Aspose.3D中的公共API变化16.11.0
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内容摘要
- 在Aspose.ThreeD.Node类中添加AddEntity方法
- 导入和导出glTF文件
- 在真实文件系统中写入依赖关系
- 在Aspose.ThreeD.Formats.IOConfig类中添加FileSystem属性
本文档介绍了从版本16.9.0到16.11.0的Aspose.3D API的更改,这些更改可能是模块/应用程序开发人员感兴趣的。它不仅包括新的和更新的公共方法,还包括对Aspose.3D幕后行为的任何变化的描述。
在Aspose.ThreeD.Node类中添加AddEntity方法
将实体添加到节点的快捷方式。
将实体添加到节点
// initialize a Scene class object
Scene scene = new Scene();
// create a node
Node sphere = scene.RootNode.CreateChildNode("sphere");
// the old way to add an entity in a node
sphere.Entities.Add(new Sphere());
//the new way to add an entity in a node
sphere.AddEntity(new Sphere());
导入和导出glTF文件
使用最新版本 (16.11.0) 或更高版本,开发人员可以将glTF文件导入或导出其他受支持的3D文件。
添加Aspose.ThreeD.Formats.Gltfloadoptons类
我们添加了gltfloadopions类。它有助于将glTF文件导入Aspose.3D API。
翻转V/T纹理坐标
Scene scene = new Scene();
GLTFLoadOptions loadOpt = new GLTFLoadOptions();
//The default value is true, usually we don't need to change it.
//Aspose.3D will automatically flip the V/T texture coordinate during load and save.
//to make sure it's compatible with Aspose.3D
loadOpt.FlipTexCoordV = true;
scene.Open("Duck.gltf", loadOpt);
添加Aspose.ThreeD.Formats.GLTFSaveOptions类
我们添加了GLTFSaveOptions类。它定义保存glTF文件时的设置。
将依赖项嵌入到输出glTF文件中
// the code example creates a glTF file that has a sphere, and embed 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 to export scene and embed the dependencies inside the target file.
Scene scene = new Scene();
scene.RootNode.CreateChildNode("sphere", new Sphere());
GLTFSaveOptions opt = new GLTFSaveOptions(FileContentType.ASCII);
opt.EmbedAssets = true;
scene.Save("d:\\test.gltf", opt);
使用KHR_materials_common Extensions定义材质
// the code example creates a glTF file that has a sphere, and use KHR_materials_common extensions to define the materials
// thus no GLSL files are generated.
Scene scene = new Scene();
scene.RootNode.CreateChildNode("sphere", new Sphere());
GLTFSaveOptions opt = new GLTFSaveOptions(FileContentType.ASCII);
opt.UseCommonMaterials = true;
scene.Save("d:\\test.gltf", opt);
自定义缓冲区文件的文件名
// the code example creates a glTF file that has a sphere, and the buffer file that defined the model to customize the filename
Scene scene = new Scene();
scene.RootNode.CreateChildNode("sphere", new Sphere());
GLTFSaveOptions opt = new GLTFSaveOptions(FileContentType.ASCII);
opt.BufferFile = "mybuf.bin";
scene.Save("d:\\test.gltf", opt);
使用KHR_binary_glTF扩展名创建二进制glTF文件
// the code example creates a binary glTF file using KHR_binary_glTF extension
Scene scene = new Scene();
// create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere());
// save 3D file
scene.Save("d:\\test.glb", FileFormat.GLTF_Binary);
使用KHR_binary_glTF扩展以及保存选项创建二进制glTF文件
// the code example creates a binary glTF file using KHR_binary_glTF extension but allow you to configure the save options
Scene scene = new Scene();
// create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere());
// use saving options
GLTFSaveOptions opt = new GLTFSaveOptions(FileContentType.Binary);
opt.UseCommonMaterials = true;
// save 3D file
scene.Save("d:\\test.glb", opt);
在Aspose.ThreeD.FileFormat类中添加glTF格式条目
为了加载和保存的目的,我们添加了GLTF和GLTF的二进制格式条目。
在Aspose.ThreeD.Fileforgatype类中添加扩展属性
我们在FileFormatType类中添加了扩展名属性,以获取文件格式的扩展名名称。
在真实文件系统中写入依赖关系
使用最新版本 (16.11.0) 或更高版本,开发人员可以将所有3D场景依赖项保存在真实文件系统中。开发人员可以定义本地目录的路径,保存在MemoryFileSystem对象中,或者只是丢弃依赖项。文件系统属性被添加到所有保存选项类中。
添加Aspose.ThreeD.Utilities.DummyFileSystem类
放弃保存材料文件
// the code example uses the DummyFileSystem, so the material files are not created.
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("d:\\test.obj", opt);
添加Aspose.ThreeD.Utilities.LocalFileSystem类
在本地目录中保存依赖项
// the code example uses the LocalFileSystem class to save dependencies to the local directory.
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("E:\\");
// save 3D scene
scene.Save("d:\\test.obj", opt);
添加Aspose.ThreeD.实用程序.MemoryFileSystem类
在MemoryFileSystem对象中保存依赖关系
// the code example uses the MemoryFileSystem to intercepts the dependencies writing.
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("d:\\test.obj", opt);
//get the test.mtl file content
byte[]mtl = mfs.GetFileContent("test.mtl");
File.WriteAllBytes("material.mtl", mtl);
在Aspose.ThreeD.Formats.IOConfig类中添加FileSystem属性
我们在IOConfig类中添加了一个文件系统属性来编写依赖项。
添加文件系统属性
Aspose.ThreeD.Utilities.FileSystem FileSystem{ get;set;}