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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:
@@ -28,8 +28,11 @@
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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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@@ -60,6 +63,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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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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@@ -218,5 +227,106 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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foreach (OpenSim.Framework.Animation anim in theArray)
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m_animations.Add(anim);
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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 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 == 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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foreach (OpenSim.Framework.Animation anim in m_animations)
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{
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buff.Append("<");
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buff.Append(anim.ToString());
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buff.Append(">,");
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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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