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.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-07-18 04:54:21 +01:00
parent aec3b58a57
commit 6fc74b36d1
6 changed files with 222 additions and 61 deletions

View File

@@ -1014,15 +1014,19 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_shape; }
set { m_shape = value; }
}
/// <summary>
/// Change the scale of this part.
/// </summary>
public Vector3 Scale
{
get { return m_shape.Scale; }
set
{
StoreUndoState();
if (m_shape != null)
{
StoreUndoState();
m_shape.Scale = value;
PhysicsActor actor = PhysActor;
@@ -1033,11 +1037,16 @@ namespace OpenSim.Region.Framework.Scenes
if (m_parentGroup.Scene.PhysicsScene != null)
{
actor.Size = m_shape.Scale;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh)
CheckSculptAndLoad();
else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
}
}
TriggerScriptChangedEvent(Changed.SCALE);
}
}
@@ -2827,8 +2836,12 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Resize this part.
/// Set the scale of this part.
/// </summary>
/// <remarks>
/// Unlike the scale property, this checks the new size against scene limits and schedules a full property
/// update to viewers.
/// </remarks>
/// <param name="scale"></param>
public void Resize(Vector3 scale)
{
@@ -2836,33 +2849,18 @@ namespace OpenSim.Region.Framework.Scenes
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys);
scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys);
// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
StoreUndoState();
m_shape.Scale = scale;
// If we're a mesh/sculpt, then we need to tell the physics engine about our new size. To do this, we
// need to reinsert the sculpt data into the shape, since the physics engine deletes it when done to
// save memory
if (PhysActor != null)
if (PhysActor != null && PhysActor.IsPhysical)
{
if (PhysActor.IsPhysical)
{
scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys);
}
PhysActor.Size = scale;
if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh)
CheckSculptAndLoad();
else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys);
}
// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale);
Scale = scale;
ParentGroup.HasGroupChanged = true;
TriggerScriptChangedEvent(Changed.SCALE);
ScheduleFullUpdate();
}
@@ -3673,8 +3671,6 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_parentGroup != null)
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Storing undo state for {0} {1}", Name, LocalId);
lock (m_undo)
{
if (m_undo.Count > 0)
@@ -3683,15 +3679,29 @@ namespace OpenSim.Region.Framework.Scenes
if (last != null)
{
if (last.Compare(this))
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
// Name, LocalId, m_undo.Count);
return;
}
}
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, initial stack size {2}",
// Name, LocalId, m_undo.Count);
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this);
m_undo.Push(nUndo);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, stack size now {2}",
// Name, LocalId, m_undo.Count);
}
}
}
@@ -3703,7 +3713,8 @@ namespace OpenSim.Region.Framework.Scenes
}
// else
// {
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
// }
}
@@ -3721,10 +3732,12 @@ namespace OpenSim.Region.Framework.Scenes
public void Undo()
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Handling undo request for {0} {1}", Name, LocalId);
lock (m_undo)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
// Name, LocalId, m_undo.Count);
if (m_undo.Count > 0)
{
UndoState nUndo = null;
@@ -3739,19 +3752,26 @@ namespace OpenSim.Region.Framework.Scenes
if (goback != null)
{
goback.PlaybackState(this);
if (nUndo != null)
m_redo.Push(nUndo);
}
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}",
// Name, LocalId, m_undo.Count);
}
}
public void Redo()
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Handling redo request for {0} {1}", Name, LocalId);
lock (m_redo)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
// Name, LocalId, m_redo.Count);
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this);
@@ -3763,11 +3783,17 @@ namespace OpenSim.Region.Framework.Scenes
if (gofwd != null)
gofwd.PlayfwdState(this);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
// Name, LocalId, m_redo.Count);
}
}
public void ClearUndoState()
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId);
lock (m_undo)
{
m_undo.Clear();