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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
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* 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
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*/
using System;
using System.Reflection;
using log4net;
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
{
// 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;
public Vector3 GroupPosition = Vector3.Zero;
public Quaternion GroupRotation = Quaternion.Identity;
public Vector3 GroupScale = Vector3.Zero;
public DateTime LastUpdated = DateTime.Now;
public UndoType Type;
///
/// Is this undo state for an entire group?
///
public bool ForGroup;
///
/// Constructor.
///
///
/// True if the undo is for an entire group
public UndoState(SceneObjectPart part, bool forGroup)
{
if (part.ParentID == 0)
{
ForGroup = forGroup;
// if (ForGroup)
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;
// 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);
}
}
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;
}
}
///
/// Compare the relevant state in the given part to this state.
///
///
/// true if both the part's position, rotation and scale match those in this undo state. False otherwise.
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;
}
private void RestoreState(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
{
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)
{
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)
{
return m_terrainChannel == terrainChannel;
}
public void PlaybackState()
{
m_terrainModule.UndoTerrain(m_terrainChannel);
}
}
}