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
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