clockwerk-opensim-stable – Blame information for rev 1
?pathlinks?
Rev | Author | Line No. | Line |
---|---|---|---|
1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
||
4 | * |
||
5 | * Redistribution and use in source and binary forms, with or without |
||
6 | * modification, are permitted provided that the following conditions are met: |
||
7 | * * Redistributions of source code must retain the above copyright |
||
8 | * notice, this list of conditions and the following disclaimer. |
||
9 | * * Redistributions in binary form must reproduce the above copyright |
||
10 | * notice, this list of conditions and the following disclaimer in the |
||
11 | * documentation and/or other materials provided with the distribution. |
||
12 | * * Neither the name of the OpenSimulator Project nor the |
||
13 | * names of its contributors may be used to endorse or promote products |
||
14 | * derived from this software without specific prior written permission. |
||
15 | * |
||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||
26 | */ |
||
27 | |||
28 | using System; |
||
29 | using System.Collections.Generic; |
||
30 | using System.Reflection; |
||
31 | using System.Text; |
||
32 | using log4net; |
||
33 | using OpenMetaverse; |
||
34 | using OpenMetaverse.StructuredData; |
||
35 | |||
36 | using OpenSim.Framework; |
||
37 | |||
38 | using Animation = OpenSim.Framework.Animation; |
||
39 | |||
40 | namespace OpenSim.Region.Framework.Scenes.Animation |
||
41 | { |
||
42 | [Serializable] |
||
43 | public class AnimationSet |
||
44 | { |
||
45 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
||
46 | |||
47 | private OpenSim.Framework.Animation m_implicitDefaultAnimation = new OpenSim.Framework.Animation(); |
||
48 | private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation(); |
||
49 | private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>(); |
||
50 | |||
51 | public OpenSim.Framework.Animation DefaultAnimation |
||
52 | { |
||
53 | get { return m_defaultAnimation; } |
||
54 | } |
||
55 | |||
56 | public OpenSim.Framework.Animation ImplicitDefaultAnimation |
||
57 | { |
||
58 | get { return m_implicitDefaultAnimation; } |
||
59 | } |
||
60 | |||
61 | public AnimationSet() |
||
62 | { |
||
63 | ResetDefaultAnimation(); |
||
64 | } |
||
65 | |||
66 | public AnimationSet(OSDArray pArray) |
||
67 | { |
||
68 | ResetDefaultAnimation(); |
||
69 | FromOSDArray(pArray); |
||
70 | } |
||
71 | |||
72 | public bool HasAnimation(UUID animID) |
||
73 | { |
||
74 | if (m_defaultAnimation.AnimID == animID) |
||
75 | return true; |
||
76 | |||
77 | for (int i = 0; i < m_animations.Count; ++i) |
||
78 | { |
||
79 | if (m_animations[i].AnimID == animID) |
||
80 | return true; |
||
81 | } |
||
82 | |||
83 | return false; |
||
84 | } |
||
85 | |||
86 | public bool Add(UUID animID, int sequenceNum, UUID objectID) |
||
87 | { |
||
88 | lock (m_animations) |
||
89 | { |
||
90 | if (!HasAnimation(animID)) |
||
91 | { |
||
92 | m_animations.Add(new OpenSim.Framework.Animation(animID, sequenceNum, objectID)); |
||
93 | return true; |
||
94 | } |
||
95 | } |
||
96 | return false; |
||
97 | } |
||
98 | |||
99 | /// <summary> |
||
100 | /// Remove the specified animation |
||
101 | /// </summary> |
||
102 | /// <param name='animID'></param> |
||
103 | /// <param name='allowNoDefault'> |
||
104 | /// If true, then the default animation can be entirely removed. |
||
105 | /// If false, then removing the default animation will reset it to the simulator default (currently STAND). |
||
106 | /// </param> |
||
107 | public bool Remove(UUID animID, bool allowNoDefault) |
||
108 | { |
||
109 | lock (m_animations) |
||
110 | { |
||
111 | if (m_defaultAnimation.AnimID == animID) |
||
112 | { |
||
113 | if (allowNoDefault) |
||
114 | m_defaultAnimation = new OpenSim.Framework.Animation(UUID.Zero, 1, UUID.Zero); |
||
115 | else |
||
116 | ResetDefaultAnimation(); |
||
117 | } |
||
118 | else if (HasAnimation(animID)) |
||
119 | { |
||
120 | for (int i = 0; i < m_animations.Count; i++) |
||
121 | { |
||
122 | if (m_animations[i].AnimID == animID) |
||
123 | { |
||
124 | m_animations.RemoveAt(i); |
||
125 | return true; |
||
126 | } |
||
127 | } |
||
128 | } |
||
129 | } |
||
130 | return false; |
||
131 | } |
||
132 | |||
133 | public void Clear() |
||
134 | { |
||
135 | ResetDefaultAnimation(); |
||
136 | m_animations.Clear(); |
||
137 | } |
||
138 | |||
139 | /// <summary> |
||
140 | /// The default animation is reserved for "main" animations |
||
141 | /// that are mutually exclusive, e.g. flying and sitting. |
||
142 | /// </summary> |
||
143 | public bool SetDefaultAnimation(UUID animID, int sequenceNum, UUID objectID) |
||
144 | { |
||
145 | if (m_defaultAnimation.AnimID != animID) |
||
146 | { |
||
147 | m_defaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID); |
||
148 | m_implicitDefaultAnimation = m_defaultAnimation; |
||
149 | return true; |
||
150 | } |
||
151 | return false; |
||
152 | } |
||
153 | |||
154 | // Called from serialization only |
||
155 | public void SetImplicitDefaultAnimation(UUID animID, int sequenceNum, UUID objectID) |
||
156 | { |
||
157 | m_implicitDefaultAnimation = new OpenSim.Framework.Animation(animID, sequenceNum, objectID); |
||
158 | } |
||
159 | |||
160 | protected bool ResetDefaultAnimation() |
||
161 | { |
||
162 | return TrySetDefaultAnimation("STAND", 1, UUID.Zero); |
||
163 | } |
||
164 | |||
165 | /// <summary> |
||
166 | /// Set the animation as the default animation if it's known |
||
167 | /// </summary> |
||
168 | public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID) |
||
169 | { |
||
170 | // m_log.DebugFormat( |
||
171 | // "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}", |
||
172 | // anim, sequenceNum, objectID); |
||
173 | |||
174 | if (DefaultAvatarAnimations.AnimsUUID.ContainsKey(anim)) |
||
175 | { |
||
176 | return SetDefaultAnimation(DefaultAvatarAnimations.AnimsUUID[anim], sequenceNum, objectID); |
||
177 | } |
||
178 | return false; |
||
179 | } |
||
180 | |||
181 | public void GetArrays(out UUID[] animIDs, out int[] sequenceNums, out UUID[] objectIDs) |
||
182 | { |
||
183 | lock (m_animations) |
||
184 | { |
||
185 | int defaultSize = 0; |
||
186 | if (m_defaultAnimation.AnimID != UUID.Zero) |
||
187 | defaultSize++; |
||
188 | |||
189 | animIDs = new UUID[m_animations.Count + defaultSize]; |
||
190 | sequenceNums = new int[m_animations.Count + defaultSize]; |
||
191 | objectIDs = new UUID[m_animations.Count + defaultSize]; |
||
192 | |||
193 | if (m_defaultAnimation.AnimID != UUID.Zero) |
||
194 | { |
||
195 | animIDs[0] = m_defaultAnimation.AnimID; |
||
196 | sequenceNums[0] = m_defaultAnimation.SequenceNum; |
||
197 | objectIDs[0] = m_defaultAnimation.ObjectID; |
||
198 | } |
||
199 | |||
200 | for (int i = 0; i < m_animations.Count; ++i) |
||
201 | { |
||
202 | animIDs[i + defaultSize] = m_animations[i].AnimID; |
||
203 | sequenceNums[i + defaultSize] = m_animations[i].SequenceNum; |
||
204 | objectIDs[i + defaultSize] = m_animations[i].ObjectID; |
||
205 | } |
||
206 | } |
||
207 | } |
||
208 | |||
209 | public OpenSim.Framework.Animation[] ToArray() |
||
210 | { |
||
211 | OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count]; |
||
212 | uint i = 0; |
||
213 | try |
||
214 | { |
||
215 | foreach (OpenSim.Framework.Animation anim in m_animations) |
||
216 | theArray[i++] = anim; |
||
217 | } |
||
218 | catch |
||
219 | { |
||
220 | /* S%^t happens. Ignore. */ |
||
221 | } |
||
222 | return theArray; |
||
223 | } |
||
224 | |||
225 | public void FromArray(OpenSim.Framework.Animation[] theArray) |
||
226 | { |
||
227 | foreach (OpenSim.Framework.Animation anim in theArray) |
||
228 | m_animations.Add(anim); |
||
229 | } |
||
230 | |||
231 | // Create representation of this AnimationSet as an OSDArray. |
||
232 | // First two entries in the array are the default and implicitDefault animations |
||
233 | // followed by the other animations. |
||
234 | public OSDArray ToOSDArray() |
||
235 | { |
||
236 | OSDArray ret = new OSDArray(); |
||
237 | ret.Add(DefaultAnimation.PackUpdateMessage()); |
||
238 | ret.Add(ImplicitDefaultAnimation.PackUpdateMessage()); |
||
239 | |||
240 | foreach (OpenSim.Framework.Animation anim in m_animations) |
||
241 | ret.Add(anim.PackUpdateMessage()); |
||
242 | |||
243 | return ret; |
||
244 | } |
||
245 | |||
246 | public void FromOSDArray(OSDArray pArray) |
||
247 | { |
||
248 | this.Clear(); |
||
249 | |||
250 | if (pArray.Count >= 1) |
||
251 | { |
||
252 | m_defaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[0]); |
||
253 | } |
||
254 | if (pArray.Count >= 2) |
||
255 | { |
||
256 | m_implicitDefaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[1]); |
||
257 | } |
||
258 | for (int ii = 2; ii < pArray.Count; ii++) |
||
259 | { |
||
260 | m_animations.Add(new OpenSim.Framework.Animation((OSDMap)pArray[ii])); |
||
261 | } |
||
262 | } |
||
263 | |||
264 | // Compare two AnimationSets and return 'true' if the default animations are the same |
||
265 | // and all of the animations in the list are equal. |
||
266 | public override bool Equals(object obj) |
||
267 | { |
||
268 | AnimationSet other = obj as AnimationSet; |
||
269 | if (other != null) |
||
270 | { |
||
271 | if (this.DefaultAnimation.Equals(other.DefaultAnimation) |
||
272 | && this.ImplicitDefaultAnimation.Equals(other.ImplicitDefaultAnimation)) |
||
273 | { |
||
274 | // The defaults are the same. Is the list of animations the same? |
||
275 | OpenSim.Framework.Animation[] thisAnims = this.ToArray(); |
||
276 | OpenSim.Framework.Animation[] otherAnims = other.ToArray(); |
||
277 | if (thisAnims.Length == 0 && otherAnims.Length == 0) |
||
278 | return true; // the common case |
||
279 | if (thisAnims.Length == otherAnims.Length) |
||
280 | { |
||
281 | // Do this the hard way but since the list is usually short this won't take long. |
||
282 | foreach (OpenSim.Framework.Animation thisAnim in thisAnims) |
||
283 | { |
||
284 | bool found = false; |
||
285 | foreach (OpenSim.Framework.Animation otherAnim in otherAnims) |
||
286 | { |
||
287 | if (thisAnim.Equals(otherAnim)) |
||
288 | { |
||
289 | found = true; |
||
290 | break; |
||
291 | } |
||
292 | } |
||
293 | if (!found) |
||
294 | { |
||
295 | // If anything is not in the other list, these are not equal |
||
296 | return false; |
||
297 | } |
||
298 | } |
||
299 | // Found everything in the other list. Since lists are equal length, they must be equal. |
||
300 | return true; |
||
301 | } |
||
302 | } |
||
303 | return false; |
||
304 | } |
||
305 | // Don't know what was passed, but the base system will figure it out for me. |
||
306 | return base.Equals(obj); |
||
307 | } |
||
308 | |||
309 | public override string ToString() |
||
310 | { |
||
311 | StringBuilder buff = new StringBuilder(); |
||
312 | buff.Append("dflt="); |
||
313 | buff.Append(DefaultAnimation.ToString()); |
||
314 | buff.Append(",iDflt="); |
||
315 | if (DefaultAnimation.Equals(ImplicitDefaultAnimation)) |
||
316 | buff.Append("same"); |
||
317 | else |
||
318 | buff.Append(ImplicitDefaultAnimation.ToString()); |
||
319 | if (m_animations.Count > 0) |
||
320 | { |
||
321 | buff.Append(",anims="); |
||
322 | bool firstTime = true; |
||
323 | foreach (OpenSim.Framework.Animation anim in m_animations) |
||
324 | { |
||
325 | if (!firstTime) |
||
326 | buff.Append(","); |
||
327 | buff.Append("<"); |
||
328 | buff.Append(anim.ToString()); |
||
329 | buff.Append(">"); |
||
330 | firstTime = false; |
||
331 | } |
||
332 | } |
||
333 | return buff.ToString(); |
||
334 | } |
||
335 | } |
||
336 | } |