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Notas de la versión de Aspose.3D para .NET 23.10
Esta página contiene información de notas de la versión para Aspose.3D para .NET 23.10.
Mejoras y Cambios
Key | Summary | Category |
---|---|---|
THREEDNET-1424 | Integrar la función de booleanos y malla en Aspose.3D | Task |
THREEDNET-1431 | Mostrar un mensaje a stdout cuando se suprime la excepción de prueba. | Task |
THREEDNET-1435 | Problemas actualizando a la última versión debido a la dependencia eliminada de System.Drawing | Support |
Cambios en la API
Se agregaron miembros a la clase Aspose.ThreeD.Entities.Mesh:
/// <summary>
/// Perform Boolean operation on two meshes
/// </summary>
/// <param name="op">The Boolean operation type.</param>
/// <param name="a">First mesh to operate.</param>
/// <param name="transformA">Transformation matrix of the first mesh</param>
/// <param name="b">Second mesh to operate</param>
/// <param name="transformB">Transformation matrix of the second mesh</param>
/// <returns>The result mesh</returns>
public static Mesh DoBoolean(BooleanOperation op, Mesh a, Matrix4? transformA, Mesh b, Matrix4? transformB)
/// <summary>
/// Calculate the union of two meshes
/// </summary>
/// <param name="a">First mesh</param>
/// <param name="b">Second mesh</param>
/// <returns>Result mesh</returns>
public static Mesh operator |(Mesh a, Mesh b)
/// <summary>
/// Calculate the difference of two meshes
/// </summary>
/// <param name="a">First mesh</param>
/// <param name="b">Second mesh</param>
/// <returns>Result mesh</returns>
public static Mesh operator - (Mesh a, Mesh b)
/// <summary>
/// Calculate the intersection of two meshes
/// </summary>
/// <param name="a">First mesh</param>
/// <param name="b">Second mesh</param>
/// <returns>Result mesh</returns>
public static Mesh operator & (Mesh a, Mesh b)
La nueva función le permite realizar operaciones booleanas en dos mallas, esta función es experimental y solo funciona en mallas tri-manifold, desafortunadamente las mallas convertidas desde nuestros primitivos 3D no son mallas tri-manifold, en el futuro este problema se solucionará.
var a = new Mesh();
a.ControlPoints.Add(new Vector4(0, 0, 0));
a.ControlPoints.Add(new Vector4(1540, 0, 0));
a.ControlPoints.Add(new Vector4(1540, 70, 0));
a.ControlPoints.Add(new Vector4(0, 70, 0));
a.ControlPoints.Add(new Vector4(0, 0, -278.282));
a.ControlPoints.Add(new Vector4(1540, 70, -278.282));
a.ControlPoints.Add(new Vector4(1540, 0, -278.282));
a.ControlPoints.Add(new Vector4(0, 70, -278.282));
a.CreatePolygon(0, 1, 2);
a.CreatePolygon(2, 3, 0);
a.CreatePolygon(4, 5, 6);
a.CreatePolygon(5, 4, 7);
a.CreatePolygon(6, 2, 1);
a.CreatePolygon(6, 5, 2);
a.CreatePolygon(5, 3, 2);
a.CreatePolygon(5, 7, 3);
a.CreatePolygon(7, 0, 3);
a.CreatePolygon(7, 4, 0);
a.CreatePolygon(4, 1, 0);
a.CreatePolygon(4, 6, 1);
var b = new Mesh();
b.ControlPoints.Add(new Vector4(2.04636e-12, 70, 50000));
b.ControlPoints.Add(new Vector4(2.04636e-12, -1.27898e-13, 50000));
b.ControlPoints.Add(new Vector4(1470, -1.27898e-13, 50000));
b.ControlPoints.Add(new Vector4(1540, 70, 50000));
b.ControlPoints.Add(new Vector4(2.04636e-12, 70, -28.2818));
b.ControlPoints.Add(new Vector4(1470, -1.27898e-13, 0));
b.ControlPoints.Add(new Vector4(2.04636e-12, -1.27898e-13, 0));
b.ControlPoints.Add(new Vector4(1540, 70, -28.2818));
b.CreatePolygon(0, 1, 2);
b.CreatePolygon(2, 3, 0);
b.CreatePolygon(4, 5, 6);
b.CreatePolygon(5, 4, 7);
b.CreatePolygon(6, 2, 1);
b.CreatePolygon(6, 5, 2);
b.CreatePolygon(5, 3, 2);
b.CreatePolygon(5, 7, 3);
b.CreatePolygon(7, 0, 3);
b.CreatePolygon(7, 4, 0);
b.CreatePolygon(4, 1, 0);
b.CreatePolygon(4, 6, 1);
//calculate the union of two meshes
Mesh union = a | b;
//calculate the difference of two meshes
Mesh diff = a - b;
//calculate the intersection of two meshes
Mesh intersect = a & b;