Make various tweaks to undo code in an effort to get things working better.
Undo rotation and position appear to be working. Resizing a single prim appears to be working, though the undo has to be done twice. Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims. This needs to be addressed.bulletsim
parent
aec3b58a57
commit
6fc74b36d1
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@ -11242,6 +11242,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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// Do this once since fetch parts creates a new array.
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SceneObjectPart[] parts = part.ParentGroup.Parts;
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for (int j = 0; j < parts.Length; j++)
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{
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part.StoreUndoState();
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parts[j].IgnoreUndoUpdate = true;
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}
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// UUID partId = part.UUID;
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UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
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@ -11257,6 +11265,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handlerUpdatePrimSinglePosition(localId, pos1, this);
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}
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break;
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case 2:
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Quaternion rot1 = new Quaternion(block.Data, 0, true);
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@ -11267,6 +11276,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handlerUpdatePrimSingleRotation(localId, rot1, this);
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}
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break;
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case 3:
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Vector3 rotPos = new Vector3(block.Data, 0);
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Quaternion rot2 = new Quaternion(block.Data, 12, true);
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@ -11279,6 +11289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
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}
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break;
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case 4:
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case 20:
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Vector3 scale4 = new Vector3(block.Data, 0);
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@ -11290,8 +11301,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handlerUpdatePrimScale(localId, scale4, this);
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}
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break;
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case 5:
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case 5:
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Vector3 scale1 = new Vector3(block.Data, 12);
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Vector3 pos11 = new Vector3(block.Data, 0);
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@ -11308,6 +11319,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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break;
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case 9:
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Vector3 pos2 = new Vector3(block.Data, 0);
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@ -11315,10 +11327,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerUpdateVector != null)
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{
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handlerUpdateVector(localId, pos2, this);
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}
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break;
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case 10:
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Quaternion rot3 = new Quaternion(block.Data, 0, true);
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@ -11329,6 +11341,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handlerUpdatePrimRotation(localId, rot3, this);
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}
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break;
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case 11:
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Vector3 pos3 = new Vector3(block.Data, 0);
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Quaternion rot4 = new Quaternion(block.Data, 12, true);
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@ -11352,6 +11365,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handlerUpdatePrimGroupScale(localId, scale7, this);
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}
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break;
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case 13:
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Vector3 scale2 = new Vector3(block.Data, 12);
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Vector3 pos4 = new Vector3(block.Data, 0);
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@ -11371,6 +11385,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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break;
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case 29:
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Vector3 scale5 = new Vector3(block.Data, 12);
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Vector3 pos5 = new Vector3(block.Data, 0);
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@ -11388,6 +11403,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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break;
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case 21:
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Vector3 scale6 = new Vector3(block.Data, 12);
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Vector3 pos6 = new Vector3(block.Data, 0);
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@ -11404,13 +11420,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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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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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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for (int j = 0; j < parts.Length; j++)
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parts[j].IgnoreUndoUpdate = false;
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}
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}
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}
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return true;
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}
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@ -564,6 +564,7 @@ namespace OpenSim.Region.Framework.Scenes
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part.Undo();
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}
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}
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protected internal void HandleRedo(IClientAPI remoteClient, UUID primId)
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{
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if (primId != UUID.Zero)
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@ -1145,6 +1145,10 @@ namespace OpenSim.Region.Framework.Scenes
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public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
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// remoteClient.Name, part.Name, part.LocalId, offsetPos);
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part.StoreUndoState();
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part.OnGrab(offsetPos, remoteClient);
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}
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@ -2611,17 +2615,14 @@ namespace OpenSim.Region.Framework.Scenes
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#region Resize
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/// <summary>
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/// Resize the entire group of prims.
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/// </summary>
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/// <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.IgnoreUndoUpdate = true;
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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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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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@ -2647,7 +2648,7 @@ namespace OpenSim.Region.Framework.Scenes
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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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// obPart.IgnoreUndoUpdate = true;
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Vector3 oldSize = new Vector3(obPart.Scale);
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float f = 1.0f;
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@ -2663,6 +2664,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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if (oldSize.Y * y > m_scene.m_maxPhys)
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{
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f = m_scene.m_maxPhys / oldSize.Y;
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@ -2671,6 +2673,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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if (oldSize.Z * z > m_scene.m_maxPhys)
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{
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f = m_scene.m_maxPhys / oldSize.Z;
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@ -2690,6 +2693,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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if (oldSize.Y * y > m_scene.m_maxNonphys)
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{
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f = m_scene.m_maxNonphys / oldSize.Y;
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@ -2698,6 +2702,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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if (oldSize.Z * z > m_scene.m_maxNonphys)
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{
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f = m_scene.m_maxNonphys / oldSize.Z;
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@ -2708,7 +2713,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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obPart.IgnoreUndoUpdate = false;
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// obPart.IgnoreUndoUpdate = false;
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}
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}
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}
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@ -2723,7 +2728,7 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart obPart = parts[i];
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obPart.IgnoreUndoUpdate = true;
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// obPart.IgnoreUndoUpdate = true;
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if (obPart.UUID != m_rootPart.UUID)
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{
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@ -2738,16 +2743,18 @@ namespace OpenSim.Region.Framework.Scenes
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newSize.Z *= z;
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obPart.Resize(newSize);
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obPart.IgnoreUndoUpdate = true;
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obPart.UpdateOffSet(currentpos);
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obPart.IgnoreUndoUpdate = false;
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}
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obPart.IgnoreUndoUpdate = false;
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obPart.StoreUndoState();
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// obPart.IgnoreUndoUpdate = false;
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// obPart.StoreUndoState();
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}
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RootPart.IgnoreUndoUpdate = false;
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RootPart.StoreUndoState();
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
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}
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#endregion
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@ -2760,6 +2767,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="pos"></param>
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public void UpdateGroupPosition(Vector3 pos)
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{
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// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].StoreUndoState();
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if (part != null)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
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if (part.UUID == m_rootPart.UUID)
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{
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UpdateRootPosition(pos);
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/// <param name="pos"></param>
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private void UpdateRootPosition(Vector3 pos)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].StoreUndoState();
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/// <param name="rot"></param>
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public void UpdateGroupRotationR(Quaternion rot)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].StoreUndoState();
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@ -2892,6 +2910,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="rot"></param>
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public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].StoreUndoState();
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@ -2926,6 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (part != null)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
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if (part.UUID == m_rootPart.UUID)
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{
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UpdateRootRotation(rot);
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@ -2947,6 +2971,10 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
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// part.Name, part.LocalId, rot);
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if (part.UUID == m_rootPart.UUID)
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{
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UpdateRootRotation(rot);
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@ -2969,6 +2997,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="rot"></param>
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private void UpdateRootRotation(Quaternion rot)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
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// Name, LocalId, rot);
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Quaternion axRot = rot;
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Quaternion oldParentRot = m_rootPart.RotationOffset;
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@ -1014,15 +1014,19 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_shape; }
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set { m_shape = value; }
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}
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/// <summary>
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/// Change the scale of this part.
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/// </summary>
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public Vector3 Scale
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{
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get { return m_shape.Scale; }
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set
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{
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StoreUndoState();
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if (m_shape != null)
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{
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StoreUndoState();
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m_shape.Scale = value;
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PhysicsActor actor = PhysActor;
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@ -1033,11 +1037,16 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_parentGroup.Scene.PhysicsScene != null)
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{
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actor.Size = m_shape.Scale;
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh)
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CheckSculptAndLoad();
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else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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}
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}
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}
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TriggerScriptChangedEvent(Changed.SCALE);
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}
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}
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@ -2827,8 +2836,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Resize this part.
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/// Set the scale of this part.
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/// </summary>
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/// <remarks>
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/// Unlike the scale property, this checks the new size against scene limits and schedules a full property
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/// update to viewers.
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/// </remarks>
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/// <param name="scale"></param>
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public void Resize(Vector3 scale)
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{
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@ -2836,33 +2849,18 @@ namespace OpenSim.Region.Framework.Scenes
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scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys);
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scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys);
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// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
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StoreUndoState();
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m_shape.Scale = scale;
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// If we're a mesh/sculpt, then we need to tell the physics engine about our new size. To do this, we
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// need to reinsert the sculpt data into the shape, since the physics engine deletes it when done to
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// save memory
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if (PhysActor != null)
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if (PhysActor != null && PhysActor.IsPhysical)
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{
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if (PhysActor.IsPhysical)
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{
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scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
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scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
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scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys);
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}
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PhysActor.Size = scale;
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if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh)
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CheckSculptAndLoad();
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else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
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scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
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scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys);
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}
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// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
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Scale = scale;
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ParentGroup.HasGroupChanged = true;
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TriggerScriptChangedEvent(Changed.SCALE);
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ScheduleFullUpdate();
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}
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@ -3673,8 +3671,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentGroup != null)
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{
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// m_log.DebugFormat("[SCENE OBJECT PART]: Storing undo state for {0} {1}", Name, LocalId);
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lock (m_undo)
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{
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if (m_undo.Count > 0)
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@ -3683,15 +3679,29 @@ namespace OpenSim.Region.Framework.Scenes
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if (last != null)
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{
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if (last.Compare(this))
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{
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// m_log.DebugFormat(
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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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// Name, LocalId, m_undo.Count);
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return;
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}
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}
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}
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|
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, initial stack size {2}",
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// Name, LocalId, m_undo.Count);
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this);
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m_undo.Push(nUndo);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, stack size now {2}",
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// Name, LocalId, m_undo.Count);
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}
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}
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}
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||||
|
@ -3703,7 +3713,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
// else
|
||||
// {
|
||||
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
|
||||
// }
|
||||
}
|
||||
|
||||
|
@ -3721,10 +3732,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void Undo()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE OBJECT PART]: Handling undo request for {0} {1}", Name, LocalId);
|
||||
|
||||
lock (m_undo)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
|
||||
// Name, LocalId, m_undo.Count);
|
||||
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
UndoState nUndo = null;
|
||||
|
@ -3739,19 +3752,26 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (goback != null)
|
||||
{
|
||||
goback.PlaybackState(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);
|
||||
}
|
||||
}
|
||||
|
||||
public void Redo()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE OBJECT PART]: Handling redo request for {0} {1}", Name, LocalId);
|
||||
|
||||
lock (m_redo)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
|
||||
// Name, LocalId, m_redo.Count);
|
||||
|
||||
if (m_parentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
UndoState nUndo = new UndoState(this);
|
||||
|
@ -3763,11 +3783,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (gofwd != null)
|
||||
gofwd.PlayfwdState(this);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
|
||||
// Name, LocalId, m_redo.Count);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearUndoState()
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId);
|
||||
|
||||
lock (m_undo)
|
||||
{
|
||||
m_undo.Clear();
|
||||
|
|
|
@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
public void TestResizeSceneObject()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
//log4net.Config.XmlConfigurator.Configure();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
Scene scene = SceneSetupHelpers.SetupScene();
|
||||
SceneObjectGroup g1 = SceneSetupHelpers.AddSceneObject(scene).ParentGroup;
|
||||
|
|
|
@ -25,6 +25,9 @@
|
|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
|
||||
|
@ -32,49 +35,80 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
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>
|
||||
/// Constructor.
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
public UndoState(SceneObjectPart part)
|
||||
{
|
||||
if (part != null)
|
||||
{
|
||||
if (part.ParentID == 0)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[UNDO STATE]: Storing undo position {0} for root part", part.ParentGroup.AbsolutePosition);
|
||||
Position = part.ParentGroup.AbsolutePosition;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[UNDO STATE]: Storing undo rotation {0} for root part", part.RotationOffset);
|
||||
Rotation = part.RotationOffset;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale);
|
||||
Scale = part.Shape.Scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[UNDO STATE]: Storing undo position {0} for child part", part.OffsetPosition);
|
||||
Position = part.OffsetPosition;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[UNDO STATE]: Storing undo rotation {0} for child part", part.RotationOffset);
|
||||
Rotation = part.RotationOffset;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[UNDO STATE]: Storing undo scale {0} for child part", part.Shape.Scale);
|
||||
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)
|
||||
{
|
||||
if (part != null)
|
||||
{
|
||||
if (part.ParentID == 0)
|
||||
{
|
||||
if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation)
|
||||
if (Position == part.ParentGroup.AbsolutePosition
|
||||
&& Rotation == part.RotationOffset
|
||||
&& Scale == part.Shape.Scale)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale)
|
||||
if (Position == part.OffsetPosition
|
||||
&& Rotation == part.RotationOffset
|
||||
&& Scale == part.Shape.Scale)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -87,24 +121,64 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (part.ParentID == 0)
|
||||
{
|
||||
if (Position != Vector3.Zero)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[UNDO STATE]: Undoing position {0} to {1} for root part {2} {3}",
|
||||
// part.ParentGroup.AbsolutePosition, Position, part.Name, part.LocalId);
|
||||
|
||||
part.ParentGroup.AbsolutePosition = Position;
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
|
||||
// part.RotationOffset, Rotation, part.Name, part.LocalId);
|
||||
|
||||
part.RotationOffset = Rotation;
|
||||
|
||||
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);
|
||||
|
||||
part.Resize(Scale);
|
||||
}
|
||||
|
||||
part.ParentGroup.ScheduleGroupForTerseUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Position != Vector3.Zero)
|
||||
part.OffsetPosition = Position;
|
||||
part.UpdateRotation(Rotation);
|
||||
if (Scale != Vector3.Zero)
|
||||
part.Resize(Scale); part.ScheduleTerseUpdate();
|
||||
}
|
||||
part.Undoing = false;
|
||||
{
|
||||
// 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.ScheduleTerseUpdate();
|
||||
}
|
||||
|
||||
part.Undoing = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayfwdState(SceneObjectPart part)
|
||||
{
|
||||
if (part != null)
|
||||
|
@ -115,27 +189,34 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (Position != Vector3.Zero)
|
||||
part.ParentGroup.AbsolutePosition = Position;
|
||||
|
||||
if (Rotation != Quaternion.Identity)
|
||||
part.UpdateRotation(Rotation);
|
||||
|
||||
if (Scale != Vector3.Zero)
|
||||
part.Resize(Scale);
|
||||
|
||||
part.ParentGroup.ScheduleGroupForTerseUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Position != Vector3.Zero)
|
||||
part.OffsetPosition = Position;
|
||||
|
||||
if (Rotation != Quaternion.Identity)
|
||||
part.UpdateRotation(Rotation);
|
||||
|
||||
if (Scale != Vector3.Zero)
|
||||
part.Resize(Scale);
|
||||
|
||||
part.ScheduleTerseUpdate();
|
||||
}
|
||||
part.Undoing = false;
|
||||
|
||||
part.Undoing = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class LandUndoState
|
||||
{
|
||||
public ITerrainModule m_terrainModule;
|
||||
|
|
Loading…
Reference in New Issue