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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 OpenMetaverse;
31
32namespace OpenSim.Region.Framework.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 Animation DefaultAnimation
42 {
43 get { return m_defaultAnimation; }
44 }
45 public AnimationSet()
46 {
47 ResetDefaultAnimation();
48 }
49
50 public bool HasAnimation(UUID animID)
51 {
52 if (m_defaultAnimation.AnimID == animID)
53 return true;
54
55 for (int i = 0; i < m_animations.Count; ++i)
56 {
57 if (m_animations[i].AnimID == animID)
58 return true;
59 }
60
61 return false;
62 }
63
64 public bool Add(UUID animID, int sequenceNum)
65 {
66 lock (m_animations)
67 {
68 if (!HasAnimation(animID))
69 {
70 m_animations.Add(new Animation(animID, sequenceNum));
71 return true;
72 }
73 }
74 return false;
75 }
76
77 public bool Remove(UUID animID)
78 {
79 lock (m_animations)
80 {
81 if (m_defaultAnimation.AnimID == animID)
82 {
83 ResetDefaultAnimation();
84 }
85 else if (HasAnimation(animID))
86 {
87 for (int i = 0; i < m_animations.Count; i++)
88 {
89 if (m_animations[i].AnimID == animID)
90 {
91 m_animations.RemoveAt(i);
92 return true;
93 }
94 }
95 }
96 }
97 return false;
98 }
99
100 public void Clear()
101 {
102 ResetDefaultAnimation();
103 m_animations.Clear();
104 }
105
106 /// <summary>
107 /// The default animation is reserved for "main" animations
108 /// that are mutually exclusive, e.g. flying and sitting.
109 /// </summary>
110 public bool SetDefaultAnimation(UUID animID, int sequenceNum)
111 {
112 if (m_defaultAnimation.AnimID != animID)
113 {
114 m_defaultAnimation = new Animation(animID, sequenceNum);
115 return true;
116 }
117 return false;
118 }
119
120 protected bool ResetDefaultAnimation()
121 {
122 return TrySetDefaultAnimation("STAND", 1);
123 }
124
125 /// <summary>
126 /// Set the animation as the default animation if it's known
127 /// </summary>
128 public bool TrySetDefaultAnimation(string anim, int sequenceNum)
129 {
130 if (Animations.AnimsUUID.ContainsKey(anim))
131 {
132 return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum);
133 }
134 return false;
135 }
136
137 public void GetArrays(out UUID[] animIDs, out int[] sequenceNums)
138 {
139 lock (m_animations)
140 {
141 animIDs = new UUID[m_animations.Count + 1];
142 sequenceNums = new int[m_animations.Count + 1];
143
144 animIDs[0] = m_defaultAnimation.AnimID;
145 sequenceNums[0] = m_defaultAnimation.SequenceNum;
146
147 for (int i = 0; i < m_animations.Count; ++i)
148 {
149 animIDs[i + 1] = m_animations[i].AnimID;
150 sequenceNums[i + 1] = m_animations[i].SequenceNum;
151 }
152 }
153 }
154 }
155}