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authorTom Grimshaw2010-07-03 06:10:55 -0700
committerTom Grimshaw2010-07-03 06:10:55 -0700
commitfe2b044d38f3bd3aa669334d34567fd991a67b3e (patch)
treebb94a343716c2620e043ac070a8cb269564f3a9c /OpenSim/Region/Framework/Scenes
parentRe-implement the Undo stack as a List; the old implementation was buggy (diff)
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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..
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs39
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs55
3 files changed, 87 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index c48ce3b..da664da 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -349,7 +349,21 @@ namespace OpenSim.Region.Framework.Scenes
349 public virtual Quaternion Rotation 349 public virtual Quaternion Rotation
350 { 350 {
351 get { return m_rotation; } 351 get { return m_rotation; }
352 set { m_rotation = value; } 352 set {
353 lockPartsForRead(true);
354 try
355 {
356 foreach(SceneObjectPart p in m_parts.Values)
357 {
358 p.StoreUndoState(true);
359 }
360 }
361 finally
362 {
363 lockPartsForRead(false);
364 }
365 m_rotation = value;
366 }
353 } 367 }
354 368
355 public Quaternion GroupRotation 369 public Quaternion GroupRotation
@@ -421,6 +435,7 @@ namespace OpenSim.Region.Framework.Scenes
421 get { return m_rootPart.GroupPosition; } 435 get { return m_rootPart.GroupPosition; }
422 set 436 set
423 { 437 {
438
424 Vector3 val = value; 439 Vector3 val = value;
425 440
426 if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 441 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
431 } 446 }
432 447
433 lockPartsForRead(true); 448 lockPartsForRead(true);
434 449 foreach (SceneObjectPart part in m_parts.Values)
450 {
451 part.IgnoreUndoUpdate = true;
452 }
435 if (RootPart.GetStatusSandbox()) 453 if (RootPart.GetStatusSandbox())
436 { 454 {
437 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 455 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -443,12 +461,12 @@ namespace OpenSim.Region.Framework.Scenes
443 return; 461 return;
444 } 462 }
445 } 463 }
446
447 foreach (SceneObjectPart part in m_parts.Values) 464 foreach (SceneObjectPart part in m_parts.Values)
448 { 465 {
466 part.IgnoreUndoUpdate = false;
467 part.StoreUndoState(true);
449 part.GroupPosition = val; 468 part.GroupPosition = val;
450 } 469 }
451
452 lockPartsForRead(false); 470 lockPartsForRead(false);
453 471
454 //if (m_rootPart.PhysActor != null) 472 //if (m_rootPart.PhysActor != null)
@@ -724,7 +742,6 @@ namespace OpenSim.Region.Framework.Scenes
724 { 742 {
725 foreach (SceneObjectPart part in m_parts.Values) 743 foreach (SceneObjectPart part in m_parts.Values)
726 { 744 {
727
728 Vector3 partscale = part.Scale; 745 Vector3 partscale = part.Scale;
729 Vector3 partoffset = part.OffsetPosition; 746 Vector3 partoffset = part.OffsetPosition;
730 747
@@ -3132,7 +3149,6 @@ namespace OpenSim.Region.Framework.Scenes
3132 SceneObjectPart part = GetChildPart(localID); 3149 SceneObjectPart part = GetChildPart(localID);
3133 if (part != null) 3150 if (part != null)
3134 { 3151 {
3135 part.IgnoreUndoUpdate = true;
3136 if (scale.X > m_scene.m_maxNonphys) 3152 if (scale.X > m_scene.m_maxNonphys)
3137 scale.X = m_scene.m_maxNonphys; 3153 scale.X = m_scene.m_maxNonphys;
3138 if (scale.Y > m_scene.m_maxNonphys) 3154 if (scale.Y > m_scene.m_maxNonphys)
@@ -3218,8 +3234,7 @@ namespace OpenSim.Region.Framework.Scenes
3218 y *= a; 3234 y *= a;
3219 z *= a; 3235 z *= a;
3220 } 3236 }
3221 obPart.IgnoreUndoUpdate = false; 3237
3222 obPart.StoreUndoState();
3223 } 3238 }
3224 } 3239 }
3225 } 3240 }
@@ -3229,13 +3244,17 @@ namespace OpenSim.Region.Framework.Scenes
3229 Vector3 prevScale = part.Scale; 3244 Vector3 prevScale = part.Scale;
3230 prevScale.X *= x; 3245 prevScale.X *= x;
3231 prevScale.Y *= y; 3246 prevScale.Y *= y;
3232 prevScale.Z *= z; 3247 prevScale.Z *= z;;
3248 part.IgnoreUndoUpdate = true;
3233 part.Resize(prevScale); 3249 part.Resize(prevScale);
3250 part.IgnoreUndoUpdate = false;
3234 3251
3235 lockPartsForRead(true); 3252 lockPartsForRead(true);
3236 { 3253 {
3237 foreach (SceneObjectPart obPart in m_parts.Values) 3254 foreach (SceneObjectPart obPart in m_parts.Values)
3238 { 3255 {
3256 obPart.IgnoreUndoUpdate = false;
3257 obPart.StoreUndoState(true);
3239 obPart.IgnoreUndoUpdate = true; 3258 obPart.IgnoreUndoUpdate = true;
3240 if (obPart.UUID != m_rootPart.UUID) 3259 if (obPart.UUID != m_rootPart.UUID)
3241 { 3260 {
@@ -3251,7 +3270,6 @@ namespace OpenSim.Region.Framework.Scenes
3251 obPart.UpdateOffSet(currentpos); 3270 obPart.UpdateOffSet(currentpos);
3252 } 3271 }
3253 obPart.IgnoreUndoUpdate = false; 3272 obPart.IgnoreUndoUpdate = false;
3254 obPart.StoreUndoState();
3255 } 3273 }
3256 } 3274 }
3257 lockPartsForRead(false); 3275 lockPartsForRead(false);
@@ -3263,7 +3281,6 @@ namespace OpenSim.Region.Framework.Scenes
3263 } 3281 }
3264 3282
3265 part.IgnoreUndoUpdate = false; 3283 part.IgnoreUndoUpdate = false;
3266 part.StoreUndoState();
3267 HasGroupChanged = true; 3284 HasGroupChanged = true;
3268 ScheduleGroupForTerseUpdate(); 3285 ScheduleGroupForTerseUpdate();
3269 } 3286 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 5b007e6..72ad281 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -3504,9 +3504,12 @@ namespace OpenSim.Region.Framework.Scenes
3504 m_parentGroup.ScheduleGroupForTerseUpdate(); 3504 m_parentGroup.ScheduleGroupForTerseUpdate();
3505 //m_parentGroup.ScheduleGroupForFullUpdate(); 3505 //m_parentGroup.ScheduleGroupForFullUpdate();
3506 } 3506 }
3507
3508 public void StoreUndoState() 3507 public void StoreUndoState()
3509 { 3508 {
3509 StoreUndoState(false);
3510 }
3511 public void StoreUndoState(bool group)
3512 {
3510 if (!Undoing) 3513 if (!Undoing)
3511 { 3514 {
3512 if (!IgnoreUndoUpdate) 3515 if (!IgnoreUndoUpdate)
@@ -3528,7 +3531,7 @@ namespace OpenSim.Region.Framework.Scenes
3528 if (m_parentGroup.GetSceneMaxUndo() > 0) 3531 if (m_parentGroup.GetSceneMaxUndo() > 0)
3529 { 3532 {
3530 UndoState nUndo = new UndoState(this); 3533 UndoState nUndo = new UndoState(this);
3531 3534 nUndo.GroupChange = group;
3532 m_undo.Push(nUndo); 3535 m_undo.Push(nUndo);
3533 } 3536 }
3534 3537
@@ -4010,6 +4013,15 @@ namespace OpenSim.Region.Framework.Scenes
4010 nUndo = new UndoState(this); 4013 nUndo = new UndoState(this);
4011 } 4014 }
4012 UndoState goback = m_undo.Pop(); 4015 UndoState goback = m_undo.Pop();
4016 m_log.Debug("Got goback");
4017 if (goback == null)
4018 {
4019 m_log.Debug("it's null");
4020 }
4021 else
4022 {
4023 m_log.Debug(goback.GroupPosition.ToString());
4024 }
4013 if (goback != null) 4025 if (goback != null)
4014 { 4026 {
4015 goback.PlaybackState(this); 4027 goback.PlaybackState(this);
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..77381ab 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -35,6 +35,10 @@ namespace OpenSim.Region.Framework.Scenes
35 public Vector3 Position = Vector3.Zero; 35 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 36 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 37 public Quaternion Rotation = Quaternion.Identity;
38 public bool GroupChange = false;
39 public Vector3 GroupPosition = Vector3.Zero;
40 public Quaternion GroupRotation = Quaternion.Identity;
41 public Vector3 GroupScale = Vector3.Zero;
38 42
39 public UndoState(SceneObjectPart part) 43 public UndoState(SceneObjectPart part)
40 { 44 {
@@ -42,12 +46,24 @@ namespace OpenSim.Region.Framework.Scenes
42 { 46 {
43 if (part.ParentID == 0) 47 if (part.ParentID == 0)
44 { 48 {
45 Position = part.ParentGroup.AbsolutePosition; 49 GroupScale = part.Shape.Scale;
50
51 //FUBAR WARNING: Do NOT get the group's absoluteposition here
52 //or you'll experience a loop and/or a stack issue
53 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
54 GroupRotation = part.ParentGroup.Rotation;
55 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 56 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 57 Scale = part.Shape.Scale;
48 } 58 }
49 else 59 else
50 { 60 {
61 GroupScale = part.Shape.Scale;
62
63 //FUBAR WARNING: Do NOT get the group's absoluteposition here
64 //or you'll experience a loop and/or a stack issue
65 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
66 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 67 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 68 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 69 Scale = part.Shape.Scale;
@@ -61,14 +77,14 @@ namespace OpenSim.Region.Framework.Scenes
61 { 77 {
62 if (part.ParentID == 0) 78 if (part.ParentID == 0)
63 { 79 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 80 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 81 return true;
66 else 82 else
67 return false; 83 return false;
68 } 84 }
69 else 85 else
70 { 86 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 87 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 88 return true;
73 else 89 else
74 return false; 90 return false;
@@ -84,10 +100,10 @@ namespace OpenSim.Region.Framework.Scenes
84 { 100 {
85 part.Undoing = true; 101 part.Undoing = true;
86 102
87 if (part.ParentID == 0) 103 if (part.ParentID == 0 && GroupChange == false)
88 { 104 {
89 if (Position != Vector3.Zero) 105 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 106 part.ParentGroup.AbsolutePosition = Position;
91 part.RotationOffset = Rotation; 107 part.RotationOffset = Rotation;
92 if (Scale != Vector3.Zero) 108 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 109 part.Resize(Scale);
@@ -95,11 +111,30 @@ namespace OpenSim.Region.Framework.Scenes
95 } 111 }
96 else 112 else
97 { 113 {
98 if (Position != Vector3.Zero) 114 if (GroupChange)
99 part.OffsetPosition = Position; 115 {
100 part.UpdateRotation(Rotation); 116 if (Position != Vector3.Zero)
101 if (Scale != Vector3.Zero) 117 {
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 118 //Calculate the scale...
119 Vector3 gs = part.Shape.Scale;
120 float scale = GroupScale.Z / gs.Z;
121
122 //Scale first since it can affect our position
123 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
124 part.ParentGroup.AbsolutePosition = GroupPosition;
125 part.ParentGroup.Rotation = GroupRotation;
126
127 }
128 }
129 else
130 {
131 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
132 {
133 part.OffsetPosition = Position;
134 part.UpdateRotation(Rotation);
135 part.Resize(Scale); part.ScheduleTerseUpdate();
136 }
137 }
103 } 138 }
104 part.Undoing = false; 139 part.Undoing = false;
105 140