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* notice, this list of conditions and the following disclaimer in the
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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
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, true);
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)
{
CreatePrimFromXml2(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)
{
CreatePrimFromXml2(scene, aPrimNode.OuterXml);
}
}
///
/// Create a prim from the xml2 representation.
///
///
///
protected static void CreatePrimFromXml2(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();
}
}
}