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https://github.com/opensim/opensim.git
synced 2026-08-11 20:05:33 +08:00
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.
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@@ -25,6 +25,9 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Reflection;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Interfaces;
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@@ -32,49 +35,80 @@ namespace OpenSim.Region.Framework.Scenes
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{
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public class UndoState
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public Vector3 Position = Vector3.Zero;
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public Vector3 Scale = Vector3.Zero;
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public Quaternion Rotation = Quaternion.Identity;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="part"></param>
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public UndoState(SceneObjectPart part)
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{
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if (part != null)
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{
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if (part.ParentID == 0)
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{
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo position {0} for root part", part.ParentGroup.AbsolutePosition);
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Position = part.ParentGroup.AbsolutePosition;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo rotation {0} for root part", part.RotationOffset);
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Rotation = part.RotationOffset;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale);
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Scale = part.Shape.Scale;
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}
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else
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{
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo position {0} for child part", part.OffsetPosition);
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Position = part.OffsetPosition;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo rotation {0} for child part", part.RotationOffset);
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Rotation = part.RotationOffset;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo scale {0} for child part", part.Shape.Scale);
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Scale = part.Shape.Scale;
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}
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}
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}
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/// <summary>
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/// Compare the relevant state in the given part to this state.
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/// </summary>
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/// <param name="part"></param>
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/// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
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public bool Compare(SceneObjectPart part)
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{
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if (part != null)
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{
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if (part.ParentID == 0)
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{
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if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation)
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if (Position == part.ParentGroup.AbsolutePosition
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&& Rotation == part.RotationOffset
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&& Scale == part.Shape.Scale)
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return true;
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else
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return false;
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}
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else
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{
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if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale)
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if (Position == part.OffsetPosition
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&& Rotation == part.RotationOffset
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&& Scale == part.Shape.Scale)
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return true;
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else
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return false;
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}
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}
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return false;
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}
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@@ -87,24 +121,64 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.ParentID == 0)
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{
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if (Position != Vector3.Zero)
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{
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// m_log.DebugFormat(
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// "[UNDO STATE]: Undoing position {0} to {1} for root part {2} {3}",
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// part.ParentGroup.AbsolutePosition, Position, part.Name, part.LocalId);
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part.ParentGroup.AbsolutePosition = Position;
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}
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// m_log.DebugFormat(
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// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
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// part.RotationOffset, Rotation, part.Name, part.LocalId);
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part.RotationOffset = Rotation;
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if (Scale != Vector3.Zero)
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{
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// m_log.DebugFormat(
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// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
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// part.Shape.Scale, Scale, part.Name, part.LocalId);
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part.Resize(Scale);
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}
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part.ParentGroup.ScheduleGroupForTerseUpdate();
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}
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else
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{
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if (Position != Vector3.Zero)
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part.OffsetPosition = Position;
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part.UpdateRotation(Rotation);
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if (Scale != Vector3.Zero)
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part.Resize(Scale); part.ScheduleTerseUpdate();
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}
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part.Undoing = false;
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{
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// m_log.DebugFormat(
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// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
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// part.OffsetPosition, Position, part.Name, part.LocalId);
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part.OffsetPosition = Position;
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}
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// m_log.DebugFormat(
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// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
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// part.RotationOffset, Rotation, part.Name, part.LocalId);
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part.UpdateRotation(Rotation);
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if (Scale != Vector3.Zero)
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{
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// m_log.DebugFormat(
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// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
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// part.Shape.Scale, Scale, part.Name, part.LocalId);
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part.Resize(Scale);
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}
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part.ScheduleTerseUpdate();
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}
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part.Undoing = false;
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}
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}
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public void PlayfwdState(SceneObjectPart part)
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{
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if (part != null)
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@@ -115,27 +189,34 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (Position != Vector3.Zero)
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part.ParentGroup.AbsolutePosition = Position;
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if (Rotation != Quaternion.Identity)
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part.UpdateRotation(Rotation);
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if (Scale != Vector3.Zero)
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part.Resize(Scale);
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part.ParentGroup.ScheduleGroupForTerseUpdate();
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}
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else
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{
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if (Position != Vector3.Zero)
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part.OffsetPosition = Position;
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if (Rotation != Quaternion.Identity)
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part.UpdateRotation(Rotation);
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if (Scale != Vector3.Zero)
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part.Resize(Scale);
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part.ScheduleTerseUpdate();
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}
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part.Undoing = false;
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part.Undoing = false;
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}
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}
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}
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public class LandUndoState
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{
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public ITerrainModule m_terrainModule;
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