/* * 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 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 { 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; public UndoState(SceneObjectPart part, UndoType type) { Type = type; if (part != null) { if (part.ParentID == 0) { 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; Rotation = part.RotationOffset; Scale = part.Shape.Scale; LastUpdated = DateTime.Now; } else { GroupScale = part.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.Rotation; Position = part.OffsetPosition; Rotation = part.RotationOffset; Scale = part.Shape.Scale; LastUpdated = DateTime.Now; } } } 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; } } public bool Compare(SceneObjectPart part) { if (part != null) { if (part.ParentID == 0) { if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale) return true; else return false; } else { if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale) return true; else return false; } } return false; } private void RestoreState(SceneObjectPart part) { bool GroupChange = false; if ((Type & UndoType.STATE_GROUP_POSITION) != 0 || (Type & UndoType.STATE_GROUP_ROTATION) != 0 || (Type & UndoType.STATE_GROUP_SCALE) != 0) { GroupChange = true; } if (part != null) { part.Undoing = true; if (part.ParentID == 0 && GroupChange == false) { if (Position != Vector3.Zero) part.ParentGroup.AbsolutePosition = Position; part.RotationOffset = Rotation; if (Scale != Vector3.Zero) part.Resize(Scale); part.ParentGroup.ScheduleGroupForTerseUpdate(); } else { if (GroupChange) { part.ParentGroup.RootPart.Undoing = true; if (GroupPosition != Vector3.Zero) { //Calculate the scale... Vector3 gs = part.Shape.Scale; float scale = GroupScale.Z / gs.Z; //Scale first since it can affect our position part.ParentGroup.GroupResize(gs * scale, part.LocalId); part.ParentGroup.AbsolutePosition = GroupPosition; part.ParentGroup.UpdateGroupRotationR(GroupRotation); } part.ParentGroup.RootPart.Undoing = false; } else { if (Position != Vector3.Zero) //We can use this for all the updates since all are set { part.OffsetPosition = Position; part.UpdateRotation(Rotation); part.Resize(Scale); part.ScheduleTerseUpdate(); } } } part.Undoing = false; } } public void PlaybackState(SceneObjectPart part) { RestoreState(part); } public void PlayfwdState(SceneObjectPart part) { RestoreState(part); } } 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); } } }