aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
blob: 66edfed39340f819019d0aa97c72e8b049b7c0dc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
/*
 * 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 System.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;

using Animation = OpenSim.Framework.Animation;

namespace OpenSim.Region.Framework.Scenes.Animation
{
    [Serializable]
    public class AnimationSet
    {
//        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        private OpenSim.Framework.Animation m_implicitDefaultAnimation = new OpenSim.Framework.Animation();
        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 OpenSim.Framework.Animation ImplicitDefaultAnimation 
        {
            get { return m_implicitDefaultAnimation; } 
        }
        
        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;
        }

        /// <summary>
        /// Remove the specified animation
        /// </summary>
        /// <param name='animID'></param>
        /// <param name='allowNoDefault'>
        /// If true, then the default animation can be entirely removed. 
        /// If false, then removing the default animation will reset it to the simulator default (currently STAND).
        /// </param>
        public bool Remove(UUID animID, bool allowNoDefault)
        {
            lock (m_animations)
            {
                if (m_defaultAnimation.AnimID == animID)
                {
                    if (allowNoDefault)
                        m_defaultAnimation = new OpenSim.Framework.Animation(UUID.Zero, 1, UUID.Zero);
                    else
                        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);
                m_implicitDefaultAnimation = m_defaultAnimation;
                return true;
            }
            return false;
        }

        // Called from serialization only
        public void SetImplicitDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
        {
            m_implicitDefaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID);
        }

        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)
        {
//            m_log.DebugFormat(
//                "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}",
//                anim, sequenceNum, objectID);

            if (DefaultAvatarAnimations.AnimsUUID.ContainsKey(anim))
            {
                return SetDefaultAnimation(DefaultAvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
            }
            return false;
        }

        public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
        {
            lock (m_animations)
            {
                int defaultSize = 0;
                if (m_defaultAnimation.AnimID != UUID.Zero)
                    defaultSize++;

                animIDs = new UUID[m_animations.Count + defaultSize];
                sequenceNums = new int[m_animations.Count + defaultSize];
                objectIDs = new UUID[m_animations.Count + defaultSize];

                if (m_defaultAnimation.AnimID != UUID.Zero)
                {
                    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 + defaultSize] = m_animations[i].AnimID;
                    sequenceNums[i + defaultSize] = m_animations[i].SequenceNum;
                    objectIDs[i + defaultSize] = 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);
        }
    }
}