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authorDr Scofield2009-02-06 16:55:34 +0000
committerDr Scofield2009-02-06 16:55:34 +0000
commit9b66108081a8c8cf79faaa6c541554091c40850e (patch)
tree095a232ae5a9de3a9244bcd34da08294f61eeea5 /OpenSim/Region/Framework/Scenes/AnimationSet.cs
parent* removed superfluous constants class (diff)
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This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/AnimationSet.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/AnimationSet.cs155
1 files changed, 155 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/AnimationSet.cs
new file mode 100644
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+++ b/OpenSim/Region/Framework/Scenes/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 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}