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* notice, this list of conditions and the following disclaimer in the
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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
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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;
///
/// 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);
}
}
}