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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 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<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, 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();
- }
- /// <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 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 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);
- }
- }
- }
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