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 ****
parent
0e5e324a2c
commit
908abb1c3d
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@ -130,6 +130,8 @@ namespace OpenSim.Framework
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public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient);
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public delegate void ClientChangeObject(uint localID, object data ,IClientAPI remoteClient);
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public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
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public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
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@ -838,6 +840,7 @@ namespace OpenSim.Framework
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event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
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event UpdatePrimFlags OnUpdatePrimFlags;
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event UpdatePrimTexture OnUpdatePrimTexture;
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event ClientChangeObject onClientChangeObject;
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event UpdateVector OnUpdatePrimGroupPosition;
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event UpdateVector OnUpdatePrimSinglePosition;
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event UpdatePrimRotation OnUpdatePrimGroupRotation;
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@ -125,6 +125,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
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public event UpdatePrimFlags OnUpdatePrimFlags;
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public event UpdatePrimTexture OnUpdatePrimTexture;
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public event ClientChangeObject onClientChangeObject;
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public event UpdateVector OnUpdatePrimGroupPosition;
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public event UpdateVector OnUpdatePrimSinglePosition;
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public event UpdatePrimRotation OnUpdatePrimGroupRotation;
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@ -11517,12 +11518,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// parts[j].IgnoreUndoUpdate = true;
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// }
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UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
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UpdateVector handlerUpdatePrimGroupScale;
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// UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
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// UpdateVector handlerUpdatePrimGroupScale;
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ClientChangeObject updatehandler = onClientChangeObject;
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if (updatehandler != null)
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{
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ObjectChangeData udata = new ObjectChangeData();
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Quaternion arot;
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Vector3 ascale;
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Vector3 apos;
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/*ubit from ll JIRA:
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* 0x01 position
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* 0x02 rotation
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@ -11532,7 +11536,133 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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* 0x10 UNIFORM for scale
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*/
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// translate to internal changes
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// not all cases .. just the ones older code did
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switch (block.Type)
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{
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case 1: //change position sp
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udata.position = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.primP;
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updatehandler(localId, udata, this);
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break;
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case 2: // rotation sp
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udata.rotation = new Quaternion(block.Data, 0, true);
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udata.what = ObjectChangeWhat.primR;
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updatehandler(localId, udata, this);
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break;
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case 3: // position plus rotation
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udata.position = new Vector3(block.Data, 0);
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udata.rotation = new Quaternion(block.Data, 12, true);
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udata.what = ObjectChangeWhat.primPR;
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updatehandler(localId, udata, this);
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break;
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case 4: // scale sp
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udata.scale = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.primS;
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updatehandler(localId, udata, this);
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break;
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case 0x14: // uniform scale sp
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udata.scale = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.primUS;
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updatehandler(localId, udata, this);
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break;
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case 5: // scale and position sp
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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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udata.what = ObjectChangeWhat.primPS;
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updatehandler(localId, udata, this);
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break;
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case 0x15: //uniform scale and position
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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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udata.what = ObjectChangeWhat.primPUS;
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updatehandler(localId, udata, this);
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break;
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// now group related (bit 4)
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case 9: //( 8 + 1 )group position
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udata.position = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.groupP;
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updatehandler(localId, udata, this);
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break;
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case 0x0A: // (8 + 2) group rotation
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udata.rotation = new Quaternion(block.Data, 0, true);
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udata.what = ObjectChangeWhat.groupR;
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updatehandler(localId, udata, this);
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break;
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case 0x0B: //( 8 + 2 + 1) group rotation and position
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udata.position = new Vector3(block.Data, 0);
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udata.rotation = new Quaternion(block.Data, 12, true);
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udata.what = ObjectChangeWhat.groupPR;
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updatehandler(localId, udata, this);
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break;
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case 0x0C: // (8 + 4) group scale
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// only afects root prim and only sent by viewer editor object tab scaling
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// mouse edition only allows uniform scaling
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// SL MAY CHANGE THIS in viewers
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udata.scale = new Vector3(block.Data, 0);
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// udata.what = ObjectChangeWhat.groupS;
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udata.what = ObjectChangeWhat.primS; // to conform to current SL
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updatehandler(localId, udata, this);
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break;
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case 0x0D: //(8 + 4 + 1) group scale and position
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// exception as above
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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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// udata.what = ObjectChangeWhat.groupPS;
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udata.what = ObjectChangeWhat.primPS; // to conform to current SL
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updatehandler(localId, udata, this);
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break;
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case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
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udata.scale = new Vector3(block.Data, 0);
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udata.what = ObjectChangeWhat.groupUS;
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updatehandler(localId, udata, this);
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break;
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case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
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udata.position = new Vector3(block.Data, 0);
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udata.scale = new Vector3(block.Data, 12);
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udata.what = ObjectChangeWhat.groupPUS;
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updatehandler(localId, udata, this);
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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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break;
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}
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}
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/*
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switch (block.Type)
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{
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case 1: //change position sp
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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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*/
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// for (int j = 0; j < parts.Length; j++)
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// parts[j].IgnoreUndoUpdate = false;
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@ -2811,6 +2811,8 @@ namespace OpenSim.Region.Framework.Scenes
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client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
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client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
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client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
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client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
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client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
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client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
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@ -2940,6 +2942,8 @@ namespace OpenSim.Region.Framework.Scenes
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client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
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client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
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client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
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client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
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client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
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client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
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@ -47,6 +47,57 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
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public enum ObjectChangeWhat : uint
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{
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// bits definitions
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Position = 0x01,
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Rotation = 0x02,
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Scale = 0x04,
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Group = 0x08,
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UniformScale = 0x10,
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// macros from above
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// single prim
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primP = 0x01,
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primR = 0x02,
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primPR = 0x03,
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primS = 0x04,
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primPS = 0x05,
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primRS = 0x06,
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primPSR = 0x07,
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primUS = 0x14,
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primPUS = 0x15,
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primRUS = 0x16,
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primPUSR = 0x17,
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// group
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groupP = 0x09,
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groupR = 0x0A,
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groupPR = 0x0B,
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groupS = 0x0C,
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groupPS = 0x0D,
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groupRS = 0x0E,
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groupPSR = 0x0F,
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groupUS = 0x1C,
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groupPUS = 0x1D,
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groupRUS = 0x1E,
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groupPUSR = 0x1F,
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PRSmask = 0x07
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}
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public struct ObjectChangeData
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{
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public Quaternion rotation;
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public Vector3 position;
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public Vector3 scale;
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public ObjectChangeWhat what;
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}
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/// <summary>
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/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
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/// should be migrated out over time.
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#region Client Event handlers
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protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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ObjectChangeData data = (ObjectChangeData)odata;
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if (part != null)
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{
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SceneObjectGroup grp = part.ParentGroup;
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if (grp != null)
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{
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if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
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{
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// part.StoreUndoState(data.what | ObjectChangeWhat.PRSmask); // for now save all to keep previus behavour ???
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part.StoreUndoState(data.what); // lets test only saving what we changed
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grp.doChangeObject(part, (ObjectChangeData)data);
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}
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}
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}
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}
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/* moved to SOG
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protected internal void doChangeObject(SceneObjectPart part, ObjectChangeData data)
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{
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if (part != null && part.ParentGroup != null)
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{
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ObjectChangeWhat what = data.what;
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bool togroup = ((what & ObjectChangeWhat.Group) != 0);
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// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
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SceneObjectGroup group = part.ParentGroup;
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PhysicsActor pha = group.RootPart.PhysActor;
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if (togroup)
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{
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// related to group
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if ((what & ObjectChangeWhat.Position) != 0)
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group.AbsolutePosition = data.position;
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if ((what & ObjectChangeWhat.Rotation) != 0)
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group.RootPart.UpdateRotation(data.rotation);
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if ((what & ObjectChangeWhat.Scale) != 0)
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{
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if (pha != null)
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pha.Building = true;
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group.GroupResize(data.scale);
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if (pha != null)
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pha.Building = false;
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}
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}
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else
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{
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// related to single prim in a link-set ( ie group)
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if (pha != null)
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pha.Building = true;
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// must deal with root part specially for position and rotation
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// so parts offset positions or rotations are fixed
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if (part == group.RootPart)
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{
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if ((what & ObjectChangeWhat.Position) != 0)
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group.UpdateRootPosition(data.position);
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if ((what & ObjectChangeWhat.Rotation) != 0)
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group.UpdateRootRotation(data.rotation);
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}
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else
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{
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if ((what & ObjectChangeWhat.Position) != 0)
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part.OffsetPosition = data.position;
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if ((what & ObjectChangeWhat.Rotation) != 0)
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part.UpdateRotation(data.rotation);
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}
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if ((what & ObjectChangeWhat.Scale) != 0)
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part.Resize(data.scale);
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if (pha != null)
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pha.Building = false;
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}
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}
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}
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*/
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/// <summary>
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/// Update the scale of an individual prim.
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/// </summary>
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@ -1303,7 +1435,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
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{
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bool physbuild = false;
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if (part.ParentGroup.RootPart.PhysActor != null)
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{
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part.ParentGroup.RootPart.PhysActor.Building = true;
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physbuild = true;
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}
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part.Resize(scale);
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if (physbuild)
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part.ParentGroup.RootPart.PhysActor.Building = false;
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}
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}
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}
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@ -1315,7 +1457,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
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{
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bool physbuild = false;
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if (group.RootPart.PhysActor != null)
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{
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group.RootPart.PhysActor.Building = true;
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physbuild = true;
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}
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group.GroupResize(scale);
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if (physbuild)
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group.RootPart.PhysActor.Building = false;
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}
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}
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}
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@ -3124,10 +3124,6 @@ namespace OpenSim.Region.Framework.Scenes
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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.StoreUndoState(true);
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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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scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
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@ -3152,7 +3148,6 @@ 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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Vector3 oldSize = new Vector3(obPart.Scale);
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float f = 1.0f;
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@ -3216,8 +3211,6 @@ namespace OpenSim.Region.Framework.Scenes
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z *= a;
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}
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}
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// obPart.IgnoreUndoUpdate = false;
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}
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}
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}
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@ -3226,9 +3219,8 @@ namespace OpenSim.Region.Framework.Scenes
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prevScale.X *= x;
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prevScale.Y *= y;
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prevScale.Z *= z;
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// RootPart.IgnoreUndoUpdate = true;
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RootPart.Resize(prevScale);
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// RootPart.IgnoreUndoUpdate = false;
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parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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@ -3237,8 +3229,6 @@ namespace OpenSim.Region.Framework.Scenes
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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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Vector3 currentpos = new Vector3(obPart.OffsetPosition);
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currentpos.X *= x;
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currentpos.Y *= y;
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@ -3251,18 +3241,12 @@ namespace OpenSim.Region.Framework.Scenes
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obPart.Resize(newSize);
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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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HasGroupChanged = true;
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m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
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ScheduleGroupForTerseUpdate();
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}
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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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@ -3275,14 +3259,6 @@ 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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// RootPart.StoreUndoState(true);
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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 (m_scene.EventManager.TriggerGroupMove(UUID, pos))
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{
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if (IsAttachment)
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|
@ -3314,22 +3290,14 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="localID"></param>
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///
|
||||
|
||||
public void UpdateSinglePosition(Vector3 pos, uint localID)
|
||||
{
|
||||
SceneObjectPart part = GetChildPart(localID);
|
||||
|
||||
// SceneObjectPart[] parts = m_parts.GetArray();
|
||||
// for (int i = 0; i < parts.Length; i++)
|
||||
// parts[i].StoreUndoState();
|
||||
|
||||
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
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = true;
|
||||
|
@ -3347,7 +3315,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
HasGroupChanged = true;
|
||||
// part.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3357,13 +3324,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="pos"></param>
|
||||
public void UpdateRootPosition(Vector3 pos)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[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();
|
||||
|
||||
// needs to be called with phys building true
|
||||
Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
|
||||
Vector3 oldPos =
|
||||
new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
|
||||
|
@ -3383,17 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
obPart.OffsetPosition = obPart.OffsetPosition + diff;
|
||||
}
|
||||
|
||||
//We have to set undoing here because otherwise an undo state will be saved
|
||||
// if (!m_rootPart.Undoing)
|
||||
// {
|
||||
// m_rootPart.Undoing = true;
|
||||
AbsolutePosition = newPos;
|
||||
// m_rootPart.Undoing = false;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// AbsolutePosition = newPos;
|
||||
// }
|
||||
|
||||
HasGroupChanged = true;
|
||||
if (m_rootPart.Undoing)
|
||||
|
@ -3416,17 +3367,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="rot"></param>
|
||||
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;
|
||||
if (actor != null)
|
||||
{
|
||||
|
@ -3445,16 +3385,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="rot"></param>
|
||||
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);
|
||||
|
||||
PhysicsActor actor = m_rootPart.PhysActor;
|
||||
|
@ -3468,8 +3398,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
HasGroupChanged = true;
|
||||
ScheduleGroupForTerseUpdate();
|
||||
|
||||
// RootPart.IgnoreUndoUpdate = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3484,9 +3412,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
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)
|
||||
m_rootPart.PhysActor.Building = true;
|
||||
|
||||
|
@ -3514,30 +3439,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart part = GetChildPart(localID);
|
||||
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)
|
||||
m_rootPart.PhysActor.Building = true;
|
||||
|
||||
if (part.UUID == m_rootPart.UUID)
|
||||
{
|
||||
UpdateRootRotation(rot);
|
||||
/* if (!m_rootPart.Undoing)
|
||||
{
|
||||
m_rootPart.Undoing = true;
|
||||
AbsolutePosition = pos;
|
||||
m_rootPart.Undoing = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
*/
|
||||
AbsolutePosition = pos;
|
||||
// }
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3547,8 +3455,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
// part.IgnoreUndoUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3558,13 +3464,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="rot"></param>
|
||||
public void UpdateRootRotation(Quaternion rot)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
|
||||
// Name, LocalId, rot);
|
||||
|
||||
// needs to be called with phys building true
|
||||
Quaternion axRot = rot;
|
||||
Quaternion oldParentRot = m_rootPart.RotationOffset;
|
||||
// m_rootPart.StoreUndoState();
|
||||
|
||||
//Don't use UpdateRotation because it schedules an update prematurely
|
||||
m_rootPart.RotationOffset = rot;
|
||||
|
@ -3580,8 +3482,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart prim = parts[i];
|
||||
if (prim.UUID != m_rootPart.UUID)
|
||||
{
|
||||
// prim.IgnoreUndoUpdate = true;
|
||||
|
||||
Quaternion NewRot = oldParentRot * prim.RotationOffset;
|
||||
NewRot = Quaternion.Inverse(axRot) * NewRot;
|
||||
prim.RotationOffset = NewRot;
|
||||
|
@ -3591,26 +3491,88 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
axPos *= oldParentRot;
|
||||
axPos *= Quaternion.Inverse(axRot);
|
||||
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;
|
||||
ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
|
||||
// Name, LocalId, rot);
|
||||
public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
|
||||
{
|
||||
// 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
|
||||
|
|
|
@ -1944,6 +1944,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
|
||||
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
|
||||
|
||||
if (ParentID != 0 && ParentID != LocalId)
|
||||
{
|
||||
if (ParentGroup.RootPart.PhysActor != null)
|
||||
|
@ -3656,7 +3657,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ParentGroup.ScheduleGroupForTerseUpdate();
|
||||
//ParentGroup.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
/*
|
||||
public void StoreUndoState()
|
||||
{
|
||||
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>
|
||||
/// Return number of undos on the stack. Here temporarily pending a refactor.
|
||||
|
@ -3728,7 +3767,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (ParentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
nUndo = new UndoState(this, goback.ForGroup);
|
||||
nUndo = new UndoState(this, goback.data.what);
|
||||
}
|
||||
|
||||
goback.PlayState(this);
|
||||
|
@ -3760,7 +3799,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (ParentGroup.GetSceneMaxUndo() > 0)
|
||||
{
|
||||
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
|
||||
UndoState nUndo = new UndoState(this, gofwd.data.what);
|
||||
|
||||
m_undo.Push(nUndo);
|
||||
}
|
||||
|
|
|
@ -48,6 +48,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
STATE_ALL = 63
|
||||
}
|
||||
|
||||
/*
|
||||
public class UndoState
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
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)
|
||||
|
@ -139,11 +147,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
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
|
||||
|
@ -151,6 +169,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
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);
|
||||
|
@ -158,11 +183,97 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
part.Resize(Scale);
|
||||
}
|
||||
|
||||
if (physbuilding)
|
||||
part.ParentGroup.RootPart.PhysActor.Building = 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
|
||||
{
|
||||
|
|
|
@ -714,6 +714,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
|
||||
public event UpdatePrimFlags OnUpdatePrimFlags;
|
||||
public event UpdatePrimTexture OnUpdatePrimTexture;
|
||||
public event ClientChangeObject onClientChangeObject;
|
||||
public event UpdateVector OnUpdatePrimGroupPosition;
|
||||
public event UpdateVector OnUpdatePrimSinglePosition;
|
||||
public event UpdatePrimRotation OnUpdatePrimGroupRotation;
|
||||
|
|
|
@ -240,6 +240,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
public event UpdatePrimTexture OnUpdatePrimTexture;
|
||||
public event UpdateVector OnUpdatePrimGroupPosition;
|
||||
public event UpdateVector OnUpdatePrimSinglePosition;
|
||||
public event ClientChangeObject onClientChangeObject;
|
||||
public event UpdatePrimRotation OnUpdatePrimGroupRotation;
|
||||
public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
|
||||
public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
|
||||
|
|
|
@ -135,6 +135,7 @@ namespace OpenSim.Tests.Common.Mock
|
|||
public event GenericCall7 OnObjectMaterial;
|
||||
public event UpdatePrimFlags OnUpdatePrimFlags;
|
||||
public event UpdatePrimTexture OnUpdatePrimTexture;
|
||||
public event ClientChangeObject onClientChangeObject;
|
||||
public event UpdateVector OnUpdatePrimGroupPosition;
|
||||
public event UpdateVector OnUpdatePrimSinglePosition;
|
||||
public event UpdatePrimRotation OnUpdatePrimGroupRotation;
|
||||
|
|
Loading…
Reference in New Issue