale != Vector3.Zero)
|
|
||||||
part.Resize(Scale);
|
|
||||||
}
|
|
||||||
|
|
||||||
part.Undoing = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public class LandUndoState
|
public class LandUndoState
|
||||||
|
|
Loading…
Reference in New Issue