3D Optionen zum Speichern von Dateien angeben
3D Optionen zum Speichern von Dateien
Es gibt mehrere Scene.save-Methoden überlastungen, die ein SaveOptions-Objekt akzeptieren. Dies sollte ein Objekt einer Klasse sein, die von der SaveOptions-Klasse abgeleitet ist. Jedes Speicher format verfügt über eine entsprechende Klasse, die Speicher optionen für dieses Speicher format enthält. Beispiels weise gibt es ColladaSaveOptions für das FileFormat.Collada-Speicher format.
Verwendung der Collada Speicher optionen
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie eine 3D-Datei im Collada-Format speichern.
from aspose.threed.formats import ColladaSaveOptions, ColladaTransformStyle
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
dataDir = "data-dir"
saveColladaopts = ColladaSaveOptions()
# Generates indented XML document
saveColladaopts.indented = True
# The style of node transformation
saveColladaopts.transform_style = ColladaTransformStyle.MATRIX
# Configure the lookup paths to allow importer to find external dependencies.
saveColladaopts.lookup_paths = [[dataDir]]Verwendung der Discreet3DS Speicher optionen
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie eine 3D-Datei in ein diskretes 3DS-Format speichern.
from aspose.threed.formats import Discreet3dsSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# The path to the documents directory.
dataDir = "data-dir"
# Initialize an object
saveOpts = Discreet3dsSaveOptions()
# The start base for generating new name for duplicated names.
saveOpts.duplicated_name_counter_base = 2
# The format of the duplicated counter.
saveOpts.duplicated_name_counter_format = "NameFormat"
# The separator between object's name and the duplicated counter.
saveOpts.duplicated_name_separator = "Separator"
# Allows to export cameras
saveOpts.export_camera = True
# Allows to export light
saveOpts.export_light = True
# Flip the coordinate system
saveOpts.flip_coordinate_system = True
# Prefer to use gamma-corrected color if a 3ds file provides both original color and gamma-corrected color.
saveOpts.gamma_corrected_color = True
# Use high-precise color which each color channel will use 32bit float.
saveOpts.high_precise_color = True
# Configure the look up paths to allow importer to find external dependencies.
saveOpts.lookup_paths = [[dataDir]]
# Set the master scale
saveOpts.master_scale = 1.0Verwendung der FBX Speicher optionen
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie eine 3D-Datei in ein FBX-Format speichern.
from aspose.threed import FileFormat
from aspose.threed.formats import FbxSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# The path to the documents directory.
dataDir = "data-dir"
# Initialize an object
saveOpts = FbxSaveOptions(FileFormat.FBX7500ASCII)
# Generates the legacy material properties.
saveOpts.export_legacy_material_properties = True
# Fold repeated curve data using FBX's animation reference count
saveOpts.fold_repeated_curve_data = True
# Always generates material mapping information for geometries if the attached node contains materials.
saveOpts.generate_vertex_element_material = True
# Configure the look up paths to allow importer to find external dependencies.
saveOpts.lookup_paths = [[dataDir]]
# Generates a video object for texture.
saveOpts.video_for_texture = TrueFBXSaveOptions legt auch die Eigenschaft enable_compression bereit, mit der große Binär daten in der FBX-Datei komprimiert werden können. Der Standardwert dieser Eigenschaft ist wahr. Unter dem Code-Snippet wird erläutert, wie Sie mit dieser Eigenschaft arbeiten können, während Sie eine Szene speichern.
from aspose.threed import FileFormat, Scene
from aspose.threed.formats import FbxSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# Load a 3D document into Aspose.3D
scene = Scene("data-dir" + "document.fbx")
options = FbxSaveOptions(FileFormat.FBX7500ASCII)
options.enable_compression = false
scene.save("out" + "UncompressedDocument.fbx", options)Verwendung der Obj Save-Optionen
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie eine 3D-Datei in ein Obj-Format speichern.
from aspose.threed.formats import ObjSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# The path to the documents directory.
dataDir = "data-dir"
# Initialize an object
saveObjOpts = ObjSaveOptions()
# Import materials from external material library file
saveObjOpts.enable_materials = True
# Flip the coordinate system.
saveObjOpts.flip_coordinate_system = True
# Configure the look up paths to allow importer to find external dependencies.
saveObjOpts.lookup_paths = [[dataDir]]
# Serialize W component in model's vertex position
saveObjOpts.serialize_w = True
# Generate comments for each section
saveObjOpts.verbose = TrueVerwendung der STL Speicher optionen
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie eine 3D-Datei im STL-Format speichern.
from aspose.threed.formats import StlSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# The path to the documents directory.
dataDir = "data-dir"
# Initialize an object
saveSTLOpts = StlSaveOptions()
# Flip the coordinate system.
saveSTLOpts.flip_coordinate_system = True
# Configure the look up paths to allow importer to find external dependencies.
saveSTLOpts.lookup_paths = [[dataDir]]Verwendung der U3D Speicher optionen
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie ein Dokument im U3D-Format speichern.
from aspose.threed.formats import U3dSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# The path to the documents directory.
dataDir = "data-dir"
# Initialize an object
saveU3DOptions = U3dSaveOptions()
# Export normal data.
saveU3DOptions.export_normals = True
# Export the texture coordinates.
saveU3DOptions.export_texture_coordinates = True
# Export the vertex diffuse color.
saveU3DOptions.export_vertex_diffuse = True
# Export vertex specular color
saveU3DOptions.export_vertex_specular = True
# Flip the coordinate system.
saveU3DOptions.flip_coordinate_system = True
# Configure the look up paths to allow importer to find external dependencies.
saveU3DOptions.lookup_paths = [[dataDir]]
# Compress the mesh data
saveU3DOptions.mesh_compression = TrueVerwendung der glTF Speicher optionen
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie ein Dokument im glTF-Format speichern.
from aspose.threed import FileContentType, FileFormat, Scene
from aspose.threed.entities import Sphere
from aspose.threed.formats import GltfSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# Initialize Scene object
scene = Scene()
# Create a child node
scene.root_node.create_child_node("sphere", Sphere())
# Set glTF saving options. The code example embeds all assets into the target file usually a glTF file comes with some dependencies, a bin file for model's vertex/indices, two .glsl files for vertex/fragment shaders
# Use opt.EmbedAssets to tells the Aspose.3D API to export scene and embed the dependencies inside the target file.
opt = GltfSaveOptions(FileContentType.ASCII)
opt.embed_assets = True
# Use KHR_materials_common extension to define the material, thus no GLSL files are generated.
opt.use_common_materials = True
# Customize the name of the buffer file which defines model
opt.buffer_file = "mybuf.bin"
# Save GlTF file
scene.save("out" + "glTFSaveOptions_out.gltf", opt)
# Save a binary glTF file using KHR_binary_glTF extension
scene.save("out" + "glTFSaveOptions_out.glb", FileFormat.GLTF_BINARY)
# Developers may use saving options to create a binary glTF file using KHR_binary_glTF extension
opts = GltfSaveOptions(FileContentType.BINARY)
scene.save("out" + "Test_out.glb", opts)Pretty Print in glTF Speicher optionen
Sie können auch die Pretty Print-Eigenschaft der GLTF SaveOptions-Klasse für den vom Menschen verständlichen JSON-Druck verwenden. Der folgende Code zeigt, wie diese Funktional ität verwendet wird.
from aspose.threed import FileFormat, Scene
from aspose.threed.entities import Sphere
from aspose.threed.formats import GltfSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# Initialize 3D scene
scene = Scene(Sphere())
# Initialize GltfSaveOptions
opt = GltfSaveOptions(FileFormat.GLTF2)
# The JSON content of GLTF file is indented for human reading, default value is false
opt.pretty_print = True
# Save 3D Scene
scene.save("data-dir" + "prettyPrintInGltfSaveOption.gltf", opt)Speichern von Abhängigkeiten einer 3D-Szene im realen Dateisystem
Entwickler müssen möglicher weise alle 3D Szenen abhängigkeiten im realen Dateisystem speichern. Sie können den Pfad eines lokalen Verzeichnisses definieren, im MemoryFileSystem-Objekt speichern oder Abhängigkeiten einfach verwerfen. Die FileSystem-Eigenschaft wird in den Klassen für alle Speicher optionen hinzugefügt.
Speichern der Material dateien verwerfen
from aspose.threed import Scene
from aspose.threed.entities import Sphere
from aspose.threed.formats import ObjSaveOptions
from aspose.threed.shading import PhongMaterial
from aspose.threed.utilities import DummyFileSystem
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# The code example uses the DummyFileSystem, so the material files are not created.
# Initialize Scene object
scene = Scene()
# Create a child node
scene.root_node.create_child_node("sphere", Sphere()).material = PhongMaterial()
# Set saving options
opt = ObjSaveOptions()
opt.file_system = DummyFileSystem()
# Save 3D scene
scene.save("out" + "DiscardSavingMaterial_out.obj", opt)Abhängigkeiten im lokalen Verzeichnis speichern
from aspose.threed import Scene
from aspose.threed.entities import Sphere
from aspose.threed.formats import ObjSaveOptions
from aspose.threed.shading import PhongMaterial
from aspose.threed.utilities import LocalFileSystem
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# The code example uses the LocalFileSystem class to save dependencies to the local directory.
dataDir = "data-dir"
# Initialize Scene object
scene = Scene()
# Create a child node
scene.root_node.create_child_node("sphere", Sphere()).material = PhongMaterial()
# Set saving options
opt = ObjSaveOptions()
opt.file_system = LocalFileSystem(dataDir)
# Save 3D scene
scene.save("out" + "SavingDependenciesInLocalDirectory_out.obj", opt)Abhängigkeiten im MemoryFileSystem-Objekt speichern
from aspose.threed import Scene
from aspose.threed.entities import Sphere
from aspose.threed.formats import ObjSaveOptions
from aspose.threed.shading import PhongMaterial
from aspose.threed.utilities import MemoryFileSystem
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# The code example uses the MemoryFileSystem to intercepts the dependencies writing.
# Initialize Scene object
scene = Scene()
# Create a child node
scene.root_node.create_child_node("sphere", Sphere()).material = PhongMaterial()
# Set saving options
opt = ObjSaveOptions()
mfs = MemoryFileSystem()
opt.file_system = mfs
# Save 3D scene
scene.save("out" + "SavingDependenciesInMemoryFileSystem_out.obj", opt)
# Get the test.mtl file content
mtl = mfs.get_file_content("SavingDependenciesInMemoryFileSystem_out.mtl")
with open("out" + "Material.mtl", "wb") as f:
f.write(mtl)Verwendung der Optionen für das Speichern von Google Draco (.drc)
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie ein 3D-Modell im DRC-Format speichern.
from aspose.threed import Scene
from aspose.threed.entities import Sphere
from aspose.threed.formats import DracoCompressionLevel, DracoSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
# Initialize Scene object
scene = Scene()
# Create a child node
scene.root_node.create_child_node("sphere", Sphere())
# Initialize .DRC saving options.
opts = DracoSaveOptions()
# Quantization bits for position
opts.position_bits = 14
# Quantization bits for texture coordinate
opts.texture_coordinate_bits = 8
# Quantization bits for vertex color
opts.color_bits = 10
# Quantization bits for normal vectors
opts.normal_bits = 7
# Set compression level
opts.compression_level = DracoCompressionLevel.OPTIMAL
# Save Google Draco (.drc) file
scene.save("out" + "DRCSaveOptions_out.drc", opts)Verwendung der RVM Speicher optionen
Der folgende Code zeigt, wie Sie Speicher optionen festlegen, bevor Sie ein 3D-Modell im RVM-Format speichern.
from aspose.threed import Scene
from aspose.threed.entities import Box
from aspose.threed.formats import RvmSaveOptions
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
dataDir = "data-dir"
scene = Scene()
node = scene.root_node.create_child_node("Box", Box())
node.set_property("rvm:Refno", "=3462123")
node.set_property("rvm:Description", "This is the description of the box")
options = RvmSaveOptions()
options.attribute_prefix = "rvm:"
options.export_attributes = true
# The RVM attribute's prefix is rvm:, all properties that starts with rvm: will be exported to .att file(the prefix will be removed)
opt = options
scene.save(dataDir + "test.rvm", opt)