diff options
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 72 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UndoState.cs | 139 |
3 files changed, 66 insertions, 153 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 8809cd0..038eaa4 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -549,11 +549,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
549 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | 549 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); |
550 | } | 550 | } |
551 | } | 551 | } |
552 | 552 | /* don't see the need but worse don't see where is restored to false if things stay in | |
553 | foreach (SceneObjectPart part in m_parts.GetArray()) | 553 | foreach (SceneObjectPart part in m_parts.GetArray()) |
554 | { | 554 | { |
555 | part.IgnoreUndoUpdate = true; | 555 | part.IgnoreUndoUpdate = true; |
556 | } | 556 | } |
557 | */ | ||
557 | if (RootPart.GetStatusSandbox()) | 558 | if (RootPart.GetStatusSandbox()) |
558 | { | 559 | { |
559 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) | 560 | if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) |
@@ -3519,7 +3520,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3519 | if (part.UUID == m_rootPart.UUID) | 3520 | if (part.UUID == m_rootPart.UUID) |
3520 | { | 3521 | { |
3521 | UpdateRootRotation(rot); | 3522 | UpdateRootRotation(rot); |
3522 | if (!m_rootPart.Undoing) | 3523 | /* if (!m_rootPart.Undoing) |
3523 | { | 3524 | { |
3524 | m_rootPart.Undoing = true; | 3525 | m_rootPart.Undoing = true; |
3525 | AbsolutePosition = pos; | 3526 | AbsolutePosition = pos; |
@@ -3527,8 +3528,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3527 | } | 3528 | } |
3528 | else | 3529 | else |
3529 | { | 3530 | { |
3531 | */ | ||
3530 | AbsolutePosition = pos; | 3532 | AbsolutePosition = pos; |
3531 | } | 3533 | // } |
3532 | } | 3534 | } |
3533 | else | 3535 | else |
3534 | { | 3536 | { |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 9c06786..8dd2c76 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -263,8 +263,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
263 | private bool m_occupied; // KF if any av is sitting on this prim | 263 | private bool m_occupied; // KF if any av is sitting on this prim |
264 | private string m_text = String.Empty; | 264 | private string m_text = String.Empty; |
265 | private string m_touchName = String.Empty; | 265 | private string m_touchName = String.Empty; |
266 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 266 | private Stack<UndoState> m_undo = new Stack<UndoState>(5); |
267 | private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5); | 267 | private Stack<UndoState> m_redo = new Stack<UndoState>(5); |
268 | 268 | ||
269 | private bool m_passTouches; | 269 | private bool m_passTouches; |
270 | 270 | ||
@@ -1711,6 +1711,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1711 | dupe.Category = Category; | 1711 | dupe.Category = Category; |
1712 | dupe.m_rezzed = m_rezzed; | 1712 | dupe.m_rezzed = m_rezzed; |
1713 | 1713 | ||
1714 | dupe.m_undo = new Stack<UndoState>(5); | ||
1715 | dupe.m_redo = new Stack<UndoState>(5); | ||
1716 | dupe.IgnoreUndoUpdate = false; | ||
1717 | dupe.Undoing = false; | ||
1718 | |||
1714 | dupe.m_inventory = new SceneObjectPartInventory(dupe); | 1719 | dupe.m_inventory = new SceneObjectPartInventory(dupe); |
1715 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); | 1720 | dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); |
1716 | 1721 | ||
@@ -3661,61 +3666,38 @@ namespace OpenSim.Region.Framework.Scenes | |||
3661 | 3666 | ||
3662 | public void StoreUndoState(bool forGroup) | 3667 | public void StoreUndoState(bool forGroup) |
3663 | { | 3668 | { |
3664 | if (!Undoing) | 3669 | if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended |
3665 | { | 3670 | { |
3666 | if (!IgnoreUndoUpdate) | 3671 | if (ParentGroup != null) |
3667 | { | 3672 | { |
3668 | if (ParentGroup != null) | 3673 | lock (m_undo) |
3669 | { | 3674 | { |
3670 | lock (m_undo) | 3675 | if (m_undo.Count > 0) |
3671 | { | 3676 | { |
3672 | if (m_undo.Count > 0) | 3677 | // see if we had a change |
3673 | { | ||
3674 | UndoState last = m_undo.Peek(); | ||
3675 | if (last != null) | ||
3676 | { | ||
3677 | // TODO: May need to fix for group comparison | ||
3678 | if (last.Compare(this)) | ||
3679 | { | ||
3680 | // m_log.DebugFormat( | ||
3681 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3682 | // Name, LocalId, m_undo.Count); | ||
3683 | 3678 | ||
3684 | return; | 3679 | UndoState last = m_undo.Peek(); |
3685 | } | 3680 | if (last != null) |
3681 | { | ||
3682 | if (last.Compare(this, forGroup)) | ||
3683 | { | ||
3684 | return; | ||
3686 | } | 3685 | } |
3687 | } | 3686 | } |
3688 | 3687 | } | |
3689 | // m_log.DebugFormat( | ||
3690 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | ||
3691 | // Name, LocalId, forGroup, m_undo.Count); | ||
3692 | |||
3693 | if (ParentGroup.GetSceneMaxUndo() > 0) | ||
3694 | { | ||
3695 | UndoState nUndo = new UndoState(this, forGroup); | ||
3696 | 3688 | ||
3697 | m_undo.Push(nUndo); | 3689 | if (ParentGroup.GetSceneMaxUndo() > 0) |
3690 | { | ||
3691 | UndoState nUndo = new UndoState(this, forGroup); | ||
3698 | 3692 | ||
3699 | if (m_redo.Count > 0) | 3693 | m_undo.Push(nUndo); |
3700 | m_redo.Clear(); | ||
3701 | 3694 | ||
3702 | // m_log.DebugFormat( | 3695 | if (m_redo.Count > 0) |
3703 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | 3696 | m_redo.Clear(); |
3704 | // Name, LocalId, forGroup, m_undo.Count); | ||
3705 | } | ||
3706 | } | 3697 | } |
3707 | } | 3698 | } |
3708 | } | 3699 | } |
3709 | // else | ||
3710 | // { | ||
3711 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | ||
3712 | // } | ||
3713 | } | 3700 | } |
3714 | // else | ||
3715 | // { | ||
3716 | // m_log.DebugFormat( | ||
3717 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3718 | // } | ||
3719 | } | 3701 | } |
3720 | 3702 | ||
3721 | /// <summary> | 3703 | /// <summary> |
@@ -3751,7 +3733,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3751 | nUndo = new UndoState(this, goback.ForGroup); | 3733 | nUndo = new UndoState(this, goback.ForGroup); |
3752 | } | 3734 | } |
3753 | 3735 | ||
3754 | goback.PlaybackState(this); | 3736 | goback.PlayState(this); |
3755 | 3737 | ||
3756 | if (nUndo != null) | 3738 | if (nUndo != null) |
3757 | m_redo.Push(nUndo); | 3739 | m_redo.Push(nUndo); |
@@ -3785,7 +3767,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3785 | m_undo.Push(nUndo); | 3767 | m_undo.Push(nUndo); |
3786 | } | 3768 | } |
3787 | 3769 | ||
3788 | gofwd.PlayfwdState(this); | 3770 | gofwd.PlayState(this); |
3789 | } | 3771 | } |
3790 | 3772 | ||
3791 | // m_log.DebugFormat( | 3773 | // m_log.DebugFormat( |
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs index 5ed3c79..029c828 100644 --- a/OpenSim/Region/Framework/Scenes/UndoState.cs +++ b/OpenSim/Region/Framework/Scenes/UndoState.cs | |||
@@ -66,43 +66,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
66 | /// </summary> | 66 | /// </summary> |
67 | /// <param name="part"></param> | 67 | /// <param name="part"></param> |
68 | /// <param name="forGroup">True if the undo is for an entire group</param> | 68 | /// <param name="forGroup">True if the undo is for an entire group</param> |
69 | /// only for root parts ???? | ||
69 | public UndoState(SceneObjectPart part, bool forGroup) | 70 | public UndoState(SceneObjectPart part, bool forGroup) |
70 | { | 71 | { |
71 | if (part.ParentID == 0) | 72 | if (part.ParentID == 0) |
72 | { | 73 | { |
73 | ForGroup = forGroup; | 74 | ForGroup = forGroup; |
74 | |||
75 | // if (ForGroup) | ||
76 | Position = part.ParentGroup.AbsolutePosition; | 75 | Position = part.ParentGroup.AbsolutePosition; |
77 | // else | ||
78 | // Position = part.OffsetPosition; | ||
79 | |||
80 | // m_log.DebugFormat( | ||
81 | // "[UNDO STATE]: Storing undo position {0} for root part", Position); | ||
82 | |||
83 | Rotation = part.RotationOffset; | 76 | Rotation = part.RotationOffset; |
84 | 77 | if (!forGroup) | |
85 | // m_log.DebugFormat( | 78 | Scale = part.Shape.Scale; |
86 | // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); | 79 | else |
87 | 80 | Scale = Vector3.Zero; // until we fix it | |
88 | Scale = part.Shape.Scale; | ||
89 | |||
90 | // m_log.DebugFormat( | ||
91 | // "[UNDO STATE]: Storing undo scale {0} for root part", Scale); | ||
92 | } | 81 | } |
93 | else | 82 | else |
94 | { | 83 | { |
84 | ForGroup = false; // previus code implies only root parts can undo grp | ||
95 | Position = part.OffsetPosition; | 85 | Position = part.OffsetPosition; |
96 | // m_log.DebugFormat( | ||
97 | // "[UNDO STATE]: Storing undo position {0} for child part", Position); | ||
98 | |||
99 | Rotation = part.RotationOffset; | 86 | Rotation = part.RotationOffset; |
100 | // m_log.DebugFormat( | ||
101 | // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); | ||
102 | |||
103 | Scale = part.Shape.Scale; | 87 | Scale = part.Shape.Scale; |
104 | // m_log.DebugFormat( | ||
105 | // "[UNDO STATE]: Storing undo scale {0} for child part", Scale); | ||
106 | } | 88 | } |
107 | } | 89 | } |
108 | 90 | ||
@@ -111,35 +93,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
111 | /// </summary> | 93 | /// </summary> |
112 | /// <param name="part"></param> | 94 | /// <param name="part"></param> |
113 | /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> | 95 | /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> |
114 | public bool Compare(SceneObjectPart part) | 96 | public bool Compare(SceneObjectPart part, bool forgrp) |
115 | { | 97 | { |
98 | if (ForGroup != forgrp) // if diferent targets, then they are diferent | ||
99 | return false; | ||
100 | |||
116 | if (part != null) | 101 | if (part != null) |
117 | { | 102 | { |
118 | if (part.ParentID == 0) | 103 | if (part.ParentID == 0) |
119 | return | 104 | { |
120 | Position == part.ParentGroup.AbsolutePosition | 105 | // root part |
121 | && Rotation == part.RotationOffset | 106 | // grp position is same as part |
122 | && Scale == part.Shape.Scale; | 107 | if (Position != part.ParentGroup.AbsolutePosition) |
108 | return false; | ||
109 | if (Rotation != part.RotationOffset) | ||
110 | return false; | ||
111 | if (ForGroup) | ||
112 | return true; // for now don't do grp scale | ||
113 | return (Scale == part.Shape.Scale); | ||
114 | } | ||
123 | else | 115 | else |
124 | return | 116 | { |
125 | Position == part.OffsetPosition | 117 | return (Position == part.OffsetPosition |
126 | && Rotation == part.RotationOffset | 118 | && Rotation == part.RotationOffset |
127 | && Scale == part.Shape.Scale; | 119 | && Scale == part.Shape.Scale); |
120 | } | ||
128 | } | 121 | } |
129 | 122 | ||
130 | return false; | 123 | return false; |
131 | } | 124 | } |
132 | 125 | ||
133 | public void PlaybackState(SceneObjectPart part) | 126 | public void PlayState(SceneObjectPart part) |
134 | { | 127 | { |
135 | part.Undoing = true; | 128 | part.Undoing = true; |
136 | 129 | ||
137 | if (part.ParentID == 0) | 130 | if (part.ParentID == 0) |
138 | { | 131 | { |
139 | // m_log.DebugFormat( | ||
140 | // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", | ||
141 | // Position, part.Name, part.LocalId); | ||
142 | |||
143 | if (Position != Vector3.Zero) | 132 | if (Position != Vector3.Zero) |
144 | { | 133 | { |
145 | if (ForGroup) | 134 | if (ForGroup) |
@@ -148,10 +137,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
148 | part.ParentGroup.UpdateRootPosition(Position); | 137 | part.ParentGroup.UpdateRootPosition(Position); |
149 | } | 138 | } |
150 | 139 | ||
151 | // m_log.DebugFormat( | ||
152 | // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", | ||
153 | // part.RotationOffset, Rotation, part.Name, part.LocalId); | ||
154 | |||
155 | if (ForGroup) | 140 | if (ForGroup) |
156 | part.UpdateRotation(Rotation); | 141 | part.UpdateRotation(Rotation); |
157 | else | 142 | else |
@@ -159,86 +144,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
159 | 144 | ||
160 | if (Scale != Vector3.Zero) | 145 | if (Scale != Vector3.Zero) |
161 | { | 146 | { |
162 | // m_log.DebugFormat( | 147 | // if (ForGroup) |
163 | // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", | 148 | // part.ParentGroup.GroupResize(Scale); |
164 | // part.Shape.Scale, Scale, part.Name, part.LocalId); | 149 | // else |
165 | 150 | if (!ForGroup) // we don't have grp scale for now | |
166 | if (ForGroup) | ||
167 | part.ParentGroup.GroupResize(Scale); | ||
168 | else | ||
169 | part.Resize(Scale); | 151 | part.Resize(Scale); |
170 | } | 152 | } |
171 | |||
172 | part.ParentGroup.ScheduleGroupForTerseUpdate(); | 153 | part.ParentGroup.ScheduleGroupForTerseUpdate(); |
173 | } | 154 | } |
174 | else | 155 | else |
175 | { | 156 | { |
176 | // Note: Updating these properties on sop automatically schedules an update if needed | 157 | if (ForGroup) // trap for group since seems parts can't do it |
177 | if (Position != Vector3.Zero) | 158 | return; |
178 | { | ||
179 | // m_log.DebugFormat( | ||
180 | // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", | ||
181 | // part.OffsetPosition, Position, part.Name, part.LocalId); | ||
182 | |||
183 | part.OffsetPosition = Position; | ||
184 | } | ||
185 | |||
186 | // m_log.DebugFormat( | ||
187 | // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", | ||
188 | // part.RotationOffset, Rotation, part.Name, part.LocalId); | ||
189 | 159 | ||
160 | // Note: Updating these properties on sop automatically schedules an update if needed | ||
161 | part.OffsetPosition = Position; | ||
190 | part.UpdateRotation(Rotation); | 162 | part.UpdateRotation(Rotation); |
191 | |||
192 | if (Scale != Vector3.Zero) | 163 | if (Scale != Vector3.Zero) |
193 | { | 164 | { |
194 | // m_log.DebugFormat( | ||
195 | // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", | ||
196 | // part.Shape.Scale, Scale, part.Name, part.LocalId); | ||
197 | |||
198 | part.Resize(Scale); | 165 | part.Resize(Scale); |
199 | } | 166 | } |
200 | } | 167 | } |
201 | 168 | ||
202 | part.Undoing = false; | 169 | part.Undoing = false; |
203 | } | 170 | } |
204 | |||
205 | public void PlayfwdState(SceneObjectPart part) | ||
206 | { | ||
207 | part.Undoing = true; | ||
208 | |||
209 | if (part.ParentID == 0) | ||
210 | { | ||
211 | if (Position != Vector3.Zero) | ||
212 | part.ParentGroup.AbsolutePosition = Position; | ||
213 | |||
214 | if (Rotation != Quaternion.Identity) | ||
215 | part.UpdateRotation(Rotation); | ||
216 | |||
217 | if (Scale != Vector3.Zero) | ||
218 | { | ||
219 | if (ForGroup) | ||
220 | part.ParentGroup.GroupResize(Scale); | ||
221 | else | ||
222 | part.Resize(Scale); | ||
223 | } | ||
224 | |||
225 | part.ParentGroup.ScheduleGroupForTerseUpdate(); | ||
226 | } | ||
227 | else | ||
228 | { | ||
229 | // Note: Updating these properties on sop automatically schedules an update if needed | ||
230 | if (Position != Vector3.Zero) | ||
231 | part.OffsetPosition = Position; | ||
232 | |||
233 | if (Rotation != Quaternion.Identity) | ||
234 | part.UpdateRotation(Rotation); | ||
235 | |||
236 | if (Scale != Vector3.Zero) | ||
237 | part.Resize(Scale); | ||
238 | } | ||
239 | |||
240 | part.Undoing = false; | ||
241 | } | ||
242 | } | 171 | } |
243 | 172 | ||
244 | public class LandUndoState | 173 | public class LandUndoState |