UndoState.cs 3.9 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using OpenMetaverse;
  28. namespace OpenSim.Region.Framework.Scenes
  29. {
  30. public class UndoState
  31. {
  32. public Vector3 Position = Vector3.Zero;
  33. public Vector3 Scale = Vector3.Zero;
  34. public Quaternion Rotation = Quaternion.Identity;
  35. public UndoState(Vector3 pos, Quaternion rot, Vector3 scale)
  36. {
  37. Position = pos;
  38. Rotation = rot;
  39. Scale = scale;
  40. }
  41. public UndoState(SceneObjectPart part)
  42. {
  43. if (part != null)
  44. {
  45. if (part.ParentID == 0)
  46. {
  47. Position = part.AbsolutePosition;
  48. Rotation = part.RotationOffset;
  49. }
  50. else
  51. {
  52. Position = part.OffsetPosition;
  53. Rotation = part.RotationOffset;
  54. Scale = part.Shape.Scale;
  55. }
  56. }
  57. }
  58. public bool Compare(SceneObjectPart part)
  59. {
  60. if (part != null)
  61. {
  62. if (part.ParentID == 0)
  63. {
  64. if (Position == part.AbsolutePosition && Rotation == part.RotationOffset)
  65. return true;
  66. else
  67. return false;
  68. }
  69. else
  70. {
  71. if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale)
  72. return true;
  73. else
  74. return false;
  75. }
  76. }
  77. return false;
  78. }
  79. public void PlaybackState(SceneObjectPart part)
  80. {
  81. if (part != null)
  82. {
  83. part.Undoing = true;
  84. if (part.ParentID == 0)
  85. {
  86. part.ParentGroup.AbsolutePosition = Position;
  87. part.UpdateRotation(Rotation);
  88. part.ParentGroup.ScheduleGroupForTerseUpdate();
  89. }
  90. else
  91. {
  92. part.OffsetPosition = Position;
  93. part.UpdateRotation(Rotation);
  94. part.Resize(Scale);
  95. part.ScheduleTerseUpdate();
  96. }
  97. part.Undoing = false;
  98. }
  99. }
  100. public UndoState()
  101. {
  102. }
  103. }
  104. }