BIG MESS. changed Iclient interface so only one event is used to inform scene about position scale or rotation change by client (others can be added). Its served at SceneGraph that does permition checks, undostore and sends down to SOG. changed values are stored in a class (ObjectChangeData) and what is changed as a enum (ObjectChangeWhat) with bit fields and 'macros' of this for better readability (at top of scenegraph.cs lasy to find better place for now) this can be extended for other things clients changes and need undo/redo. SOG process acording to what is changed. Changed UNDO/redo to use this also (warning is only storing what is changed, previus stored all, this must be checked for side efects. to save all PRS change commented line in scenegraph). Still have excessive calls to ScheduleGroupForTerseUpdate. **** UNTESTED ****

avinationmerge
UbitUmarov 2012-03-10 20:32:19 +00:00
parent 0e5e324a2c
commit 908abb1c3d
10 changed files with 543 additions and 139 deletions

View File

@ -130,6 +130,8 @@ namespace OpenSim.Framework
public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient); public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient);
public delegate void ClientChangeObject(uint localID, object data ,IClientAPI remoteClient);
public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient); public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient); public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
@ -838,6 +840,7 @@ namespace OpenSim.Framework
event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
event UpdatePrimFlags OnUpdatePrimFlags; event UpdatePrimFlags OnUpdatePrimFlags;
event UpdatePrimTexture OnUpdatePrimTexture; event UpdatePrimTexture OnUpdatePrimTexture;
event ClientChangeObject onClientChangeObject;
event UpdateVector OnUpdatePrimGroupPosition; event UpdateVector OnUpdatePrimGroupPosition;
event UpdateVector OnUpdatePrimSinglePosition; event UpdateVector OnUpdatePrimSinglePosition;
event UpdatePrimRotation OnUpdatePrimGroupRotation; event UpdatePrimRotation OnUpdatePrimGroupRotation;

View File

@ -125,6 +125,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
public event UpdatePrimFlags OnUpdatePrimFlags; public event UpdatePrimFlags OnUpdatePrimFlags;
public event UpdatePrimTexture OnUpdatePrimTexture; public event UpdatePrimTexture OnUpdatePrimTexture;
public event ClientChangeObject onClientChangeObject;
public event UpdateVector OnUpdatePrimGroupPosition; public event UpdateVector OnUpdatePrimGroupPosition;
public event UpdateVector OnUpdatePrimSinglePosition; public event UpdateVector OnUpdatePrimSinglePosition;
public event UpdatePrimRotation OnUpdatePrimGroupRotation; public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@ -11517,22 +11518,151 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// parts[j].IgnoreUndoUpdate = true; // parts[j].IgnoreUndoUpdate = true;
// } // }
UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; // UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
UpdateVector handlerUpdatePrimGroupScale; // UpdateVector handlerUpdatePrimGroupScale;
Quaternion arot; ClientChangeObject updatehandler = onClientChangeObject;
Vector3 ascale;
Vector3 apos; if (updatehandler != null)
/*ubit from ll JIRA: {
* 0x01 position ObjectChangeData udata = new ObjectChangeData();
* 0x02 rotation
* 0x04 scale /*ubit from ll JIRA:
* 0x01 position
* 0x02 rotation
* 0x04 scale
* 0x08 LINK_SET * 0x08 LINK_SET
* 0x10 UNIFORM for scale * 0x10 UNIFORM for scale
*/ */
// translate to internal changes
// not all cases .. just the ones older code did
switch (block.Type)
{
case 1: //change position sp
udata.position = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.primP;
updatehandler(localId, udata, this);
break;
case 2: // rotation sp
udata.rotation = new Quaternion(block.Data, 0, true);
udata.what = ObjectChangeWhat.primR;
updatehandler(localId, udata, this);
break;
case 3: // position plus rotation
udata.position = new Vector3(block.Data, 0);
udata.rotation = new Quaternion(block.Data, 12, true);
udata.what = ObjectChangeWhat.primPR;
updatehandler(localId, udata, this);
break;
case 4: // scale sp
udata.scale = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.primS;
updatehandler(localId, udata, this);
break;
case 0x14: // uniform scale sp
udata.scale = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.primUS;
updatehandler(localId, udata, this);
break;
case 5: // scale and position sp
udata.position = new Vector3(block.Data, 0);
udata.scale = new Vector3(block.Data, 12);
udata.what = ObjectChangeWhat.primPS;
updatehandler(localId, udata, this);
break;
case 0x15: //uniform scale and position
udata.position = new Vector3(block.Data, 0);
udata.scale = new Vector3(block.Data, 12);
udata.what = ObjectChangeWhat.primPUS;
updatehandler(localId, udata, this);
break;
// now group related (bit 4)
case 9: //( 8 + 1 )group position
udata.position = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.groupP;
updatehandler(localId, udata, this);
break;
case 0x0A: // (8 + 2) group rotation
udata.rotation = new Quaternion(block.Data, 0, true);
udata.what = ObjectChangeWhat.groupR;
updatehandler(localId, udata, this);
break;
case 0x0B: //( 8 + 2 + 1) group rotation and position
udata.position = new Vector3(block.Data, 0);
udata.rotation = new Quaternion(block.Data, 12, true);
udata.what = ObjectChangeWhat.groupPR;
updatehandler(localId, udata, this);
break;
case 0x0C: // (8 + 4) group scale
// only afects root prim and only sent by viewer editor object tab scaling
// mouse edition only allows uniform scaling
// SL MAY CHANGE THIS in viewers
udata.scale = new Vector3(block.Data, 0);
// udata.what = ObjectChangeWhat.groupS;
udata.what = ObjectChangeWhat.primS; // to conform to current SL
updatehandler(localId, udata, this);
break;
case 0x0D: //(8 + 4 + 1) group scale and position
// exception as above
udata.position = new Vector3(block.Data, 0);
udata.scale = new Vector3(block.Data, 12);
// udata.what = ObjectChangeWhat.groupPS;
udata.what = ObjectChangeWhat.primPS; // to conform to current SL
updatehandler(localId, udata, this);
break;
case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
udata.scale = new Vector3(block.Data, 0);
udata.what = ObjectChangeWhat.groupUS;
updatehandler(localId, udata, this);
break;
case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
udata.position = new Vector3(block.Data, 0);
udata.scale = new Vector3(block.Data, 12);
udata.what = ObjectChangeWhat.groupPUS;
updatehandler(localId, udata, this);
break;
default:
m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
break;
}
}
/*
switch (block.Type) switch (block.Type)
{ {
case 1: //change position sp case 1: //change position sp
@ -11788,7 +11918,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
break; break;
} }
*/
// for (int j = 0; j < parts.Length; j++) // for (int j = 0; j < parts.Length; j++)
// parts[j].IgnoreUndoUpdate = false; // parts[j].IgnoreUndoUpdate = false;

View File

@ -2811,6 +2811,8 @@ namespace OpenSim.Region.Framework.Scenes
client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@ -2940,6 +2942,8 @@ namespace OpenSim.Region.Framework.Scenes
client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;

View File

@ -47,6 +47,57 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ChangedBackupDelegate(SceneObjectGroup sog); public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
public enum ObjectChangeWhat : uint
{
// bits definitions
Position = 0x01,
Rotation = 0x02,
Scale = 0x04,
Group = 0x08,
UniformScale = 0x10,
// macros from above
// single prim
primP = 0x01,
primR = 0x02,
primPR = 0x03,
primS = 0x04,
primPS = 0x05,
primRS = 0x06,
primPSR = 0x07,
primUS = 0x14,
primPUS = 0x15,
primRUS = 0x16,
primPUSR = 0x17,
// group
groupP = 0x09,
groupR = 0x0A,
groupPR = 0x0B,
groupS = 0x0C,
groupPS = 0x0D,
groupRS = 0x0E,
groupPSR = 0x0F,
groupUS = 0x1C,
groupPUS = 0x1D,
groupRUS = 0x1E,
groupPUSR = 0x1F,
PRSmask = 0x07
}
public struct ObjectChangeData
{
public Quaternion rotation;
public Vector3 position;
public Vector3 scale;
public ObjectChangeWhat what;
}
/// <summary> /// <summary>
/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
/// should be migrated out over time. /// should be migrated out over time.
@ -1289,6 +1340,87 @@ namespace OpenSim.Region.Framework.Scenes
#region Client Event handlers #region Client Event handlers
protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(localID);
ObjectChangeData data = (ObjectChangeData)odata;
if (part != null)
{
SceneObjectGroup grp = part.ParentGroup;
if (grp != null)
{
if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
{
// part.StoreUndoState(data.what | ObjectChangeWhat.PRSmask); // for now save all to keep previus behavour ???
part.StoreUndoState(data.what); // lets test only saving what we changed
grp.doChangeObject(part, (ObjectChangeData)data);
}
}
}
}
/* moved to SOG
protected internal void doChangeObject(SceneObjectPart part, ObjectChangeData data)
{
if (part != null && part.ParentGroup != null)
{
ObjectChangeWhat what = data.what;
bool togroup = ((what & ObjectChangeWhat.Group) != 0);
// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
SceneObjectGroup group = part.ParentGroup;
PhysicsActor pha = group.RootPart.PhysActor;
if (togroup)
{
// related to group
if ((what & ObjectChangeWhat.Position) != 0)
group.AbsolutePosition = data.position;
if ((what & ObjectChangeWhat.Rotation) != 0)
group.RootPart.UpdateRotation(data.rotation);
if ((what & ObjectChangeWhat.Scale) != 0)
{
if (pha != null)
pha.Building = true;
group.GroupResize(data.scale);
if (pha != null)
pha.Building = false;
}
}
else
{
// related to single prim in a link-set ( ie group)
if (pha != null)
pha.Building = true;
// must deal with root part specially for position and rotation
// so parts offset positions or rotations are fixed
if (part == group.RootPart)
{
if ((what & ObjectChangeWhat.Position) != 0)
group.UpdateRootPosition(data.position);
if ((what & ObjectChangeWhat.Rotation) != 0)
group.UpdateRootRotation(data.rotation);
}
else
{
if ((what & ObjectChangeWhat.Position) != 0)
part.OffsetPosition = data.position;
if ((what & ObjectChangeWhat.Rotation) != 0)
part.UpdateRotation(data.rotation);
}
if ((what & ObjectChangeWhat.Scale) != 0)
part.Resize(data.scale);
if (pha != null)
pha.Building = false;
}
}
}
*/
/// <summary> /// <summary>
/// Update the scale of an individual prim. /// Update the scale of an individual prim.
/// </summary> /// </summary>
@ -1303,7 +1435,17 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
{ {
bool physbuild = false;
if (part.ParentGroup.RootPart.PhysActor != null)
{
part.ParentGroup.RootPart.PhysActor.Building = true;
physbuild = true;
}
part.Resize(scale); part.Resize(scale);
if (physbuild)
part.ParentGroup.RootPart.PhysActor.Building = false;
} }
} }
} }
@ -1315,7 +1457,17 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
{ {
bool physbuild = false;
if (group.RootPart.PhysActor != null)
{
group.RootPart.PhysActor.Building = true;
physbuild = true;
}
group.GroupResize(scale); group.GroupResize(scale);
if (physbuild)
group.RootPart.PhysActor.Building = false;
} }
} }
} }

View File

@ -3124,10 +3124,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="scale"></param> /// <param name="scale"></param>
public void GroupResize(Vector3 scale) public void GroupResize(Vector3 scale)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
// RootPart.StoreUndoState(true);
scale.X = Math.Min(scale.X, Scene.m_maxNonphys); scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@ -3152,7 +3148,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart obPart = parts[i]; SceneObjectPart obPart = parts[i];
if (obPart.UUID != m_rootPart.UUID) if (obPart.UUID != m_rootPart.UUID)
{ {
// obPart.IgnoreUndoUpdate = true;
Vector3 oldSize = new Vector3(obPart.Scale); Vector3 oldSize = new Vector3(obPart.Scale);
float f = 1.0f; float f = 1.0f;
@ -3216,8 +3211,6 @@ namespace OpenSim.Region.Framework.Scenes
z *= a; z *= a;
} }
} }
// obPart.IgnoreUndoUpdate = false;
} }
} }
} }
@ -3226,9 +3219,8 @@ namespace OpenSim.Region.Framework.Scenes
prevScale.X *= x; prevScale.X *= x;
prevScale.Y *= y; prevScale.Y *= y;
prevScale.Z *= z; prevScale.Z *= z;
// RootPart.IgnoreUndoUpdate = true;
RootPart.Resize(prevScale); RootPart.Resize(prevScale);
// RootPart.IgnoreUndoUpdate = false;
parts = m_parts.GetArray(); parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++) for (int i = 0; i < parts.Length; i++)
@ -3237,8 +3229,6 @@ namespace OpenSim.Region.Framework.Scenes
if (obPart.UUID != m_rootPart.UUID) if (obPart.UUID != m_rootPart.UUID)
{ {
// obPart.IgnoreUndoUpdate = true;
Vector3 currentpos = new Vector3(obPart.OffsetPosition); Vector3 currentpos = new Vector3(obPart.OffsetPosition);
currentpos.X *= x; currentpos.X *= x;
currentpos.Y *= y; currentpos.Y *= y;
@ -3251,18 +3241,12 @@ namespace OpenSim.Region.Framework.Scenes
obPart.Resize(newSize); obPart.Resize(newSize);
obPart.UpdateOffSet(currentpos); obPart.UpdateOffSet(currentpos);
// obPart.IgnoreUndoUpdate = false;
} }
// obPart.IgnoreUndoUpdate = false;
HasGroupChanged = true; HasGroupChanged = true;
m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
ScheduleGroupForTerseUpdate(); ScheduleGroupForTerseUpdate();
} }
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
} }
#endregion #endregion
@ -3275,14 +3259,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="pos"></param> /// <param name="pos"></param>
public void UpdateGroupPosition(Vector3 pos) public void UpdateGroupPosition(Vector3 pos)
{ {
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
// RootPart.StoreUndoState(true);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{ {
if (IsAttachment) if (IsAttachment)
@ -3314,22 +3290,14 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
/// <param name="pos"></param> /// <param name="pos"></param>
/// <param name="localID"></param> /// <param name="localID"></param>
///
public void UpdateSinglePosition(Vector3 pos, uint localID) public void UpdateSinglePosition(Vector3 pos, uint localID)
{ {
SceneObjectPart part = GetChildPart(localID); SceneObjectPart part = GetChildPart(localID);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
if (part != null) if (part != null)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
// part.StoreUndoState(false);
// part.IgnoreUndoUpdate = true;
// unlock parts position change // unlock parts position change
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true; m_rootPart.PhysActor.Building = true;
@ -3347,7 +3315,6 @@ namespace OpenSim.Region.Framework.Scenes
m_rootPart.PhysActor.Building = false; m_rootPart.PhysActor.Building = false;
HasGroupChanged = true; HasGroupChanged = true;
// part.IgnoreUndoUpdate = false;
} }
} }
@ -3357,13 +3324,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="pos"></param> /// <param name="pos"></param>
public void UpdateRootPosition(Vector3 pos) public void UpdateRootPosition(Vector3 pos)
{ {
// m_log.DebugFormat( // needs to be called with phys building true
// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
Vector3 oldPos = Vector3 oldPos =
new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@ -3383,17 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
obPart.OffsetPosition = obPart.OffsetPosition + diff; obPart.OffsetPosition = obPart.OffsetPosition + diff;
} }
//We have to set undoing here because otherwise an undo state will be saved AbsolutePosition = newPos;
// if (!m_rootPart.Undoing)
// {
// m_rootPart.Undoing = true;
AbsolutePosition = newPos;
// m_rootPart.Undoing = false;
// }
// else
// {
// AbsolutePosition = newPos;
// }
HasGroupChanged = true; HasGroupChanged = true;
if (m_rootPart.Undoing) if (m_rootPart.Undoing)
@ -3416,17 +3367,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="rot"></param> /// <param name="rot"></param>
public void UpdateGroupRotationR(Quaternion rot) public void UpdateGroupRotationR(Quaternion rot)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
// m_rootPart.StoreUndoState(true);
// m_rootPart.UpdateRotation(rot);
PhysicsActor actor = m_rootPart.PhysActor; PhysicsActor actor = m_rootPart.PhysActor;
if (actor != null) if (actor != null)
{ {
@ -3445,16 +3385,6 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="rot"></param> /// <param name="rot"></param>
public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
// RootPart.StoreUndoState(true);
// RootPart.IgnoreUndoUpdate = true;
m_rootPart.UpdateRotation(rot); m_rootPart.UpdateRotation(rot);
PhysicsActor actor = m_rootPart.PhysActor; PhysicsActor actor = m_rootPart.PhysActor;
@ -3468,8 +3398,6 @@ namespace OpenSim.Region.Framework.Scenes
HasGroupChanged = true; HasGroupChanged = true;
ScheduleGroupForTerseUpdate(); ScheduleGroupForTerseUpdate();
// RootPart.IgnoreUndoUpdate = false;
} }
/// <summary> /// <summary>
@ -3484,9 +3412,6 @@ namespace OpenSim.Region.Framework.Scenes
if (part != null) if (part != null)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot);
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true; m_rootPart.PhysActor.Building = true;
@ -3514,30 +3439,13 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart part = GetChildPart(localID); SceneObjectPart part = GetChildPart(localID);
if (part != null) if (part != null)
{ {
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
// part.Name, part.LocalId, rot);
// part.StoreUndoState();
// part.IgnoreUndoUpdate = true;
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = true; m_rootPart.PhysActor.Building = true;
if (part.UUID == m_rootPart.UUID) if (part.UUID == m_rootPart.UUID)
{ {
UpdateRootRotation(rot); UpdateRootRotation(rot);
/* if (!m_rootPart.Undoing) AbsolutePosition = pos;
{
m_rootPart.Undoing = true;
AbsolutePosition = pos;
m_rootPart.Undoing = false;
}
else
{
*/
AbsolutePosition = pos;
// }
} }
else else
{ {
@ -3547,8 +3455,6 @@ namespace OpenSim.Region.Framework.Scenes
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false; m_rootPart.PhysActor.Building = false;
// part.IgnoreUndoUpdate = false;
} }
} }
@ -3558,13 +3464,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="rot"></param> /// <param name="rot"></param>
public void UpdateRootRotation(Quaternion rot) public void UpdateRootRotation(Quaternion rot)
{ {
// m_log.DebugFormat( // needs to be called with phys building true
// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
// Name, LocalId, rot);
Quaternion axRot = rot; Quaternion axRot = rot;
Quaternion oldParentRot = m_rootPart.RotationOffset; Quaternion oldParentRot = m_rootPart.RotationOffset;
// m_rootPart.StoreUndoState();
//Don't use UpdateRotation because it schedules an update prematurely //Don't use UpdateRotation because it schedules an update prematurely
m_rootPart.RotationOffset = rot; m_rootPart.RotationOffset = rot;
@ -3580,8 +3482,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart prim = parts[i]; SceneObjectPart prim = parts[i];
if (prim.UUID != m_rootPart.UUID) if (prim.UUID != m_rootPart.UUID)
{ {
// prim.IgnoreUndoUpdate = true;
Quaternion NewRot = oldParentRot * prim.RotationOffset; Quaternion NewRot = oldParentRot * prim.RotationOffset;
NewRot = Quaternion.Inverse(axRot) * NewRot; NewRot = Quaternion.Inverse(axRot) * NewRot;
prim.RotationOffset = NewRot; prim.RotationOffset = NewRot;
@ -3591,26 +3491,88 @@ namespace OpenSim.Region.Framework.Scenes
axPos *= oldParentRot; axPos *= oldParentRot;
axPos *= Quaternion.Inverse(axRot); axPos *= Quaternion.Inverse(axRot);
prim.OffsetPosition = axPos; prim.OffsetPosition = axPos;
// prim.IgnoreUndoUpdate = false;
} }
} }
// for (int i = 0; i < parts.Length; i++)
// {
// SceneObjectPart childpart = parts[i];
// if (childpart != m_rootPart)
// {
//// childpart.IgnoreUndoUpdate = false;
//// childpart.StoreUndoState();
// }
// }
HasGroupChanged = true; HasGroupChanged = true;
ScheduleGroupForFullUpdate(); ScheduleGroupForFullUpdate();
}
// m_log.DebugFormat( public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", {
// Name, LocalId, rot); // TODO this still as excessive ScheduleGroupForTerseUpdate()s
if (part != null && part.ParentGroup != null)
{
ObjectChangeWhat what = data.what;
bool togroup = ((what & ObjectChangeWhat.Group) != 0);
// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
SceneObjectGroup group = part.ParentGroup;
PhysicsActor pha = group.RootPart.PhysActor;
bool needgrpUpdate = false;
if (togroup)
{
// related to group
if ((what & ObjectChangeWhat.Position) != 0)
{
group.AbsolutePosition = data.position;
needgrpUpdate = true;
}
if ((what & ObjectChangeWhat.Rotation) != 0)
group.RootPart.UpdateRotation(data.rotation);
if ((what & ObjectChangeWhat.Scale) != 0)
{
if (pha != null)
pha.Building = true;
group.GroupResize(data.scale);
if (pha != null)
pha.Building = false;
}
}
else
{
// related to single prim in a link-set ( ie group)
if (pha != null)
pha.Building = true;
// must deal with root part specially for position and rotation
// so parts offset positions or rotations are fixed
if (part == group.RootPart)
{
if ((what & ObjectChangeWhat.Position) != 0)
group.UpdateRootPosition(data.position);
if ((what & ObjectChangeWhat.Rotation) != 0)
group.UpdateRootRotation(data.rotation);
}
else
{
if ((what & ObjectChangeWhat.Position) != 0)
{
part.OffsetPosition = data.position;
needgrpUpdate = true;
}
if ((what & ObjectChangeWhat.Rotation) != 0)
part.UpdateRotation(data.rotation);
}
if ((what & ObjectChangeWhat.Scale) != 0)
part.Resize(data.scale);
if (pha != null)
pha.Building = false;
}
if (needgrpUpdate)
{
HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
}
} }
#endregion #endregion

View File

@ -1944,6 +1944,7 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds += PhysicsOutOfBounds; PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
if (ParentID != 0 && ParentID != LocalId) if (ParentID != 0 && ParentID != LocalId)
{ {
if (ParentGroup.RootPart.PhysActor != null) if (ParentGroup.RootPart.PhysActor != null)
@ -3656,7 +3657,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.ScheduleGroupForTerseUpdate(); ParentGroup.ScheduleGroupForTerseUpdate();
//ParentGroup.ScheduleGroupForFullUpdate(); //ParentGroup.ScheduleGroupForFullUpdate();
} }
/*
public void StoreUndoState() public void StoreUndoState()
{ {
StoreUndoState(false); StoreUndoState(false);
@ -3697,6 +3698,44 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
} }
*/
public void StoreUndoState(ObjectChangeWhat what)
{
if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
{
if (ParentGroup != null)
{
lock (m_undo)
{
if (m_undo.Count > 0)
{
// see if we had a change
UndoState last = m_undo.Peek();
if (last != null)
{
if (last.Compare(this, what))
{
return;
}
}
}
if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, what);
m_undo.Push(nUndo);
if (m_redo.Count > 0)
m_redo.Clear();
}
}
}
}
}
/// <summary> /// <summary>
/// Return number of undos on the stack. Here temporarily pending a refactor. /// Return number of undos on the stack. Here temporarily pending a refactor.
@ -3725,10 +3764,10 @@ namespace OpenSim.Region.Framework.Scenes
if (goback != null) if (goback != null)
{ {
UndoState nUndo = null; UndoState nUndo = null;
if (ParentGroup.GetSceneMaxUndo() > 0) if (ParentGroup.GetSceneMaxUndo() > 0)
{ {
nUndo = new UndoState(this, goback.ForGroup); nUndo = new UndoState(this, goback.data.what);
} }
goback.PlayState(this); goback.PlayState(this);
@ -3760,7 +3799,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (ParentGroup.GetSceneMaxUndo() > 0) if (ParentGroup.GetSceneMaxUndo() > 0)
{ {
UndoState nUndo = new UndoState(this, gofwd.ForGroup); UndoState nUndo = new UndoState(this, gofwd.data.what);
m_undo.Push(nUndo); m_undo.Push(nUndo);
} }

View File

@ -48,6 +48,7 @@ namespace OpenSim.Region.Framework.Scenes
STATE_ALL = 63 STATE_ALL = 63
} }
/*
public class UndoState public class UndoState
{ {
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@ -121,9 +122,16 @@ namespace OpenSim.Region.Framework.Scenes
public void PlayState(SceneObjectPart part) public void PlayState(SceneObjectPart part)
{ {
part.Undoing = true; part.Undoing = true;
bool physbuilding = false;
if (part.ParentID == 0) if (part.ParentID == 0)
{ {
if (!ForGroup && part.PhysActor != null)
{
part.PhysActor.Building = true;
physbuilding = true;
}
if (Position != Vector3.Zero) if (Position != Vector3.Zero)
{ {
if (ForGroup) if (ForGroup)
@ -139,17 +147,34 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero) if (Scale != Vector3.Zero)
{ {
if (!physbuilding && part.PhysActor != null)
{
part.PhysActor.Building = true;
physbuilding = true;
}
if (ForGroup) if (ForGroup)
part.ParentGroup.GroupResize(Scale); part.ParentGroup.GroupResize(Scale);
else else
part.Resize(Scale); part.Resize(Scale);
} }
if (physbuilding)
part.PhysActor.Building = false;
part.ParentGroup.ScheduleGroupForTerseUpdate(); part.ParentGroup.ScheduleGroupForTerseUpdate();
} }
else else
{ {
if (ForGroup) // trap for group since seems parts can't do it if (ForGroup) // trap for group since seems parts can't do it
return; 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 // Note: Updating these properties on sop automatically schedules an update if needed
part.OffsetPosition = Position; part.OffsetPosition = Position;
@ -158,11 +183,97 @@ namespace OpenSim.Region.Framework.Scenes
{ {
part.Resize(Scale); part.Resize(Scale);
} }
if (physbuilding)
part.ParentGroup.RootPart.PhysActor.Building = false;
} }
part.Undoing = false; part.Undoing = false;
} }
} }
*/
public class UndoState
{
public ObjectChangeData data;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="part"></param>
/// <param name="forGroup">True if the undo is for an entire group</param>
/// only for root parts ????
public UndoState(SceneObjectPart part, ObjectChangeWhat what)
{
data = new ObjectChangeData();
data.what = what;
if (part.ParentGroup.RootPart == part)
{
if ((what & ObjectChangeWhat.Position) != 0)
data.position = part.ParentGroup.AbsolutePosition;
if ((what & ObjectChangeWhat.Rotation) != 0)
data.rotation = part.RotationOffset;
if ((what & ObjectChangeWhat.Scale) != 0)
data.scale = part.Shape.Scale;
}
else
{
if ((what & ObjectChangeWhat.Position) != 0)
data.position = part.OffsetPosition;
if ((what & ObjectChangeWhat.Rotation) != 0)
data.rotation = part.RotationOffset;
if ((what & ObjectChangeWhat.Scale) != 0)
data.scale = part.Shape.Scale;
}
}
/// <summary>
/// Compare the relevant state in the given part to this state.
/// </summary>
/// <param name="part"></param>
/// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
{
if (data.what != what) // if diferent targets, then they are diferent
return false;
if (part != null)
{
if (part.ParentID == 0)
{
if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
return false;
}
else
{
if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.OffsetPosition)
return false;
}
if ((what & ObjectChangeWhat.Rotation) != 0 && data.rotation != part.RotationOffset)
return false;
if ((what & ObjectChangeWhat.Rotation) != 0 && data.scale == part.Shape.Scale)
return false;
return true;
}
return false;
}
public void PlayState(SceneObjectPart part)
{
part.Undoing = true;
SceneObjectGroup grp = part.ParentGroup;
if (grp != null)
{
grp.doChangeObject(part, data);
}
part.Undoing = false;
}
}
public class LandUndoState public class LandUndoState
{ {

View File

@ -714,6 +714,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
public event UpdatePrimFlags OnUpdatePrimFlags; public event UpdatePrimFlags OnUpdatePrimFlags;
public event UpdatePrimTexture OnUpdatePrimTexture; public event UpdatePrimTexture OnUpdatePrimTexture;
public event ClientChangeObject onClientChangeObject;
public event UpdateVector OnUpdatePrimGroupPosition; public event UpdateVector OnUpdatePrimGroupPosition;
public event UpdateVector OnUpdatePrimSinglePosition; public event UpdateVector OnUpdatePrimSinglePosition;
public event UpdatePrimRotation OnUpdatePrimGroupRotation; public event UpdatePrimRotation OnUpdatePrimGroupRotation;

View File

@ -240,6 +240,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public event UpdatePrimTexture OnUpdatePrimTexture; public event UpdatePrimTexture OnUpdatePrimTexture;
public event UpdateVector OnUpdatePrimGroupPosition; public event UpdateVector OnUpdatePrimGroupPosition;
public event UpdateVector OnUpdatePrimSinglePosition; public event UpdateVector OnUpdatePrimSinglePosition;
public event ClientChangeObject onClientChangeObject;
public event UpdatePrimRotation OnUpdatePrimGroupRotation; public event UpdatePrimRotation OnUpdatePrimGroupRotation;
public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;

View File

@ -135,6 +135,7 @@ namespace OpenSim.Tests.Common.Mock
public event GenericCall7 OnObjectMaterial; public event GenericCall7 OnObjectMaterial;
public event UpdatePrimFlags OnUpdatePrimFlags; public event UpdatePrimFlags OnUpdatePrimFlags;
public event UpdatePrimTexture OnUpdatePrimTexture; public event UpdatePrimTexture OnUpdatePrimTexture;
public event ClientChangeObject onClientChangeObject;
public event UpdateVector OnUpdatePrimGroupPosition; public event UpdateVector OnUpdatePrimGroupPosition;
public event UpdateVector OnUpdatePrimSinglePosition; public event UpdateVector OnUpdatePrimSinglePosition;
public event UpdatePrimRotation OnUpdatePrimGroupRotation; public event UpdatePrimRotation OnUpdatePrimGroupRotation;