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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/UndoState.cs | |
parent | use standard sdk stack in terrain model rather than OpenSim.Framework.UndoStack. (diff) | |
download | opensim-SC_OLD-6fc74b36d1d0f7dcd6f013893c3189a3f989431c.zip opensim-SC_OLD-6fc74b36d1d0f7dcd6f013893c3189a3f989431c.tar.gz opensim-SC_OLD-6fc74b36d1d0f7dcd6f013893c3189a3f989431c.tar.bz2 opensim-SC_OLD-6fc74b36d1d0f7dcd6f013893c3189a3f989431c.tar.xz |
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/UndoState.cs | 93 |
1 files changed, 87 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs index 55e407e..38bbeb0 100644 --- a/OpenSim/Region/Framework/Scenes/UndoState.cs +++ b/OpenSim/Region/Framework/Scenes/UndoState.cs | |||
@@ -25,6 +25,9 @@ | |||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | ||
29 | using System.Reflection; | ||
30 | using log4net; | ||
28 | using OpenMetaverse; | 31 | using OpenMetaverse; |
29 | using OpenSim.Region.Framework.Interfaces; | 32 | using OpenSim.Region.Framework.Interfaces; |
30 | 33 | ||
@@ -32,49 +35,80 @@ namespace OpenSim.Region.Framework.Scenes | |||
32 | { | 35 | { |
33 | public class UndoState | 36 | public class UndoState |
34 | { | 37 | { |
38 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
39 | |||
35 | public Vector3 Position = Vector3.Zero; | 40 | public Vector3 Position = Vector3.Zero; |
36 | public Vector3 Scale = Vector3.Zero; | 41 | public Vector3 Scale = Vector3.Zero; |
37 | public Quaternion Rotation = Quaternion.Identity; | 42 | public Quaternion Rotation = Quaternion.Identity; |
38 | 43 | ||
44 | /// <summary> | ||
45 | /// Constructor. | ||
46 | /// </summary> | ||
47 | /// <param name="part"></param> | ||
39 | public UndoState(SceneObjectPart part) | 48 | public UndoState(SceneObjectPart part) |
40 | { | 49 | { |
41 | if (part != null) | 50 | if (part != null) |
42 | { | 51 | { |
43 | if (part.ParentID == 0) | 52 | if (part.ParentID == 0) |
44 | { | 53 | { |
54 | // m_log.DebugFormat( | ||
55 | // "[UNDO STATE]: Storing undo position {0} for root part", part.ParentGroup.AbsolutePosition); | ||
45 | Position = part.ParentGroup.AbsolutePosition; | 56 | Position = part.ParentGroup.AbsolutePosition; |
57 | |||
58 | // m_log.DebugFormat( | ||
59 | // "[UNDO STATE]: Storing undo rotation {0} for root part", part.RotationOffset); | ||
46 | Rotation = part.RotationOffset; | 60 | Rotation = part.RotationOffset; |
61 | |||
62 | // m_log.DebugFormat( | ||
63 | // "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale); | ||
47 | Scale = part.Shape.Scale; | 64 | Scale = part.Shape.Scale; |
48 | } | 65 | } |
49 | else | 66 | else |
50 | { | 67 | { |
68 | // m_log.DebugFormat( | ||
69 | // "[UNDO STATE]: Storing undo position {0} for child part", part.OffsetPosition); | ||
51 | Position = part.OffsetPosition; | 70 | Position = part.OffsetPosition; |
71 | |||
72 | // m_log.DebugFormat( | ||
73 | // "[UNDO STATE]: Storing undo rotation {0} for child part", part.RotationOffset); | ||
52 | Rotation = part.RotationOffset; | 74 | Rotation = part.RotationOffset; |
75 | |||
76 | // m_log.DebugFormat( | ||
77 | // "[UNDO STATE]: Storing undo scale {0} for child part", part.Shape.Scale); | ||
53 | Scale = part.Shape.Scale; | 78 | Scale = part.Shape.Scale; |
54 | } | 79 | } |
55 | } | 80 | } |
56 | } | 81 | } |
57 | 82 | ||
83 | /// <summary> | ||
84 | /// Compare the relevant state in the given part to this state. | ||
85 | /// </summary> | ||
86 | /// <param name="part"></param> | ||
87 | /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> | ||
58 | public bool Compare(SceneObjectPart part) | 88 | public bool Compare(SceneObjectPart part) |
59 | { | 89 | { |
60 | if (part != null) | 90 | if (part != null) |
61 | { | 91 | { |
62 | if (part.ParentID == 0) | 92 | if (part.ParentID == 0) |
63 | { | 93 | { |
64 | if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) | 94 | if (Position == part.ParentGroup.AbsolutePosition |
95 | && Rotation == part.RotationOffset | ||
96 | && Scale == part.Shape.Scale) | ||
65 | return true; | 97 | return true; |
66 | else | 98 | else |
67 | return false; | 99 | return false; |
68 | } | 100 | } |
69 | else | 101 | else |
70 | { | 102 | { |
71 | if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) | 103 | if (Position == part.OffsetPosition |
104 | && Rotation == part.RotationOffset | ||
105 | && Scale == part.Shape.Scale) | ||
72 | return true; | 106 | return true; |
73 | else | 107 | else |
74 | return false; | 108 | return false; |
75 | |||
76 | } | 109 | } |
77 | } | 110 | } |
111 | |||
78 | return false; | 112 | return false; |
79 | } | 113 | } |
80 | 114 | ||
@@ -87,24 +121,64 @@ namespace OpenSim.Region.Framework.Scenes | |||
87 | if (part.ParentID == 0) | 121 | if (part.ParentID == 0) |
88 | { | 122 | { |
89 | if (Position != Vector3.Zero) | 123 | if (Position != Vector3.Zero) |
124 | { | ||
125 | // m_log.DebugFormat( | ||
126 | // "[UNDO STATE]: Undoing position {0} to {1} for root part {2} {3}", | ||
127 | // part.ParentGroup.AbsolutePosition, Position, part.Name, part.LocalId); | ||
128 | |||
90 | part.ParentGroup.AbsolutePosition = Position; | 129 | part.ParentGroup.AbsolutePosition = Position; |
130 | } | ||
131 | |||
132 | // m_log.DebugFormat( | ||
133 | // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", | ||
134 | // part.RotationOffset, Rotation, part.Name, part.LocalId); | ||
135 | |||
91 | part.RotationOffset = Rotation; | 136 | part.RotationOffset = Rotation; |
137 | |||
92 | if (Scale != Vector3.Zero) | 138 | if (Scale != Vector3.Zero) |
139 | { | ||
140 | // m_log.DebugFormat( | ||
141 | // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", | ||
142 | // part.Shape.Scale, Scale, part.Name, part.LocalId); | ||
143 | |||
93 | part.Resize(Scale); | 144 | part.Resize(Scale); |
145 | } | ||
146 | |||
94 | part.ParentGroup.ScheduleGroupForTerseUpdate(); | 147 | part.ParentGroup.ScheduleGroupForTerseUpdate(); |
95 | } | 148 | } |
96 | else | 149 | else |
97 | { | 150 | { |
98 | if (Position != Vector3.Zero) | 151 | if (Position != Vector3.Zero) |
152 | { | ||
153 | // m_log.DebugFormat( | ||
154 | // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", | ||
155 | // part.OffsetPosition, Position, part.Name, part.LocalId); | ||
156 | |||
99 | part.OffsetPosition = Position; | 157 | part.OffsetPosition = Position; |
158 | } | ||
159 | |||
160 | // m_log.DebugFormat( | ||
161 | // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", | ||
162 | // part.RotationOffset, Rotation, part.Name, part.LocalId); | ||
163 | |||
100 | part.UpdateRotation(Rotation); | 164 | part.UpdateRotation(Rotation); |
165 | |||
101 | if (Scale != Vector3.Zero) | 166 | if (Scale != Vector3.Zero) |
102 | part.Resize(Scale); part.ScheduleTerseUpdate(); | 167 | { |
168 | // m_log.DebugFormat( | ||
169 | // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", | ||
170 | // part.Shape.Scale, Scale, part.Name, part.LocalId); | ||
171 | |||
172 | part.Resize(Scale); | ||
173 | } | ||
174 | |||
175 | part.ScheduleTerseUpdate(); | ||
103 | } | 176 | } |
104 | part.Undoing = false; | ||
105 | 177 | ||
178 | part.Undoing = false; | ||
106 | } | 179 | } |
107 | } | 180 | } |
181 | |||
108 | public void PlayfwdState(SceneObjectPart part) | 182 | public void PlayfwdState(SceneObjectPart part) |
109 | { | 183 | { |
110 | if (part != null) | 184 | if (part != null) |
@@ -115,27 +189,34 @@ namespace OpenSim.Region.Framework.Scenes | |||
115 | { | 189 | { |
116 | if (Position != Vector3.Zero) | 190 | if (Position != Vector3.Zero) |
117 | part.ParentGroup.AbsolutePosition = Position; | 191 | part.ParentGroup.AbsolutePosition = Position; |
192 | |||
118 | if (Rotation != Quaternion.Identity) | 193 | if (Rotation != Quaternion.Identity) |
119 | part.UpdateRotation(Rotation); | 194 | part.UpdateRotation(Rotation); |
195 | |||
120 | if (Scale != Vector3.Zero) | 196 | if (Scale != Vector3.Zero) |
121 | part.Resize(Scale); | 197 | part.Resize(Scale); |
198 | |||
122 | part.ParentGroup.ScheduleGroupForTerseUpdate(); | 199 | part.ParentGroup.ScheduleGroupForTerseUpdate(); |
123 | } | 200 | } |
124 | else | 201 | else |
125 | { | 202 | { |
126 | if (Position != Vector3.Zero) | 203 | if (Position != Vector3.Zero) |
127 | part.OffsetPosition = Position; | 204 | part.OffsetPosition = Position; |
205 | |||
128 | if (Rotation != Quaternion.Identity) | 206 | if (Rotation != Quaternion.Identity) |
129 | part.UpdateRotation(Rotation); | 207 | part.UpdateRotation(Rotation); |
208 | |||
130 | if (Scale != Vector3.Zero) | 209 | if (Scale != Vector3.Zero) |
131 | part.Resize(Scale); | 210 | part.Resize(Scale); |
211 | |||
132 | part.ScheduleTerseUpdate(); | 212 | part.ScheduleTerseUpdate(); |
133 | } | 213 | } |
134 | part.Undoing = false; | ||
135 | 214 | ||
215 | part.Undoing = false; | ||
136 | } | 216 | } |
137 | } | 217 | } |
138 | } | 218 | } |
219 | |||
139 | public class LandUndoState | 220 | public class LandUndoState |
140 | { | 221 | { |
141 | public ITerrainModule m_terrainModule; | 222 | public ITerrainModule m_terrainModule; |