git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1958 52acb1d6-8a22-11de-b505-999d5b087335
387 lines
16 KiB
C#
387 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.IO;
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using System.Drawing;
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using OpenMetaverse;
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using OpenMetaverse.Capabilities;
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using OpenMetaverse.Imaging;
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namespace importprimscript
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{
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class Sculpt
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{
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public string Name;
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public string TextureFile;
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public LLUUID TextureID;
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public string SculptFile;
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public LLUUID SculptID;
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public LLVector3 Scale;
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public LLVector3 Offset;
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}
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class importprimscript
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{
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static GridClient Client = new GridClient();
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static Sculpt CurrentSculpt = null;
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static AutoResetEvent RezzedEvent = new AutoResetEvent(false);
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static LLVector3 RootPosition = LLVector3.Zero;
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static List<uint> RezzedPrims = new List<uint>();
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static LLUUID UploadFolderID = LLUUID.Zero;
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static void Main(string[] args)
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{
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if (args.Length != 8 && args.Length != 9)
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{
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Console.WriteLine("Usage: importprimscript.exe [firstname] [lastname] [password] " +
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"[loginuri] [Simulator] [x] [y] [z] [input.primscript]" +
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Environment.NewLine + "Example: importprimscript.exe My Bot password " +
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"Hooper 128 128 40 maya-export" + Path.DirectorySeparatorChar + "ant.primscript" +
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Environment.NewLine + "(the loginuri is optional and only used for logging in to another grid)");
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Environment.Exit(-1);
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}
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// Strip quotes from any arguments
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for (int i = 0; i < args.Length; i++)
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args[i] = args[i].Trim(new char[] { '"' });
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// Parse the primscript file
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string scriptfilename = args[args.Length - 1];
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string error;
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List<Sculpt> sculpties = ParsePrimscript(scriptfilename, out error);
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scriptfilename = Path.GetFileNameWithoutExtension(scriptfilename);
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// Check for parsing errors
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if (error != String.Empty)
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{
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Console.WriteLine("An error was encountered reading the input file: " + error);
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Environment.Exit(-2);
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}
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else if (sculpties.Count == 0)
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{
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Console.WriteLine("No primitives were read from the input file");
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Environment.Exit(-3);
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}
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// Add callback handlers for asset uploads finishing. new prims spotted, and logging
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Client.Objects.OnNewPrim += new ObjectManager.NewPrimCallback(Objects_OnNewPrim);
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Logger.OnLogMessage += new Logger.LogCallback(Client_OnLogMessage);
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// Optimize the connection for our purposes
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Client.Self.Movement.Camera.Far = 64f;
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Client.Settings.MULTIPLE_SIMS = false;
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Client.Settings.SEND_AGENT_UPDATES = true;
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Client.Settings.DISABLE_AGENT_UPDATE_DUPLICATE_CHECK = true;
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Settings.LOG_LEVEL = Helpers.LogLevel.None;
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Client.Settings.ALWAYS_REQUEST_OBJECTS = true;
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Client.Settings.ALWAYS_DECODE_OBJECTS = true;
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Client.Throttle.Land = 0;
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Client.Throttle.Wind = 0;
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Client.Throttle.Cloud = 0;
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// Not sure if Asset or Texture will help with uploads, but it won't hurt
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Client.Throttle.Asset = 220000.0f;
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Client.Throttle.Texture = 446000.0f;
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Client.Throttle.Task = 446000.0f;
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// Create a handler for the event queue connecting, so we know when
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// it is safe to start uploading
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AutoResetEvent eventQueueEvent = new AutoResetEvent(false);
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NetworkManager.EventQueueRunningCallback eventQueueCallback =
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delegate(Simulator simulator)
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{
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if (simulator == Client.Network.CurrentSim)
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eventQueueEvent.Set();
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};
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Client.Network.OnEventQueueRunning += eventQueueCallback;
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int x = Int32.Parse(args[args.Length - 4]);
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int y = Int32.Parse(args[args.Length - 3]);
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int z = Int32.Parse(args[args.Length - 2]);
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string start = NetworkManager.StartLocation(args[args.Length - 5], x, y, z);
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LoginParams loginParams = Client.Network.DefaultLoginParams(args[0], args[1], args[2],
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"importprimscript", "1.4.0");
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loginParams.Start = start;
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if (args.Length == 9) loginParams.URI = args[3];
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// Attempt to login
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if (!Client.Network.Login(loginParams))
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{
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Console.WriteLine("Login failed: " + Client.Network.LoginMessage);
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Environment.Exit(-4);
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}
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// Need to be connected to the event queue before we can upload
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Console.WriteLine("Login succeeded, waiting for the event handler to connect...");
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if (!eventQueueEvent.WaitOne(1000 * 90, false))
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{
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Console.WriteLine("Event queue connection timed out, disconnecting...");
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Client.Network.Logout();
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Environment.Exit(-5);
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}
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// Don't need this anymore
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Client.Network.OnEventQueueRunning -= eventQueueCallback;
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// Set the root position for the import
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RootPosition = Client.Self.SimPosition;
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RootPosition.Z += 3.0f;
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// TODO: Check if our account balance is high enough to upload everything
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//
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// Create a folder to hold all of our texture uploads
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UploadFolderID = Client.Inventory.CreateFolder(Client.Inventory.Store.RootFolder.UUID, scriptfilename);
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// Loop through each sculpty and do what we need to do
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for (int i = 0; i < sculpties.Count; i++)
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{
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// Upload the sculpt map and texture
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sculpties[i].SculptID = UploadImage(sculpties[i].SculptFile, true);
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sculpties[i].TextureID = UploadImage(sculpties[i].TextureFile, false);
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// Check for failed uploads
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if (sculpties[i].SculptID == LLUUID.Zero)
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{
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Console.WriteLine("Sculpt map " + sculpties[i].SculptFile + " failed to upload, skipping " + sculpties[i].Name);
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continue;
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}
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else if (sculpties[i].TextureID == LLUUID.Zero)
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{
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Console.WriteLine("Texture " + sculpties[i].TextureFile + " failed to upload, skipping " + sculpties[i].Name);
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continue;
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}
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// Create basic spherical volume parameters. It will be set to
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// a scultpy in the callback for new objects being created
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LLObject.ObjectData volume = new LLObject.ObjectData();
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volume.PCode = PCode.Prim;
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volume.Material = LLObject.MaterialType.Wood;
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volume.PathScaleY = 0.5f;
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volume.PathCurve = LLObject.PathCurve.Circle;
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volume.ProfileCurve = LLObject.ProfileCurve.Circle;
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// Rez this prim
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CurrentSculpt = sculpties[i];
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Client.Objects.AddPrim(Client.Network.CurrentSim, volume, LLUUID.Zero,
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RootPosition + CurrentSculpt.Offset, CurrentSculpt.Scale, LLQuaternion.Identity);
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// Wait for the prim to rez and the properties be set for it
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if (!RezzedEvent.WaitOne(1000 * 10, false))
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{
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Console.WriteLine("Timed out waiting for prim " + CurrentSculpt.Name + " to rez, skipping");
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continue;
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}
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}
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CurrentSculpt = null;
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lock (RezzedPrims)
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{
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// Set full permissions for all of the objects
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Client.Objects.SetPermissions(Client.Network.CurrentSim, RezzedPrims, PermissionWho.All,
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PermissionMask.All, true);
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// Link the entire object together
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Client.Objects.LinkPrims(Client.Network.CurrentSim, RezzedPrims);
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}
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Console.WriteLine("Rezzed, textured, and linked " + RezzedPrims.Count + " sculpted prims, logging out...");
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Client.Network.Logout();
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}
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static void Client_OnLogMessage(object message, Helpers.LogLevel level)
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{
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if (level >= Helpers.LogLevel.Warning)
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Console.WriteLine(level + ": " + message);
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}
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static LLUUID UploadImage(string filename, bool lossless)
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{
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LLUUID newAssetID = LLUUID.Zero;
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byte[] jp2data = null;
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try
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{
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Bitmap image = (Bitmap)Bitmap.FromFile(filename);
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jp2data = OpenJPEG.EncodeFromImage(image, lossless);
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}
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catch (Exception ex)
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{
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Console.WriteLine("Failed to encode image file " + filename + ": " + ex.ToString());
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return LLUUID.Zero;
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}
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AutoResetEvent uploadEvent = new AutoResetEvent(false);
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Client.Inventory.RequestCreateItemFromAsset(jp2data, Path.GetFileNameWithoutExtension(filename),
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"Uploaded with importprimscript", AssetType.Texture, InventoryType.Texture, UploadFolderID,
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delegate(CapsClient client, long bytesReceived, long bytesSent, long totalBytesToReceive, long totalBytesToSend)
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{
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// FIXME: Do something with progress?
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},
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delegate(bool success, string status, LLUUID itemID, LLUUID assetID)
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{
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if (success)
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{
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Console.WriteLine("Finished uploading image " + filename + ", AssetID: " + assetID.ToString());
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newAssetID = assetID;
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}
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else
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{
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Console.WriteLine("Failed to upload image file " + filename + ": " + status);
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}
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uploadEvent.Set();
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}
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);
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// The images are small, 60 seconds should be plenty
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uploadEvent.WaitOne(1000 * 60, false);
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return newAssetID;
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}
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static void Objects_OnNewPrim(Simulator simulator, Primitive prim, ulong regionHandle, ushort timeDilation)
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{
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if (CurrentSculpt != null && (prim.Flags & LLObject.ObjectFlags.CreateSelected) != 0 &&
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!RezzedPrims.Contains(prim.LocalID))
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{
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lock (RezzedPrims) RezzedPrims.Add(prim.LocalID);
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Console.WriteLine("Rezzed prim " + CurrentSculpt.Name + ", setting properties");
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// Deselect the prim
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Client.Objects.DeselectObject(Client.Network.CurrentSim, prim.LocalID);
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// Set the prim position
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Client.Objects.SetPosition(Client.Network.CurrentSim, prim.LocalID,
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RootPosition + CurrentSculpt.Offset);
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// Set the texture
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LLObject.TextureEntry textures = new LLObject.TextureEntry(CurrentSculpt.TextureID);
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Client.Objects.SetTextures(Client.Network.CurrentSim, prim.LocalID, textures);
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// Turn it in to a sculpted prim
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Primitive.SculptData sculpt = new Primitive.SculptData();
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sculpt.SculptTexture = CurrentSculpt.SculptID;
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sculpt.Type = Primitive.SculptType.Sphere;
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Client.Objects.SetSculpt(Client.Network.CurrentSim, prim.LocalID, sculpt);
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// Set the prim name
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if (!String.IsNullOrEmpty(CurrentSculpt.Name))
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Client.Objects.SetName(Client.Network.CurrentSim, prim.LocalID, CurrentSculpt.Name);
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RezzedEvent.Set();
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}
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}
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static List<Sculpt> ParsePrimscript(string primscriptfile, out string error)
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{
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string line;
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Sculpt current = null;
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List<Sculpt> sculpties = new List<Sculpt>();
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error = String.Empty;
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StreamReader primscript = null;
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// Parse a directory out of the primscriptfile string, if one exists
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string path = Path.GetDirectoryName(primscriptfile);
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if (!String.IsNullOrEmpty(path))
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path += Path.DirectorySeparatorChar;
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else
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path = String.Empty;
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try
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{
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primscript = File.OpenText(primscriptfile);
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while ((line = primscript.ReadLine()) != null)
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{
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string[] words = line.Split(new char[] { ' ' });
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if (words.Length > 0)
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{
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if (current != null)
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{
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switch (words[0])
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{
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case "newPrim":
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if (current.Scale != LLVector3.Zero &&
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!String.IsNullOrEmpty(current.SculptFile) &&
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!String.IsNullOrEmpty(current.TextureFile))
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{
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// Add the previous prim to the list as it is now finalized
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sculpties.Add(current);
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}
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// Start a new prim
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current = new Sculpt();
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break;
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case "prim":
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// The only useful bit of information here is the prim name
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if (words.Length >= 3)
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current.Name = words[2];
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break;
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case "shape":
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// This line has the name of the sculpt texture
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if (words.Length >= 3)
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current.SculptFile = path + words[2] + ".bmp";
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break;
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case "texture":
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// This line has the name of the actual texture
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if (words.Length >= 3)
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current.TextureFile = path + words[2] + ".bmp";
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break;
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case "transform":
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// Get some primitive params
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if (words.Length >= 9)
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{
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float x, y, z;
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x = Single.Parse(words[2]);
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y = Single.Parse(words[3]);
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z = Single.Parse(words[4]);
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current.Scale = new LLVector3(x, y, z);
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x = Single.Parse(words[6]);
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y = Single.Parse(words[7]);
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z = Single.Parse(words[8]);
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current.Offset = new LLVector3(x, y, z);
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}
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break;
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}
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}
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else if (words[0] == "newPrim")
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{
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// Start a new prim
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current = new Sculpt();
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}
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}
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}
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// Add the final prim
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if (current != null && current.Scale != LLVector3.Zero &&
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!String.IsNullOrEmpty(current.SculptFile) &&
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!String.IsNullOrEmpty(current.TextureFile))
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{
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// Add the previous prim to the list as it is now finalized
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sculpties.Add(current);
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}
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}
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catch (Exception ex)
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{
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error = ex.ToString();
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}
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finally
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{
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if (primscript != null)
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primscript.Close();
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}
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return sculpties;
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}
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}
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}
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