aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
blob: eb1a970ae0ede983d513b23b9f5b2d8909284029 (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
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
/*
 * 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 System.Text;
using log4net;
using OpenMetaverse;
using OpenMetaverse.StructuredData;

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 AnimationSet(OSDArray pArray)
        {
            ResetDefaultAnimation();
            FromOSDArray(pArray);
        }

        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);
        }

        // 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 int GetHashCode()
        {
            return base.GetHashCode();
        }

        public override string ToString()
        {
            StringBuilder buff = new StringBuilder();
            buff.Append("dflt=");
            buff.Append(DefaultAnimation.ToString());
            buff.Append(",iDflt=");
            if (DefaultAnimation.Equals(ImplicitDefaultAnimation))
                buff.Append("same");
            else
                buff.Append(ImplicitDefaultAnimation.ToString());
            if (m_animations.Count > 0)
            {
                buff.Append(",anims=");
                bool firstTime = true;
                foreach (OpenSim.Framework.Animation anim in m_animations)
                {
                    if (!firstTime)
                        buff.Append(",");
                    buff.Append("<");
                    buff.Append(anim.ToString());
                    buff.Append(">");
                    firstTime = false;
                }
            }
            return buff.ToString();
        }
    }
}