OpenSimMirror/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs

348 lines
13 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 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.AnimsUUIDbyName.TryGetValue(anim, out UUID id))
{
return SetDefaultAnimation(id, sequenceNum, objectID);
}
return false;
}
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
{
lock (m_animations)
{
int j = 0;
if (m_defaultAnimation.AnimID != UUID.Zero)
++j;
int defaultSize = m_animations.Count + j;
animIDs = new UUID[defaultSize];
sequenceNums = new int[defaultSize];
objectIDs = new UUID[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,++j)
{
animIDs[j] = m_animations[i].AnimID;
sequenceNums[j] = m_animations[i].SequenceNum;
objectIDs[j] = m_animations[i].ObjectID;
}
}
}
public OpenSim.Framework.Animation[] ToArray()
{
OpenSim.Framework.Animation[] theArray = null;
try
{
theArray = m_animations.ToArray();
}
catch
{
return new OpenSim.Framework.Animation[0];
}
return theArray;
}
public int FromArray(OpenSim.Framework.Animation[] theArray)
{
int ret = 0;
foreach (OpenSim.Framework.Animation anim in theArray)
{
m_animations.Add(anim);
if(anim.SequenceNum > ret)
ret = anim.SequenceNum;
}
return ret;
}
// 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();
}
}
}