Refactor, move OjectChangeData into it's own file and rename

ObjectChnageWhat what into ObjectChangeType change. What is
no name for a variable or type!
This commit is contained in:
Melanie
2012-03-13 13:08:32 +01:00
parent edc8a15487
commit ebcd4910a2
6 changed files with 133 additions and 165 deletions

View File

@@ -47,57 +47,6 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
public enum ObjectChangeWhat : uint
{
// bits definitions
Position = 0x01,
Rotation = 0x02,
Scale = 0x04,
Group = 0x08,
UniformScale = 0x10,
// macros from above
// single prim
primP = 0x01,
primR = 0x02,
primPR = 0x03,
primS = 0x04,
primPS = 0x05,
primRS = 0x06,
primPSR = 0x07,
primUS = 0x14,
primPUS = 0x15,
primRUS = 0x16,
primPUSR = 0x17,
// group
groupP = 0x09,
groupR = 0x0A,
groupPR = 0x0B,
groupS = 0x0C,
groupPS = 0x0D,
groupRS = 0x0E,
groupPSR = 0x0F,
groupUS = 0x1C,
groupPUS = 0x1D,
groupRUS = 0x1E,
groupPUSR = 0x1F,
PRSmask = 0x07
}
public struct ObjectChangeData
{
public Quaternion rotation;
public Vector3 position;
public Vector3 scale;
public ObjectChangeWhat what;
}
/// <summary>
/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
/// should be migrated out over time.
@@ -1352,75 +1301,13 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
{
// part.StoreUndoState(data.what | ObjectChangeWhat.PRSmask); // for now save all to keep previus behavour ???
part.StoreUndoState(data.what); // lets test only saving what we changed
part.StoreUndoState(data.change); // lets test only saving what we changed
grp.doChangeObject(part, (ObjectChangeData)data);
}
}
}
}
/* moved to SOG
protected internal void doChangeObject(SceneObjectPart part, ObjectChangeData data)
{
if (part != null && part.ParentGroup != null)
{
ObjectChangeWhat what = data.what;
bool togroup = ((what & ObjectChangeWhat.Group) != 0);
// bool uniform = ((what & ObjectChangeWhat.UniformScale) != 0); not in use
SceneObjectGroup group = part.ParentGroup;
PhysicsActor pha = group.RootPart.PhysActor;
if (togroup)
{
// related to group
if ((what & ObjectChangeWhat.Position) != 0)
group.AbsolutePosition = data.position;
if ((what & ObjectChangeWhat.Rotation) != 0)
group.RootPart.UpdateRotation(data.rotation);
if ((what & ObjectChangeWhat.Scale) != 0)
{
if (pha != null)
pha.Building = true;
group.GroupResize(data.scale);
if (pha != null)
pha.Building = false;
}
}
else
{
// related to single prim in a link-set ( ie group)
if (pha != null)
pha.Building = true;
// must deal with root part specially for position and rotation
// so parts offset positions or rotations are fixed
if (part == group.RootPart)
{
if ((what & ObjectChangeWhat.Position) != 0)
group.UpdateRootPosition(data.position);
if ((what & ObjectChangeWhat.Rotation) != 0)
group.UpdateRootRotation(data.rotation);
}
else
{
if ((what & ObjectChangeWhat.Position) != 0)
part.OffsetPosition = data.position;
if ((what & ObjectChangeWhat.Rotation) != 0)
part.UpdateRotation(data.rotation);
}
if ((what & ObjectChangeWhat.Scale) != 0)
part.Resize(data.scale);
if (pha != null)
pha.Building = false;
}
}
}
*/
/// <summary>
/// Update the scale of an individual prim.
/// </summary>