Il existe plusieurs surcharges de méthode Scene.save qui acceptent une instance SaveOptions. Il doit s’agir d’une instance d’une classe dérivée de la classe SaveOptions. Chaque format de sauvegarde a une classe correspondante qui contient les options de sauvegarde pour ce format de sauvegarde, par exemple il existe ColladaSaveOptions pour le format de sauvegarde FileFormat.COLLADA.
Utilisation des options de sauvegarde Collada
Le code ci-dessous montre comment définir les options de sauvegarde avant d’enregistrer un fichier 3D au format Collada.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Le code ci-dessous montre comment définir les options de sauvegarde avant d’enregistrer un fichier 3D dans un format Discreet 3DS.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Le code ci-dessous montre comment définir les options de sauvegarde avant d’enregistrer un fichier 3D dans un format FBX.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Le code ci-dessous montre comment définir les options de sauvegarde avant d’enregistrer un fichier 3D au format Obj.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Le code ci-dessous montre comment définir les options de sauvegarde avant d’enregistrer un fichier 3D au format STL.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Le code ci-dessous montre comment définir les options de sauvegarde avant de sauvegarder un document au format U3D.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Cette fonctionnalité est prise en charge par la version 19.8 ou supérieure.
Le code ci-dessous montre comment définir les options de sauvegarde avant de sauvegarder un document au format glTF.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
scene.getRootNode().createChildNode("sphere", new 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.
GLTFSaveOptions opt = new GLTFSaveOptions(FileContentType.ASCII);
opt.setEmbedAssets(true);
// Use KHR_materials_common extension to define the material, thus no GLSL files are generated.
opt.setUseCommonMaterials(true);
// Customize the name of the buffer file which defines model
Vous pouvez également utiliser la méthode setPrettyPrint de la classe GLTFSaveOptions pour une impression JSON compréhensible par l’homme. Le code ci-dessous montre comment utiliser cette fonctionnalité.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Enregistrer les dépendances d’une scène 3D dans le système de fichiers réel
Les développeurs peuvent avoir besoin d’enregistrer toutes les dépendances de la scène 3D dans le système de fichiers réel. Ils peuvent définir le chemin d’un répertoire local, enregistrer dans l’objet MemoryFileSystem ou simplement jeter les dépendances. La propriété FileSystem est ajoutée dans toutes les classes d’option de sauvegarde.
Jeter l’enregistrement des fichiers matériels
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sauvegardez les dépendances dans le répertoire local
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sauvegardez les dépendances dans l’instance MemoryFileSystem
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Utilisation des options de sauvegarde Google Draco (.DRC)
Le code ci-dessous montre comment définir les options de sauvegarde avant de sauvegarder un modèle 3D au format DRC.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Le code ci-dessous montre comment définir les options de sauvegarde avant de sauvegarder un modèle 3D au format RVM.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters