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/*
* 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 OpenSim 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 OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes
{
public class AnimationSet
{
public static AvatarAnimations Animations = new AvatarAnimations();
private Animation m_defaultAnimation = new Animation();
private List<Animation> m_animations = new List<Animation>();
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)
{
lock (m_animations)
{
if (!HasAnimation(animID))
{
m_animations.Add(new Animation(animID, sequenceNum));
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)
{
if (m_defaultAnimation.AnimID != animID)
{
m_defaultAnimation = new Animation(animID, sequenceNum);
return true;
}
return false;
}
protected bool ResetDefaultAnimation()
{
return TrySetDefaultAnimation("STAND", 1);
}
/// <summary>
/// Set the animation as the default animation if it's known
/// </summary>
public bool TrySetDefaultAnimation(string anim, int sequenceNum)
{
if (Animations.AnimsUUID.ContainsKey(anim))
{
return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum);
}
return false;
}
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums)
{
lock (m_animations)
{
animIDs = new UUID[m_animations.Count + 1];
sequenceNums = new int[m_animations.Count + 1];
animIDs[0] = m_defaultAnimation.AnimID;
sequenceNums[0] = m_defaultAnimation.SequenceNum;
for (int i = 0; i < m_animations.Count; ++i)
{
animIDs[i + 1] = m_animations[i].AnimID;
sequenceNums[i + 1] = m_animations[i].SequenceNum;
}
}
}
}
}
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