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author | Jeff Ames | 2008-05-12 17:00:47 +0000 |
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committer | Jeff Ames | 2008-05-12 17:00:47 +0000 |
commit | dce5c470b682fc94a8f2d2fb4c0dc7c6f4d8b2eb (patch) | |
tree | 0ecdabeac816d1ab85d32ddcb62af243c9af7fa4 /OpenSim/Region/Environment/Scenes/AnimationSet.cs | |
parent | * If a region running in grid mode fails to login to the grid service, startu... (diff) | |
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Move animation handling from ScenePresence into its own class.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/AnimationSet.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/AnimationSet.cs | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/AnimationSet.cs b/OpenSim/Region/Environment/Scenes/AnimationSet.cs new file mode 100644 index 0000000..c485d30 --- /dev/null +++ b/OpenSim/Region/Environment/Scenes/AnimationSet.cs | |||
@@ -0,0 +1,151 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using libsecondlife; | ||
31 | |||
32 | namespace OpenSim.Region.Environment.Scenes | ||
33 | { | ||
34 | public class AnimationSet | ||
35 | { | ||
36 | public static AvatarAnimations Animations = new AvatarAnimations(); | ||
37 | |||
38 | private Animation m_defaultAnimation = new Animation(); | ||
39 | private List<Animation> m_animations = new List<Animation>(); | ||
40 | |||
41 | public AnimationSet() | ||
42 | { | ||
43 | ResetDefaultAnimation(); | ||
44 | } | ||
45 | |||
46 | public bool HasAnimation(LLUUID animID) | ||
47 | { | ||
48 | if (m_defaultAnimation.AnimID == animID) | ||
49 | return true; | ||
50 | |||
51 | for (int i = 0; i < m_animations.Count; ++i) | ||
52 | { | ||
53 | if (m_animations[i].AnimID == animID) | ||
54 | return true; | ||
55 | } | ||
56 | |||
57 | return false; | ||
58 | } | ||
59 | |||
60 | public bool Add(LLUUID animID, int sequenceNum) | ||
61 | { | ||
62 | lock (m_animations) | ||
63 | { | ||
64 | if (!HasAnimation(animID)) | ||
65 | { | ||
66 | m_animations.Add(new Animation(animID, sequenceNum)); | ||
67 | return true; | ||
68 | } | ||
69 | } | ||
70 | return false; | ||
71 | } | ||
72 | |||
73 | public bool Remove(LLUUID animID) | ||
74 | { | ||
75 | lock (m_animations) | ||
76 | { | ||
77 | if (m_defaultAnimation.AnimID == animID) | ||
78 | { | ||
79 | ResetDefaultAnimation(); | ||
80 | } | ||
81 | else if (HasAnimation(animID)) | ||
82 | { | ||
83 | for (int i = 0; i < m_animations.Count; i++) | ||
84 | { | ||
85 | if (m_animations[i].AnimID == animID) | ||
86 | { | ||
87 | m_animations.RemoveAt(i); | ||
88 | return true; | ||
89 | } | ||
90 | } | ||
91 | } | ||
92 | } | ||
93 | return false; | ||
94 | } | ||
95 | |||
96 | public void Clear() | ||
97 | { | ||
98 | ResetDefaultAnimation(); | ||
99 | m_animations.Clear(); | ||
100 | } | ||
101 | |||
102 | /// <summary> | ||
103 | /// The default animation is reserved for "main" animations | ||
104 | /// that are mutually exclusive, e.g. flying and sitting. | ||
105 | /// </summary> | ||
106 | public bool SetDefaultAnimation(LLUUID animID, int sequenceNum) | ||
107 | { | ||
108 | if (m_defaultAnimation.AnimID != animID) | ||
109 | { | ||
110 | m_defaultAnimation = new Animation(animID, sequenceNum); | ||
111 | return true; | ||
112 | } | ||
113 | return false; | ||
114 | } | ||
115 | |||
116 | protected bool ResetDefaultAnimation() | ||
117 | { | ||
118 | return TrySetDefaultAnimation("STAND", 1); | ||
119 | } | ||
120 | |||
121 | /// <summary> | ||
122 | /// Set the animation as the default animation if it's known | ||
123 | /// </summary> | ||
124 | public bool TrySetDefaultAnimation(string anim, int sequenceNum) | ||
125 | { | ||
126 | if (Animations.AnimsLLUUID.ContainsKey(anim)) | ||
127 | { | ||
128 | return SetDefaultAnimation(Animations.AnimsLLUUID[anim], sequenceNum); | ||
129 | } | ||
130 | return false; | ||
131 | } | ||
132 | |||
133 | public void GetArrays(out LLUUID[] animIDs, out int[] sequenceNums) | ||
134 | { | ||
135 | lock (m_animations) | ||
136 | { | ||
137 | animIDs = new LLUUID[m_animations.Count + 1]; | ||
138 | sequenceNums = new int[m_animations.Count + 1]; | ||
139 | |||
140 | animIDs[0] = m_defaultAnimation.AnimID; | ||
141 | sequenceNums[0] = m_defaultAnimation.SequenceNum; | ||
142 | |||
143 | for (int i = 0; i < m_animations.Count; ++i) | ||
144 | { | ||
145 | animIDs[i + 1] = m_animations[i].AnimID; | ||
146 | sequenceNums[i + 1] = m_animations[i].SequenceNum; | ||
147 | } | ||
148 | } | ||
149 | } | ||
150 | } | ||
151 | } | ||