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path: root/OpenSim/Region/Framework/Scenes/UndoState.cs
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/*
 * 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;

        /// <summary>
        /// Is this undo state for an entire group?
        /// </summary>
        public bool ForGroup;

        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="part"></param>
        /// <param name="forGroup">True if the undo is for an entire group</param>
        /// only for root parts ????
        public UndoState(SceneObjectPart part, bool forGroup)
        {
            if (part.ParentID == 0)
            {
                ForGroup = forGroup;
                Position = part.ParentGroup.AbsolutePosition;
                Rotation = part.RotationOffset;
                Scale = part.Shape.Scale;
            }
            else
            {
                ForGroup = false;  // only root parts can undo grp
                Position = part.OffsetPosition;
                Rotation = part.RotationOffset;
                Scale = part.Shape.Scale;
            }
        }

        /// <summary>
        /// Compare the relevant state in the given part to this state.
        /// </summary>
        /// <param name="part"></param>
        /// <returns>true if both the part's position, rotation and scale match those in this undo state.  False otherwise.</returns>
        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;
                    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
                        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);
        }
    }
}