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Aspose.3D for .NET 17.9 Release Notes
Other Improvements and Changes
Key | Summary | Category |
---|---|---|
THREEDNET-286 | Add support to uniquely identify Meshes from FBX | New feature |
THREEDNET-288 | Add support to render scene in fully customized shaders | New feature |
THREEDNET-284 | Improve the memory consumption when writing a large FBX file | Enhancement |
THREEDNET-293 | Incorrect export OBJ with texture to GLTF and GLB | Bug |
THREEDNET-290 | Animate properties rotation (Euler) and scale for FBX format | Bug |
Public API and Backwards Incompatible Changes
See the list of any changes made to the public API such as added, renamed, removed or deprecated members as well as any non-backward compatible change made to Aspose.3D for .NET. If you have concerns about any change listed, please raise it on the Aspose.3D support forum.
Adds CreateAnimationClip member to Aspose.ThreeD.Scene class
It helps in creating animations.
Definition C#
/// <summary>
/// A shorthand function to create and register the <see cref="AnimationClip"/>
/// The first <see cref="AnimationClip"/> will be assigned to the <see cref="CurrentAnimationClip"/>
/// </summary>
/// <param name="name">Animation clip's name</param>
/// <returns></returns>
public Aspose.ThreeD.Animation.AnimationClip CreateAnimationClip(string name)
This is a shorthand function to create the animation clip, before this function was made, to create an animation clip you have to:
Legacy approach C#
AnimationClip anim = new AnimationClip("anim");
scene.AnimationClips.Add(anim);
//set this as current clip
scene.CurrentAnimationClip = anim;
The equivalent code is:
New approach C#
//create an animation clip
AnimationClip anim = scene.CreateAnimationClip("anim");
The CreateAnimationClip method will make an AnimationClip in a scene.
Adds CreateAnimationNode member to Aspose.ThreeD.Animation.AnimationClip class
It helps in creating animation node.
Definition C#
/// <summary>
/// A shorthand function to create and register the animation node on current clip.
/// </summary>
/// <param name="nodeName">New animation node's name</param>
/// <returns></returns>
public Aspose.ThreeD.Animation.AnimationNode CreateAnimationNode(string nodeName)
This is a shorthand function to create and register the AnimationNode, before this function you need to write:
Legacy approach C#
var anode = new AnimationNode("animRot");
anim.Animations.Add(anode);
The equivalent code is:
New approach C#
var anode = anim.CreateAnimationNode("animRot");
Adds three members to Aspose.ThreeD.Animation.Curve class
All these members help in creating key frames.
Definition C#
/// <summary>
/// Create a new key frame with specified value
/// A synonym of <see cref="CreateKeyFrame(double, float)"/>
/// </summary>
/// <param name="time">Time position(measured in seconds)</param>
/// <param name="value">The value at this time position</param>
public void Add(double time, float value)
/// <summary>
/// Create a new key frame with specified value
/// A synonym of <see cref="CreateKeyFrame(double, float, Interpolation)"/>
/// </summary>
/// <param name="time">Time position(measured in seconds)</param>
/// <param name="value">The value at this time position</param>
/// <param name="interpolation">The interpolation type of this key frame</param>
public void Add(double time, float value, Aspose.ThreeD.Animation.Interpolation interpolation)
/// <summary>
/// Gets the enumerator to traverse all key frames.
/// </summary>
/// <returns></returns>
public System.Collections.Generic.IEnumerator<Aspose.ThreeD.Animation.KeyFrame> GetEnumerator()
The Add methods is the synonym of CreateKeyFrame, the CreateKeyFrame methods are all marked as obsoleted, and class Curve now implements the IEnumerable
Adds BindCurve member to Aspose.ThreeD.Animation.CurveMapping class
This will bind the curve data on an existing channel in CurveMapping.
Definition C#
/// <summary>
/// Bind the curve to specified channel
/// </summary>
/// <param name="channelName">Which channel the curve will be bound to</param>
/// <param name="curve">The curve data</param>
public void BindCurve(string channelName, Aspose.ThreeD.Animation.Curve curve)
Before the version 17.9 to create animation manually you need to:
C#
//create a curve mapping on cube node's transform object, the curve manipulates the property 'Scale'
var scale = anode.CreateCurveMapping(cube1.Transform, "Scale");
// Create the animation curve on Y component of the scale
Curve scaleYCurve = scale.CreateCurve("Y");
//let cube1.Transform.Scale.Y to be 1.0f at 0th sec using bezier interpolation
scaleYCurve.CreateKeyFrame(0, 1.0f, Interpolation.Bezier);
//let cube1.Transform.Scale.Y to be 2.0f at 2th sec using bezier interpolation
scaleYCurve.CreateKeyFrame(2, 2.0f, Interpolation.Bezier);
//let cube1.Transform.Scale.Y to be 0.2f at 5th sec using linear interpolation
scaleYCurve.CreateKeyFrame(5, 0.2f, Interpolation.Linear);
//let cube1.Transform.Scale.Y to be 1.0f at 8th sec using bezier interpolation
scaleYCurve.CreateKeyFrame(8, 1.0f, Interpolation.Bezier);
Now in version 17.9 you can implement the same task using the syntax sugar:
C#
//create a curve mapping on cube node's transform object, the curve manipulates the property 'Scale'
var scale = anode.CreateCurveMapping(cube1.Transform, "Scale");
// Create the animation curve on Y component of the scale
scale.BindCurve("Y", new Curve()
{
//let cube1.Transform.Scale.Y to be 1.0f at 0th sec using bezier interpolation
{0, 1.0f, Interpolation.Bezier},
//let cube1.Transform.Scale.Y to be 2.0f at 2th sec using bezier interpolation
{2, 2.0f, Interpolation.Bezier},
//let cube1.Transform.Scale.Y to be 0.2f at 5th sec using linear interpolation
{5, 0.2f, Interpolation.Linear},
//let cube1.Transform.Scale.Y to be 1.0f at 8th sec using bezier interpolation
{8, 1.0f, Interpolation.Bezier}
});
Add ShaderSet and PresetShaders members to Aspose.ThreeD.Render.Renderer class
ShaderSet allows you to override the default implementation of Aspose.3D’s renderer, if you assigned a customized ShaderSet instance, the property PresetShaders becomes PresetShaders.Customized, if you want to revert back to Aspose.3D’s default shader set, you can assign PresetShaders.Default to invalidate the property ShaderSet, by using this mechanism, we can allow user to control the render effects while we can still provide our own implementation with enough extensibility.
Definition C#
/// <summary>
/// Gets or sets the shader set that used to render the scene
/// </summary>
Aspose.ThreeD.Render.ShaderSet ShaderSet{ get;set;}
/// <summary>
/// Gets or sets the preset shader set
/// </summary>
Aspose.ThreeD.Render.PresetShaders PresetShaders{ get;set;}
Adds Aspose.ThreeD.Render.PresetShaders class
Right now only the Default is available, other render styles like non-realistic shaders can be provided in the future.
Definition C#
/// <summary>
/// This defines the preset internal shaders used by the renderer.
/// </summary>
public enum PresetShaders
{
/// <summary>
/// Use the default shaders for phong/lambert/pbr materials
/// </summary>
Default,
/// <summary>
/// User's customized shader set
/// </summary>
Customized
}
Adds Aspose.ThreeD.Render.ShaderSet class
It helps in customizing the ShaderProgram used by each different materials to fully take control of the final render result.
Definition C#
/// <summary>
/// Shader programs for each kind of materials
/// </summary>
public class ShaderSet : IDisposable
{
/// <summary>
/// Gets or sets the shader that used to render the lambert material
/// </summary>
public ShaderProgram Lambert { get; set; }
/// <summary>
/// Gets or sets the shader that used to render the phong material
/// </summary>
public ShaderProgram Phong { get; set; }
/// <summary>
/// Gets or sets the shader that used to render the PBR material
/// </summary>
public ShaderProgram Pbr { get; set; }
/// <summary>
/// Gets or sets the fallback shader when required shader is unavailable
/// </summary>
public ShaderProgram Fallback { get; set; }
}
Renders the scene in Panorama mode with customized shaders with linearized depth instead of colors.
It helps in customizing the ShaderProgram used by each different material to fully take control of the final render result.
Definition C#
public void RenderPanoramaInDepth()
{
string path = TestData + @"/textures/skybox2/skybox.obj";
//load the scene
Scene scene = new Scene(path);
//create a camera for capturing the cube map
Camera cam = new Camera(ProjectionType.Perspective);
cam.NearPlane = 0.1;
cam.FarPlane = 200;
scene.RootNode.CreateChildNode(cam).Transform.Translation = new Vector3(5, 6, 0);
cam.RotationMode = RotationMode.FixedDirection;
//create two lights to illuminate the scene
scene.RootNode.CreateChildNode(new Light() {LightType = LightType.Point}).Transform.Translation = new Vector3(-10, 7, -10);
scene.RootNode.CreateChildNode(new Light()
{
LightType = LightType.Point,
ConstantAttenuation = 0.1,
Color = new Vector3(Color.CadetBlue)
}).Transform.Translation = new Vector3(49, 0, 49);
//create a render target
using (var renderer = Renderer.CreateRenderer())
{
//Create a cube map render target with depth texture, depth is required when rendering a scene.
IRenderTexture rt = renderer.RenderFactory.CreateCubeRenderTexture(new RenderParameters(false), 512, 512);
//create a 2D texture render target with no depth texture used for image processing
IRenderTexture final = renderer.RenderFactory.CreateRenderTexture(new RenderParameters(false, 32, 0, 0), 1024 * 3 , 1024);
//a viewport is required on the render target
rt.CreateViewport(cam, RelativeRectangle.FromScale(0, 0, 1, 1));
renderer.ShaderSet = CreateDepthShader(renderer);
renderer.Render(rt);
//execute the equirectangular projection post-processing with the previous rendered cube map as input
PostProcessing equirectangular = renderer.GetPostProcessing("equirectangular");
equirectangular.Input = rt.Targets[0];
renderer.Execute(equirectangular, final);
//save the texture into disk
((ITexture2D)final.Targets[0]).Save(RenderResult + "/depth-equirectangular.png", ImageFormat.Png);
}
}
private static ShaderSet CreateDepthShader(Renderer renderer)
{
GLSLSource src = new GLSLSource();
src.VertexShader = @"#version 330 core
layout (location = 0) in vec3 position;
uniform mat4 matWorldViewProj;
out float depth;
void main()
{
gl_Position = matWorldViewProj * vec4(position, 1.0f);
float zfar = 200.0;
float znear = 0.5;
//visualize the depth by linearize it so we don't get a blank screen
depth = (2.0 * znear) / (zfar + znear - gl_Position.z /gl_Position.w * (zfar - znear));
}";
src.FragmentShader = @"#version 330 core
in float depth;
out vec4 color;
void main()
{
color = vec4(depth, depth, depth, 1);
}";
//we only need the position to render the depth map
VertexDeclaration fd = new VertexDeclaration();
fd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Position);
//compile shader from GLSL source code and specify the vertex input format
var shader = renderer.RenderFactory.CreateShaderProgram(src, fd);
//connect GLSL uniform to renderer's internal variable
shader.Variables = new ShaderVariable[]
{
new ShaderVariable("matWorldViewProj", VariableSemantic.MatrixWorldViewProj)
};
//create a shader set
ShaderSet ret = new ShaderSet();
//we only use the fallback, and left other shaders unassigned, so all materials will be rendered by this shader
ret.Fallback = shader;
return ret;
}
Usage Examples
Please check the list of help topics added or updated in the Aspose.3D Wiki docs: