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author | Justin Clark-Casey (justincc) | 2011-07-18 04:54:21 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-07-18 04:54:21 +0100 |
commit | 6fc74b36d1d0f7dcd6f013893c3189a3f989431c (patch) | |
tree | a82bdd3fe6f15298624a142a3705f2739a8ee031 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |
parent | use standard sdk stack in terrain model rather than OpenSim.Framework.UndoStack. (diff) | |
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Make various tweaks to undo code in an effort to get things working better.
Undo rotation and position appear to be working.
Resizing a single prim appears to be working, though the undo has to be done twice.
Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims.
This needs to be addressed.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 92 |
1 files changed, 59 insertions, 33 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index a1200ee..aab83b8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1014,15 +1014,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1014 | get { return m_shape; } | 1014 | get { return m_shape; } |
1015 | set { m_shape = value; } | 1015 | set { m_shape = value; } |
1016 | } | 1016 | } |
1017 | 1017 | ||
1018 | /// <summary> | ||
1019 | /// Change the scale of this part. | ||
1020 | /// </summary> | ||
1018 | public Vector3 Scale | 1021 | public Vector3 Scale |
1019 | { | 1022 | { |
1020 | get { return m_shape.Scale; } | 1023 | get { return m_shape.Scale; } |
1021 | set | 1024 | set |
1022 | { | 1025 | { |
1023 | StoreUndoState(); | ||
1024 | if (m_shape != null) | 1026 | if (m_shape != null) |
1025 | { | 1027 | { |
1028 | StoreUndoState(); | ||
1029 | |||
1026 | m_shape.Scale = value; | 1030 | m_shape.Scale = value; |
1027 | 1031 | ||
1028 | PhysicsActor actor = PhysActor; | 1032 | PhysicsActor actor = PhysActor; |
@@ -1033,11 +1037,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1033 | if (m_parentGroup.Scene.PhysicsScene != null) | 1037 | if (m_parentGroup.Scene.PhysicsScene != null) |
1034 | { | 1038 | { |
1035 | actor.Size = m_shape.Scale; | 1039 | actor.Size = m_shape.Scale; |
1036 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 1040 | |
1041 | if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) | ||
1042 | CheckSculptAndLoad(); | ||
1043 | else | ||
1044 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | ||
1037 | } | 1045 | } |
1038 | } | 1046 | } |
1039 | } | 1047 | } |
1040 | } | 1048 | } |
1049 | |||
1041 | TriggerScriptChangedEvent(Changed.SCALE); | 1050 | TriggerScriptChangedEvent(Changed.SCALE); |
1042 | } | 1051 | } |
1043 | } | 1052 | } |
@@ -2827,8 +2836,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2827 | } | 2836 | } |
2828 | 2837 | ||
2829 | /// <summary> | 2838 | /// <summary> |
2830 | /// Resize this part. | 2839 | /// Set the scale of this part. |
2831 | /// </summary> | 2840 | /// </summary> |
2841 | /// <remarks> | ||
2842 | /// Unlike the scale property, this checks the new size against scene limits and schedules a full property | ||
2843 | /// update to viewers. | ||
2844 | /// </remarks> | ||
2832 | /// <param name="scale"></param> | 2845 | /// <param name="scale"></param> |
2833 | public void Resize(Vector3 scale) | 2846 | public void Resize(Vector3 scale) |
2834 | { | 2847 | { |
@@ -2836,33 +2849,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2836 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys); | 2849 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys); |
2837 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys); | 2850 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys); |
2838 | 2851 | ||
2839 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); | 2852 | if (PhysActor != null && PhysActor.IsPhysical) |
2840 | |||
2841 | StoreUndoState(); | ||
2842 | m_shape.Scale = scale; | ||
2843 | |||
2844 | // If we're a mesh/sculpt, then we need to tell the physics engine about our new size. To do this, we | ||
2845 | // need to reinsert the sculpt data into the shape, since the physics engine deletes it when done to | ||
2846 | // save memory | ||
2847 | if (PhysActor != null) | ||
2848 | { | 2853 | { |
2849 | if (PhysActor.IsPhysical) | 2854 | scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); |
2850 | { | 2855 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); |
2851 | scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); | 2856 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); |
2852 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); | 2857 | } |
2853 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); | ||
2854 | } | ||
2855 | 2858 | ||
2856 | PhysActor.Size = scale; | 2859 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); |
2857 | 2860 | ||
2858 | if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) | 2861 | Scale = scale; |
2859 | CheckSculptAndLoad(); | ||
2860 | else | ||
2861 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | ||
2862 | } | ||
2863 | 2862 | ||
2864 | ParentGroup.HasGroupChanged = true; | 2863 | ParentGroup.HasGroupChanged = true; |
2865 | TriggerScriptChangedEvent(Changed.SCALE); | ||
2866 | ScheduleFullUpdate(); | 2864 | ScheduleFullUpdate(); |
2867 | } | 2865 | } |
2868 | 2866 | ||
@@ -3673,8 +3671,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3673 | { | 3671 | { |
3674 | if (m_parentGroup != null) | 3672 | if (m_parentGroup != null) |
3675 | { | 3673 | { |
3676 | // m_log.DebugFormat("[SCENE OBJECT PART]: Storing undo state for {0} {1}", Name, LocalId); | ||
3677 | |||
3678 | lock (m_undo) | 3674 | lock (m_undo) |
3679 | { | 3675 | { |
3680 | if (m_undo.Count > 0) | 3676 | if (m_undo.Count > 0) |
@@ -3683,15 +3679,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3683 | if (last != null) | 3679 | if (last != null) |
3684 | { | 3680 | { |
3685 | if (last.Compare(this)) | 3681 | if (last.Compare(this)) |
3682 | { | ||
3683 | // m_log.DebugFormat( | ||
3684 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | ||
3685 | // Name, LocalId, m_undo.Count); | ||
3686 | |||
3686 | return; | 3687 | return; |
3688 | } | ||
3687 | } | 3689 | } |
3688 | } | 3690 | } |
3689 | 3691 | ||
3692 | // m_log.DebugFormat( | ||
3693 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, initial stack size {2}", | ||
3694 | // Name, LocalId, m_undo.Count); | ||
3695 | |||
3690 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 3696 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
3691 | { | 3697 | { |
3692 | UndoState nUndo = new UndoState(this); | 3698 | UndoState nUndo = new UndoState(this); |
3693 | 3699 | ||
3694 | m_undo.Push(nUndo); | 3700 | m_undo.Push(nUndo); |
3701 | |||
3702 | // m_log.DebugFormat( | ||
3703 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, stack size now {2}", | ||
3704 | // Name, LocalId, m_undo.Count); | ||
3695 | } | 3705 | } |
3696 | } | 3706 | } |
3697 | } | 3707 | } |
@@ -3703,7 +3713,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3703 | } | 3713 | } |
3704 | // else | 3714 | // else |
3705 | // { | 3715 | // { |
3706 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | 3716 | // m_log.DebugFormat( |
3717 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | ||
3707 | // } | 3718 | // } |
3708 | } | 3719 | } |
3709 | 3720 | ||
@@ -3721,10 +3732,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3721 | 3732 | ||
3722 | public void Undo() | 3733 | public void Undo() |
3723 | { | 3734 | { |
3724 | // m_log.DebugFormat("[SCENE OBJECT PART]: Handling undo request for {0} {1}", Name, LocalId); | ||
3725 | |||
3726 | lock (m_undo) | 3735 | lock (m_undo) |
3727 | { | 3736 | { |
3737 | // m_log.DebugFormat( | ||
3738 | // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", | ||
3739 | // Name, LocalId, m_undo.Count); | ||
3740 | |||
3728 | if (m_undo.Count > 0) | 3741 | if (m_undo.Count > 0) |
3729 | { | 3742 | { |
3730 | UndoState nUndo = null; | 3743 | UndoState nUndo = null; |
@@ -3739,19 +3752,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3739 | if (goback != null) | 3752 | if (goback != null) |
3740 | { | 3753 | { |
3741 | goback.PlaybackState(this); | 3754 | goback.PlaybackState(this); |
3755 | |||
3742 | if (nUndo != null) | 3756 | if (nUndo != null) |
3743 | m_redo.Push(nUndo); | 3757 | m_redo.Push(nUndo); |
3744 | } | 3758 | } |
3745 | } | 3759 | } |
3760 | |||
3761 | // m_log.DebugFormat( | ||
3762 | // "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", | ||
3763 | // Name, LocalId, m_undo.Count); | ||
3746 | } | 3764 | } |
3747 | } | 3765 | } |
3748 | 3766 | ||
3749 | public void Redo() | 3767 | public void Redo() |
3750 | { | 3768 | { |
3751 | // m_log.DebugFormat("[SCENE OBJECT PART]: Handling redo request for {0} {1}", Name, LocalId); | ||
3752 | |||
3753 | lock (m_redo) | 3769 | lock (m_redo) |
3754 | { | 3770 | { |
3771 | // m_log.DebugFormat( | ||
3772 | // "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", | ||
3773 | // Name, LocalId, m_redo.Count); | ||
3774 | |||
3755 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 3775 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
3756 | { | 3776 | { |
3757 | UndoState nUndo = new UndoState(this); | 3777 | UndoState nUndo = new UndoState(this); |
@@ -3763,11 +3783,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3763 | 3783 | ||
3764 | if (gofwd != null) | 3784 | if (gofwd != null) |
3765 | gofwd.PlayfwdState(this); | 3785 | gofwd.PlayfwdState(this); |
3786 | |||
3787 | // m_log.DebugFormat( | ||
3788 | // "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", | ||
3789 | // Name, LocalId, m_redo.Count); | ||
3766 | } | 3790 | } |
3767 | } | 3791 | } |
3768 | 3792 | ||
3769 | public void ClearUndoState() | 3793 | public void ClearUndoState() |
3770 | { | 3794 | { |
3795 | // m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); | ||
3796 | |||
3771 | lock (m_undo) | 3797 | lock (m_undo) |
3772 | { | 3798 | { |
3773 | m_undo.Clear(); | 3799 | m_undo.Clear(); |