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* Added basic 3-5 level undo on prim position/rotation/scale.
* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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118
OpenSim/Region/Environment/Scenes/UndoState.cs
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118
OpenSim/Region/Environment/Scenes/UndoState.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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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.Collections.Generic;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Scenes
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{
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public class UndoState
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{
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public LLVector3 Position = LLVector3.Zero;
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public LLVector3 Scale = LLVector3.Zero;
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public LLQuaternion Rotation = LLQuaternion.Identity;
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public UndoState(LLVector3 pos, LLQuaternion rot, LLVector3 scale)
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{
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Position = pos;
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Rotation = rot;
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Scale = scale;
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}
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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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Position = part.AbsolutePosition;
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Rotation = part.RotationOffset;
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}
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else
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{
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Position = part.GroupPosition;
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Rotation = part.RotationOffset;
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Scale = part.Shape.Scale;
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}
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}
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}
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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.AbsolutePosition && Rotation == part.RotationOffset)
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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.GroupPosition && Rotation == part.RotationOffset && 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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public void PlaybackState(SceneObjectPart part)
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{
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if (part != null)
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{
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part.m_undoing = true;
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if (part.ParentID == 0)
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{
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part.ParentGroup.AbsolutePosition = Position;
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part.UpdateRotation(Rotation);
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part.ParentGroup.ScheduleGroupForTerseUpdate();
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}
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else
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{
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part.OffsetPosition = Position;
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part.UpdateRotation(Rotation);
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part.Resize(Scale);
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part.ScheduleTerseUpdate();
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}
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part.m_undoing = false;
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}
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}
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public UndoState()
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{
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}
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}
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}
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