Files
opensim/OpenSim/Region/Framework/Scenes/AnimationSet.cs
Melanie Thielker 3130784934 Re-add the objectID field to the anim pack, that was deemed unneccessary
and dropped nonths ago, because it is required to get smooth region
crossings with AO running. Without it, in some corner cases, anims will
continue to run in an unstoppable state.
2009-02-17 04:16:42 +00:00

157 lines
5.4 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 OpenSim 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.Collections.Generic;
using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes
{
public class AnimationSet
{
public static AvatarAnimations Animations = new AvatarAnimations();
private Animation m_defaultAnimation = new Animation();
private List<Animation> m_animations = new List<Animation>();
public 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 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 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;
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 + i] = m_animations[i].ObjectID;
}
}
}
}
}