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/*
* 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
{
public class SceneXmlLoader // can move to a module?
{
protected InnerScene m_innerScene;
protected RegionInfo m_regInfo;
protected Scene m_parentScene;
public SceneXmlLoader(Scene parentScene, InnerScene innerScene, RegionInfo regionInfo)
{
m_parentScene = parentScene;
m_innerScene = innerScene;
m_regInfo = regionInfo;
}
public void LoadPrimsFromXml(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(m_parentScene,
m_regInfo.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();
m_innerScene.AddEntity(obj);
SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
// Apply loadOffsets for load/import and move combinations
rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset;
bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) &&
m_parentScene.m_physicalPrim);
if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
{
rootPart.PhysActor = m_innerScene.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 void SavePrimsToXml(string fileName)
{
FileStream file = new FileStream(fileName, FileMode.Create);
StreamWriter stream = new StreamWriter(file);
int primCount = 0;
stream.WriteLine("<scene>\n");
List<EntityBase> EntityList = m_innerScene.GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
stream.WriteLine(((SceneObjectGroup) ent).ToXmlString());
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Close();
file.Close();
}
public string SavePrimGroupToXML2String(SceneObjectGroup grp)
{
string returnstring = "";
returnstring += "<scene>\n";
returnstring += grp.ToXmlString2();
returnstring += "</scene>\n";
return returnstring;
}
public void LoadGroupFromXml2String(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(aPrimNode.OuterXml);
}
}
public void LoadPrimsFromXml2(string fileName)
{
XmlDocument doc = new XmlDocument();
XmlNode rootNode;
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)
{
CreatePrimFromXml(aPrimNode.OuterXml);
}
}
else
{
throw new Exception("Could not open file " + fileName + " for reading");
}
}
public void CreatePrimFromXml(string xmlData)
{
SceneObjectGroup obj = new SceneObjectGroup(xmlData);
LLVector3 receivedVelocity = obj.RootPart.Velocity;
//System.Console.WriteLine(obj.RootPart.Velocity.ToString());
m_innerScene.AddEntityFromStorage(obj);
SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
bool UsePhysics = (((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) > 0) &&
m_parentScene.m_physicalPrim);
if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
{
rootPart.PhysActor = m_innerScene.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 void SavePrimsToXml2(string fileName)
{
FileStream file = new FileStream(fileName, FileMode.Create);
StreamWriter stream = new StreamWriter(file);
int primCount = 0;
stream.WriteLine("<scene>\n");
List<EntityBase> EntityList = m_innerScene.GetEntities();
foreach (EntityBase ent in EntityList)
{
if (ent is SceneObjectGroup)
{
stream.WriteLine(((SceneObjectGroup) ent).ToXmlString2());
primCount++;
}
}
stream.WriteLine("</scene>\n");
stream.Close();
file.Close();
}
}
}
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