/* * 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; namespace OpenSim.Region.Framework.Scenes { [Serializable] public class AnimationSet { public static AvatarAnimations Animations = new AvatarAnimations(); private Animation m_defaultAnimation = new Animation(); private List m_animations = new List(); public 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 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(); } /// /// The default animation is reserved for "main" animations /// that are mutually exclusive, e.g. flying and sitting. /// public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID) { if (m_defaultAnimation.AnimID != animID) { m_defaultAnimation = new Animation(animID, sequenceNum, objectID); return true; } return false; } protected bool ResetDefaultAnimation() { return TrySetDefaultAnimation("STAND", 1, UUID.Zero); } /// /// Set the animation as the default animation if it's known /// 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 Animation[] ToArray() { Animation[] theArray = new Animation[m_animations.Count]; uint i = 0; try { foreach (Animation anim in m_animations) theArray[i++] = anim; } catch { /* S%^t happens. Ignore. */ } return theArray; } public void FromArray(Animation[] theArray) { foreach (Animation anim in theArray) m_animations.Add(anim); } } }