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