From 05cdf9bda910ced0da29474b8b40a58e8a423d69 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 9 Mar 2012 01:53:58 +0000 Subject: more changes in undo/redo. Basicly moved control to llclientview.cs. later we can move back to a dispatcher function on SOG that handles the several cases( in a viwer independent way (?)) and calls current exec funtions. made cosmetic changes replacing decimals by hexs so bits are easier to read. Changed behavour of case 12 and 28 ( 0x0c and 0x1c) to make identical to 0x0d and 0x1d ( scale only and scale plus position). DOn't see 12 and 28 in use... cases 1c and 1d still broken --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 221 ++++++++++++++------- .../Region/Framework/Scenes/SceneObjectGroup.cs | 62 +++--- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 +- 3 files changed, 187 insertions(+), 100 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index f835e56..c7fc827 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -11518,183 +11518,269 @@ namespace OpenSim.Region.ClientStack.LindenUDP // } UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; + UpdateVector handlerUpdatePrimGroupScale; + + Quaternion arot; + Vector3 ascale; + Vector3 apos; +/*ubit from ll JIRA: + * 0x01 position + * 0x02 rotation + * 0x04 scale + + * 0x08 LINK_SET + * 0x10 UNIFORM for scale + */ + switch (block.Type) { - case 1: - Vector3 pos1 = new Vector3(block.Data, 0); + case 1: //change position sp + apos = new Vector3(block.Data, 0); UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; if (handlerUpdatePrimSinglePosition != null) { + part.StoreUndoState(); + part.IgnoreUndoUpdate = true; + // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); - handlerUpdatePrimSinglePosition(localId, pos1, this); + handlerUpdatePrimSinglePosition(localId, apos, this); + + part.IgnoreUndoUpdate = false; } break; - case 2: - Quaternion rot1 = new Quaternion(block.Data, 0, true); + case 2: // rotation sp + arot = new Quaternion(block.Data, 0, true); UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; if (handlerUpdatePrimSingleRotation != null) { - // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W); - handlerUpdatePrimSingleRotation(localId, rot1, this); + part.StoreUndoState(); + part.IgnoreUndoUpdate = true; + + handlerUpdatePrimSingleRotation(localId, arot, this); + + part.IgnoreUndoUpdate = false; } break; - case 3: - Vector3 rotPos = new Vector3(block.Data, 0); - Quaternion rot2 = new Quaternion(block.Data, 12, true); + case 3: // position plus rotation + apos = new Vector3(block.Data, 0); + arot = new Quaternion(block.Data, 12, true); UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; if (handlerUpdatePrimSingleRotationPosition != null) { - // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z); - // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W); - handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this); + part.StoreUndoState(); + part.IgnoreUndoUpdate = true; + + handlerUpdatePrimSingleRotationPosition(localId, arot, apos, this); + + part.IgnoreUndoUpdate = false; } break; - case 4: - case 20: - Vector3 scale4 = new Vector3(block.Data, 0); + case 4: // scale sp + case 0x14: // uniform scale sp + ascale = new Vector3(block.Data, 0); UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; if (handlerUpdatePrimScale != null) { - // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z); - handlerUpdatePrimScale(localId, scale4, this); + part.StoreUndoState(); + part.IgnoreUndoUpdate = true; + + handlerUpdatePrimScale(localId, ascale, this); + + part.IgnoreUndoUpdate = false; } break; - case 5: - Vector3 scale1 = new Vector3(block.Data, 12); - Vector3 pos11 = new Vector3(block.Data, 0); + case 5: // scale and position sp + apos = new Vector3(block.Data, 0); + ascale = new Vector3(block.Data, 12); + handlerUpdatePrimScale = OnUpdatePrimScale; if (handlerUpdatePrimScale != null) { - // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); - handlerUpdatePrimScale(localId, scale1, this); + part.StoreUndoState(); + part.IgnoreUndoUpdate = true; + + handlerUpdatePrimScale(localId, ascale, this); handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; + if (handlerUpdatePrimSinglePosition != null) { - handlerUpdatePrimSinglePosition(localId, pos11, this); + handlerUpdatePrimSinglePosition(localId, apos, this); } + part.IgnoreUndoUpdate = false; } break; - case 9: - Vector3 pos2 = new Vector3(block.Data, 0); + case 0x15: //uniform scale and position + apos = new Vector3(block.Data, 0); + ascale = new Vector3(block.Data, 12); + + + handlerUpdatePrimScale = OnUpdatePrimScale; + if (handlerUpdatePrimScale != null) + { + part.StoreUndoState(false); + part.IgnoreUndoUpdate = true; + + // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); + handlerUpdatePrimScale(localId, ascale, this); + handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; + if (handlerUpdatePrimSinglePosition != null) + { + handlerUpdatePrimSinglePosition(localId, apos, this); + } + + part.IgnoreUndoUpdate = false; + } + break; + +// now group related (bit 4) + case 9: //( 8 + 1 )group position + apos = new Vector3(block.Data, 0); UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; if (handlerUpdateVector != null) { - handlerUpdateVector(localId, pos2, this); + part.StoreUndoState(true); + part.IgnoreUndoUpdate = true; + + handlerUpdateVector(localId, apos, this); + + part.IgnoreUndoUpdate = false; } break; - case 10: - Quaternion rot3 = new Quaternion(block.Data, 0, true); + case 0x0A: // (8 + 2) group rotation + arot = new Quaternion(block.Data, 0, true); UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; if (handlerUpdatePrimRotation != null) { // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W); - handlerUpdatePrimRotation(localId, rot3, this); + part.StoreUndoState(true); + part.IgnoreUndoUpdate = true; + + handlerUpdatePrimRotation(localId, arot, this); + + part.IgnoreUndoUpdate = false; } break; - case 11: - Vector3 pos3 = new Vector3(block.Data, 0); - Quaternion rot4 = new Quaternion(block.Data, 12, true); + case 0x0B: //( 8 + 2 + 1) group rotation and position + apos = new Vector3(block.Data, 0); + arot = new Quaternion(block.Data, 12, true); handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; if (handlerUpdatePrimGroupRotation != null) { // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z); // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W); - handlerUpdatePrimGroupRotation(localId, pos3, rot4, this); + part.StoreUndoState(true); + part.IgnoreUndoUpdate = true; + + handlerUpdatePrimGroupRotation(localId, apos, arot, this); + + part.IgnoreUndoUpdate = false; } break; - case 12: - case 28: - Vector3 scale7 = new Vector3(block.Data, 0); - UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; - if (handlerUpdatePrimGroupScale != null) + 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 + + ascale = new Vector3(block.Data, 0); + + handlerUpdatePrimScale = OnUpdatePrimScale; + if (handlerUpdatePrimScale != null) { // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z); - handlerUpdatePrimGroupScale(localId, scale7, this); + part.StoreUndoState(false); // <- SL Exception make it apply to root prim and not group + part.IgnoreUndoUpdate = true; + + handlerUpdatePrimScale(localId, ascale, this); + + part.IgnoreUndoUpdate = false; } break; - case 13: - Vector3 scale2 = new Vector3(block.Data, 12); - Vector3 pos4 = new Vector3(block.Data, 0); + case 0x0D: //(8 + 4 + 1) group scale and position + // exception as above + apos = new Vector3(block.Data, 0); + ascale = new Vector3(block.Data, 12); + handlerUpdatePrimScale = OnUpdatePrimScale; if (handlerUpdatePrimScale != null) { //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); - handlerUpdatePrimScale(localId, scale2, this); + part.StoreUndoState(false); // <- make it apply to root prim and not group + part.IgnoreUndoUpdate = true; + + handlerUpdatePrimScale(localId, ascale, this); // Change the position based on scale (for bug number 246) handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); if (handlerUpdatePrimSinglePosition != null) { - handlerUpdatePrimSinglePosition(localId, pos4, this); + handlerUpdatePrimSinglePosition(localId, apos, this); } + + part.IgnoreUndoUpdate = false; } break; - case 29: - Vector3 scale5 = new Vector3(block.Data, 12); - Vector3 pos5 = new Vector3(block.Data, 0); + case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM + ascale = new Vector3(block.Data, 0); handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; if (handlerUpdatePrimGroupScale != null) { - // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); + // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z); part.StoreUndoState(true); part.IgnoreUndoUpdate = true; - handlerUpdatePrimGroupScale(localId, scale5, this); - handlerUpdateVector = OnUpdatePrimGroupPosition; - if (handlerUpdateVector != null) - { - handlerUpdateVector(localId, pos5, this); - } + handlerUpdatePrimGroupScale(localId, ascale, this); part.IgnoreUndoUpdate = false; } - break; - case 21: - Vector3 scale6 = new Vector3(block.Data, 12); - Vector3 pos6 = new Vector3(block.Data, 0); + case 0x1D: // (UNIFORM + GROUP + SCALE + POS) + apos = new Vector3(block.Data, 0); + Vector3 scale5 = new Vector3(block.Data, 12); + - handlerUpdatePrimScale = OnUpdatePrimScale; - if (handlerUpdatePrimScale != null) + handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; + if (handlerUpdatePrimGroupScale != null) { - part.StoreUndoState(false); + // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); + part.StoreUndoState(true); part.IgnoreUndoUpdate = true; - // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); - handlerUpdatePrimScale(localId, scale6, this); - handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; - if (handlerUpdatePrimSinglePosition != null) + handlerUpdatePrimGroupScale(localId, scale5, this); + handlerUpdateVector = OnUpdatePrimGroupPosition; + + if (handlerUpdateVector != null) { - handlerUpdatePrimSinglePosition(localId, pos6, this); + handlerUpdateVector(localId, apos, this); } part.IgnoreUndoUpdate = false; } + break; default: @@ -11704,6 +11790,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // for (int j = 0; j < parts.Length; j++) // parts[j].IgnoreUndoUpdate = false; + } } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 038eaa4..2d71372 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1569,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", // remoteClient.Name, part.Name, part.LocalId, offsetPos); - part.StoreUndoState(); +// part.StoreUndoState(); part.OnGrab(offsetPos, remoteClient); } @@ -3119,7 +3119,7 @@ namespace OpenSim.Region.Framework.Scenes { // m_log.DebugFormat( // "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); - RootPart.StoreUndoState(true); +// RootPart.StoreUndoState(true); scale.X = Math.Min(scale.X, Scene.m_maxNonphys); scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); @@ -3230,7 +3230,7 @@ namespace OpenSim.Region.Framework.Scenes if (obPart.UUID != m_rootPart.UUID) { - obPart.IgnoreUndoUpdate = true; +// obPart.IgnoreUndoUpdate = true; Vector3 currentpos = new Vector3(obPart.OffsetPosition); currentpos.X *= x; @@ -3245,7 +3245,7 @@ namespace OpenSim.Region.Framework.Scenes obPart.Resize(newSize); obPart.UpdateOffSet(currentpos); - obPart.IgnoreUndoUpdate = false; +// obPart.IgnoreUndoUpdate = false; } // obPart.IgnoreUndoUpdate = false; @@ -3270,7 +3270,7 @@ namespace OpenSim.Region.Framework.Scenes { // m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); - RootPart.StoreUndoState(true); +// RootPart.StoreUndoState(true); // SceneObjectPart[] parts = m_parts.GetArray(); // for (int i = 0; i < parts.Length; i++) @@ -3311,17 +3311,17 @@ namespace OpenSim.Region.Framework.Scenes { SceneObjectPart part = GetChildPart(localID); - SceneObjectPart[] parts = m_parts.GetArray(); - for (int i = 0; i < parts.Length; i++) - parts[i].StoreUndoState(); +// 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; +// part.StoreUndoState(false); +// part.IgnoreUndoUpdate = true; // unlock parts position change if (m_rootPart.PhysActor != null) @@ -3340,7 +3340,7 @@ namespace OpenSim.Region.Framework.Scenes m_rootPart.PhysActor.Building = false; HasGroupChanged = true; - part.IgnoreUndoUpdate = false; +// part.IgnoreUndoUpdate = false; } } @@ -3377,16 +3377,16 @@ namespace OpenSim.Region.Framework.Scenes } //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 - { +// if (!m_rootPart.Undoing) +// { +// m_rootPart.Undoing = true; AbsolutePosition = newPos; - } +// m_rootPart.Undoing = false; +// } +// else +// { +// AbsolutePosition = newPos; +// } HasGroupChanged = true; if (m_rootPart.Undoing) @@ -3416,9 +3416,9 @@ namespace OpenSim.Region.Framework.Scenes // for (int i = 0; i < parts.Length; i++) // parts[i].StoreUndoState(); - m_rootPart.StoreUndoState(true); +// m_rootPart.StoreUndoState(true); - m_rootPart.UpdateRotation(rot); +// m_rootPart.UpdateRotation(rot); PhysicsActor actor = m_rootPart.PhysActor; if (actor != null) @@ -3445,8 +3445,8 @@ namespace OpenSim.Region.Framework.Scenes // for (int i = 0; i < parts.Length; i++) // parts[i].StoreUndoState(); - RootPart.StoreUndoState(true); - RootPart.IgnoreUndoUpdate = true; +// RootPart.StoreUndoState(true); +// RootPart.IgnoreUndoUpdate = true; m_rootPart.UpdateRotation(rot); @@ -3462,7 +3462,7 @@ namespace OpenSim.Region.Framework.Scenes HasGroupChanged = true; ScheduleGroupForTerseUpdate(); - RootPart.IgnoreUndoUpdate = false; +// RootPart.IgnoreUndoUpdate = false; } /// @@ -3511,8 +3511,8 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", // part.Name, part.LocalId, rot); - part.StoreUndoState(); - part.IgnoreUndoUpdate = true; +// part.StoreUndoState(); +// part.IgnoreUndoUpdate = true; if (m_rootPart.PhysActor != null) m_rootPart.PhysActor.Building = true; @@ -3541,7 +3541,7 @@ namespace OpenSim.Region.Framework.Scenes if (m_rootPart.PhysActor != null) m_rootPart.PhysActor.Building = false; - part.IgnoreUndoUpdate = false; +// part.IgnoreUndoUpdate = false; } } @@ -3557,7 +3557,7 @@ namespace OpenSim.Region.Framework.Scenes Quaternion axRot = rot; Quaternion oldParentRot = m_rootPart.RotationOffset; - m_rootPart.StoreUndoState(); +// m_rootPart.StoreUndoState(); //Don't use UpdateRotation because it schedules an update prematurely m_rootPart.RotationOffset = rot; @@ -3573,7 +3573,7 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart prim = parts[i]; if (prim.UUID != m_rootPart.UUID) { - prim.IgnoreUndoUpdate = true; +// prim.IgnoreUndoUpdate = true; Quaternion NewRot = oldParentRot * prim.RotationOffset; NewRot = Quaternion.Inverse(axRot) * NewRot; @@ -3585,7 +3585,7 @@ namespace OpenSim.Region.Framework.Scenes axPos *= Quaternion.Inverse(axRot); prim.OffsetPosition = axPos; - prim.IgnoreUndoUpdate = false; +// prim.IgnoreUndoUpdate = false; } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 8dd2c76..4ba04c1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -828,7 +828,7 @@ namespace OpenSim.Region.Framework.Scenes set { - StoreUndoState(); +// StoreUndoState(); m_rotationOffset = value; PhysicsActor actor = PhysActor; @@ -1007,7 +1007,7 @@ namespace OpenSim.Region.Framework.Scenes { if (m_shape != null) { - StoreUndoState(); +// StoreUndoState(); m_shape.Scale = value; -- cgit v1.1