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C# IAssetService.Get方法代码示例

本文整理汇总了C#中IAssetService.Get方法的典型用法代码示例。如果您正苦于以下问题:C# IAssetService.Get方法的具体用法?C# IAssetService.Get怎么用?C# IAssetService.Get使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IAssetService的用法示例。


在下文中一共展示了IAssetService.Get方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LLImageManager

 //Constructor
 public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
 {
     
     m_imagestore = new Dictionary<UUID,J2KImage>();
     m_priorities = new SortedList<double,UUID>();
     m_priorityresolver = new Dictionary<int, int>();
     m_client = client;
     m_assetCache = pAssetCache;
     if (pAssetCache != null)
         m_missingsubstitute = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
     else
         m_log.Error("[ClientView] - couldn't set missing image, all manner of things will probably break");
     m_j2kDecodeModule = pJ2kDecodeModule;
 }
开发者ID:ChrisD,项目名称:opensim,代码行数:15,代码来源:LLImageManager.cs

示例2: Splat

        /// <summary>
        ///     Builds a composited terrain texture given the region texture
        ///     and heightmap settings
        /// </summary>
        /// <param name="heightmap">Terrain heightmap</param>
        /// <param name="textureIDs"></param>
        /// <param name="startHeights"></param>
        /// <param name="heightRanges"></param>
        /// <param name="regionPosition"></param>
        /// <param name="assetService"></param>
        /// <param name="textureTerrain"></param>
        /// <returns>A composited 256x256 RGB texture ready for rendering</returns>
        /// <remarks>
        ///     Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
        /// </remarks>
        public static Bitmap Splat(ITerrainChannel heightmap, UUID[] textureIDs, float[] startHeights,
            float[] heightRanges, Vector3d regionPosition, IAssetService assetService,
            bool textureTerrain)
        {
            Debug.Assert(textureIDs.Length == 4);
            Debug.Assert(startHeights.Length == 4);
            Debug.Assert(heightRanges.Length == 4);

            Bitmap[] detailTexture = new Bitmap[4];
            int outWidth = heightmap.Width;
            int outHeight = heightmap.Height;
            IJ2KDecoder m_imgDecoder;

            if (textureTerrain)
            {
                // Swap empty terrain textureIDs with default IDs
                for (int i = 0; i < textureIDs.Length; i++)
                {
                    if (textureIDs[i] == UUID.Zero)
                        textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
                }

                #region Texture Fetching

                if (assetService != null)
                {
                    m_imgDecoder =  heightmap.Scene.RequestModuleInterface<IJ2KDecoder>();

                    for (int i = 0; i < 4; i++)
                    {
                        UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
                        AssetBase asset = assetService.Get(cacheID.ToString(),false);           // ignore warnings here as the cached texture may not exist

                        if ((asset != null) && (asset.Data != null) && (asset.Data.Length != 0))
                        {
                            try
                            {
                                using (MemoryStream stream = new MemoryStream(asset.Data))
                                    detailTexture[i] = (Bitmap) Image.FromStream(stream);
                            }
                            catch (Exception ex)
                            {
                                MainConsole.Instance.Warn("Failed to decode cached terrain texture " + cacheID +
                                                          " (textureID: " + textureIDs[i] + "): " + ex.Message);
                            }
                        }

                        if (detailTexture[i] == null)
                        {
                            // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
                            byte[] assetData = assetService.GetData(textureIDs[i].ToString());
                            if (assetData != null)
                            {
                                try
                                {
                                    detailTexture[i] = (Bitmap)m_imgDecoder.DecodeToImage(assetData);
                                }
                                catch (Exception ex)
                                {
                                    MainConsole.Instance.Warn("Failed to decode terrain texture " + textureIDs[i] + ": " +
                                                              ex.Message);
                                }
                            }

                            if (detailTexture[i] != null)
                            {
                                Bitmap bitmap = detailTexture[i];

                                // Make sure this texture is the correct size, otherwise resize
                                if (bitmap.Width != outWidth || bitmap.Height != outHeight)
                                    bitmap = ImageUtils.ResizeImage(bitmap, outWidth, outHeight);

                                // Save the decoded and resized texture to the cache
                                byte[] data;
                                using (MemoryStream stream = new MemoryStream())
                                {
                                    bitmap.Save(stream, ImageFormat.Png);
                                    data = stream.ToArray();
                                }

                                // Cache a PNG copy of this terrain texture
                                AssetBase newAsset = new AssetBase
                                                         {
                                                             Data = data,
                                                             Description = "PNG",
//.........这里部分代码省略.........
开发者ID:emperorstarfinder,项目名称:Virtual-Universe,代码行数:101,代码来源:TerrainSplat.cs

示例3: Splat

        /// <summary>
        /// Builds a composited terrain texture given the region texture
        /// and heightmap settings
        /// </summary>
        /// <param name="heightmap">Terrain heightmap</param>
        /// <param name="regionInfo">Region information including terrain texture parameters</param>
        /// <returns>A composited 256x256 RGB texture ready for rendering</returns>
        /// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
        /// </remarks>
        public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
        {
            Debug.Assert(heightmap.Length == 256 * 256);
            Debug.Assert(textureIDs.Length == 4);
            Debug.Assert(startHeights.Length == 4);
            Debug.Assert(heightRanges.Length == 4);

            Bitmap[] detailTexture = new Bitmap[4];

            if (textureTerrain)
            {
                // Swap empty terrain textureIDs with default IDs
                for (int i = 0; i < textureIDs.Length; i++)
                {
                    if (textureIDs[i] == UUID.Zero)
                        textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
                }

                #region Texture Fetching

                if (assetService != null)
                {
                    for (int i = 0; i < 4; i++)
                    {
                        AssetBase asset;
                        UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);

                        // Try to fetch a cached copy of the decoded/resized version of this texture
                        asset = assetService.GetCached(cacheID.ToString());
                        if (asset != null)
                        {
                            try
                            {
                                using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
                                    detailTexture[i] = (Bitmap)Image.FromStream(stream);
                            }
                            catch (Exception ex)
                            {
                                m_log.Warn("Failed to decode cached terrain texture " + cacheID +
                                    " (textureID: " + textureIDs[i] + "): " + ex.Message);
                            }
                        }

                        if (detailTexture[i] == null)
                        {
                            // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
                            asset = assetService.Get(textureIDs[i].ToString());
                            if (asset != null)
                            {
                                try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
                                catch (Exception ex)
                                {
                                    m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
                                }
                            }

                            if (detailTexture[i] != null)
                            {
                                Bitmap bitmap = detailTexture[i];

                                // Make sure this texture is the correct size, otherwise resize
                                if (bitmap.Width != 256 || bitmap.Height != 256)
                                    bitmap = ImageUtils.ResizeImage(bitmap, 256, 256);

                                // Save the decoded and resized texture to the cache
                                byte[] data;
                                using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
                                {
                                    bitmap.Save(stream, ImageFormat.Png);
                                    data = stream.ToArray();
                                }

                                // Cache a PNG copy of this terrain texture
                                AssetBase newAsset = new AssetBase
                                {
                                    Data = data,
                                    Description = "PNG",
                                    Flags = AssetFlags.Collectable,
                                    FullID = cacheID,
                                    ID = cacheID.ToString(),
                                    Local = true,
                                    Name = String.Empty,
                                    Temporary = true,
                                    Type = (sbyte)AssetType.Simstate // Make something up to get around OpenSim's myopic treatment of assets
                                };
                                newAsset.Metadata.ContentType = "image/png";
                                assetService.Store(newAsset);
                            }
                        }
                    }
                }
//.........这里部分代码省略.........
开发者ID:NickyPerian,项目名称:Aurora,代码行数:101,代码来源:TerrainSplat.cs


注:本文中的IAssetService.Get方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。