From 48a175eff760e04f8096acd404058755d7c2919c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 30 May 2013 14:30:45 -0700 Subject: Add methods to Animation and AnimationSet for easier manipulation and display of groups of animations (Equal(), ToString(), FromOSDArray(), ...). No functional change to animations. --- .../Framework/Scenes/Animation/AnimationSet.cs | 110 +++++++++++++++++++++ .../Scenes/Animation/DefaultAvatarAnimations.cs | 26 +++++ 2 files changed, 136 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs index 66edfed..5dee64d 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs @@ -28,8 +28,11 @@ using System; using System.Collections.Generic; using System.Reflection; +using System.Text; using log4net; using OpenMetaverse; +using OpenMetaverse.StructuredData; + using OpenSim.Framework; using Animation = OpenSim.Framework.Animation; @@ -60,6 +63,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation ResetDefaultAnimation(); } + public AnimationSet(OSDArray pArray) + { + ResetDefaultAnimation(); + FromOSDArray(pArray); + } + public bool HasAnimation(UUID animID) { if (m_defaultAnimation.AnimID == animID) @@ -218,5 +227,106 @@ namespace OpenSim.Region.Framework.Scenes.Animation foreach (OpenSim.Framework.Animation anim in theArray) m_animations.Add(anim); } + + // Create representation of this AnimationSet as an OSDArray. + // First two entries in the array are the default and implicitDefault animations + // followed by the other animations. + public OSDArray ToOSDArray() + { + OSDArray ret = new OSDArray(); + ret.Add(DefaultAnimation.PackUpdateMessage()); + ret.Add(ImplicitDefaultAnimation.PackUpdateMessage()); + + foreach (OpenSim.Framework.Animation anim in m_animations) + ret.Add(anim.PackUpdateMessage()); + + return ret; + } + + public void FromOSDArray(OSDArray pArray) + { + this.Clear(); + + if (pArray.Count >= 1) + { + m_defaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[0]); + } + if (pArray.Count >= 2) + { + m_implicitDefaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[1]); + } + for (int ii = 2; ii < pArray.Count; ii++) + { + m_animations.Add(new OpenSim.Framework.Animation((OSDMap)pArray[ii])); + } + } + + // Compare two AnimationSets and return 'true' if the default animations are the same + // and all of the animations in the list are equal. + public override bool Equals(object obj) + { + AnimationSet other = obj as AnimationSet; + if (other != null) + { + if (this.DefaultAnimation.Equals(other.DefaultAnimation) + && this.ImplicitDefaultAnimation.Equals(other.ImplicitDefaultAnimation)) + { + // The defaults are the same. Is the list of animations the same? + OpenSim.Framework.Animation[] thisAnims = this.ToArray(); + OpenSim.Framework.Animation[] otherAnims = other.ToArray(); + if (thisAnims.Length == 0 && otherAnims.Length == 0) + return true; // the common case + if (thisAnims.Length == otherAnims.Length) + { + // Do this the hard way but since the list is usually short this won't take long. + foreach (OpenSim.Framework.Animation thisAnim in thisAnims) + { + bool found = false; + foreach (OpenSim.Framework.Animation otherAnim in otherAnims) + { + if (thisAnim.Equals(otherAnim)) + { + found = true; + break; + } + } + if (!found) + { + // If anything is not in the other list, these are not equal + return false; + } + } + // Found everything in the other list. Since lists are equal length, they must be equal. + return true; + } + } + return false; + } + // Don't know what was passed, but the base system will figure it out for me. + return base.Equals(obj); + } + + public override string ToString() + { + StringBuilder buff = new StringBuilder(); + buff.Append("dflt="); + buff.Append(DefaultAnimation.ToString()); + buff.Append(",iDflt="); + if (DefaultAnimation == ImplicitDefaultAnimation) + buff.Append("same"); + else + buff.Append(ImplicitDefaultAnimation.ToString()); + if (m_animations.Count > 0) + { + buff.Append(",anims="); + foreach (OpenSim.Framework.Animation anim in m_animations) + { + buff.Append("<"); + buff.Append(anim.ToString()); + buff.Append(">,"); + } + } + return buff.ToString(); + } } } diff --git a/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs index c2b0468..b79dd8f 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs @@ -104,5 +104,31 @@ namespace OpenSim.Region.Framework.Scenes.Animation return UUID.Zero; } + + /// + /// Get the name of the animation given a UUID. If there is no matching animation + /// return the UUID as a string. + /// + public static string GetDefaultAnimationName(UUID uuid) + { + string ret = "unknown"; + if (AnimsUUID.ContainsValue(uuid)) + { + foreach (KeyValuePair kvp in AnimsUUID) + { + if (kvp.Value == uuid) + { + ret = kvp.Key; + break; + } + } + } + else + { + ret = uuid.ToString(); + } + + return ret; + } } } \ No newline at end of file -- cgit v1.1