cleanup + comments

avinationmerge
UbitUmarov 2012-03-11 03:14:15 +00:00
parent 80160c128d
commit 53bda83cc2
1 changed files with 52 additions and 167 deletions

View File

@ -31,170 +31,9 @@ using System.Collections.Generic;
using log4net; using log4net;
using OpenMetaverse; using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Interfaces;
using System;
namespace OpenSim.Region.Framework.Scenes namespace OpenSim.Region.Framework.Scenes
{ {
/*
[Flags]
public enum UndoType
{
STATE_PRIM_POSITION = 1,
STATE_PRIM_ROTATION = 2,
STATE_PRIM_SCALE = 4,
STATE_PRIM_ALL = 7,
STATE_GROUP_POSITION = 8,
STATE_GROUP_ROTATION = 16,
STATE_GROUP_SCALE = 32,
STATE_GROUP_ALL = 56,
STATE_ALL = 63
}
public class UndoState
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public Vector3 Position = Vector3.Zero;
public Vector3 Scale = Vector3.Zero;
public Quaternion Rotation = Quaternion.Identity;
/// <summary>
/// Is this undo state for an entire group?
/// </summary>
public bool ForGroup;
/// <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, bool forGroup)
{
if (part.ParentID == 0)
{
ForGroup = forGroup;
Position = part.ParentGroup.AbsolutePosition;
Rotation = part.RotationOffset;
Scale = part.Shape.Scale;
}
else
{
ForGroup = false; // only root parts can undo grp
Position = part.OffsetPosition;
Rotation = part.RotationOffset;
Scale = part.Shape.Scale;
}
}
/// <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, bool forgrp)
{
if (ForGroup != forgrp) // if diferent targets, then they are diferent
return false;
if (part != null)
{
if (part.ParentID == 0)
{
// root part
// grp position is same as part
if (Position != part.ParentGroup.AbsolutePosition)
return false;
if (Rotation != part.RotationOffset)
return false;
return Scale == part.Shape.Scale;
}
else
{
return (Position == part.OffsetPosition
&& Rotation == part.RotationOffset
&& Scale == part.Shape.Scale);
}
}
return false;
}
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)
part.ParentGroup.AbsolutePosition = Position;
else
part.ParentGroup.UpdateRootPosition(Position);
}
if (ForGroup)
part.UpdateRotation(Rotation);
else
part.ParentGroup.UpdateRootRotation(Rotation);
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;
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
{
part.Resize(Scale);
}
if (physbuilding)
part.ParentGroup.RootPart.PhysActor.Building = false;
}
part.Undoing = false;
}
}
*/
public class UndoState public class UndoState
{ {
const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later) const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
@ -205,8 +44,8 @@ namespace OpenSim.Region.Framework.Scenes
/// Constructor. /// Constructor.
/// </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="what">bit field with what is changed</param>
/// only for root parts ???? ///
public UndoState(SceneObjectPart part, ObjectChangeWhat what) public UndoState(SceneObjectPart part, ObjectChangeWhat what)
{ {
data = new ObjectChangeData(); data = new ObjectChangeData();
@ -232,6 +71,9 @@ namespace OpenSim.Region.Framework.Scenes
data.scale = part.Shape.Scale; data.scale = part.Shape.Scale;
} }
} }
/// <summary>
/// check if undo or redo is too old
/// </summary>
public bool checkExpire() public bool checkExpire()
{ {
@ -241,6 +83,9 @@ namespace OpenSim.Region.Framework.Scenes
return false; return false;
} }
/// <summary>
/// updates undo or redo creation time to now
/// </summary>
public void updateExpire() public void updateExpire()
{ {
creationtime = DateTime.UtcNow; creationtime = DateTime.UtcNow;
@ -250,7 +95,8 @@ namespace OpenSim.Region.Framework.Scenes
/// Compare the relevant state in the given part to this state. /// Compare the relevant state in the given part to this state.
/// </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 what fiels and related data are equal, False otherwise.</returns>
///
public bool Compare(SceneObjectPart part, ObjectChangeWhat what) public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
{ {
if (data.what != what) // if diferent targets, then they are diferent if (data.what != what) // if diferent targets, then they are diferent
@ -279,6 +125,12 @@ namespace OpenSim.Region.Framework.Scenes
return false; return false;
} }
/// <summary>
/// executes the undo or redo to a part or its group
/// </summary>
/// <param name="part"></param>
///
public void PlayState(SceneObjectPart part) public void PlayState(SceneObjectPart part)
{ {
part.Undoing = true; part.Undoing = true;
@ -299,11 +151,20 @@ namespace OpenSim.Region.Framework.Scenes
public LinkedList<UndoState> m_redo = new LinkedList<UndoState>(); public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
public LinkedList<UndoState> m_undo = new LinkedList<UndoState>(); public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
/// <summary>
/// creates a new UndoRedoState with default states memory size
/// </summary>
public UndoRedoState() public UndoRedoState()
{ {
size = 5; size = 5;
} }
/// <summary>
/// creates a new UndoRedoState with states memory having indicated size
/// </summary>
/// <param name="size"></param>
public UndoRedoState(int _size) public UndoRedoState(int _size)
{ {
if (_size < 3) if (_size < 3)
@ -312,17 +173,31 @@ namespace OpenSim.Region.Framework.Scenes
size = _size; size = _size;
} }
/// <summary>
/// returns number of undo entries in memory
/// </summary>
public int Count public int Count
{ {
get { return m_undo.Count; } get { return m_undo.Count; }
} }
/// <summary>
/// clears all undo and redo entries
/// </summary>
public void Clear() public void Clear()
{ {
m_undo.Clear(); m_undo.Clear();
m_redo.Clear(); m_redo.Clear();
} }
/// <summary>
/// adds a new state undo to part or its group, with changes indicated by what bits
/// </summary>
/// <param name="part"></param>
/// <param name="what">bit field with what is changed</param>
public void StoreUndo(SceneObjectPart part, ObjectChangeWhat what) public void StoreUndo(SceneObjectPart part, ObjectChangeWhat what)
{ {
lock (m_undo) lock (m_undo)
@ -360,6 +235,12 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/// <summary>
/// executes last state undo to part or its group
/// current state is pushed into redo
/// </summary>
/// <param name="part"></param>
public void Undo(SceneObjectPart part) public void Undo(SceneObjectPart part)
{ {
lock (m_undo) lock (m_undo)
@ -401,6 +282,12 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/// <summary>
/// executes last state redo to part or its group
/// current state is pushed into undo
/// </summary>
/// <param name="part"></param>
public void Redo(SceneObjectPart part) public void Redo(SceneObjectPart part)
{ {
lock (m_undo) lock (m_undo)
@ -441,8 +328,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
} }
} }
public class LandUndoState public class LandUndoState