rip out pointless null checks in UndoState where part can never be null

bulletsim
Justin Clark-Casey (justincc) 2011-07-19 05:51:19 +01:00
parent bc3679b67d
commit 9dd5a24495
1 changed files with 74 additions and 83 deletions

View File

@ -53,44 +53,41 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="forGroup">True if the undo is for an entire group</param>
public UndoState(SceneObjectPart part, bool forGroup)
{
if (part != null)
if (part.ParentID == 0)
{
if (part.ParentID == 0)
{
ForGroup = forGroup;
ForGroup = forGroup;
// if (ForGroup)
Position = part.ParentGroup.AbsolutePosition;
Position = part.ParentGroup.AbsolutePosition;
// else
// Position = part.OffsetPosition;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo position {0} for root part", Position);
Rotation = part.RotationOffset;
Rotation = part.RotationOffset;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
Scale = part.Shape.Scale;
Scale = part.Shape.Scale;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
}
else
{
Position = part.OffsetPosition;
}
else
{
Position = part.OffsetPosition;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo position {0} for child part", Position);
Rotation = part.RotationOffset;
Rotation = part.RotationOffset;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
Scale = part.Shape.Scale;
Scale = part.Shape.Scale;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
}
}
}
@ -128,120 +125,114 @@ namespace OpenSim.Region.Framework.Scenes
public void PlaybackState(SceneObjectPart part)
{
if (part != null)
{
part.Undoing = true;
part.Undoing = true;
if (part.ParentID == 0)
{
if (part.ParentID == 0)
{
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
// Position, part.Name, part.LocalId);
if (Position != Vector3.Zero)
{
if (ForGroup)
part.ParentGroup.AbsolutePosition = Position;
else
part.ParentGroup.UpdateRootPosition(Position);
}
if (Position != Vector3.Zero)
{
if (ForGroup)
part.ParentGroup.AbsolutePosition = Position;
else
part.ParentGroup.UpdateRootPosition(Position);
}
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
// part.RotationOffset, Rotation, part.Name, part.LocalId);
if (ForGroup)
part.UpdateRotation(Rotation);
else
part.ParentGroup.UpdateRootRotation(Rotation);
if (ForGroup)
part.UpdateRotation(Rotation);
else
part.ParentGroup.UpdateRootRotation(Rotation);
if (Scale != Vector3.Zero)
{
if (Scale != Vector3.Zero)
{
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
// part.Shape.Scale, Scale, part.Name, part.LocalId);
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
part.Resize(Scale);
}
part.ParentGroup.ScheduleGroupForTerseUpdate();
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
part.Resize(Scale);
}
else
part.ParentGroup.ScheduleGroupForTerseUpdate();
}
else
{
if (Position != Vector3.Zero)
{
if (Position != Vector3.Zero)
{
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
// part.OffsetPosition, Position, part.Name, part.LocalId);
part.OffsetPosition = Position;
}
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);
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
{
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.Resize(Scale);
}
part.Undoing = false;
part.ScheduleTerseUpdate();
}
part.Undoing = false;
}
public void PlayfwdState(SceneObjectPart part)
{
if (part != null)
part.Undoing = true;
if (part.ParentID == 0)
{
part.Undoing = true;
if (Position != Vector3.Zero)
part.ParentGroup.AbsolutePosition = Position;
if (part.ParentID == 0)
if (Rotation != Quaternion.Identity)
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
{
if (Position != Vector3.Zero)
part.ParentGroup.AbsolutePosition = Position;
if (Rotation != Quaternion.Identity)
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
{
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
part.Resize(Scale);
}
part.ParentGroup.ScheduleGroupForTerseUpdate();
}
else
{
if (Position != Vector3.Zero)
part.OffsetPosition = Position;
if (Rotation != Quaternion.Identity)
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
part.Resize(Scale);
part.ScheduleTerseUpdate();
}
part.Undoing = false;
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;
}
}