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