I convert OSM Scene Loader (change syntax) from ODN (here in forum)
that was also converted from original c++ code.

May be this will be useful for someone..

Alternatively here is an other port of the OSM Scene Loader:
MOGRE OSMSceneLoader 2

Code:

//Update: 02/Feb/2007
//Fixed a problem with the code to parse float numbers,
//the code was dependent of the culture and the decimal separator.

using System;
using System.Collections;
using System.Drawing;
using System.IO;
using System.Xml;
using System.Globalization;
using Mogre;

namespace MyApp
{
    public class OSMLoader
    {
        private XmlDocument xd;
        private SceneManager mSceneMgr;
        private RenderWindow mWindow;
        private NumberFormatInfo numberFormat = new NumberFormatInfo();

        private const int SCENE_SKYPLANE = 1;
        private const int SCENE_SKYDOME = 2;
        private const int SCENE_SKYBOX = 3;

        private Hashtable cameras, lights, entities;

        public Hashtable Cameras
        {
            get { return cameras; }
        }

        public Hashtable Lights
        {
            get { return lights; }
        }

        public Hashtable Entities
        {
            get { return entities; }
        }

        public SceneManager SceneMgr
        {
            get { return mSceneMgr; }
        }

        public event LoadedSceneObjectEventHandler OnCameraCreate;
        public event LoadedSceneObjectEventHandler OnNodeCreate;
        public event LoadedSceneObjectEventHandler OnLightCreate;
        public event LoadedSceneObjectEventHandler OnEntityCreate;

        public OSMLoader(SceneManager mgr, RenderWindow wnd)
        {
            numberFormat.CurrencyDecimalSeparator = ".";
            mSceneMgr = mgr;
            mWindow = wnd;
            cameras = new Hashtable();
            entities = new Hashtable();
            lights = new Hashtable();
        }

        public void Initialize(string xmlFile)
        {
            LogManager.Singleton.LogMessage(@"
**********************************************
**            OSM Scene Loader              **
**********************************************
");
            LogManager.Singleton.LogMessage("OSMLoader loading scene form file: " + xmlFile);
            if (!ResourceGroupManager.Singleton.ResourceExists(
               ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
               xmlFile))
            {
                LogManager.Singleton.LogMessage("Not found file: " + xmlFile);
                throw new FileNotFoundException("Not found scene file.", xmlFile);
            }

            xd = new XmlDocument();
            try
            {
                DataStreamPtr dsp = ResourceGroupManager.Singleton.OpenResource(xmlFile);
                xd.LoadXml(dsp.AsString);
                dsp.Dispose();
            }
            catch (XmlException ex)
            {
                xd = null;
                LogManager.Singleton.LogMessage("Can't parse scene data, detail error message:\r\n" + ex.Message);
                throw ex;
            }
        }

        public bool CreateScene(SceneNode parent)
        {
            if (xd == null) return false;
            LogManager.Singleton.LogMessage("OSMLoader: Creating scene on '" +
               (parent == null ? "Root" : parent.Name) + "' node.");

            if (mSceneMgr == null)
            {
                if (xd.SelectSingleNode("/sceneManager") != null)
                    setSceneProperties(xd);
                else
                    mSceneMgr = Root.Singleton.CreateSceneManager(SceneType.ST_GENERIC);
            }

            if (parent == null)
                parent = mSceneMgr.RootSceneNode.CreateChildSceneNode();

            try
            {
                CreateEntities(xd.SelectNodes("/oe_scene/entities/entity"), parent);
            }
            catch
            {
            }
            try
            {
                CreateLights(xd.SelectNodes("/oe_scene/lights/light"), parent);
            }
            catch
            {
            }
            try
            {
                CreateCameras(xd.SelectNodes("/oe_scene/cameras/camera"), parent);
            }
            catch
            {
            }

            LogManager.Singleton.LogMessage(@"
********************************
** oSceneLoader: Scene loaded **
********************************
");
            return true;
        }

        // no use
        /*
              private void declareResources()
              {
                 if (xd == null) return;
                 try
                 {
                    XmlElement xe = (XmlElement) xd.SelectSingleNode("/entities");
                    if (xe != null)
                       foreach (XmlElement item in xe.ChildNodes)
                          ResourceGroupManager.Instance.declareResource(item.GetAttribute("filename"), "Mesh");
                 }
                 catch
                 {
                 } // i don't know why not process exception here in c++ source file.
              }
        */

        private ColourValue parseColor(string r, string g, string b)
        {
            ColourValue clr = new ColourValue();
            clr.r = float.Parse(r, numberFormat);
            clr.g = float.Parse(g, numberFormat);
            clr.b = float.Parse(b, numberFormat);

            return clr;
        }

        private void setSceneProperties(XmlDocument xd)
        {
            // Scene manager
            XmlElement sceneMgrElem = (XmlElement)xd.SelectSingleNode("sceneManager");
            /*
               ST_GENERIC = 1,
               ST_EXTERIOR_CLOSE = 2,
               ST_EXTERIOR_FAR = 4,
               ST_EXTERIOR_REAL_FAR = 8,
               ST_INTERIOR = 16
             */
            int type = int.Parse(sceneMgrElem.GetAttribute("type"));
            SceneType sceneType = (SceneType)type;
            mSceneMgr = Root.Singleton.CreateSceneManager(sceneType);

            string worldGeometry = sceneMgrElem.GetAttribute("worldGeometry");
            if (worldGeometry != null)
                mSceneMgr.SetWorldGeometry(worldGeometry);

            // Background Color
            XmlElement colorElem = (XmlElement)xd.SelectSingleNode("bkgcolor");
            if (colorElem != null && mWindow != null)
            {
                ColourValue color = parseColor(
                   colorElem.GetAttribute("r"),
                   colorElem.GetAttribute("g"),
                   colorElem.GetAttribute("b"));

                mWindow.GetViewport(0).BackgroundColour = color;
            }

            // Ambient light Color
            colorElem = (XmlElement)xd.SelectSingleNode("lightColor");
            if (colorElem != null)
            {
                ColourValue color = parseColor(
                   colorElem.GetAttribute("r"),
                   colorElem.GetAttribute("g"),
                   colorElem.GetAttribute("b"));
                mSceneMgr.AmbientLight = color;
            }

            // Scene shadows
            XmlElement shadowsElem = (XmlElement)xd.SelectSingleNode("shadowTechnique");
            if (shadowsElem != null)
            {
                type = int.Parse(shadowsElem.GetAttribute("type"));
                ShadowTechnique shadowType = (ShadowTechnique)type;

                mSceneMgr.ShadowTechnique = shadowType;

                int tex_size = int.Parse(shadowsElem.GetAttribute("tex_size"));
                int tex_count = int.Parse(shadowsElem.GetAttribute("tex_count"));

                mSceneMgr.SetShadowTextureSettings((ushort)tex_size, (ushort)tex_count);

                // Shadow Color
                colorElem = (XmlElement)shadowsElem.SelectSingleNode("color");
                if (colorElem != null)
                {
                    ColourValue color = parseColor(
                       colorElem.GetAttribute("r"),
                       colorElem.GetAttribute("g"),
                       colorElem.GetAttribute("b"));

                    mSceneMgr.ShadowColour = color;
                }
            }

            // Scene sky
            XmlElement skyElem = (XmlElement)xd.SelectSingleNode("skyTechnique");
            if (skyElem != null)
            {
                type = int.Parse(skyElem.GetAttribute("type"));
                String materialName = skyElem.GetAttribute("material");

                if (materialName != " ")
                {
                    bool drawFirst = bool.Parse(skyElem.GetAttribute("drawFirst"));
                    float tiling = float.Parse(skyElem.GetAttribute("tiling"), numberFormat);
                    float scale = float.Parse(skyElem.GetAttribute("scale"), numberFormat);
                    float dist = float.Parse(skyElem.GetAttribute("dist"), numberFormat);
                    float bow = float.Parse(skyElem.GetAttribute("bow"), numberFormat);
                    int xSegments = int.Parse(skyElem.GetAttribute("xSegments"));
                    int ySegments = int.Parse(skyElem.GetAttribute("ySegments"));
                    Quaternion quat = Quaternion.IDENTITY;
                    Plane plane = new Plane();
                    plane.d = dist;

                    plane.normal = new Vector3();
                    plane.normal = -(Vector3.UNIT_Y);

                    switch (type)
                    {
                        case SCENE_SKYPLANE:

                            mSceneMgr.SetSkyPlane(true, plane, materialName, scale,
                                                  tiling, drawFirst, bow, xSegments, ySegments);

                            mSceneMgr.SetSkyBox(false, "");
                            mSceneMgr.SetSkyDome(false, "");

                            break;

                        case SCENE_SKYBOX:

                            mSceneMgr.SetSkyBox(true, materialName, dist, drawFirst, quat);
                            mSceneMgr.SetSkyPlane(false, plane, "");
                            mSceneMgr.SetSkyDome(false, "");

                            break;

                        case SCENE_SKYDOME:

                            mSceneMgr.SetSkyDome(true, materialName, bow, tiling, dist,
                                                 drawFirst, quat, xSegments, ySegments);

                            mSceneMgr.SetSkyPlane(false, plane, "");
                            mSceneMgr.SetSkyBox(false, "");

                            break;

                    }
                }
            }
        }

        private SceneNode CreateNode(XmlElement elet, SceneNode parent)
        {
            SceneNode pNode = null;

            // Try to find the parent node
            string pszName = elet.GetAttribute("name");
            if (pszName == string.Empty) return null;

            // Check if this node has a parent
            string pszParent = elet.GetAttribute("parent");
            if (pszParent == string.Empty)
            {
                // Check if the scene node has already been created by a child
                DISABLE_LOGMANAGER();

                try
                {
                    pNode = mSceneMgr.GetSceneNode(pszName);
                }
                catch
                {
                    pNode = parent.CreateChildSceneNode(pszName);
                }

                ENABLE_LOGMANAGER();

            }
            else
            {
                SceneNode pParent = null;
                DISABLE_LOGMANAGER();

                try
                {
                    // Try to find parent scenenode
                    pParent = mSceneMgr.GetSceneNode(pszParent);
                }
                catch
                {
                    // We try to create the parent node as child of root node.
                    // Later when the parent (hopefully) is created, we can adjust it,
                    // if it is child of another node.
                    pParent = parent.CreateChildSceneNode(pszParent);
                }

                try
                {
                    // Check if the scene node has already been created by a child
                    // In this case we would have to change the parent.
                    pNode = mSceneMgr.GetSceneNode(pszName);

                    // Get old parent (probably scene root)
                    SceneNode pOldParent = pNode.ParentSceneNode;

                    // Remove this node
                    pOldParent.RemoveChild(pNode);

                    // Insert us as child on the "real" parent
                    pParent.AddChild(pNode);
                }
                catch
                {
                    pNode = pParent.CreateChildSceneNode(pszName);
                }

                ENABLE_LOGMANAGER();
            }

            // Position
            XmlElement posElem = (XmlElement)elet.SelectSingleNode("position");
            if (posElem != null)
            {
                Vector3 pos;

                pos.x = float.Parse(posElem.GetAttribute("x"), numberFormat);
                pos.y = float.Parse(posElem.GetAttribute("y"), numberFormat);
                pos.z = float.Parse(posElem.GetAttribute("z"), numberFormat);
                pNode.Position = pos;
            }

            // Rotation
            XmlElement rotElem = (XmlElement)elet.SelectSingleNode("rotation");
            if (rotElem != null)
            {
                pNode.SetOrientation(
                   float.Parse(rotElem.GetAttribute("w"), numberFormat),
                   float.Parse(rotElem.GetAttribute("x"), numberFormat),
                   float.Parse(rotElem.GetAttribute("y"), numberFormat),
                   float.Parse(rotElem.GetAttribute("z"), numberFormat));

            }

            // Scale
            XmlElement scaleElem = (XmlElement)elet.SelectSingleNode("scale");
            if (scaleElem != null)
            {
                Vector3 scale;
                scale.x = float.Parse(scaleElem.GetAttribute("x"), numberFormat);
                scale.y = float.Parse(scaleElem.GetAttribute("y"), numberFormat);
                scale.z = float.Parse(scaleElem.GetAttribute("z"), numberFormat);
                pNode.SetScale(scale);
            }

            // Notify
            if (OnNodeCreate != null)
                OnNodeCreate(pNode, elet);

            // Animation
            XmlElement animList = (XmlElement)elet.SelectSingleNode("animations");
            if (animList != null)
            {
                //
                foreach (XmlElement animElem in animList.ChildNodes)
                {
                    // Get name of animation
                    string aniName = animElem.GetAttribute("name");

                    Animation pAnim = null;
                    DISABLE_LOGMANAGER();
                    try
                    {
                        pAnim = mSceneMgr.GetAnimation(aniName);
                    }
                    catch
                    {
                    }
                    ENABLE_LOGMANAGER();

                    // If this animation has not been created yet, we create it
                    if (pAnim == null)
                    {
                        float fLength = float.Parse(animElem.GetAttribute("length"), numberFormat);
                        pAnim = mSceneMgr.CreateAnimation(aniName, fLength);
                        pAnim.SetInterpolationMode(Animation.InterpolationMode.IM_LINEAR);
                    }

                    // Create animation track for this node
                    NodeAnimationTrack pTrack = pAnim.CreateNodeTrack((ushort)(pAnim.NumNodeTracks + 1), pNode);

                    // Iterate all keyframes for this node
                    foreach (XmlElement pKeyframeElem in animElem.ChildNodes)
                    {
                        float fTime = float.Parse(pKeyframeElem.GetAttribute("time"), numberFormat);
                        TransformKeyFrame pKeyFrame = pTrack.CreateNodeKeyFrame(fTime);

                        // Position
                        posElem = (XmlElement)pKeyframeElem.SelectSingleNode("position");
                        if (posElem != null)
                        {
                            Vector3 trans;
                            trans.x = float.Parse(posElem.GetAttribute("x"), numberFormat);
                            trans.y = float.Parse(posElem.GetAttribute("y"), numberFormat);
                            trans.z = float.Parse(posElem.GetAttribute("z"), numberFormat);
                            pKeyFrame.Translate = trans;
                        }

                        // Rotation
                        rotElem = (XmlElement)pKeyframeElem.SelectSingleNode("rotation");
                        if (rotElem != null)
                        {
                            Quaternion qRot;
                            qRot.x = float.Parse(rotElem.GetAttribute("x"), numberFormat);
                            qRot.y = float.Parse(rotElem.GetAttribute("y"), numberFormat);
                            qRot.z = float.Parse(rotElem.GetAttribute("z"), numberFormat);
                            qRot.w = float.Parse(rotElem.GetAttribute("w"), numberFormat);
                            pKeyFrame.Rotation = qRot;
                        }

                        // Scale
                        scaleElem = (XmlElement)pKeyframeElem.SelectSingleNode("scale");
                        if (scaleElem != null)
                        {
                            Vector3 scale;
                            scale.x = float.Parse(scaleElem.GetAttribute("x"), numberFormat);
                            scale.y = float.Parse(scaleElem.GetAttribute("y"), numberFormat);
                            scale.z = float.Parse(scaleElem.GetAttribute("z"), numberFormat);
                            pKeyFrame.Scale = scale;
                        }
                    }
                }
            }

            return pNode;
        }

        private void ENABLE_LOGMANAGER()
        {
            LogManager.Singleton.SetLogDetail(LoggingLevel.LL_NORMAL);
        }

        private void DISABLE_LOGMANAGER()
        {
            LogManager.Singleton.SetLogDetail(LoggingLevel.LL_LOW);
        }

        private void CreateCameras(XmlNodeList list, SceneNode parent)
        {
            // Iterate all Cameras, creating them. We do not attach them yet, since
            // we need to make sure all potential item entities have been created.
            foreach (XmlElement item in list)
            {
                // Ogre could cast an exception, in which case we just try to
                // continue reading the other Cameras
                try
                {
                    // Create camera
                    Camera pCamera = mSceneMgr.CreateCamera(item.GetAttribute("name"));
                    if (pCamera == null) continue;

                    // Set Field of View on camera
                    pCamera.FOVy = new Radian(float.Parse(item.GetAttribute("FOV"), numberFormat));
                    pCamera.NearClipDistance = 5;

                    // Create node with full information
                    SceneNode pCameraNode = CreateNode(item, parent);

                    // Attach the Camera entity to node
                    pCameraNode.AttachObject(pCamera);

                    // Target
                    XmlElement targetElem = (XmlElement)item.SelectSingleNode("target");
                    if (targetElem != null)
                    {
                        // Create node with full information
                        SceneNode pTargetNode = CreateNode(targetElem, parent);
                        pCameraNode.SetAutoTracking(true, pTargetNode);
                    }

                    // Notify
                    if (OnCameraCreate != null)
                        OnCameraCreate(pCamera, item);

                    // Add to camera list
                    cameras.Add(pCamera.Name, pCamera);
                }
                catch
                {
                    continue;
                }
            }
        }

        private void CreateLights(XmlNodeList list, SceneNode parent)
        {
            // Iterate all Lights, creating them. We do not attach them yet, since
            // we need to make sure all potential parent entities have been created.
            foreach (XmlElement pLightElem in list)
            {
                // Ogre could cast an exception, in which case we just try to
                // continue reading the other Lights
                try
                {
                    string pszName = pLightElem.GetAttribute("name");

                    Light pLight = mSceneMgr.CreateLight(pszName);
                    if (pLight == null) continue;

                    // Figure out which type of light we are using
                    string pszType = pLightElem.GetAttribute("type");
                    if (pszType == "omni")
                    {
                        pLight.Type = Light.LightTypes.LT_POINT;
                    }
                    else if (pszType == "spot")
                    {
                        pLight.Type = Light.LightTypes.LT_SPOTLIGHT;
                        pLight.SetSpotlightRange(
                           new Radian(new Degree(float.Parse(pLightElem.GetAttribute("hotspot"), numberFormat))),
                           new Radian(new Degree(float.Parse(pLightElem.GetAttribute("falloff"), numberFormat))));
                        pLight.SetDirection(0, 0, -1);

                    }
                    else if (pszType == "directional")
                    {
                        pLight.Type = Light.LightTypes.LT_DIRECTIONAL;
                    }

                    // Check if the light should be on
                    string pszOn = pLightElem.GetAttribute("on");
                    if (pszOn == "true")
                        pLight.Visible = true;
                    else
                        pLight.Visible = false;

                    // Check if the object should cast shadows
                    string pszCastShadows = pLightElem.GetAttribute("CastShadows");
                    if (pszCastShadows == "no")
                        pLight.CastShadows = false;
                    else
                        pLight.CastShadows = true;

                    // Diffuse Color
                    XmlElement colorElem = (XmlElement)pLightElem.SelectSingleNode("color");
                    if (colorElem != null)
                    {
                        pLight.SetDiffuseColour(
                           float.Parse(colorElem.GetAttribute("r"), numberFormat),
                           float.Parse(colorElem.GetAttribute("g"), numberFormat),
                           float.Parse(colorElem.GetAttribute("b"), numberFormat));
                    }

                    // Specular Color
                    XmlElement specularElem = (XmlElement)pLightElem.SelectSingleNode("specular");
                    if (specularElem != null)
                    {
                        pLight.SetSpecularColour(
                           float.Parse(specularElem.GetAttribute("r"), numberFormat),
                           float.Parse(specularElem.GetAttribute("g"), numberFormat),
                           float.Parse(specularElem.GetAttribute("b"), numberFormat));
                    }

                    // Attenuation
                    XmlElement attenElem = (XmlElement)pLightElem.SelectSingleNode("attenuation");
                    if (attenElem != null)
                    {
                        pLight.SetAttenuation(
                           float.Parse(attenElem.GetAttribute("range"), numberFormat),
                           float.Parse(attenElem.GetAttribute("constant"), numberFormat),
                           float.Parse(attenElem.GetAttribute("linear"), numberFormat),
                           float.Parse(attenElem.GetAttribute("quadratic"), numberFormat));
                    }

                    // Create node with full information
                    SceneNode pLightNode = CreateNode(pLightElem, parent);

                    // Attach the Light entity to node
                    pLightNode.AttachObject(pLight);

                    // Target
                    XmlElement targetElem = (XmlElement)pLightElem.SelectSingleNode("target");
                    if (targetElem != null)
                    {
                        // Create node with full information
                        SceneNode pTargetNode = CreateNode(targetElem, parent);
                        pLightNode.SetAutoTracking(true, pTargetNode);
                    }

                    // Notify
                    if (OnLightCreate != null)
                        OnLightCreate(pLight, pLightElem);

                    // Add to light list
                    lights.Add(pszName, pLight);
                }
                catch
                {
                    continue;
                }
            }
        }

        private void CreateEntities(XmlNodeList list, SceneNode parent)
        {
            // Iterate all meshes, creating them.
            foreach (XmlElement pMeshElem in list)
            {
                // Ogre could cast an exception, in which case we just try to
                // continue reading the other meshes
                try
                {
                    string pszName = pMeshElem.GetAttribute("name");
                    string pszFileName = pMeshElem.GetAttribute("filename");

                    // try to create the mesh
                    Entity pEntity = mSceneMgr.CreateEntity(pszName, pszFileName);
                    if (pEntity == null) continue;

                    // Check if the object should cast shadows
                    string pszCastShadows = pMeshElem.GetAttribute("CastShadows");
                    if (pszCastShadows == "no")
                        pEntity.CastShadows = false;
                    else
                        pEntity.CastShadows = true;

                    // Create node with full information
                    SceneNode pObjNode = CreateNode(pMeshElem, parent);

                    // Attach the mesh entity to node
                    pObjNode.AttachObject(pEntity);

                    // Notify
                    if (OnEntityCreate != null)
                        OnEntityCreate(pEntity, pMeshElem);

                    // Add to entity list
                    entities.Add(pszName, pEntity);
                }
                catch (Exception ex)
                {
                    continue;
                }
            }
        }
    }

    public delegate void LoadedSceneObjectEventHandler(Object obj, XmlElement xmlSrc);

}

Example of usage

OSMLoader loader = new OSMLoader(sceneMgr, window);
loader.Initialize("test.osm");
loader.CreateScene(sceneMgr.RootSceneNode);
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UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
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8. Miscellaneous

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