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Aspose.3D for .NET 20.4 Release Notes

Improvements and Changes

KeySummaryCategory
THREEDNET-663  Add Linux rendering support  New feature 
THREEDNET-661  Get data with custom VertexDeclaration  Enhancement 
THREEDNET-652  Add orbital movement control  Enhancement 
THREEDNET-653  Add line support in A3DW format.  Enhancement 
THREEDNET-655  Add rendering support of TriMesh  Enhancement 
THREEDNET-656  Light rendering was incorrect in web renderer.  Bug 

Public API and Backward Incompatible Changes

Added Members to Aspose.ThreeD.Utilities.Vertex class

 /// <summary>

/// Read the vector4 field

/// </summary>

/// <param name="field">The field with a Vector4/FVector4 data type</param>

/// <returns></returns>

public Aspose.ThreeD.Utilities.Vector4 ReadVector4(Aspose.ThreeD.Utilities.VertexField field)


/// <summary>

/// Read the vector4 field

/// </summary>

/// <param name="field">The field with a Vector4/FVector4 data type</param>

/// <returns></returns>

public Aspose.ThreeD.Utilities.FVector4 ReadFVector4(Aspose.ThreeD.Utilities.VertexField field)


/// <summary>

/// Read the vector3 field

/// </summary>

/// <param name="field">The field with a Vector3/FVector3 data type</param>

/// <returns></returns>

public Aspose.ThreeD.Utilities.Vector3 ReadVector3(Aspose.ThreeD.Utilities.VertexField field)


/// <summary>

/// Read the vector3 field

/// </summary>

/// <param name="field">The field with a Vector3/FVector3 data type</param>

/// <returns></returns>

public Aspose.ThreeD.Utilities.FVector3 ReadFVector3(Aspose.ThreeD.Utilities.VertexField field)


/// <summary>

/// Read the vector2 field

/// </summary>

/// <param name="field">The field with a Vector2/FVector2 data type</param>

/// <returns></returns>

public Aspose.ThreeD.Utilities.Vector2 ReadVector2(Aspose.ThreeD.Utilities.VertexField field)


/// <summary>

/// Read the vector2 field

/// </summary>

/// <param name="field">The field with a Vector2/FVector2 data type</param>

/// <returns></returns>

public Aspose.ThreeD.Utilities.FVector2 ReadFVector2(Aspose.ThreeD.Utilities.VertexField field)


/// <summary>

/// Read the double field

/// </summary>

/// <param name="field">The field with a float/double compatible data type</param>

/// <returns></returns>

public double ReadDouble(Aspose.ThreeD.Utilities.VertexField field)


/// <summary>

/// Read the double field

/// </summary>

/// <param name="field">The field with a float/double compatible data type</param>

/// <returns></returns>

public float ReadFloat(Aspose.ThreeD.Utilities.VertexField field)

Example Usage

 Scene s = new Scene(@"test.stl");

var mesh = (Mesh)s.RootNode.ChildNodes[0].Entity;

//create a VertexDeclaration so we can get the TriMesh with memory layout exactly we want.

var vd = new VertexDeclaration();

var pos = vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Position);

var normal = vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Normal);

var uv = vd.AddField(VertexFieldDataType.FVector2, VertexFieldSemantic.UV);

//construct the TriMesh using specified vertex layout

var m = TriMesh.FromMesh(vd, mesh);

//print each vertex's position, normal and uv

foreach(var vtx in m)

{

    var v_pos = vtx.ReadVector3(pos);

    var v_normal = vtx.ReadVector3(normal);

    var v_uv = vtx.ReadVector2(uv);

        Console.WriteLine($"({v_pos}), ({v_uv}), ({v_normal})");

}

Added Member to Aspose.ThreeD.Entities.TriMesh class

If your TriMesh instances come with an uncertain memory layout, you can use this method to construct a new instance with exactly needed memory layout.

 /// <summary>

/// Copy the <see cref="TriMesh"/> from input with new vertex layout

/// </summary>

/// <param name="input">The input TriMesh for copying</param>

/// <param name="vd">The new vertex delcaration of the output TriMesh</param>

/// <returns>A new TriMesh instance with new vertex declaration.</returns>

public static Aspose.ThreeD.Entities.TriMesh CopyFrom(Aspose.ThreeD.Entities.TriMesh input, Aspose.ThreeD.Utilities.VertexDeclaration vd)

Example Usage

 Scene s = new Scene(@"test.STL");

var mesh = (Mesh)s.RootNode.ChildNodes[0].Entity;

var originalTriMesh = TriMesh.FromMesh(mesh);

//If the original TriMesh's memory layout is not what you wanted, you can use CopyFrom to get a new instance

//with specified memory layout

var vd = new VertexDeclaration();

var pos = vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Position);

var normal = vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Normal);

var uv = vd.AddField(VertexFieldDataType.FVector2, VertexFieldSemantic.UV);

var m = TriMesh.CopyFrom(originalTriMesh, vd);

foreach(var vtx in m)

{

    //Field's offset in vertex can be retrieved by VertexField.Offset 

    var v_pos = vtx.ReadVector3(pos);

    var v_normal = vtx.ReadVector3(normal);

    var v_uv = vtx.ReadVector2(uv);

        Console.WriteLine($"({v_pos}), ({v_uv}), ({v_normal})");

}

Added Member to Aspose.ThreeD.Entities.TriMesh class

With this method, you can easily reconstruct the TriMesh instance from a byte array, like deserialization.

 /// <summary>

/// Create TriMesh from raw data

/// </summary>

/// <param name="vd">Vertex declaration, must contains at least one field.</param>

/// <param name="vertices">The input vertex data, the minimum length of the vertices must be greater or equal to vertex declaration's size</param>

/// <param name="indices">The triangle indices</param>

/// <param name="generateVertexMapping">Generate <see cref="Vertex"/> for each vertex, which is not necessary for just serialization/deserialization.</param>

/// <returns>The <see cref="TriMesh"/> instance that encapsulated the input byte array.</returns>

/// <remarks>The returned TriMesh will not copy the input byte array for performance, external changes on the array will be reflected to this instance.</remarks>

public static Aspose.ThreeD.Entities.TriMesh FromRawData(Aspose.ThreeD.Utilities.VertexDeclaration vd, byte[] vertices, int[] indices, bool generateVertexMapping)

Example Usage

 Scene s = new Scene(@"test.STL");

var mesh = (Mesh)s.RootNode.ChildNodes[0].Entity;

var vd = new VertexDeclaration();

var pos = vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Position);

var normal = vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Normal);

var uv = vd.AddField(VertexFieldDataType.FVector2, VertexFieldSemantic.UV);

var originalTriMesh = TriMesh.FromMesh(vd, mesh);

//If the original TriMesh's memory layout is not what you wanted, you can use CopyFrom to get a new instance

//with specified memory layout

byte[] verticesInBytes = originalTriMesh.VerticesToArray();

int[] indices;

originalTriMesh.IndicesToArray(out indices);

var m = TriMesh.FromRawData(vd, verticesInBytes, indices, true);

foreach(var vtx in m)

{

    //Field's offset in vertex can be retrieved by VertexField.Offset 

    var v_pos = vtx.ReadVector3(pos);

    var v_normal = vtx.ReadVector3(normal);

    var v_uv = vtx.ReadVector2(uv);

    Console.WriteLine($"({v_pos}), ({v_uv}), ({v_normal})");

}

Added Class Aspose.ThreeD.Render.WindowHandle

This is used to encapsulate the native window handle for creating a render window.

Added Member to class Aspose.ThreeD.Render.RenderFactory

 /// <summary>

/// Create a render target that renders to the native window.

/// </summary>

/// <param name="parameters">Render parameters to create the render window</param>

/// <param name="handle">The handle of the window to render</param>

/// <returns></returns>

public Aspose.ThreeD.Render.IRenderWindow CreateRenderWindow(Aspose.ThreeD.Render.RenderParameters parameters, Aspose.ThreeD.Render.WindowHandle handle)

Obsoleted Member

The old CreateRenderWindow is marked as Obsoleted, to port the old code to this method, fix your old code like the following code snippet:

  //Renderer renderer = ... your renderer instance

//RenderParameters renderParameters = ... your render parameters

//Control control = ... your control for rendering.

//renderer.RenderFactory.CreateRenderWindow(renderParameters, control.Handle);

//The above code should be fixed like the following line, pass a Win32 handle.

renderer.RenderFactory.CreateRenderWindow(renderParameters, WindowHandle.FromWin32(control.Handle));

Added members to class Aspose.ThreeD.Utilities.IOUtils

These are extension methods for writing Vector2/Vector3 to BinaryWriter.

 /// <summary>

/// Write the vector to the binary writer

/// </summary>

/// <param name="writer">Target binary writer</param>

/// <param name="v">Vector to write</param>

public static void Write(this System.IO.BinaryWriter writer, Aspose.ThreeD.Utilities.Vector2 v)

/// <summary>

/// Write the vector to the binary writer

/// </summary>

/// <param name="writer">Target binary writer</param>

/// <param name="v">Vector to write</param>

public static void Write(this System.IO.BinaryWriter writer, Aspose.ThreeD.Utilities.Vector3 v)

Added members to class Aspose.ThreeD.Utilities.Vector3

 /// <summary>

/// Calculate the inner angle between two direction

/// Two direction can be non-normalized vectors

/// </summary>

/// <param name="dir">The direction vector to compare with</param>

/// <param name="up">The up vector of the two direction's shared plane</param>

/// <returns>inner angle in radian</returns>

public double AngleBetween(Aspose.ThreeD.Utilities.Vector3 dir, Aspose.ThreeD.Utilities.Vector3 up)

/// <summary>

/// Calculate the inner angle between two direction

/// Two direction can be non-normalized vectors

/// </summary>

/// <param name="dir">The direction vector to compare with</param>

/// <returns>inner angle in radian</returns>

public double AngleBetween(Aspose.ThreeD.Utilities.Vector3 dir)


 
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