From 61c76d1810fcb430cf9c7441044c70486efd9bc5 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 17 Nov 2009 15:20:02 +0000
Subject: refactor: move AnimationSet

---
 .../Framework/Scenes/Animation/AnimationSet.cs     | 185 +++++++++++++++++++++
 OpenSim/Region/Framework/Scenes/AnimationSet.cs    | 185 ---------------------
 .../Shared/Api/Implementation/LSL_Api.cs           |   3 +-
 3 files changed, 187 insertions(+), 186 deletions(-)
 create mode 100644 OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
 delete mode 100644 OpenSim/Region/Framework/Scenes/AnimationSet.cs

(limited to 'OpenSim/Region')

diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
new file mode 100644
index 0000000..9176d3d
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
@@ -0,0 +1,185 @@
+/*
+ * 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 OpenSim.Framework;
+using OpenMetaverse;
+
+using Animation = OpenSim.Framework.Animation;
+
+namespace OpenSim.Region.Framework.Scenes.Animation
+{
+    [Serializable]
+    public class AnimationSet
+    {
+        public static AvatarAnimations Animations = new AvatarAnimations();
+
+        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)
+        {
+            if (Animations.AnimsUUID.ContainsKey(anim))
+            {
+                return SetDefaultAnimation(Animations.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);
+        }
+    }
+}
diff --git a/OpenSim/Region/Framework/Scenes/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/AnimationSet.cs
deleted file mode 100644
index 3e6781e..0000000
--- a/OpenSim/Region/Framework/Scenes/AnimationSet.cs
+++ /dev/null
@@ -1,185 +0,0 @@
-/*
- * 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 OpenSim.Framework;
-using OpenMetaverse;
-
-using Animation = OpenSim.Framework.Animation;
-
-namespace OpenSim.Region.Framework.Scenes
-{
-    [Serializable]
-    public class AnimationSet
-    {
-        public static AvatarAnimations Animations = new AvatarAnimations();
-
-        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)
-        {
-            if (Animations.AnimsUUID.ContainsKey(anim))
-            {
-                return SetDefaultAnimation(Animations.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);
-        }
-    }
-}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index ff5dd98..8eebf02 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -40,10 +40,11 @@ using OpenSim;
 using OpenSim.Framework;
 using OpenSim.Framework.Communications.Cache;
 using OpenSim.Region.CoreModules;
-using OpenSim.Region.Framework.Interfaces;
 using OpenSim.Region.CoreModules.World.Land;
 using OpenSim.Region.CoreModules.World.Terrain;
+using OpenSim.Region.Framework.Interfaces;
 using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Scenes.Animation;
 using OpenSim.Region.Physics.Manager;
 using OpenSim.Region.ScriptEngine.Shared;
 using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
-- 
cgit v1.1