/* * 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 OpenSim 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.IO; using System.Xml; using Axiom.Math; using libsecondlife; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Environment.Scenes { /// /// Static methods to serialize and deserialize scene objects to and from XML /// public class SceneXmlLoader { public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, LLVector3 loadOffset) { XmlDocument doc = new XmlDocument(); XmlNode rootNode; int primCount = 0; if (fileName.StartsWith("http:") || File.Exists(fileName)) { XmlTextReader reader = new XmlTextReader(fileName); reader.WhitespaceHandling = WhitespaceHandling.None; doc.Load(reader); reader.Close(); rootNode = doc.FirstChild; foreach (XmlNode aPrimNode in rootNode.ChildNodes) { SceneObjectGroup obj = new SceneObjectGroup(scene, scene.RegionInfo.RegionHandle, aPrimNode.OuterXml); if (newIDS) { obj.ResetIDs(); } //if we want this to be a import method then we need new uuids for the object to avoid any clashes //obj.RegenerateFullIDs(); scene.AddSceneObject(obj); SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); // Apply loadOffsets for load/import and move combinations rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset; bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) && scene.m_physicalPrim); if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0) { rootPart.PhysActor = scene.PhysicsScene.AddPrimShape( rootPart.Name, rootPart.Shape, new PhysicsVector(rootPart.AbsolutePosition.X + loadOffset.X, rootPart.AbsolutePosition.Y + loadOffset.Y, rootPart.AbsolutePosition.Z + loadOffset.Z), new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); // to quote from SceneObjectPart: Basic // Physics returns null.. joy joy joy. if (rootPart.PhysActor != null) { rootPart.PhysActor.LocalID = rootPart.LocalId; rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); } } primCount++; } } else { throw new Exception("Could not open file " + fileName + " for reading"); } } public static void SavePrimsToXml(Scene scene, string fileName) { FileStream file = new FileStream(fileName, FileMode.Create); StreamWriter stream = new StreamWriter(file); int primCount = 0; stream.WriteLine("\n"); List EntityList = scene.GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { stream.WriteLine(((SceneObjectGroup) ent).ToXmlString()); primCount++; } } stream.WriteLine("\n"); stream.Close(); file.Close(); } public static string SavePrimGroupToXML2String(SceneObjectGroup grp) { string returnstring = ""; returnstring += "\n"; returnstring += grp.ToXmlString2(); returnstring += "\n"; return returnstring; } public static void LoadGroupFromXml2String(Scene scene, string xmlString) { XmlDocument doc = new XmlDocument(); XmlNode rootNode; XmlTextReader reader = new XmlTextReader(new StringReader(xmlString)); reader.WhitespaceHandling = WhitespaceHandling.None; doc.Load(reader); reader.Close(); rootNode = doc.FirstChild; foreach (XmlNode aPrimNode in rootNode.ChildNodes) { CreatePrimFromXml(scene, aPrimNode.OuterXml); } } /// /// Load prims from the xml2 format /// /// /// public static void LoadPrimsFromXml2(Scene scene, string fileName) { LoadPrimsFromXml2(scene, new XmlTextReader(fileName)); } /// /// Load prims from the xml2 format /// /// /// public static void LoadPrimsFromXml2(Scene scene, TextReader reader) { LoadPrimsFromXml2(scene, new XmlTextReader(reader)); } /// /// Load prims from the xml2 format. This method will close the reader /// /// /// protected static void LoadPrimsFromXml2(Scene scene, XmlTextReader reader) { XmlDocument doc = new XmlDocument(); reader.WhitespaceHandling = WhitespaceHandling.None; doc.Load(reader); reader.Close(); XmlNode rootNode = doc.FirstChild; foreach (XmlNode aPrimNode in rootNode.ChildNodes) { CreatePrimFromXml(scene, aPrimNode.OuterXml); } } public static void CreatePrimFromXml(Scene scene, string xmlData) { SceneObjectGroup obj = new SceneObjectGroup(xmlData); LLVector3 receivedVelocity = obj.RootPart.Velocity; //System.Console.WriteLine(obj.RootPart.Velocity.ToString()); scene.AddSceneObjectFromStorage(obj); SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) && scene.m_physicalPrim); if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0) { rootPart.PhysActor = scene.PhysicsScene.AddPrimShape( rootPart.Name, rootPart.Shape, new PhysicsVector(rootPart.AbsolutePosition.X, rootPart.AbsolutePosition.Y, rootPart.AbsolutePosition.Z), new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z), new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X, rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics); // to quote from SceneObjectPart: Basic // Physics returns null.. joy joy joy. if (rootPart.PhysActor != null) { rootPart.PhysActor.LocalID = rootPart.LocalId; rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); } rootPart.Velocity = receivedVelocity; } obj.ScheduleGroupForFullUpdate(); } public static void SavePrimsToXml2(Scene scene, string fileName) { FileStream file = new FileStream(fileName, FileMode.Create); StreamWriter stream = new StreamWriter(file); int primCount = 0; stream.WriteLine("\n"); List EntityList = scene.GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { stream.WriteLine(((SceneObjectGroup) ent).ToXmlString2()); primCount++; } } stream.WriteLine("\n"); stream.Close(); file.Close(); } } }