Risparmia 3D mesh in formato binario personalizzato
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Utilizzando Aspose.3D for .NET API, gli sviluppatori possono aprire qualsiasi file 3D supportato e quindi scrivere mesh nel file binario.
Carica 3D file e scrivi mesh in formato binario personalizzato campione di programmazione
Il metodo Accep
t esposto dal membro RootNode
nella classe Scene
consente di visitare ogni sub nodo. Lo snippet di codice di seguito consente di convertire solo le mesh.
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// load a 3D file | |
Scene scene = Scene.FromFile("test.fbx"); | |
/* | |
* 3D format demonstration is simple | |
* | |
* struct File { | |
* MeshBlock blocks[]; | |
* }; | |
* | |
* struct Vertex { | |
* float x; | |
* float y; | |
* float z; | |
* }; | |
* | |
* struct Triangle { | |
* int a; | |
* int b; | |
* int c; | |
* }; | |
* | |
* struct MeshBlock { | |
* int numControlPoints; | |
* int numTriangles; | |
* Vertex vertices[numControlPoints]; | |
* Triangle faces[numTriangles]; | |
* }; | |
*/ | |
// open file for writing in binary mode | |
using (var writer = new BinaryWriter(new FileStream("Save3DMeshesInCustomBinaryFormat_out", FileMode.Create, FileAccess.Write))) | |
{ | |
// visit each descent nodes | |
scene.RootNode.Accept(delegate(Node node) | |
{ | |
foreach (Entity entity in node.Entities) | |
{ | |
// only convert meshes, lights/camera and other stuff will be ignored | |
if (!(entity is IMeshConvertible)) | |
continue; | |
Mesh m = ((IMeshConvertible)entity).ToMesh(); | |
var controlPoints = m.ControlPoints; | |
// triangulate the mesh, so triFaces will only store triangle indices | |
int[][] triFaces = PolygonModifier.Triangulate(controlPoints, m.Polygons); | |
// gets the global transform matrix | |
Matrix4 transform = node.GlobalTransform.TransformMatrix; | |
// write number of control points and triangle indices | |
writer.Write(controlPoints.Count); | |
writer.Write(triFaces.Length); | |
// write control points | |
for (int i = 0; i < controlPoints.Count; i++) | |
{ | |
// calculate the control points in world space and save them to file | |
var cp = transform * controlPoints[i]; | |
writer.Write((float)cp.x); | |
writer.Write((float)cp.y); | |
writer.Write((float)cp.z); | |
} | |
// write triangle indices | |
for (int i = 0; i < triFaces.Length; i++) | |
{ | |
writer.Write(triFaces[i][0]); | |
writer.Write(triFaces[i][1]); | |
writer.Write(triFaces[i][2]); | |
} | |
} | |
return true; | |
}); | |
} |