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-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs113
1 files changed, 112 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 38474de..eb76ca5 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.Framework.Scenes
48 STATE_ALL = 63 48 STATE_ALL = 63
49 } 49 }
50 50
51/*
51 public class UndoState 52 public class UndoState
52 { 53 {
53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 54 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -121,9 +122,16 @@ namespace OpenSim.Region.Framework.Scenes
121 public void PlayState(SceneObjectPart part) 122 public void PlayState(SceneObjectPart part)
122 { 123 {
123 part.Undoing = true; 124 part.Undoing = true;
124 125 bool physbuilding = false;
126
125 if (part.ParentID == 0) 127 if (part.ParentID == 0)
126 { 128 {
129 if (!ForGroup && part.PhysActor != null)
130 {
131 part.PhysActor.Building = true;
132 physbuilding = true;
133 }
134
127 if (Position != Vector3.Zero) 135 if (Position != Vector3.Zero)
128 { 136 {
129 if (ForGroup) 137 if (ForGroup)
@@ -139,17 +147,34 @@ namespace OpenSim.Region.Framework.Scenes
139 147
140 if (Scale != Vector3.Zero) 148 if (Scale != Vector3.Zero)
141 { 149 {
150 if (!physbuilding && part.PhysActor != null)
151 {
152 part.PhysActor.Building = true;
153 physbuilding = true;
154 }
155
142 if (ForGroup) 156 if (ForGroup)
143 part.ParentGroup.GroupResize(Scale); 157 part.ParentGroup.GroupResize(Scale);
144 else 158 else
145 part.Resize(Scale); 159 part.Resize(Scale);
146 } 160 }
161
162 if (physbuilding)
163 part.PhysActor.Building = false;
164
147 part.ParentGroup.ScheduleGroupForTerseUpdate(); 165 part.ParentGroup.ScheduleGroupForTerseUpdate();
148 } 166 }
149 else 167 else
150 { 168 {
151 if (ForGroup) // trap for group since seems parts can't do it 169 if (ForGroup) // trap for group since seems parts can't do it
152 return; 170 return;
171
172 // changing a part invalidates entire object physical rep
173 if (part.ParentGroup != null && part.ParentGroup.RootPart != null && part.ParentGroup.RootPart.PhysActor != null)
174 {
175 part.ParentGroup.RootPart.PhysActor.Building = true;
176 physbuilding = true;
177 }
153 178
154 // Note: Updating these properties on sop automatically schedules an update if needed 179 // Note: Updating these properties on sop automatically schedules an update if needed
155 part.OffsetPosition = Position; 180 part.OffsetPosition = Position;
@@ -158,12 +183,98 @@ namespace OpenSim.Region.Framework.Scenes
158 { 183 {
159 part.Resize(Scale); 184 part.Resize(Scale);
160 } 185 }
186
187 if (physbuilding)
188 part.ParentGroup.RootPart.PhysActor.Building = false;
189 }
190
191 part.Undoing = false;
192 }
193 }
194*/
195 public class UndoState
196 {
197 public ObjectChangeData data;
198 /// <summary>
199 /// Constructor.
200 /// </summary>
201 /// <param name="part"></param>
202 /// <param name="forGroup">True if the undo is for an entire group</param>
203 /// only for root parts ????
204 public UndoState(SceneObjectPart part, ObjectChangeWhat what)
205 {
206 data = new ObjectChangeData();
207
208 data.what = what;
209
210 if (part.ParentGroup.RootPart == part)
211 {
212 if ((what & ObjectChangeWhat.Position) != 0)
213 data.position = part.ParentGroup.AbsolutePosition;
214 if ((what & ObjectChangeWhat.Rotation) != 0)
215 data.rotation = part.RotationOffset;
216 if ((what & ObjectChangeWhat.Scale) != 0)
217 data.scale = part.Shape.Scale;
218 }
219 else
220 {
221 if ((what & ObjectChangeWhat.Position) != 0)
222 data.position = part.OffsetPosition;
223 if ((what & ObjectChangeWhat.Rotation) != 0)
224 data.rotation = part.RotationOffset;
225 if ((what & ObjectChangeWhat.Scale) != 0)
226 data.scale = part.Shape.Scale;
227 }
228 }
229
230 /// <summary>
231 /// Compare the relevant state in the given part to this state.
232 /// </summary>
233 /// <param name="part"></param>
234 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
235 public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
236 {
237 if (data.what != what) // if diferent targets, then they are diferent
238 return false;
239
240 if (part != null)
241 {
242 if (part.ParentID == 0)
243 {
244 if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
245 return false;
246 }
247 else
248 {
249 if ((what & ObjectChangeWhat.Position) != 0 && data.position != part.OffsetPosition)
250 return false;
251 }
252
253 if ((what & ObjectChangeWhat.Rotation) != 0 && data.rotation != part.RotationOffset)
254 return false;
255 if ((what & ObjectChangeWhat.Rotation) != 0 && data.scale == part.Shape.Scale)
256 return false;
257 return true;
258
161 } 259 }
260 return false;
261 }
162 262
263 public void PlayState(SceneObjectPart part)
264 {
265 part.Undoing = true;
266
267 SceneObjectGroup grp = part.ParentGroup;
268
269 if (grp != null)
270 {
271 grp.doChangeObject(part, data);
272 }
163 part.Undoing = false; 273 part.Undoing = false;
164 } 274 }
165 } 275 }
166 276
277
167 public class LandUndoState 278 public class LandUndoState
168 { 279 {
169 public ITerrainModule m_terrainModule; 280 public ITerrainModule m_terrainModule;