mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 01:06:30 +08:00
refactor: move AnimationSet
This commit is contained in:
185
OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
Normal file
185
OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
Normal file
@@ -0,0 +1,185 @@
|
||||
/*
|
||||
* 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 OpenSim.Framework;
|
||||
using OpenMetaverse;
|
||||
|
||||
using Animation = OpenSim.Framework.Animation;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Animation
|
||||
{
|
||||
[Serializable]
|
||||
public class AnimationSet
|
||||
{
|
||||
public static AvatarAnimations Animations = new AvatarAnimations();
|
||||
|
||||
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 AnimationSet()
|
||||
{
|
||||
ResetDefaultAnimation();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
public bool Remove(UUID animID)
|
||||
{
|
||||
lock (m_animations)
|
||||
{
|
||||
if (m_defaultAnimation.AnimID == animID)
|
||||
{
|
||||
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);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (Animations.AnimsUUID.ContainsKey(anim))
|
||||
{
|
||||
return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum, objectID);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
|
||||
{
|
||||
lock (m_animations)
|
||||
{
|
||||
animIDs = new UUID[m_animations.Count + 1];
|
||||
sequenceNums = new int[m_animations.Count + 1];
|
||||
objectIDs = new UUID[m_animations.Count + 1];
|
||||
|
||||
animIDs[0] = m_defaultAnimation.AnimID;
|
||||
sequenceNums[0] = m_defaultAnimation.SequenceNum;
|
||||
objectIDs[0] = m_defaultAnimation.ObjectID;
|
||||
|
||||
for (int i = 0; i < m_animations.Count; ++i)
|
||||
{
|
||||
animIDs[i + 1] = m_animations[i].AnimID;
|
||||
sequenceNums[i + 1] = m_animations[i].SequenceNum;
|
||||
objectIDs[i + 1] = m_animations[i].ObjectID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public OpenSim.Framework.Animation[] ToArray()
|
||||
{
|
||||
OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count];
|
||||
uint i = 0;
|
||||
try
|
||||
{
|
||||
foreach (OpenSim.Framework.Animation anim in m_animations)
|
||||
theArray[i++] = anim;
|
||||
}
|
||||
catch
|
||||
{
|
||||
/* S%^t happens. Ignore. */
|
||||
}
|
||||
return theArray;
|
||||
}
|
||||
|
||||
public void FromArray(OpenSim.Framework.Animation[] theArray)
|
||||
{
|
||||
foreach (OpenSim.Framework.Animation anim in theArray)
|
||||
m_animations.Add(anim);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user