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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs | 185 |
1 files changed, 185 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs new file mode 100644 index 0000000..9176d3d --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs | |||
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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 OpenSimulator 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 OpenSim.Framework; | ||
31 | using OpenMetaverse; | ||
32 | |||
33 | using Animation = OpenSim.Framework.Animation; | ||
34 | |||
35 | namespace OpenSim.Region.Framework.Scenes.Animation | ||
36 | { | ||
37 | [Serializable] | ||
38 | public class AnimationSet | ||
39 | { | ||
40 | public static AvatarAnimations Animations = new AvatarAnimations(); | ||
41 | |||
42 | private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); | ||
43 | private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>(); | ||
44 | |||
45 | public OpenSim.Framework.Animation DefaultAnimation | ||
46 | { | ||
47 | get { return m_defaultAnimation; } | ||
48 | } | ||
49 | |||
50 | public AnimationSet() | ||
51 | { | ||
52 | ResetDefaultAnimation(); | ||
53 | } | ||
54 | |||
55 | public bool HasAnimation(UUID animID) | ||
56 | { | ||
57 | if (m_defaultAnimation.AnimID == animID) | ||
58 | return true; | ||
59 | |||
60 | for (int i = 0; i < m_animations.Count; ++i) | ||
61 | { | ||
62 | if (m_animations[i].AnimID == animID) | ||
63 | return true; | ||
64 | } | ||
65 | |||
66 | return false; | ||
67 | } | ||
68 | |||
69 | public bool Add(UUID animID, int sequenceNum, UUID objectID) | ||
70 | { | ||
71 | lock (m_animations) | ||
72 | { | ||
73 | if (!HasAnimation(animID)) | ||
74 | { | ||
75 | m_animations.Add(new OpenSim.Framework.Animation(animID, sequenceNum, objectID)); | ||
76 | return true; | ||
77 | } | ||
78 | } | ||
79 | return false; | ||
80 | } | ||
81 | |||
82 | public bool Remove(UUID animID) | ||
83 | { | ||
84 | lock (m_animations) | ||
85 | { | ||
86 | if (m_defaultAnimation.AnimID == animID) | ||
87 | { | ||
88 | ResetDefaultAnimation(); | ||
89 | } | ||
90 | else if (HasAnimation(animID)) | ||
91 | { | ||
92 | for (int i = 0; i < m_animations.Count; i++) | ||
93 | { | ||
94 | if (m_animations[i].AnimID == animID) | ||
95 | { | ||
96 | m_animations.RemoveAt(i); | ||
97 | return true; | ||
98 | } | ||
99 | } | ||
100 | } | ||
101 | } | ||
102 | return false; | ||
103 | } | ||
104 | |||
105 | public void Clear() | ||
106 | { | ||
107 | ResetDefaultAnimation(); | ||
108 | m_animations.Clear(); | ||
109 | } | ||
110 | |||
111 | /// <summary> | ||
112 | /// The default animation is reserved for "main" animations | ||
113 | /// that are mutually exclusive, e.g. flying and sitting. | ||
114 | /// </summary> | ||
115 | public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID) | ||
116 | { | ||
117 | if (m_defaultAnimation.AnimID != animID) | ||
118 | { | ||
119 | m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID); | ||
120 | return true; | ||
121 | } | ||
122 | return false; | ||
123 | } | ||
124 | |||
125 | protected bool ResetDefaultAnimation() | ||
126 | { | ||
127 | return TrySetDefaultAnimation("STAND", 1, UUID.Zero); | ||
128 | } | ||
129 | |||
130 | /// <summary> | ||
131 | /// Set the animation as the default animation if it's known | ||
132 | /// </summary> | ||
133 | public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID) | ||
134 | { | ||
135 | if (Animations.AnimsUUID.ContainsKey(anim)) | ||
136 | { | ||
137 | return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum, objectID); | ||
138 | } | ||
139 | return false; | ||
140 | } | ||
141 | |||
142 | public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs) | ||
143 | { | ||
144 | lock (m_animations) | ||
145 | { | ||
146 | animIDs = new UUID[m_animations.Count + 1]; | ||
147 | sequenceNums = new int[m_animations.Count + 1]; | ||
148 | objectIDs = new UUID[m_animations.Count + 1]; | ||
149 | |||
150 | animIDs[0] = m_defaultAnimation.AnimID; | ||
151 | sequenceNums[0] = m_defaultAnimation.SequenceNum; | ||
152 | objectIDs[0] = m_defaultAnimation.ObjectID; | ||
153 | |||
154 | for (int i = 0; i < m_animations.Count; ++i) | ||
155 | { | ||
156 | animIDs[i + 1] = m_animations[i].AnimID; | ||
157 | sequenceNums[i + 1] = m_animations[i].SequenceNum; | ||
158 | objectIDs[i + 1] = m_animations[i].ObjectID; | ||
159 | } | ||
160 | } | ||
161 | } | ||
162 | |||
163 | public OpenSim.Framework.Animation[] ToArray() | ||
164 | { | ||
165 | OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count]; | ||
166 | uint i = 0; | ||
167 | try | ||
168 | { | ||
169 | foreach (OpenSim.Framework.Animation anim in m_animations) | ||
170 | theArray[i++] = anim; | ||
171 | } | ||
172 | catch | ||
173 | { | ||
174 | /* S%^t happens. Ignore. */ | ||
175 | } | ||
176 | return theArray; | ||
177 | } | ||
178 | |||
179 | public void FromArray(OpenSim.Framework.Animation[] theArray) | ||
180 | { | ||
181 | foreach (OpenSim.Framework.Animation anim in theArray) | ||
182 | m_animations.Add(anim); | ||
183 | } | ||
184 | } | ||
185 | } | ||