changes on undo/redo (untested/incomplete). Think we may consider moving this mfrom SOP to client side. At least does seem to work a bit better ( again there wwas a issue on sop.copy )
parent
0be4ed3df4
commit
3d3b81e676
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@ -549,11 +549,12 @@ namespace OpenSim.Region.Framework.Scenes
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val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
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}
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}
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/* don't see the need but worse don't see where is restored to false if things stay in
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foreach (SceneObjectPart part in m_parts.GetArray())
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{
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part.IgnoreUndoUpdate = true;
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}
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*/
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if (RootPart.GetStatusSandbox())
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{
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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@ -3519,7 +3520,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.UUID == m_rootPart.UUID)
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{
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UpdateRootRotation(rot);
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if (!m_rootPart.Undoing)
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/* if (!m_rootPart.Undoing)
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{
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m_rootPart.Undoing = true;
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AbsolutePosition = pos;
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@ -3527,8 +3528,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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*/
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AbsolutePosition = pos;
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}
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// }
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}
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else
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{
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@ -263,8 +263,8 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_occupied; // KF if any av is sitting on this prim
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
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private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
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private Stack<UndoState> m_undo = new Stack<UndoState>(5);
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private Stack<UndoState> m_redo = new Stack<UndoState>(5);
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private bool m_passTouches;
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@ -1711,6 +1711,11 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.Category = Category;
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dupe.m_rezzed = m_rezzed;
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dupe.m_undo = new Stack<UndoState>(5);
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dupe.m_redo = new Stack<UndoState>(5);
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dupe.IgnoreUndoUpdate = false;
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dupe.Undoing = false;
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dupe.m_inventory = new SceneObjectPartInventory(dupe);
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dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
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@ -3661,61 +3666,38 @@ namespace OpenSim.Region.Framework.Scenes
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public void StoreUndoState(bool forGroup)
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{
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if (!Undoing)
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if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
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{
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if (!IgnoreUndoUpdate)
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if (ParentGroup != null)
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{
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if (ParentGroup != null)
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lock (m_undo)
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{
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lock (m_undo)
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if (m_undo.Count > 0)
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{
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if (m_undo.Count > 0)
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{
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UndoState last = m_undo.Peek();
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if (last != null)
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{
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// TODO: May need to fix for group comparison
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if (last.Compare(this))
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
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// Name, LocalId, m_undo.Count);
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// see if we had a change
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return;
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}
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UndoState last = m_undo.Peek();
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if (last != null)
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{
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if (last.Compare(this, forGroup))
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{
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return;
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}
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}
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
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// Name, LocalId, forGroup, m_undo.Count);
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if (ParentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this, forGroup);
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if (ParentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this, forGroup);
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m_undo.Push(nUndo);
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m_undo.Push(nUndo);
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if (m_redo.Count > 0)
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m_redo.Clear();
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
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// Name, LocalId, forGroup, m_undo.Count);
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}
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if (m_redo.Count > 0)
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m_redo.Clear();
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}
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}
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}
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// else
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// {
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// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
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// }
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
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// }
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}
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/// <summary>
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@ -3751,7 +3733,7 @@ namespace OpenSim.Region.Framework.Scenes
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nUndo = new UndoState(this, goback.ForGroup);
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}
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goback.PlaybackState(this);
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goback.PlayState(this);
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if (nUndo != null)
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m_redo.Push(nUndo);
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@ -3785,7 +3767,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_undo.Push(nUndo);
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}
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gofwd.PlayfwdState(this);
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gofwd.PlayState(this);
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}
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// m_log.DebugFormat(
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@ -66,43 +66,25 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="part"></param>
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/// <param name="forGroup">True if the undo is for an entire group</param>
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/// only for root parts ????
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public UndoState(SceneObjectPart part, bool forGroup)
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{
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if (part.ParentID == 0)
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{
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ForGroup = forGroup;
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// if (ForGroup)
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Position = part.ParentGroup.AbsolutePosition;
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// else
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// Position = part.OffsetPosition;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo position {0} for root part", Position);
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Rotation = part.RotationOffset;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
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Scale = part.Shape.Scale;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
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if (!forGroup)
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Scale = part.Shape.Scale;
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else
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Scale = Vector3.Zero; // until we fix it
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}
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else
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{
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ForGroup = false; // previus code implies only root parts can undo grp
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Position = part.OffsetPosition;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo position {0} for child part", Position);
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Rotation = part.RotationOffset;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
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Scale = part.Shape.Scale;
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
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}
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}
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@ -111,35 +93,42 @@ namespace OpenSim.Region.Framework.Scenes
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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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public bool Compare(SceneObjectPart part, bool forgrp)
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{
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if (ForGroup != forgrp) // if diferent targets, then they are diferent
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return false;
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if (part != null)
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{
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if (part.ParentID == 0)
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return
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Position == part.ParentGroup.AbsolutePosition
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&& Rotation == part.RotationOffset
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&& Scale == part.Shape.Scale;
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{
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// root part
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// grp position is same as part
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if (Position != part.ParentGroup.AbsolutePosition)
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return false;
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if (Rotation != part.RotationOffset)
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return false;
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if (ForGroup)
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return true; // for now don't do grp scale
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return (Scale == part.Shape.Scale);
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}
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else
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return
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Position == part.OffsetPosition
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{
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return (Position == part.OffsetPosition
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&& Rotation == part.RotationOffset
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&& Scale == part.Shape.Scale;
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&& Scale == part.Shape.Scale);
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}
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}
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return false;
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}
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public void PlaybackState(SceneObjectPart part)
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public void PlayState(SceneObjectPart part)
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{
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part.Undoing = true;
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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]: Undoing position to {0} for root part {1} {2}",
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// Position, part.Name, part.LocalId);
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if (Position != Vector3.Zero)
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{
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if (ForGroup)
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part.ParentGroup.UpdateRootPosition(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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if (ForGroup)
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part.UpdateRotation(Rotation);
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else
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@ -159,86 +144,30 @@ namespace OpenSim.Region.Framework.Scenes
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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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if (ForGroup)
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part.ParentGroup.GroupResize(Scale);
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else
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// if (ForGroup)
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// part.ParentGroup.GroupResize(Scale);
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// else
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if (!ForGroup) // we don't have grp scale for now
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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 (ForGroup) // trap for group since seems parts can't do it
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return;
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// Note: Updating these properties on sop automatically schedules an update if needed
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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 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.OffsetPosition = Position;
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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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}
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part.Undoing = false;
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}
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public void PlayfwdState(SceneObjectPart part)
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{
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part.Undoing = true;
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if (part.ParentID == 0)
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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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{
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if (ForGroup)
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part.ParentGroup.GroupResize(Scale);
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else
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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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// Note: Updating these properties on sop automatically schedules an update if needed
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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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}
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part.Undoing = false;
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}
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}
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public class LandUndoState
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