/* * 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.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 { Position = part.OffsetPosition; // m_log.DebugFormat( // "[UNDO STATE]: Storing undo position {0} for child part", Position); Rotation = part.RotationOffset; // m_log.DebugFormat( // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); Scale = part.Shape.Scale; // m_log.DebugFormat( // "[UNDO STATE]: Storing undo scale {0} for child part", 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) return Position == part.ParentGroup.AbsolutePosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale; else return Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale; } return false; } public void PlaybackState(SceneObjectPart part) { 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.ParentGroup.UpdateRootPosition(Position); } // m_log.DebugFormat( // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", // part.RotationOffset, Rotation, part.Name, part.LocalId); if (ForGroup) part.UpdateRotation(Rotation); else part.ParentGroup.UpdateRootRotation(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 { // Note: Updating these properties on sop automatically schedules an update if needed 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.Undoing = false; } public void PlayfwdState(SceneObjectPart part) { 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 { // Note: Updating these properties on sop automatically schedules an update if needed if (Position != Vector3.Zero) part.OffsetPosition = Position; if (Rotation != Quaternion.Identity) part.UpdateRotation(Rotation); if (Scale != Vector3.Zero) part.Resize(Scale); } 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) { return m_terrainChannel == terrainChannel; } public void PlaybackState() { m_terrainModule.UndoTerrain(m_terrainChannel); } } }