270 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C#
		
	
	
			
		
		
	
	
			270 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C#
		
	
	
| /*
 | |
|  * 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 != null)
 | |
|             {
 | |
|                 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
 | |
|                 {
 | |
| //                    m_log.DebugFormat(
 | |
| //                        "[UNDO STATE]: Storing undo position {0} for child part", part.OffsetPosition);
 | |
|                     Position = part.OffsetPosition;
 | |
| 
 | |
| //                    m_log.DebugFormat(
 | |
| //                        "[UNDO STATE]: Storing undo rotation {0} for child part", part.RotationOffset);
 | |
|                     Rotation = part.RotationOffset;
 | |
| 
 | |
| //                    m_log.DebugFormat(
 | |
| //                        "[UNDO STATE]: Storing undo scale {0} for child part", part.Shape.Scale);
 | |
|                     Scale = part.Shape.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)
 | |
|                 {
 | |
|                     if (Position == part.ParentGroup.AbsolutePosition
 | |
|                         && Rotation == part.RotationOffset
 | |
|                         && Scale == part.Shape.Scale)
 | |
|                         return true;
 | |
|                     else
 | |
|                         return false;
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     if (Position == part.OffsetPosition
 | |
|                         && Rotation == part.RotationOffset
 | |
|                         && Scale == part.Shape.Scale)
 | |
|                         return true;
 | |
|                     else
 | |
|                         return false;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             return false;
 | |
|         }
 | |
| 
 | |
|         public void PlaybackState(SceneObjectPart part)
 | |
|         {
 | |
|             if (part != null)
 | |
|             {
 | |
|                 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.OffsetPosition = Position;
 | |
|                     }
 | |
| 
 | |
|                     m_log.DebugFormat(
 | |
|                         "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
 | |
|                         part.RotationOffset, Rotation, part.Name, part.LocalId);
 | |
| 
 | |
|                     part.UpdateRotation(Rotation);
 | |
|                     //part.RotationOffset = 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
 | |
|                 {
 | |
|                     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.ScheduleTerseUpdate();
 | |
|                 }
 | |
| 
 | |
|                 part.Undoing = false;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         public void PlayfwdState(SceneObjectPart part)
 | |
|         {
 | |
|             if (part != null)
 | |
|             {
 | |
|                 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
 | |
|                 {
 | |
|                     if (Position != Vector3.Zero)
 | |
|                         part.OffsetPosition = Position;
 | |
| 
 | |
|                     if (Rotation != Quaternion.Identity)
 | |
|                         part.UpdateRotation(Rotation);
 | |
| 
 | |
|                     if (Scale != Vector3.Zero)
 | |
|                         part.Resize(Scale);
 | |
| 
 | |
|                     part.ScheduleTerseUpdate();
 | |
|                 }
 | |
| 
 | |
|                 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)
 | |
|         {
 | |
|             if (m_terrainChannel != terrainChannel)
 | |
|                 return false;
 | |
|             else
 | |
|                 return false;
 | |
|         }
 | |
| 
 | |
|         public void PlaybackState()
 | |
|         {
 | |
|             m_terrainModule.UndoTerrain(m_terrainChannel);
 | |
|         }
 | |
|     }
 | |
| } |