* Added a CircularQueue to OpenMetaverseTypes
[Simian] * Fixed a regression with ViewerEffect packet handling * Added undo and redo support * Changed ISceneProvider interfaces to be more consistent and avoid duplicate lookups * Attempting to unify avatar and prim handling by storing agents as both a SimulationObject and an Agent in the scene * Comment out noisy resend logging and catch broken packets in the resend queue * Improved the README * Avoid generating two meshes when a world-transformed mesh is generated (are these even necessary?) git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2456 52acb1d6-8a22-11de-b505-999d5b087335
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@@ -15,6 +15,10 @@ namespace Simian
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/// <summary>True when an avatar grabs this object. Stops movement and
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/// rotation</summary>
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public bool Frozen;
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/// <summary>Holds the state of the object after each edit to enable undo</summary>
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public CircularQueue<Primitive> UndoSteps = new CircularQueue<Primitive>(10);
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/// <summary>Holds the state of the object after each undo to enable redo</summary>
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public CircularQueue<Primitive> RedoSteps = new CircularQueue<Primitive>(10);
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protected Simian Server;
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protected SimpleMesh[] Meshes;
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@@ -35,6 +39,14 @@ namespace Simian
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Server = server;
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}
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/// <summary>
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/// Copy the current state of the object into the next undo step
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/// </summary>
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public void CreateUndoStep()
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{
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UndoSteps.Enqueue(new Primitive(Prim));
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}
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public SimpleMesh GetMesh(DetailLevel lod)
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{
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int i = (int)lod;
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@@ -47,8 +59,7 @@ namespace Simian
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}
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else
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{
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Primitive prim = (Primitive)Prim;
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SimpleMesh mesh = Server.Mesher.GenerateSimpleMesh(prim, lod);
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SimpleMesh mesh = Server.Mesher.GenerateSimpleMesh(Prim, lod);
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Meshes[i] = mesh;
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return mesh;
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}
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@@ -67,22 +78,7 @@ namespace Simian
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else
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{
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// Get the untransformed mesh
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SimpleMesh mesh = GetMesh(lod);
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// Copy to our new mesh
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SimpleMesh transformedMesh = new SimpleMesh();
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transformedMesh.Indices = new List<ushort>(mesh.Indices);
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transformedMesh.Path.Open = mesh.Path.Open;
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transformedMesh.Path.Points = new List<PathPoint>(mesh.Path.Points);
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transformedMesh.Prim = mesh.Prim;
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transformedMesh.Profile.Concave = mesh.Profile.Concave;
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transformedMesh.Profile.Faces = new List<ProfileFace>(mesh.Profile.Faces);
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transformedMesh.Profile.MaxX = mesh.Profile.MaxX;
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transformedMesh.Profile.MinX = mesh.Profile.MinX;
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transformedMesh.Profile.Open = mesh.Profile.Open;
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transformedMesh.Profile.Positions = new List<Vector3>(mesh.Profile.Positions);
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transformedMesh.Profile.TotalOutsidePoints = mesh.Profile.TotalOutsidePoints;
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transformedMesh.Vertices = new List<Vertex>(mesh.Vertices);
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SimpleMesh mesh = Server.Mesher.GenerateSimpleMesh(Prim, lod);
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// Construct a matrix to transform to world space
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Matrix4 transform = Matrix4.Identity;
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@@ -94,20 +90,20 @@ namespace Simian
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transform *= Matrix4.CreateTranslation(parent.Prim.Position);
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}
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transform *= Matrix4.CreateScale(this.Prim.Scale);
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transform *= Matrix4.CreateFromQuaternion(this.Prim.Rotation);
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transform *= Matrix4.CreateTranslation(this.Prim.Position);
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transform *= Matrix4.CreateScale(Prim.Scale);
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transform *= Matrix4.CreateFromQuaternion(Prim.Rotation);
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transform *= Matrix4.CreateTranslation(Prim.Position);
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// Transform the mesh
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for (int j = 0; j < transformedMesh.Vertices.Count; j++)
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for (int j = 0; j < mesh.Vertices.Count; j++)
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{
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Vertex vertex = transformedMesh.Vertices[j];
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Vertex vertex = mesh.Vertices[j];
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vertex.Position *= transform;
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transformedMesh.Vertices[j] = vertex;
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mesh.Vertices[j] = vertex;
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}
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WorldTransformedMeshes[i] = transformedMesh;
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return transformedMesh;
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WorldTransformedMeshes[i] = mesh;
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return mesh;
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}
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}
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