348 lines
13 KiB
C#
348 lines
13 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 OpenSimulator 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;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using Animation = OpenSim.Framework.Animation;
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namespace OpenSim.Region.Framework.Scenes.Animation
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{
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[Serializable]
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public class AnimationSet
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private OpenSim.Framework.Animation m_implicitDefaultAnimation = new OpenSim.Framework.Animation();
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private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation();
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private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>();
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public OpenSim.Framework.Animation DefaultAnimation
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{
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get { return m_defaultAnimation; }
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}
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public OpenSim.Framework.Animation ImplicitDefaultAnimation
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{
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get { return m_implicitDefaultAnimation; }
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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 AnimationSet(OSDArray pArray)
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{
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ResetDefaultAnimation();
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FromOSDArray(pArray);
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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 OpenSim.Framework.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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/// <summary>
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/// Remove the specified animation
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/// </summary>
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/// <param name='animID'></param>
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/// <param name='allowNoDefault'>
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/// If true, then the default animation can be entirely removed.
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/// If false, then removing the default animation will reset it to the simulator default (currently STAND).
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/// </param>
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public bool Remove(UUID animID, bool allowNoDefault)
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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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if (allowNoDefault)
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m_defaultAnimation = new OpenSim.Framework.Animation(UUID.Zero, 1, UUID.Zero);
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else
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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 OpenSim.Framework.Animation(animID, sequenceNum, objectID);
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m_implicitDefaultAnimation = m_defaultAnimation;
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return true;
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}
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return false;
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}
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// Called from serialization only
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public void SetImplicitDefaultAnimation(UUID animID, int sequenceNum, UUID objectID)
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{
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m_implicitDefaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID);
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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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// m_log.DebugFormat(
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// "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}",
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// anim, sequenceNum, objectID);
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if (DefaultAvatarAnimations.AnimsUUIDbyName.TryGetValue(anim, out UUID id))
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{
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return SetDefaultAnimation(id, 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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int j = 0;
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if (m_defaultAnimation.AnimID != UUID.Zero)
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++j;
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int defaultSize = m_animations.Count + j;
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animIDs = new UUID[defaultSize];
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sequenceNums = new int[defaultSize];
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objectIDs = new UUID[defaultSize];
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if (m_defaultAnimation.AnimID != UUID.Zero)
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{
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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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}
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for (int i = 0; i < m_animations.Count; ++i,++j)
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{
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animIDs[j] = m_animations[i].AnimID;
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sequenceNums[j] = m_animations[i].SequenceNum;
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objectIDs[j] = m_animations[i].ObjectID;
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}
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}
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}
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public OpenSim.Framework.Animation[] ToArray()
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{
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OpenSim.Framework.Animation[] theArray = null;
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try
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{
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theArray = m_animations.ToArray();
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}
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catch
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{
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return new OpenSim.Framework.Animation[0];
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}
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return theArray;
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}
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public int FromArray(OpenSim.Framework.Animation[] theArray)
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{
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int ret = 0;
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foreach (OpenSim.Framework.Animation anim in theArray)
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{
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m_animations.Add(anim);
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if(anim.SequenceNum > ret)
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ret = anim.SequenceNum;
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}
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return ret;
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}
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// Create representation of this AnimationSet as an OSDArray.
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// First two entries in the array are the default and implicitDefault animations
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// followed by the other animations.
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public OSDArray ToOSDArray()
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{
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OSDArray ret = new OSDArray();
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ret.Add(DefaultAnimation.PackUpdateMessage());
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ret.Add(ImplicitDefaultAnimation.PackUpdateMessage());
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foreach (OpenSim.Framework.Animation anim in m_animations)
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ret.Add(anim.PackUpdateMessage());
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return ret;
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}
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public void FromOSDArray(OSDArray pArray)
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{
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this.Clear();
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if (pArray.Count >= 1)
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{
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m_defaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[0]);
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}
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if (pArray.Count >= 2)
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{
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m_implicitDefaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[1]);
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}
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for (int ii = 2; ii < pArray.Count; ii++)
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{
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m_animations.Add(new OpenSim.Framework.Animation((OSDMap)pArray[ii]));
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}
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}
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// Compare two AnimationSets and return 'true' if the default animations are the same
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// and all of the animations in the list are equal.
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public override bool Equals(object obj)
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{
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AnimationSet other = obj as AnimationSet;
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if (other != null)
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{
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if (this.DefaultAnimation.Equals(other.DefaultAnimation)
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&& this.ImplicitDefaultAnimation.Equals(other.ImplicitDefaultAnimation))
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{
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// The defaults are the same. Is the list of animations the same?
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OpenSim.Framework.Animation[] thisAnims = this.ToArray();
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OpenSim.Framework.Animation[] otherAnims = other.ToArray();
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if (thisAnims.Length == 0 && otherAnims.Length == 0)
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return true; // the common case
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if (thisAnims.Length == otherAnims.Length)
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{
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// Do this the hard way but since the list is usually short this won't take long.
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foreach (OpenSim.Framework.Animation thisAnim in thisAnims)
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{
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bool found = false;
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foreach (OpenSim.Framework.Animation otherAnim in otherAnims)
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{
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if (thisAnim.Equals(otherAnim))
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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// If anything is not in the other list, these are not equal
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return false;
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}
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}
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// Found everything in the other list. Since lists are equal length, they must be equal.
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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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// Don't know what was passed, but the base system will figure it out for me.
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return base.Equals(obj);
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}
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public override int GetHashCode()
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{
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return base.GetHashCode();
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}
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public override string ToString()
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{
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StringBuilder buff = new StringBuilder();
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buff.Append("dflt=");
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buff.Append(DefaultAnimation.ToString());
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buff.Append(",iDflt=");
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if (DefaultAnimation.Equals(ImplicitDefaultAnimation))
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buff.Append("same");
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else
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buff.Append(ImplicitDefaultAnimation.ToString());
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if (m_animations.Count > 0)
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{
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buff.Append(",anims=");
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bool firstTime = true;
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foreach (OpenSim.Framework.Animation anim in m_animations)
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{
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if (!firstTime)
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buff.Append(",");
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buff.Append("<");
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buff.Append(anim.ToString());
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buff.Append(">");
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firstTime = false;
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}
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}
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return buff.ToString();
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}
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}
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}
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