Simian: Added Animation struct and AnimationSet class (adapted from OpenSim) to track avatar animations
git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2157 52acb1d6-8a22-11de-b505-999d5b087335
This commit is contained in:
157
Programs/Simian/AnimationSet.cs
Normal file
157
Programs/Simian/AnimationSet.cs
Normal file
@@ -0,0 +1,157 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace Simian
|
||||
{
|
||||
public struct Animation
|
||||
{
|
||||
public UUID ID;
|
||||
public int SequenceNum;
|
||||
|
||||
public Animation(UUID id, int sequenceNum)
|
||||
{
|
||||
ID = id;
|
||||
SequenceNum = sequenceNum;
|
||||
}
|
||||
}
|
||||
|
||||
public class AnimationSet
|
||||
{
|
||||
private Animation defaultAnimation;
|
||||
private List<Animation> animations = new List<Animation>();
|
||||
|
||||
public AnimationSet()
|
||||
{
|
||||
ResetDefaultAnimation();
|
||||
}
|
||||
|
||||
public bool HasAnimation(UUID animID)
|
||||
{
|
||||
if (defaultAnimation.ID == animID)
|
||||
return true;
|
||||
|
||||
lock (animations)
|
||||
{
|
||||
for (int i = 0; i < animations.Count; ++i)
|
||||
{
|
||||
if (animations[i].ID == animID)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Add(UUID animID, ref int sequenceCounter)
|
||||
{
|
||||
lock (animations)
|
||||
{
|
||||
if (!HasAnimation(animID))
|
||||
{
|
||||
int sequenceNum = Interlocked.Increment(ref sequenceCounter);
|
||||
animations.Add(new Animation(animID, sequenceNum));
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Add(UUID animID, int sequenceNum)
|
||||
{
|
||||
lock (animations)
|
||||
{
|
||||
if (!HasAnimation(animID))
|
||||
{
|
||||
animations.Add(new Animation(animID, sequenceNum));
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Remove(UUID animID)
|
||||
{
|
||||
if (defaultAnimation.ID == animID)
|
||||
{
|
||||
ResetDefaultAnimation();
|
||||
return true;
|
||||
}
|
||||
else if (HasAnimation(animID))
|
||||
{
|
||||
lock (animations)
|
||||
{
|
||||
for (int i = 0; i < animations.Count; i++)
|
||||
{
|
||||
if (animations[i].ID == animID)
|
||||
{
|
||||
animations.RemoveAt(i);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
ResetDefaultAnimation();
|
||||
lock (animations) animations.Clear();
|
||||
}
|
||||
|
||||
public bool SetDefaultAnimation(UUID animID, ref int sequenceCounter)
|
||||
{
|
||||
if (defaultAnimation.ID != animID)
|
||||
{
|
||||
int sequenceNum = Interlocked.Increment(ref sequenceCounter);
|
||||
defaultAnimation = new Animation(animID, sequenceNum);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public bool SetDefaultAnimation(UUID animID, int sequenceNum)
|
||||
{
|
||||
if (defaultAnimation.ID != animID)
|
||||
{
|
||||
defaultAnimation = new Animation(animID, sequenceNum);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public void GetArrays(out UUID[] animIDs, out int[] sequenceNums)
|
||||
{
|
||||
lock (animations)
|
||||
{
|
||||
animIDs = new UUID[animations.Count + 1];
|
||||
sequenceNums = new int[animations.Count + 1];
|
||||
|
||||
animIDs[0] = defaultAnimation.ID;
|
||||
sequenceNums[0] = defaultAnimation.SequenceNum;
|
||||
|
||||
for (int i = 0; i < animations.Count; ++i)
|
||||
{
|
||||
animIDs[i + 1] = animations[i].ID;
|
||||
sequenceNums[i + 1] = animations[i].SequenceNum;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected bool ResetDefaultAnimation()
|
||||
{
|
||||
return SetDefaultAnimation(Animations.STAND, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user