/* * 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; 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; /// /// Is this undo state for an entire group? /// public bool ForGroup; /// /// Constructor. /// /// /// True if the undo is for an entire group /// only for root parts ???? public UndoState(SceneObjectPart part, bool forGroup) { if (part.ParentID == 0) { ForGroup = forGroup; Position = part.ParentGroup.AbsolutePosition; Rotation = part.RotationOffset; if (!forGroup) Scale = part.Shape.Scale; else Scale = Vector3.Zero; // until we fix it } else { ForGroup = false; // previus code implies only root parts can undo grp Position = part.OffsetPosition; Rotation = part.RotationOffset; Scale = part.Shape.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, bool forgrp) { if (ForGroup != forgrp) // if diferent targets, then they are diferent return false; if (part != null) { if (part.ParentID == 0) { // root part // grp position is same as part if (Position != part.ParentGroup.AbsolutePosition) return false; if (Rotation != part.RotationOffset) return false; if (ForGroup) return true; // for now don't do grp scale return (Scale == part.Shape.Scale); } else { return (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale); } } return false; } public void PlayState(SceneObjectPart part) { part.Undoing = true; if (part.ParentID == 0) { if (Position != Vector3.Zero) { if (ForGroup) part.ParentGroup.AbsolutePosition = Position; else part.ParentGroup.UpdateRootPosition(Position); } if (ForGroup) part.UpdateRotation(Rotation); else part.ParentGroup.UpdateRootRotation(Rotation); if (Scale != Vector3.Zero) { // if (ForGroup) // part.ParentGroup.GroupResize(Scale); // else if (!ForGroup) // we don't have grp scale for now part.Resize(Scale); } part.ParentGroup.ScheduleGroupForTerseUpdate(); } else { if (ForGroup) // trap for group since seems parts can't do it return; // Note: Updating these properties on sop automatically schedules an update if needed part.OffsetPosition = Position; 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); } } }