1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
|
/*
* 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.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
m_parentScene.m_physicalPrim);
if ((rootPart.GetEffectiveObjectFlags() & (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.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
m_parentScene.m_physicalPrim);
if ((rootPart.GetEffectiveObjectFlags() & (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();
}
}
}
|