Ange 3D Filspararalternativ i C#
Översikt
Den här artikeln förklarar hur du kan spara 3D filer i olika format Efter att ha laddat dem i Sceneobjekt med C#. Genom att ladda och spara kan du utföra antal olika konverteringar, t.ex.
- Konvertera FBX till X i C#
- Konvertera GLTF till OBJ i C#
- Konvertera OBJ till X i C#
- Konvertera STL till OBJ i C#
- Konvertera RVM till 3DS i C#
3D Filspararalternativ
Det finns flera överbelastningar med Scene.Save som accepterar ett SparaOptions-objekt. Detta bör vara ett föremål för en klass som härrör från klassen SaveOptions. Varje format spara har en motsvarande klass som innehåller sparalternativ för det spara formatet, till exempel, det finns ColladaSaveOptions för FileFormat.Collada spara formatet.
Användning av Collada Spara inställningarna
C#-koden nedan visar hur sparalternativ ska ställas innan en 3D-fil sparas i Collada-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
ColladaSaveOptions saveColladaopts = new ColladaSaveOptions();
// Generates indented XML document
saveColladaopts.Indented = true;
// The style of node transformation
saveColladaopts.TransformStyle = ColladaTransformStyle.Matrix;
// Configure the lookup paths to allow importer to find external dependencies.
saveColladaopts.LookupPaths = new List<string>(new string[] { "textures" });
Användning av Discreet3DS Spara inställningarna
C#-koden nedan visar hur sparalternativ ska ställas innan en 3D-fil sparas i ett diskret 3DS-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
Discreet3dsSaveOptions saveOpts = new Discreet3dsSaveOptions();
// The start base for generating new name for duplicated names.
saveOpts.DuplicatedNameCounterBase = 2;
// The format of the duplicated counter.
saveOpts.DuplicatedNameCounterFormat = "NameFormat";
// The separator between object's name and the duplicated counter.
saveOpts.DuplicatedNameSeparator = "Separator";
// Allows to export cameras
saveOpts.ExportCamera = true;
// Allows to export light
saveOpts.ExportLight = true;
// Flip the coordinate system
saveOpts.FlipCoordinateSystem = true;
// Prefer to use gamma-corrected color if a 3ds file provides both original color and gamma-corrected color.
saveOpts.GammaCorrectedColor = true;
// Use high-precise color which each color channel will use 32bit float.
saveOpts.HighPreciseColor = true;
// Configure the look up paths to allow importer to find external dependencies.
saveOpts.LookupPaths = new List<string>(new string[] { "textures" });
// Set the master scale
saveOpts.MasterScale = 1;
Användning av FBX Spara inställningarna
C#-koden nedan visar hur sparalternativ ska anges innan en 3D-fil sparas till ett FBX-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
FbxSaveOptions saveOpts = new FbxSaveOptions(FileFormat.FBX7500ASCII);
// Generates the legacy material properties.
saveOpts.ExportLegacyMaterialProperties = true;
// Fold repeated curve data using FBX's animation reference count
saveOpts.FoldRepeatedCurveData = true;
// Always generates material mapping information for geometries if the attached node contains materials.
saveOpts.GenerateVertexElementMaterial = true;
// Configure the look up paths to allow importer to find external dependencies.
saveOpts.LookupPaths = new List<string>(new string[] { "textures" });
// Generates a video object for texture.
saveOpts.VideoForTexture = true;
FBXSaveOptions exponerar också EnableCompression egenskap som kan användas för att komprimera större binärdata i FBX-filen. Standardvärdet för den här egenskapen är sant. Nedan förklarar kod snippet hur du kan arbeta med denna egendom medan du sparar en scen.
// 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 = Scene.FromFile"document.fbx");
scene.Save("UncompressedDocument.fbx", new FbxSaveOptions(FileFormat.FBX7500ASCII) { EnableCompression = false });
Användning av Obj Spara alternativen
Koden nedan visar hur sparalternativ ska anges innan en 3D fil sparas till ett Obj-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
ObjSaveOptions saveObjOpts = new ObjSaveOptions();
// Import materials from external material library file
saveObjOpts.EnableMaterials = true;
// Flip the coordinate system.
saveObjOpts.FlipCoordinateSystem = true;
// Configure the look up paths to allow importer to find external dependencies.
saveObjOpts.LookupPaths = new List<string>(new string[] { "textures" });
// Serialize W component in model's vertex position
saveObjOpts.SerializeW = true;
// Generate comments for each section
saveObjOpts.Verbose = true;
Användning av STL Spara inställningarna
C#-koden nedan visar hur sparalternativ ska ställas innan en 3D-fil sparas i STL-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
StlSaveOptions saveSTLOpts = new StlSaveOptions();
// Flip the coordinate system.
saveSTLOpts.FlipCoordinateSystem = true;
// Configure the look up paths to allow importer to find external dependencies.
saveSTLOpts.LookupPaths = new List<string>(new string[] { "textures" });
Användning av U3D Spara inställningarna
C#-koden nedan visar hur sparalternativ ska anges innan ett dokument sparas i U3D-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
U3dSaveOptions saveU3DOptions = new U3dSaveOptions();
// Export normal data.
saveU3DOptions.ExportNormals = true;
// Export the texture coordinates.
saveU3DOptions.ExportTextureCoordinates = true;
// Export the vertex diffuse color.
saveU3DOptions.ExportVertexDiffuse = true;
// Export vertex specular color
saveU3DOptions.ExportVertexSpecular = true;
// Flip the coordinate system.
saveU3DOptions.FlipCoordinateSystem = true;
// Configure the look up paths to allow importer to find external dependencies.
saveU3DOptions.LookupPaths = new List<string>(new string[] { "textures/" });
// Compress the mesh data
saveU3DOptions.MeshCompression = true;
Användning av glTF Spara inställningarna
C#-koden nedan visar hur sparalternativ ska anges innan ett dokument sparas i glTF-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize Scene object
Scene scene = new Scene();
// Create a child node
scene.RootNode.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.EmbedAssets = true;
// Use KHR_materials_common extension to define the material, thus no GLSL files are generated.
opt.UseCommonMaterials = true;
// Customize the name of the buffer file which defines model
opt.BufferFile = "mybuf.bin";
// Save GlTF file
scene.Save("glTFSaveOptions_out.gltf", opt);
// Save a binary glTF file using KHR_binary_glTF extension
scene.Save("glTFSaveOptions_out.glb");
// Developers may use saving options to create a binary glTF file using KHR_binary_glTF extension
GltfSaveOptions opts = new GltfSaveOptions(FileContentType.Binary);
scene.Save("Test_out.glb", opts);
PrettyPrint i glTF Spara inställningar
Du kan också använda PrettyPrint-egenskapen för GLTFSaveOptions klass för människans förståelig JSON-utskrift. Koden nedan visar hur denna funktionalitet används.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize 3D scene
Scene scene = new Scene(new Sphere());
// Initialize GltfSaveOptions
GltfSaveOptions opt = new GltfSaveOptions(FileFormat.GLTF2);
// The JSON content of GLTF file is indented for human reading, default value is false
opt.PrettyPrint = true;
// Save 3D Scene
scene.Save("prettyPrintInGltfSaveOption.gltf", opt);
Spara beroenden för en 3D i det verkliga filsystemet
Utvecklare kan behöva spara alla 3D-scener i det riktiga filsystemet. De kan definiera sökvägen för en lokal katalog, spara i MemoryFileSystem- objektet eller helt enkelt förkasta beroenden. Egenskapen FileSystem läggs till i alla spara alternativklasser.
Kasta sparande av materialfiler
// 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 = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere()).Material = new PhongMaterial();
// Set saving options
ObjSaveOptions opt = new ObjSaveOptions();
opt.FileSystem = new DummyFileSystem();
// Save 3D scene
scene.Save("DiscardSavingMaterial_out.obj", opt);
Spara beroende i lokalkatalog
// 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.
// Initialize Scene object
Scene scene = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere()).Material = new PhongMaterial();
// Set saving options
ObjSaveOptions opt = new ObjSaveOptions();
opt.FileSystem = new LocalFileSystem("local_dir/");
// Save 3D scene
scene.Save"SavingDependenciesInLocalDirectory_out.obj", opt);
Spara beroende i MemoryFileSystem- objekt
// 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 = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere()).Material = new PhongMaterial();
// Set saving options
ObjSaveOptions opt = new ObjSaveOptions();
MemoryFileSystem mfs = new MemoryFileSystem();
opt.FileSystem = mfs;
// Save 3D scene
scene.Save("SavingDependenciesInMemoryFileSystem_out.obj", opt);
// Get the test.mtl file content
byte[] mtl = mfs.GetFileContent("SavingDependenciesInMemoryFileSystem_out.mtl");
File.WriteAllBytes("Material.mtl", mtl);
Användning av Google Draco (.drc) Spara inställningar
C#-koden nedan visar hur sparalternativ ska ställas innan en 3D-modell sparas till DRC-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize Scene object
Scene scene = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere());
// Initialize .DRC saving options.
DracoSaveOptions opts = new DracoSaveOptions();
// Quantization bits for position
opts.PositionBits = 14;
// Quantization bits for texture coordinate
opts.TextureCoordinateBits = 8;
// Quantization bits for vertex color
opts.ColorBits = 10;
// Quantization bits for normal vectors
opts.NormalBits = 7;
// Set compression level
opts.CompressionLevel = DracoCompressionLevel.Optimal;
// Save Google Draco (.drc) file
scene.Save("DRCSaveOptions_out.drc", opts);
Användning av RVM Spara inställningarna
C#-koden nedan visar hur sparalternativ ska ställas innan en 3D-modell sparas till RVM-format.
// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
Scene scene = new Scene();
var node = scene.RootNode.CreateChildNode("Box", new Box());
node.SetProperty("rvm:Refno", "=3462123");
node.SetProperty("rvm:Description", "This is the description of the box");
//The RVM attribute's prefix is rvm:, all properties that starts with rvm: will be exported to .att file(the prefix will be removed)
var opt = new RvmSaveOptions() { AttributePrefix = "rvm:", ExportAttributes = true };
scene.Save( "test.rvm", opt);