OpenSimMirror/OpenSim/Region/Framework/Scenes/UndoState.cs

249 lines
9.9 KiB
C#

/*
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* 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:
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* 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
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*/
using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces;
using System;
namespace OpenSim.Region.Framework.Scenes
{
[Flags]
public enum UndoType
{
STATE_PRIM_POSITION = 1,
STATE_PRIM_ROTATION = 2,
STATE_PRIM_SCALE = 4,
STATE_PRIM_ALL = 7,
STATE_GROUP_POSITION = 8,
STATE_GROUP_ROTATION = 16,
STATE_GROUP_SCALE = 32,
STATE_GROUP_ALL = 56,
STATE_ALL = 63
}
public class UndoState
{
public Vector3 Position = Vector3.Zero;
public Vector3 Scale = Vector3.Zero;
public Quaternion Rotation = Quaternion.Identity;
public Vector3 GroupPosition = Vector3.Zero;
public Quaternion GroupRotation = Quaternion.Identity;
public Vector3 GroupScale = Vector3.Zero;
public DateTime LastUpdated = DateTime.Now;
public UndoType Type;
public UndoState(SceneObjectPart part, UndoType type)
{
Type = type;
if (part != null)
{
if (part.ParentID == 0)
{
GroupScale = part.ParentGroup.RootPart.Shape.Scale;
//FUBAR WARNING: Do NOT get the group's absoluteposition here
//or you'll experience a loop and/or a stack issue
GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
GroupRotation = part.ParentGroup.GroupRotation;
Position = part.ParentGroup.RootPart.AbsolutePosition;
Rotation = part.RotationOffset;
Scale = part.Shape.Scale;
LastUpdated = DateTime.Now;
}
else
{
GroupScale = part.Shape.Scale;
//FUBAR WARNING: Do NOT get the group's absoluteposition here
//or you'll experience a loop and/or a stack issue
GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
GroupRotation = part.ParentGroup.Rotation;
Position = part.OffsetPosition;
Rotation = part.RotationOffset;
Scale = part.Shape.Scale;
LastUpdated = DateTime.Now;
}
}
}
public void Merge(UndoState last)
{
if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
{
GroupPosition = last.GroupPosition;
Position = last.Position;
}
if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
{
GroupScale = last.GroupScale;
Scale = last.Scale;
}
if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
{
GroupRotation = last.GroupRotation;
Rotation = last.Rotation;
}
if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
{
Position = last.Position;
}
if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
{
Scale = last.Scale;
}
if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
{
Rotation = last.Rotation;
}
Type = Type | last.Type;
}
public bool Compare(UndoState undo)
{
if (undo == null || Position == null) return false;
if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
{
return true;
}
else
{
return false;
}
}
public bool Compare(SceneObjectPart part)
{
if (part != null)
{
if (part.ParentID == 0)
{
if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
return true;
else
return false;
}
else
{
if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
return true;
else
return false;
}
}
return false;
}
private void RestoreState(SceneObjectPart part)
{
bool GroupChange = false;
if ((Type & UndoType.STATE_GROUP_POSITION) != 0
|| (Type & UndoType.STATE_GROUP_ROTATION) != 0
|| (Type & UndoType.STATE_GROUP_SCALE) != 0)
{
GroupChange = true;
}
if (part != null)
{
part.Undoing = true;
if (part.ParentID == 0 && GroupChange == false)
{
if (Position != Vector3.Zero)
part.ParentGroup.AbsolutePosition = Position;
part.RotationOffset = Rotation;
if (Scale != Vector3.Zero)
part.Resize(Scale);
part.ParentGroup.ScheduleGroupForTerseUpdate();
}
else
{
if (GroupChange)
{
part.ParentGroup.RootPart.Undoing = true;
if (GroupPosition != Vector3.Zero)
{
//Calculate the scale...
Vector3 gs = part.Shape.Scale;
float scale = GroupScale.Z / gs.Z;
//Scale first since it can affect our position
part.ParentGroup.GroupResize(gs * scale, part.LocalId);
part.ParentGroup.AbsolutePosition = GroupPosition;
part.ParentGroup.UpdateGroupRotationR(GroupRotation);
}
part.ParentGroup.RootPart.Undoing = false;
}
else
{
if (Position != Vector3.Zero) //We can use this for all the updates since all are set
{
part.OffsetPosition = Position;
part.UpdateRotation(Rotation);
part.Resize(Scale); part.ScheduleTerseUpdate();
}
}
}
part.Undoing = false;
}
}
public void PlaybackState(SceneObjectPart part)
{
RestoreState(part);
}
public void PlayfwdState(SceneObjectPart part)
{
RestoreState(part);
}
}
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);
}
}
}