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/*
* Copyright (c) Contributors, 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 OpenSimulator 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;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using Animation = OpenSim.Framework.Animation;
namespace OpenSim.Region.Framework.Scenes.Animation
{
[Serializable]
public class AnimationSet
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation();
private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>();
public OpenSim.Framework.Animation DefaultAnimation
{
get { return m_defaultAnimation; }
}
public AnimationSet()
{
ResetDefaultAnimation();
}
public bool HasAnimation(UUID animID)
{
if (m_defaultAnimation.AnimID == animID)
return true;
for (int i = 0; i < m_animations.Count; ++i)
{
if (m_animations[i].AnimID == animID)
return true;
}
return false;
}
public bool Add(UUID animID, int sequenceNum, UUID objectID)
{
lock (m_animations)
{
if (!HasAnimation(animID))
{
m_animations.Add(new OpenSim.Framework.Animation(animID, sequenceNum, objectID));
return true;
}
}
return false;
}
public bool Remove(UUID animID)
{
lock (m_animations)
{
if (m_defaultAnimation.AnimID == animID)
{
ResetDefaultAnimation();
}
else if (HasAnimation(animID))
{
for (int i = 0; i < m_animations.Count; i++)
{
if (m_animations[i].AnimID == animID)
{
m_animations.RemoveAt(i);
return true;
}
}
}
}
return false;
}
public void Clear()
{
ResetDefaultAnimation();
m_animations.Clear();
}
/// <summary>
/// The default animation is reserved for "main" animations
/// that are mutually exclusive, e.g. flying and sitting.
/// </summary>
public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
{
if (m_defaultAnimation.AnimID != animID)
{
m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID);
return true;
}
return false;
}
protected bool ResetDefaultAnimation()
{
return TrySetDefaultAnimation("STAND", 1, UUID.Zero);
}
/// <summary>
/// Set the animation as the default animation if it's known
/// </summary>
public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID)
{
// m_log.DebugFormat(
// "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}",
// anim, sequenceNum, objectID);
if (AvatarAnimations.AnimsUUID.ContainsKey(anim))
{
return SetDefaultAnimation(AvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
}
return false;
}
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
{
lock (m_animations)
{
animIDs = new UUID[m_animations.Count + 1];
sequenceNums = new int[m_animations.Count + 1];
objectIDs = new UUID[m_animations.Count + 1];
animIDs[0] = m_defaultAnimation.AnimID;
sequenceNums[0] = m_defaultAnimation.SequenceNum;
objectIDs[0] = m_defaultAnimation.ObjectID;
for (int i = 0; i < m_animations.Count; ++i)
{
animIDs[i + 1] = m_animations[i].AnimID;
sequenceNums[i + 1] = m_animations[i].SequenceNum;
objectIDs[i + 1] = m_animations[i].ObjectID;
}
}
}
public OpenSim.Framework.Animation[] ToArray()
{
OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count];
uint i = 0;
try
{
foreach (OpenSim.Framework.Animation anim in m_animations)
theArray[i++] = anim;
}
catch
{
/* S%^t happens. Ignore. */
}
return theArray;
}
public void FromArray(OpenSim.Framework.Animation[] theArray)
{
foreach (OpenSim.Framework.Animation anim in theArray)
m_animations.Add(anim);
}
}
}
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