195 lines
6.9 KiB
C#
195 lines
6.9 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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using System;
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namespace OpenSim.Region.Framework.Scenes
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{
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[Flags]
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public enum UndoType
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{
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STATE_PRIM_POSITION = 1,
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STATE_PRIM_ROTATION = 2,
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STATE_PRIM_SCALE = 4,
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STATE_PRIM_ALL = 7,
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STATE_GROUP_POSITION = 8,
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STATE_GROUP_ROTATION = 16,
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STATE_GROUP_SCALE = 32,
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STATE_GROUP_ALL = 56,
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STATE_ALL = 63
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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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/// only for root parts ????
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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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Position = part.ParentGroup.AbsolutePosition;
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Rotation = part.RotationOffset;
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if (!forGroup)
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Scale = part.Shape.Scale;
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else
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Scale = Vector3.Zero; // until we fix it
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}
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else
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{
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ForGroup = false; // previus code implies only root parts can undo grp
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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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}
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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, bool forgrp)
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{
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if (ForGroup != forgrp) // if diferent targets, then they are diferent
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return false;
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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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// root part
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// grp position is same as part
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if (Position != part.ParentGroup.AbsolutePosition)
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return false;
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if (Rotation != part.RotationOffset)
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return false;
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if (ForGroup)
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return true; // for now don't do grp scale
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return (Scale == part.Shape.Scale);
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}
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else
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{
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return (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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}
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return false;
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}
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public void PlayState(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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{
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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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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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// if (ForGroup)
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// part.ParentGroup.GroupResize(Scale);
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// else
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if (!ForGroup) // we don't have grp scale for now
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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 (ForGroup) // trap for group since seems parts can't do it
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return;
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// Note: Updating these properties on sop automatically schedules an update if needed
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part.OffsetPosition = Position;
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part.UpdateRotation(Rotation);
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if (Scale != Vector3.Zero)
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{
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part.Resize(Scale);
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}
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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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}
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