Fix Undo! Made a lot of changes to Undo state saving; it now considers that groups of objects can be moved and not just individual prims..

avinationmerge
Tom Grimshaw 2010-07-03 06:10:55 -07:00
parent 39ae1def85
commit fe2b044d38
3 changed files with 87 additions and 23 deletions

View File

@ -349,7 +349,21 @@ namespace OpenSim.Region.Framework.Scenes
public virtual Quaternion Rotation
{
get { return m_rotation; }
set { m_rotation = value; }
set {
lockPartsForRead(true);
try
{
foreach(SceneObjectPart p in m_parts.Values)
{
p.StoreUndoState(true);
}
}
finally
{
lockPartsForRead(false);
}
m_rotation = value;
}
}
public Quaternion GroupRotation
@ -421,6 +435,7 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_rootPart.GroupPosition; }
set
{
Vector3 val = value;
if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
@ -431,7 +446,10 @@ namespace OpenSim.Region.Framework.Scenes
}
lockPartsForRead(true);
foreach (SceneObjectPart part in m_parts.Values)
{
part.IgnoreUndoUpdate = true;
}
if (RootPart.GetStatusSandbox())
{
if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@ -443,12 +461,12 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
}
foreach (SceneObjectPart part in m_parts.Values)
{
part.IgnoreUndoUpdate = false;
part.StoreUndoState(true);
part.GroupPosition = val;
}
lockPartsForRead(false);
//if (m_rootPart.PhysActor != null)
@ -724,7 +742,6 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (SceneObjectPart part in m_parts.Values)
{
Vector3 partscale = part.Scale;
Vector3 partoffset = part.OffsetPosition;
@ -3132,7 +3149,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
part.IgnoreUndoUpdate = true;
if (scale.X > m_scene.m_maxNonphys)
scale.X = m_scene.m_maxNonphys;
if (scale.Y > m_scene.m_maxNonphys)
@ -3218,8 +3234,7 @@ namespace OpenSim.Region.Framework.Scenes
y *= a;
z *= a;
}
obPart.IgnoreUndoUpdate = false;
obPart.StoreUndoState();
}
}
}
@ -3229,13 +3244,17 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 prevScale = part.Scale;
prevScale.X *= x;
prevScale.Y *= y;
prevScale.Z *= z;
prevScale.Z *= z;;
part.IgnoreUndoUpdate = true;
part.Resize(prevScale);
part.IgnoreUndoUpdate = false;
lockPartsForRead(true);
{
foreach (SceneObjectPart obPart in m_parts.Values)
{
obPart.IgnoreUndoUpdate = false;
obPart.StoreUndoState(true);
obPart.IgnoreUndoUpdate = true;
if (obPart.UUID != m_rootPart.UUID)
{
@ -3251,7 +3270,6 @@ namespace OpenSim.Region.Framework.Scenes
obPart.UpdateOffSet(currentpos);
}
obPart.IgnoreUndoUpdate = false;
obPart.StoreUndoState();
}
}
lockPartsForRead(false);
@ -3263,7 +3281,6 @@ namespace OpenSim.Region.Framework.Scenes
}
part.IgnoreUndoUpdate = false;
part.StoreUndoState();
HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}

View File

@ -3504,8 +3504,11 @@ namespace OpenSim.Region.Framework.Scenes
m_parentGroup.ScheduleGroupForTerseUpdate();
//m_parentGroup.ScheduleGroupForFullUpdate();
}
public void StoreUndoState()
{
StoreUndoState(false);
}
public void StoreUndoState(bool group)
{
if (!Undoing)
{
@ -3528,7 +3531,7 @@ namespace OpenSim.Region.Framework.Scenes
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this);
nUndo.GroupChange = group;
m_undo.Push(nUndo);
}
@ -4010,6 +4013,15 @@ namespace OpenSim.Region.Framework.Scenes
nUndo = new UndoState(this);
}
UndoState goback = m_undo.Pop();
m_log.Debug("Got goback");
if (goback == null)
{
m_log.Debug("it's null");
}
else
{
m_log.Debug(goback.GroupPosition.ToString());
}
if (goback != null)
{
goback.PlaybackState(this);

View File

@ -35,6 +35,10 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 Position = Vector3.Zero;
public Vector3 Scale = Vector3.Zero;
public Quaternion Rotation = Quaternion.Identity;
public bool GroupChange = false;
public Vector3 GroupPosition = Vector3.Zero;
public Quaternion GroupRotation = Quaternion.Identity;
public Vector3 GroupScale = Vector3.Zero;
public UndoState(SceneObjectPart part)
{
@ -42,12 +46,24 @@ namespace OpenSim.Region.Framework.Scenes
{
if (part.ParentID == 0)
{
Position = part.ParentGroup.AbsolutePosition;
GroupScale = part.Shape.Scale;
//FUBAR WARNING: Do NOT get the group's absoluteposition here
//or you'll experience a loop and/or a stack issue
GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
GroupRotation = part.ParentGroup.Rotation;
Position = part.ParentGroup.RootPart.AbsolutePosition;
Rotation = part.RotationOffset;
Scale = part.Shape.Scale;
}
else
{
GroupScale = part.Shape.Scale;
//FUBAR WARNING: Do NOT get the group's absoluteposition here
//or you'll experience a loop and/or a stack issue
GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
GroupRotation = part.ParentGroup.Rotation;
Position = part.OffsetPosition;
Rotation = part.RotationOffset;
Scale = part.Shape.Scale;
@ -61,14 +77,14 @@ namespace OpenSim.Region.Framework.Scenes
{
if (part.ParentID == 0)
{
if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation)
if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
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 && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
return true;
else
return false;
@ -84,10 +100,10 @@ namespace OpenSim.Region.Framework.Scenes
{
part.Undoing = true;
if (part.ParentID == 0)
if (part.ParentID == 0 && GroupChange == false)
{
if (Position != Vector3.Zero)
part.ParentGroup.AbsolutePosition = Position;
part.ParentGroup.AbsolutePosition = Position;
part.RotationOffset = Rotation;
if (Scale != Vector3.Zero)
part.Resize(Scale);
@ -95,11 +111,30 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if (Position != Vector3.Zero)
part.OffsetPosition = Position;
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
part.Resize(Scale); part.ScheduleTerseUpdate();
if (GroupChange)
{
if (Position != Vector3.Zero)
{
//Calculate the scale...
Vector3 gs = part.Shape.Scale;
float scale = GroupScale.Z / gs.Z;
//Scale first since it can affect our position
part.ParentGroup.GroupResize(gs * scale, part.LocalId);
part.ParentGroup.AbsolutePosition = GroupPosition;
part.ParentGroup.Rotation = GroupRotation;
}
}
else
{
if (Position != Vector3.Zero) //We can use this for all the updates since all are set
{
part.OffsetPosition = Position;
part.UpdateRotation(Rotation);
part.Resize(Scale); part.ScheduleTerseUpdate();
}
}
}
part.Undoing = false;