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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Reflection;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Region.Framework.Interfaces;
- namespace OpenSim.Region.Framework.Scenes
- {
- public class UndoState
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public Vector3 Position = Vector3.Zero;
- public Vector3 Scale = Vector3.Zero;
- public Quaternion Rotation = Quaternion.Identity;
- /// <summary>
- /// Is this undo state for an entire group?
- /// </summary>
- public bool ForGroup;
- /// <summary>
- /// Constructor.
- /// </summary>
- /// <param name="part"></param>
- /// <param name="forGroup">True if the undo is for an entire group</param>
- public UndoState(SceneObjectPart part, bool forGroup)
- {
- if (part.ParentID == 0)
- {
- ForGroup = forGroup;
- // if (ForGroup)
- Position = part.ParentGroup.AbsolutePosition;
- // else
- // Position = part.OffsetPosition;
- // m_log.DebugFormat(
- // "[UNDO STATE]: Storing undo position {0} for root part", Position);
- Rotation = part.RotationOffset;
- // m_log.DebugFormat(
- // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
- Scale = part.Shape.Scale;
- // m_log.DebugFormat(
- // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
- }
- else
- {
- Position = part.OffsetPosition;
- // m_log.DebugFormat(
- // "[UNDO STATE]: Storing undo position {0} for child part", Position);
- Rotation = part.RotationOffset;
- // m_log.DebugFormat(
- // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
- Scale = part.Shape.Scale;
- // m_log.DebugFormat(
- // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
- }
- }
- /// <summary>
- /// Compare the relevant state in the given part to this state.
- /// </summary>
- /// <param name="part"></param>
- /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
- public bool Compare(SceneObjectPart part)
- {
- if (part != null)
- {
- if (part.ParentID == 0)
- return
- Position == part.ParentGroup.AbsolutePosition
- && Rotation == part.RotationOffset
- && Scale == part.Shape.Scale;
- else
- return
- Position == part.OffsetPosition
- && Rotation == part.RotationOffset
- && Scale == part.Shape.Scale;
- }
- return false;
- }
- public void PlaybackState(SceneObjectPart part)
- {
- part.Undoing = true;
- if (part.ParentID == 0)
- {
- // m_log.DebugFormat(
- // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
- // Position, part.Name, part.LocalId);
- if (Position != Vector3.Zero)
- {
- if (ForGroup)
- part.ParentGroup.AbsolutePosition = Position;
- else
- part.ParentGroup.UpdateRootPosition(Position);
- }
- // m_log.DebugFormat(
- // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
- // part.RotationOffset, Rotation, part.Name, part.LocalId);
- if (ForGroup)
- part.UpdateRotation(Rotation);
- else
- part.ParentGroup.UpdateRootRotation(Rotation);
- if (Scale != Vector3.Zero)
- {
- // m_log.DebugFormat(
- // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
- // part.Shape.Scale, Scale, part.Name, part.LocalId);
- if (ForGroup)
- part.ParentGroup.GroupResize(Scale);
- else
- part.Resize(Scale);
- }
- part.ParentGroup.ScheduleGroupForTerseUpdate();
- }
- else
- {
- // Note: Updating these properties on sop automatically schedules an update if needed
- if (Position != Vector3.Zero)
- {
- // m_log.DebugFormat(
- // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
- // part.OffsetPosition, Position, part.Name, part.LocalId);
- part.OffsetPosition = Position;
- }
- // m_log.DebugFormat(
- // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
- // part.RotationOffset, Rotation, part.Name, part.LocalId);
- part.UpdateRotation(Rotation);
- if (Scale != Vector3.Zero)
- {
- // m_log.DebugFormat(
- // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
- // part.Shape.Scale, Scale, part.Name, part.LocalId);
- part.Resize(Scale);
- }
- }
- part.Undoing = false;
- }
- public void PlayfwdState(SceneObjectPart part)
- {
- part.Undoing = true;
- if (part.ParentID == 0)
- {
- if (Position != Vector3.Zero)
- part.ParentGroup.AbsolutePosition = Position;
- if (Rotation != Quaternion.Identity)
- part.UpdateRotation(Rotation);
- if (Scale != Vector3.Zero)
- {
- if (ForGroup)
- part.ParentGroup.GroupResize(Scale);
- else
- part.Resize(Scale);
- }
- part.ParentGroup.ScheduleGroupForTerseUpdate();
- }
- else
- {
- // Note: Updating these properties on sop automatically schedules an update if needed
- if (Position != Vector3.Zero)
- part.OffsetPosition = Position;
- if (Rotation != Quaternion.Identity)
- part.UpdateRotation(Rotation);
- if (Scale != Vector3.Zero)
- part.Resize(Scale);
- }
- part.Undoing = false;
- }
- }
- public class LandUndoState
- {
- public ITerrainModule m_terrainModule;
- public ITerrainChannel m_terrainChannel;
- public LandUndoState(ITerrainModule terrainModule, ITerrainChannel terrainChannel)
- {
- m_terrainModule = terrainModule;
- m_terrainChannel = terrainChannel;
- }
- public bool Compare(ITerrainChannel terrainChannel)
- {
- return m_terrainChannel == terrainChannel;
- }
- public void PlaybackState()
- {
- m_terrainModule.UndoTerrain(m_terrainChannel);
- }
- }
- }
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