Files
opensim/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
Robert Adams 7556a0f699 Add TriggerScenePresenceUpdated events when an animation is added
or removed. Shouldn't impact anyone as only DSG seems to use
OnScenePresenceUpdated event.
Some minor format changes to AnimationSet's ToString().
2013-06-11 17:18:12 -07:00

337 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.AnimsUUID.ContainsKey(anim))
{
return SetDefaultAnimation(DefaultAvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
}
return false;
}
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs)
{
lock (m_animations)
{
int defaultSize = 0;
if (m_defaultAnimation.AnimID != UUID.Zero)
defaultSize++;
animIDs = new UUID[m_animations.Count + defaultSize];
sequenceNums = new int[m_animations.Count + defaultSize];
objectIDs = new UUID[m_animations.Count + 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)
{
animIDs[i + defaultSize] = m_animations[i].AnimID;
sequenceNums[i + defaultSize] = m_animations[i].SequenceNum;
objectIDs[i + defaultSize] = 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);
}
// 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.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();
}
}
}