158 lines
5.5 KiB
C#
158 lines
5.5 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes
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{
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public class AnimationSet
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{
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public static AvatarAnimations Animations = new AvatarAnimations();
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private Animation m_defaultAnimation = new Animation();
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private List<Animation> m_animations = new List<Animation>();
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public Animation DefaultAnimation
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{
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get { return m_defaultAnimation; }
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}
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public AnimationSet()
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{
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ResetDefaultAnimation();
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}
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public bool HasAnimation(UUID animID)
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{
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if (m_defaultAnimation.AnimID == animID)
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return true;
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for (int i = 0; i < m_animations.Count; ++i)
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{
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if (m_animations[i].AnimID == animID)
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return true;
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}
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return false;
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}
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public bool Add(UUID animID, int sequenceNum, UUID objectID)
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{
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lock (m_animations)
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{
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if (!HasAnimation(animID))
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{
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m_animations.Add(new Animation(animID, sequenceNum, objectID));
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return true;
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}
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}
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return false;
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}
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public bool Remove(UUID animID)
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{
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lock (m_animations)
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{
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if (m_defaultAnimation.AnimID == animID)
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{
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ResetDefaultAnimation();
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}
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else if (HasAnimation(animID))
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{
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for (int i = 0; i < m_animations.Count; i++)
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{
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if (m_animations[i].AnimID == animID)
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{
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m_animations.RemoveAt(i);
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return true;
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}
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}
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}
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}
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return false;
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}
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public void Clear()
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{
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ResetDefaultAnimation();
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m_animations.Clear();
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}
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/// <summary>
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/// The default animation is reserved for "main" animations
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/// that are mutually exclusive, e.g. flying and sitting.
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/// </summary>
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public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
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{
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if (m_defaultAnimation.AnimID != animID)
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{
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m_defaultAnimation = new Animation(animID, sequenceNum, objectID);
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return true;
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}
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return false;
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}
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protected bool ResetDefaultAnimation()
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{
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return TrySetDefaultAnimation("STAND", 1, UUID.Zero);
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}
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/// <summary>
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/// Set the animation as the default animation if it's known
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/// </summary>
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public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID)
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{
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if (Animations.AnimsUUID.ContainsKey(anim))
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{
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return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum, objectID);
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}
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return false;
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}
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public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
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{
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lock (m_animations)
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{
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animIDs = new UUID[m_animations.Count + 1];
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sequenceNums = new int[m_animations.Count + 1];
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objectIDs = new UUID[m_animations.Count + 1];
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animIDs[0] = m_defaultAnimation.AnimID;
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sequenceNums[0] = m_defaultAnimation.SequenceNum;
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objectIDs[0] = m_defaultAnimation.ObjectID;
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for (int i = 0; i < m_animations.Count; ++i)
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{
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animIDs[i + 1] = m_animations[i].AnimID;
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sequenceNums[i + 1] = m_animations[i].SequenceNum;
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objectIDs[i + i] = m_animations[i].ObjectID;
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}
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}
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}
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}
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}
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