OpenSimMirror/OpenSim/Framework/Animation.cs

125 lines
4.1 KiB
C#

/*
* 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 OpenMetaverse;
using OpenMetaverse.StructuredData;
namespace OpenSim.Framework
{
/// <summary>
/// Information about an Animation
/// </summary>
[Serializable]
public class Animation
{
private UUID animID;
/// <summary>
/// ID of Animation
/// </summary>
public UUID AnimID
{
get { return animID; }
set { animID = value; }
}
private int sequenceNum;
public int SequenceNum
{
get { return sequenceNum; }
set { sequenceNum = value; }
}
private UUID objectID;
/// <summary>
/// Unique ID of object that is being animated
/// </summary>
public UUID ObjectID
{
get { return objectID; }
set { objectID = value; }
}
public Animation()
{
}
/// <summary>
/// Creates an Animation based on the data
/// </summary>
/// <param name="animID">UUID ID of animation</param>
/// <param name="sequenceNum"></param>
/// <param name="objectID">ID of object to be animated</param>
public Animation(UUID animID, int sequenceNum, UUID objectID)
{
this.animID = animID;
this.sequenceNum = sequenceNum;
this.objectID = objectID;
}
/// <summary>
/// Animation from OSDMap from LLSD XML or LLSD json
/// </summary>
/// <param name="args"></param>
public Animation(OSDMap args)
{
UnpackUpdateMessage(args);
}
/// <summary>
/// Pack this object up as an OSDMap for transferring via LLSD XML or LLSD json
/// </summary>
/// <returns></returns>
public OSDMap PackUpdateMessage()
{
OSDMap anim = new OSDMap();
anim["animation"] = OSD.FromUUID(animID);
anim["object_id"] = OSD.FromUUID(objectID);
anim["seq_num"] = OSD.FromInteger(sequenceNum);
return anim;
}
/// <summary>
/// Fill object with data from OSDMap
/// </summary>
/// <param name="args"></param>
public void UnpackUpdateMessage(OSDMap args)
{
if (args["animation"] != null)
animID = args["animation"].AsUUID();
if (args["object_id"] != null)
objectID = args["object_id"].AsUUID();
if (args["seq_num"] != null)
sequenceNum = args["seq_num"].AsInteger();
}
}
}