/* * 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; /// /// 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 != 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 { 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); } } } /// /// 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) { 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); 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) { 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); } } }