/Aurora/Framework/SceneInfo/UndoState.cs
https://bitbucket.org/VirtualReality/software-testing · C# · 223 lines · 181 code · 16 blank · 26 comment · 50 complexity · a92df85b5274d0f5d981ef41801ca974 MD5 · raw file
- /*
- * Copyright (c) Contributors, http://aurora-sim.org/, 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 Aurora-Sim 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.Linq;
- using Aurora.Framework.Modules;
- using Aurora.Framework.PresenceInfo;
- using OpenMetaverse;
-
- namespace Aurora.Framework.SceneInfo
- {
- public class UndoState
- {
- public Vector3 Position = Vector3.Zero;
- public Quaternion Rotation = Quaternion.Identity;
- public Vector3 Scale = Vector3.Zero;
-
- public UndoState(ISceneChildEntity part)
- {
- if (part != null)
- {
- if (part.UUID == part.ParentEntity.UUID)
- {
- Position = part.ParentEntity.AbsolutePosition;
- Rotation = part.GetRotationOffset();
- Scale = part.Shape.Scale;
- }
- else
- {
- Position = part.OffsetPosition;
- Rotation = part.GetRotationOffset();
- Scale = part.Shape.Scale;
- }
- }
- }
-
- public bool Compare(ISceneChildEntity part)
- {
- if (part != null)
- {
- if (part.UUID == part.ParentEntity.UUID)
- {
- if (Position == part.AbsolutePosition && Rotation == part.GetRotationOffset() &&
- Scale == part.Shape.Scale)
- return true;
- else
- return false;
- }
- else
- {
- if (Position == part.OffsetPosition && Rotation == part.GetRotationOffset() &&
- Scale == part.Shape.Scale)
- return true;
- else
- return false;
- }
- }
- return false;
- }
-
- public void PlaybackState(ISceneChildEntity part)
- {
- if (part != null)
- {
- part.Undoing = true;
-
- bool ChangedScale = false;
- bool ChangedRot = false;
- bool ChangedPos = false;
-
- if (part.UUID == part.ParentEntity.UUID)
- {
- if (Position != Vector3.Zero)
- {
- ChangedPos = true;
- part.ParentEntity.AbsolutePosition = Position;
- }
- ChangedRot = true;
- part.SetRotationOffset(true, Rotation, true);
- if (Scale != Vector3.Zero)
- {
- ChangedScale = true;
- part.Scale = Scale;
- }
-
- foreach (
- ISceneChildEntity child in
- part.ParentEntity.ChildrenEntities().Where(child => child.UUID != part.UUID))
- {
- child.Undo(); //No updates here, child undo will do it on their own
- }
- }
- else
- {
- if (Position != Vector3.Zero)
- {
- ChangedPos = true;
- part.FixOffsetPosition(Position, false);
- }
- ChangedRot = true;
- part.UpdateRotation(Rotation);
- if (Scale != Vector3.Zero)
- {
- ChangedScale = true;
- part.Resize(Scale);
- }
- }
- part.Undoing = false;
- part.ScheduleUpdate((ChangedScale ? PrimUpdateFlags.Shape : PrimUpdateFlags.None) |
- (ChangedPos ? PrimUpdateFlags.Position : PrimUpdateFlags.None) |
- (ChangedRot ? PrimUpdateFlags.Rotation : PrimUpdateFlags.None));
- }
- }
-
- public void PlayfwdState(ISceneChildEntity part)
- {
- if (part != null)
- {
- bool ChangedScale = false;
- bool ChangedRot = false;
- bool ChangedPos = false;
- part.Undoing = true;
-
- if (part.UUID == part.ParentEntity.UUID)
- {
- if (Position != Vector3.Zero)
- {
- ChangedPos = true;
- part.ParentEntity.AbsolutePosition = Position;
- }
- if (Rotation != Quaternion.Identity)
- {
- ChangedRot = true;
- part.UpdateRotation(Rotation);
- }
- if (Scale != Vector3.Zero)
- {
- ChangedScale = true;
- part.Resize(Scale);
- }
-
- foreach (
- ISceneChildEntity child in
- part.ParentEntity.ChildrenEntities().Where(child => child.UUID != part.UUID))
- {
- child.Redo(); //No updates here, child redo will do it on their own
- }
- }
- else
- {
- if (Position != Vector3.Zero)
- {
- ChangedPos = true;
- part.FixOffsetPosition(Position, false);
- }
- if (Rotation != Quaternion.Identity)
- {
- ChangedRot = true;
- part.ParentEntity.Rotation = (Rotation);
- }
- if (Scale != Vector3.Zero)
- {
- ChangedScale = true;
- part.Resize(Scale);
- }
- }
-
- part.ScheduleUpdate((ChangedScale ? PrimUpdateFlags.Shape : PrimUpdateFlags.None) |
- (ChangedPos ? PrimUpdateFlags.Position : PrimUpdateFlags.None) |
- (ChangedRot ? PrimUpdateFlags.Rotation : PrimUpdateFlags.None));
- part.Undoing = false;
- }
- }
- }
-
- public class LandUndoState
- {
- public ITerrainChannel m_terrainChannel;
- public ITerrainModule m_terrainModule;
-
- 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);
- }
- }
- }