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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
28using System;
29using System.Collections.Generic;
30using libsecondlife;
31
32namespace 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}