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c84c168585
# Description Merge the draft OpenUSD Scene Materialization projects into the existing OpenUSD core and server packages: - move the scene companion model, document/value model, and `.usda` conversion APIs into `Opc.Ua.OpenUsd`; - move discovery, materialization, export, and Part 1 interop into `Opc.Ua.OpenUsd.Server`; - rename the CLR APIs to `Opc.Ua.OpenUsd.Scene`, `Opc.Ua.OpenUsd.Scene.Conversion`, and `Opc.Ua.OpenUsd.Server.Scene`; - remove the `Opc.Ua.OpenUsdScene` and `Opc.Ua.OpenUsdScene.Server` projects and NuGet package IDs; - update the connector, the consolidated OpenUSD test project, package READMEs, and developer docs. This is an intentional source- and binary-breaking cleanup for the draft Scene packages. The OPC UA Scene model URI, version, NodeIds, and wire behavior remain unchanged. ## Related Issues - Fixes #4383 ## Validation - `UA.slnx` Release builds completed for `CustomTestTarget=net10.0` and `CustomTestTarget=net48`. - OpenUSD tests passed on net10.0 (915) and net48 (879), excluding the existing host-culture assertion; the isolated assertion passed under invariant globalization. - The generated Release pack contains the expected 75 packages, emits neither retired Scene package, and passes `.azurepipelines\validate-source-generator-packages.ps1`. - The two surviving packages expose the new nested namespaces and contain no retired package dependencies. ## Checklist - [ ] I have signed the [CLA](https://opcfoundation.org/license/cla/ContributorLicenseAgreementv1.0.pdf) and read the [CONTRIBUTING](https://github.com/OPCFoundation/UA-.NETStandard/blob/master/CONTRIBUTING.md) doc. - [ ] I have added tests that prove my fix is effective or that my feature works and increased code coverage. - [x] I have added all necessary documentation. - [x] I have verified that my changes do not introduce (new) build or analyzer warnings. - [ ] I ran **all** tests locally using the **UA.slnx** solution against at least .net **framework** and .net **10**, and all passed. - [ ] I fixed **all** failing and flaky tests in the CI pipelines and **all** CodeQL warnings. - [ ] I have addressed **all** PR feedback received. --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
155 lines
5.9 KiB
C#
155 lines
5.9 KiB
C#
/* ========================================================================
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* Copyright (c) 2005-2026 The OPC Foundation, Inc. All rights reserved.
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*
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* OPC Foundation MIT License 1.00
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* The complete license agreement can be found here:
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* http://opcfoundation.org/License/MIT/1.00/
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* ======================================================================*/
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using System.Collections.Generic;
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using Opc.Ua.OpenUsd.Scene;
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namespace Opc.Ua.OpenUsd.Tests
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{
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/// <summary>
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/// Small query helpers over a <see cref="MaterializedScene"/>, so the assertions in the
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/// server test fixtures read close to the address-space concepts they check.
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/// </summary>
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internal static class SceneQuery
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{
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/// <summary>
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/// The materialized prim at an absolute SdfPath (for example <c>/Plant</c>).
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/// </summary>
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public static UsdPrimState Prim(this MaterializedScene ms, string path)
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{
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return ms.Result.PrimsByPath[path];
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}
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/// <summary>
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/// The materialized attribute keyed <c><primPath>.<name></c>.
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/// </summary>
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public static UsdAttributeState Attr(this MaterializedScene ms, string key)
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{
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return ms.Result.AttributesByPath[key];
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}
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/// <summary>
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/// The attribute's ArrayDimensions as a plain array, or <c>null</c> for a scalar — the
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/// <c>ArrayOf<uint></c> a materialized Variable carries unwraps to a
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/// <c>uint[]?</c> that NUnit compares element-wise.
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/// </summary>
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public static uint[]? Dims(this UsdAttributeState attribute)
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{
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return attribute.ArrayDimensions.ToArray();
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}
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/// <summary>
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/// The boxed value of a materialized attribute, or <c>null</c> when unset.
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/// </summary>
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public static object? BoxedValue(this UsdAttributeState attribute)
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{
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return attribute.Value.AsBoxedObject();
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}
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/// <summary>
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/// The materialized AddIns of type <typeparamref name="T"/> under a prim's
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/// <c>AppliedSchemas</c> folder, in address-space order.
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/// </summary>
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public static List<T> AppliedSchemas<T>(this MaterializedScene ms, string primPath)
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where T : NodeState
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{
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FolderState? folder = ms.Prim(primPath).AppliedSchemas;
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if (folder == null)
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{
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return new List<T>();
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}
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return MaterializationHarness.ChildrenOfType<T>(ms.Context, folder);
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}
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/// <summary>
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/// The materialized composition arcs under a prim's <c>Composition</c> folder, in
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/// address-space order.
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/// </summary>
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public static List<UsdCompositionArcState> CompositionArcs(
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this MaterializedScene ms, string primPath)
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{
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FolderState? folder = ms.Prim(primPath).Composition;
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if (folder == null)
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{
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return new List<UsdCompositionArcState>();
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}
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return MaterializationHarness.ChildrenOfType<UsdCompositionArcState>(ms.Context, folder);
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}
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/// <summary>
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/// The absolute SdfPath of a parsed prim, walked from its parent chain.
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/// </summary>
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public static string PathOf(this Scene.UsdPrim prim)
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{
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var parts = new List<string>();
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Scene.UsdPrim? current = prim;
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while (current != null)
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{
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parts.Insert(0, current.Name);
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current = current.Parent;
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}
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return "/" + string.Join("/", parts);
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}
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/// <summary>
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/// The total number of authored attribute connections across a whole scene.
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/// </summary>
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public static int TotalConnections(this Scene.UsdStage stage)
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{
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int total = 0;
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foreach (Scene.UsdPrim prim in stage.AllPrims())
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{
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foreach (Scene.UsdAttribute attribute in prim.Attributes)
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{
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total += attribute.Connections.Count;
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}
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}
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return total;
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}
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/// <summary>
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/// Nulls every attribute value and clears every attribute connection across a scene, so
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/// two scenes can be compared on structure and provenance alone. This is the workaround
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/// for the two exporter round-trip defects the fixtures pin separately.
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/// </summary>
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public static Scene.UsdStage NormalizeValuesAndConnections(this Scene.UsdStage stage)
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{
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foreach (Scene.UsdPrim prim in stage.AllPrims())
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{
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foreach (Scene.UsdAttribute attribute in prim.Attributes)
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{
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attribute.Value = Scene.UsdValue.Null;
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attribute.Connections.Clear();
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}
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}
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return stage;
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}
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}
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}
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