253 lines
10 KiB
C#
253 lines
10 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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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Xml;
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using Axiom.Math;
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using libsecondlife;
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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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/// <summary>
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/// Static methods to serialize and deserialize scene objects to and from XML
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/// </summary>
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public class SceneXmlLoader
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{
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public static void LoadPrimsFromXml(Scene scene, 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(scene, scene.RegionInfo.RegionHandle, aPrimNode.OuterXml);
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if (newIDS)
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{
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obj.ResetIDs();
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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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scene.AddSceneObject(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.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
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scene.m_physicalPrim);
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if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0)
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{
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rootPart.PhysActor = scene.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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// to quote from SceneObjectPart: Basic
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// Physics returns null.. joy joy joy.
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if (rootPart.PhysActor != null)
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{
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rootPart.PhysActor.LocalID = rootPart.LocalId;
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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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 static void SavePrimsToXml(Scene scene, 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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List<EntityBase> EntityList = scene.GetEntities();
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foreach (EntityBase ent in EntityList)
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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 static string SavePrimGroupToXML2String(SceneObjectGroup grp)
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{
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string returnstring = "";
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returnstring += "<scene>\n";
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returnstring += grp.ToXmlString2();
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returnstring += "</scene>\n";
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return returnstring;
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}
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public static void LoadGroupFromXml2String(Scene scene, string xmlString)
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{
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XmlDocument doc = new XmlDocument();
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XmlNode rootNode;
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XmlTextReader reader = new XmlTextReader(new StringReader(xmlString));
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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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CreatePrimFromXml2(scene, aPrimNode.OuterXml);
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}
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}
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/// <summary>
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/// Load prims from the xml2 format
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="fileName"></param>
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public static void LoadPrimsFromXml2(Scene scene, string fileName)
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{
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LoadPrimsFromXml2(scene, new XmlTextReader(fileName));
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}
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/// <summary>
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/// Load prims from the xml2 format
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="reader"></param>
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public static void LoadPrimsFromXml2(Scene scene, TextReader reader)
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{
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LoadPrimsFromXml2(scene, new XmlTextReader(reader));
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}
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/// <summary>
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/// Load prims from the xml2 format. This method will close the reader
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="reader"></param>
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protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader)
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{
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XmlDocument doc = new XmlDocument();
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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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XmlNode rootNode = doc.FirstChild;
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foreach (XmlNode aPrimNode in rootNode.ChildNodes)
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{
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CreatePrimFromXml2(scene, aPrimNode.OuterXml);
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}
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}
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/// <summary>
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/// Create a prim from the xml2 representation.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="xmlData"></param>
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protected static void CreatePrimFromXml2(Scene scene, string xmlData)
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{
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SceneObjectGroup obj = new SceneObjectGroup(xmlData);
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LLVector3 receivedVelocity = obj.RootPart.Velocity;
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//System.Console.WriteLine(obj.RootPart.Velocity.ToString());
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scene.AddSceneObjectFromStorage(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
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scene.m_physicalPrim);
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if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0)
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{
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rootPart.PhysActor = scene.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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// to quote from SceneObjectPart: Basic
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// Physics returns null.. joy joy joy.
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if (rootPart.PhysActor != null)
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{
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rootPart.PhysActor.LocalID = rootPart.LocalId;
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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rootPart.Velocity = receivedVelocity;
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}
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obj.ScheduleGroupForFullUpdate();
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}
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public static void SavePrimsToXml2(Scene scene, 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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List<EntityBase> EntityList = scene.GetEntities();
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foreach (EntityBase ent in EntityList)
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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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