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synced 2026-06-12 07:15:34 +08:00
This now works again except that it requires a click or avatar mvmt to get going This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over. Even clicking is enough to trigger. This will be improved presently.
252 lines
9.0 KiB
C#
252 lines
9.0 KiB
C#
/*
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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 OpenSimulator 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.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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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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/// Is this undo state for an entire group?
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/// </summary>
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public bool ForGroup;
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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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/// <param name="forGroup">True if the undo is for an entire group</param>
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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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}
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else
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{
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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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/// <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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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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else
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return
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Position == part.OffsetPosition
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&& Rotation == part.RotationOffset
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&& Scale == part.Shape.Scale;
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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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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.AbsolutePosition = Position;
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else
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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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part.ParentGroup.UpdateRootRotation(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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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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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.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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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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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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}
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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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public ITerrainChannel m_terrainChannel;
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public LandUndoState(ITerrainModule terrainModule, ITerrainChannel terrainChannel)
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{
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m_terrainModule = terrainModule;
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m_terrainChannel = terrainChannel;
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}
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public bool Compare(ITerrainChannel terrainChannel)
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{
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return m_terrainChannel == terrainChannel;
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}
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public void PlaybackState()
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{
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m_terrainModule.UndoTerrain(m_terrainChannel);
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}
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}
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} |