clockwerk-opensim-stable – Blame information for rev 3
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Reflection; |
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30 | using log4net; |
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31 | using OpenMetaverse; |
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32 | using OpenSim.Region.Framework.Interfaces; |
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33 | |||
34 | namespace OpenSim.Region.Framework.Scenes |
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35 | { |
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36 | public class UndoState |
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37 | { |
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38 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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39 | |||
40 | public Vector3 Position = Vector3.Zero; |
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41 | public Vector3 Scale = Vector3.Zero; |
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42 | public Quaternion Rotation = Quaternion.Identity; |
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43 | |||
44 | /// <summary> |
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45 | /// Is this undo state for an entire group? |
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46 | /// </summary> |
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47 | public bool ForGroup; |
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48 | |||
49 | /// <summary> |
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50 | /// Constructor. |
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51 | /// </summary> |
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52 | /// <param name="part"></param> |
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53 | /// <param name="forGroup">True if the undo is for an entire group</param> |
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54 | public UndoState(SceneObjectPart part, bool forGroup) |
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55 | { |
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56 | if (part.ParentID == 0) |
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57 | { |
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58 | ForGroup = forGroup; |
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59 | |||
60 | // if (ForGroup) |
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61 | Position = part.ParentGroup.AbsolutePosition; |
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62 | // else |
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63 | // Position = part.OffsetPosition; |
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64 | |||
65 | // m_log.DebugFormat( |
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66 | // "[UNDO STATE]: Storing undo position {0} for root part", Position); |
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67 | |||
68 | Rotation = part.RotationOffset; |
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69 | |||
70 | // m_log.DebugFormat( |
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71 | // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); |
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72 | |||
73 | Scale = part.Shape.Scale; |
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74 | |||
75 | // m_log.DebugFormat( |
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76 | // "[UNDO STATE]: Storing undo scale {0} for root part", Scale); |
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77 | } |
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78 | else |
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79 | { |
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80 | Position = part.OffsetPosition; |
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81 | // m_log.DebugFormat( |
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82 | // "[UNDO STATE]: Storing undo position {0} for child part", Position); |
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83 | |||
84 | Rotation = part.RotationOffset; |
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85 | // m_log.DebugFormat( |
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86 | // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); |
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87 | |||
88 | Scale = part.Shape.Scale; |
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89 | // m_log.DebugFormat( |
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90 | // "[UNDO STATE]: Storing undo scale {0} for child part", Scale); |
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91 | } |
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92 | } |
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93 | |||
94 | /// <summary> |
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95 | /// Compare the relevant state in the given part to this state. |
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96 | /// </summary> |
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97 | /// <param name="part"></param> |
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98 | /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> |
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99 | public bool Compare(SceneObjectPart part) |
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100 | { |
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101 | if (part != null) |
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102 | { |
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103 | if (part.ParentID == 0) |
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104 | return |
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105 | Position == part.ParentGroup.AbsolutePosition |
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106 | && Rotation == part.RotationOffset |
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107 | && Scale == part.Shape.Scale; |
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108 | else |
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109 | return |
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110 | Position == part.OffsetPosition |
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111 | && Rotation == part.RotationOffset |
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112 | && Scale == part.Shape.Scale; |
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113 | } |
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114 | |||
115 | return false; |
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116 | } |
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117 | |||
118 | public void PlaybackState(SceneObjectPart part) |
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119 | { |
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120 | part.Undoing = true; |
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121 | |||
122 | if (part.ParentID == 0) |
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123 | { |
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124 | // m_log.DebugFormat( |
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125 | // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", |
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126 | // Position, part.Name, part.LocalId); |
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127 | |||
128 | if (Position != Vector3.Zero) |
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129 | { |
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130 | if (ForGroup) |
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131 | part.ParentGroup.AbsolutePosition = Position; |
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132 | else |
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133 | part.ParentGroup.UpdateRootPosition(Position); |
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134 | } |
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135 | |||
136 | // m_log.DebugFormat( |
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137 | // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", |
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138 | // part.RotationOffset, Rotation, part.Name, part.LocalId); |
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139 | |||
140 | if (ForGroup) |
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141 | part.UpdateRotation(Rotation); |
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142 | else |
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143 | part.ParentGroup.UpdateRootRotation(Rotation); |
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144 | |||
145 | if (Scale != Vector3.Zero) |
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146 | { |
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147 | // m_log.DebugFormat( |
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148 | // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", |
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149 | // part.Shape.Scale, Scale, part.Name, part.LocalId); |
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150 | |||
151 | if (ForGroup) |
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152 | part.ParentGroup.GroupResize(Scale); |
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153 | else |
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154 | part.Resize(Scale); |
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155 | } |
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156 | |||
157 | part.ParentGroup.ScheduleGroupForTerseUpdate(); |
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158 | } |
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159 | else |
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160 | { |
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161 | // Note: Updating these properties on sop automatically schedules an update if needed |
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162 | if (Position != Vector3.Zero) |
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163 | { |
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164 | // m_log.DebugFormat( |
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165 | // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", |
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166 | // part.OffsetPosition, Position, part.Name, part.LocalId); |
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167 | |||
168 | part.OffsetPosition = Position; |
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169 | } |
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170 | |||
171 | // m_log.DebugFormat( |
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172 | // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", |
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173 | // part.RotationOffset, Rotation, part.Name, part.LocalId); |
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174 | |||
175 | part.UpdateRotation(Rotation); |
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176 | |||
177 | if (Scale != Vector3.Zero) |
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178 | { |
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179 | // m_log.DebugFormat( |
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180 | // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", |
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181 | // part.Shape.Scale, Scale, part.Name, part.LocalId); |
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182 | |||
183 | part.Resize(Scale); |
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184 | } |
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185 | } |
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186 | |||
187 | part.Undoing = false; |
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188 | } |
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189 | |||
190 | public void PlayfwdState(SceneObjectPart part) |
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191 | { |
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192 | part.Undoing = true; |
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193 | |||
194 | if (part.ParentID == 0) |
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195 | { |
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196 | if (Position != Vector3.Zero) |
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197 | part.ParentGroup.AbsolutePosition = Position; |
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198 | |||
199 | if (Rotation != Quaternion.Identity) |
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200 | part.UpdateRotation(Rotation); |
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201 | |||
202 | if (Scale != Vector3.Zero) |
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203 | { |
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204 | if (ForGroup) |
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205 | part.ParentGroup.GroupResize(Scale); |
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206 | else |
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207 | part.Resize(Scale); |
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208 | } |
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209 | |||
210 | part.ParentGroup.ScheduleGroupForTerseUpdate(); |
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211 | } |
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212 | else |
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213 | { |
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214 | // Note: Updating these properties on sop automatically schedules an update if needed |
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215 | if (Position != Vector3.Zero) |
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216 | part.OffsetPosition = Position; |
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217 | |||
218 | if (Rotation != Quaternion.Identity) |
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219 | part.UpdateRotation(Rotation); |
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220 | |||
221 | if (Scale != Vector3.Zero) |
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222 | part.Resize(Scale); |
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223 | } |
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224 | |||
225 | part.Undoing = false; |
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226 | } |
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227 | } |
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228 | |||
229 | public class LandUndoState |
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230 | { |
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231 | public ITerrainModule m_terrainModule; |
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232 | public ITerrainChannel m_terrainChannel; |
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233 | |||
234 | public LandUndoState(ITerrainModule terrainModule, ITerrainChannel terrainChannel) |
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235 | { |
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236 | m_terrainModule = terrainModule; |
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237 | m_terrainChannel = terrainChannel; |
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238 | } |
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239 | |||
240 | public bool Compare(ITerrainChannel terrainChannel) |
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241 | { |
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242 | return m_terrainChannel == terrainChannel; |
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243 | } |
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244 | |||
245 | public void PlaybackState() |
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246 | { |
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247 | m_terrainModule.UndoTerrain(m_terrainChannel); |
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248 | } |
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249 | } |
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250 | } |