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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 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();
- }
- }
- }
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