188 lines
8.1 KiB
C#
188 lines
8.1 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Xml;
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using System.IO;
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using libsecondlife;
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using Axiom.Math;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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public class SceneXmlLoader // can move to a module?
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{
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protected InnerScene m_innerScene;
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protected RegionInfo m_regInfo;
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protected Scene m_parentScene;
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public SceneXmlLoader(Scene parentScene, InnerScene innerScene, RegionInfo regionInfo)
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{
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m_parentScene = parentScene;
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m_innerScene = innerScene;
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m_regInfo = regionInfo;
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}
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public void LoadPrimsFromXml(string fileName, bool newIDS, LLVector3 loadOffset)
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{
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XmlDocument doc = new XmlDocument();
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XmlNode rootNode;
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int primCount = 0;
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if (fileName.StartsWith("http:") || File.Exists(fileName))
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{
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XmlTextReader reader = new XmlTextReader(fileName);
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reader.WhitespaceHandling = WhitespaceHandling.None;
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doc.Load(reader);
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reader.Close();
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rootNode = doc.FirstChild;
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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SceneObjectGroup obj = new SceneObjectGroup(m_parentScene,
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m_regInfo.RegionHandle, aPrimNode.OuterXml);
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if (newIDS)
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{
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obj.GenerateNewIDs();
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}
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//if we want this to be a import method then we need new uuids for the object to avoid any clashes
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//obj.RegenerateFullIDs();
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m_innerScene.AddEntity(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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// Apply loadOffsets for load/import and move combinations
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rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset;
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bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
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{
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rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape(
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rootPart.Name,
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rootPart.Shape,
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new PhysicsVector(rootPart.AbsolutePosition.X + loadOffset.X,
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rootPart.AbsolutePosition.Y + loadOffset.Y,
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rootPart.AbsolutePosition.Z + loadOffset.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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primCount++;
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}
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}
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else
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{
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throw new Exception("Could not open file " + fileName + " for reading");
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}
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}
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public void SavePrimsToXml(string fileName)
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{
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FileStream file = new FileStream(fileName, FileMode.Create);
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StreamWriter stream = new StreamWriter(file);
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int primCount = 0;
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stream.WriteLine("<scene>\n");
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foreach (EntityBase ent in m_innerScene.Entities.Values)
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{
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if (ent is SceneObjectGroup)
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{
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stream.WriteLine(((SceneObjectGroup)ent).ToXmlString());
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primCount++;
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}
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}
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stream.WriteLine("</scene>\n");
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stream.Close();
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file.Close();
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}
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public void LoadPrimsFromXml2(string fileName)
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{
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XmlDocument doc = new XmlDocument();
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XmlNode rootNode;
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if (fileName.StartsWith("http:") || File.Exists(fileName))
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{
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XmlTextReader reader = new XmlTextReader(fileName);
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reader.WhitespaceHandling = WhitespaceHandling.None;
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doc.Load(reader);
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reader.Close();
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rootNode = doc.FirstChild;
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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CreatePrimFromXml(aPrimNode.OuterXml);
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}
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}
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else
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{
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throw new Exception("Could not open file " + fileName + " for reading");
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}
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}
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public void CreatePrimFromXml(string xmlData)
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{
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SceneObjectGroup obj = new SceneObjectGroup(xmlData);
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m_innerScene.AddEntityFromStorage(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
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{
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rootPart.PhysActor = m_innerScene.PhysicsScene.AddPrimShape(
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rootPart.Name,
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rootPart.Shape,
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new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y,
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rootPart.AbsolutePosition.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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}
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public void SavePrimsToXml2(string fileName)
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{
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FileStream file = new FileStream(fileName, FileMode.Create);
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StreamWriter stream = new StreamWriter(file);
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int primCount = 0;
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stream.WriteLine("<scene>\n");
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foreach (EntityBase ent in m_innerScene.Entities.Values)
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{
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if (ent is SceneObjectGroup)
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{
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stream.WriteLine(((SceneObjectGroup)ent).ToXmlString2());
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primCount++;
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}
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}
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stream.WriteLine("</scene>\n");
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stream.Close();
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file.Close();
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}
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}
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}
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