Add methods to Animation and AnimationSet for easier manipulation and

display of groups of animations (Equal(), ToString(), FromOSDArray(), ...).
No functional change to animations.
This commit is contained in:
Robert Adams
2013-05-30 14:30:45 -07:00
parent 439f11cc3c
commit 48a175eff7
3 changed files with 156 additions and 0 deletions

View File

@@ -28,8 +28,11 @@
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;
@@ -60,6 +63,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
ResetDefaultAnimation();
}
public AnimationSet(OSDArray pArray)
{
ResetDefaultAnimation();
FromOSDArray(pArray);
}
public bool HasAnimation(UUID animID)
{
if (m_defaultAnimation.AnimID == animID)
@@ -218,5 +227,106 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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 string ToString()
{
StringBuilder buff = new StringBuilder();
buff.Append("dflt=");
buff.Append(DefaultAnimation.ToString());
buff.Append(",iDflt=");
if (DefaultAnimation == ImplicitDefaultAnimation)
buff.Append("same");
else
buff.Append(ImplicitDefaultAnimation.ToString());
if (m_animations.Count > 0)
{
buff.Append(",anims=");
foreach (OpenSim.Framework.Animation anim in m_animations)
{
buff.Append("<");
buff.Append(anim.ToString());
buff.Append(">,");
}
}
return buff.ToString();
}
}
}