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Aspose.3D for .NET 20.4 Notes de Libération
Cette page contient les notes de publication pour Aspose.3D for .NET 20.4.
Améliorations et changements
Clé | Résumé | Catégorie |
---|---|---|
THREEDNET-663 | Ajouter Linux support de rendu | Nouvelle fonctionnalité |
THREEDNET-661 | Obtenez des données avec VertexDeclaration personnalisé | Amélioration |
THREEDNET-652 | Ajouter le contrôle du mouvement orbital | Amélioration |
THREEDNET-653 | Ajouter un support de ligne au format A3DW. | Amélioration |
THREEDNET-655 | Ajouter la prise en charge du rendu de TriMesh | Amélioration |
THREEDNET-656 | Le rendu de la lumière était incorrect dans le moteur de rendu Web. | Bug |
Public API et changements incompatibles vers l’arrière
Membres ajoutés à 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)
Exemple Utilisation
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($"({v_pos}), ({v_uv}), ({v_normal})");
}
Membre ajouté à Aspose.ThreeD. Entités. TriMesh class
Si vos instances TriMesh sont équipées d’une disposition de mémoire incertaine, vous pouvez utiliser cette méthode pour construire une nouvelle instance avec une disposition de mémoire exactement nécessaire.
/// <summary>
/// Copy the <see cref="TriMesh"/> from input with new vertex layout
/// </summary>
/// <param name="input">The input TriMesh for copying</param>
/// <param name="vd">The new vertex delcaration of the output TriMesh</param>
/// <returns>A new TriMesh instance with new vertex declaration.</returns>
public static Aspose.ThreeD.Entities.TriMesh CopyFrom(Aspose.ThreeD.Entities.TriMesh input, Aspose.ThreeD.Utilities.VertexDeclaration vd)
Exemple Utilisation
Scene s = new Scene(@"test.STL");
var mesh = (Mesh)s.RootNode.ChildNodes[0].Entity;
var originalTriMesh = TriMesh.FromMesh(mesh);
//If the original TriMesh's memory layout is not what you wanted, you can use CopyFrom to get a new instance
//with specified memory layout
var vd = new VertexDeclaration();
var pos = vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Position);
var normal = vd.AddField(VertexFieldDataType.FVector3, VertexFieldSemantic.Normal);
var uv = vd.AddField(VertexFieldDataType.FVector2, VertexFieldSemantic.UV);
var m = TriMesh.CopyFrom(originalTriMesh, vd);
foreach(var vtx in m)
{
//Field's offset in vertex can be retrieved by VertexField.Offset
var v_pos = vtx.ReadVector3(pos);
var v_normal = vtx.ReadVector3(normal);
var v_uv = vtx.ReadVector2(uv);
Console.WriteLine($"({v_pos}), ({v_uv}), ({v_normal})");
}
Membre ajouté à Aspose.ThreeD. Entités. TriMesh class
Avec cette méthode, vous pouvez facilement reconstruire l’instance TriMesh à partir d’un tableau d’octets, comme la déserialisation.
/// <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)
Exemple Utilisation
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})");
}
Ajouté Classe Aspose.ThreeD. Rendeur. Poignée de fenêtre
Ceci est utilisé pour encapsuler la poignée de fenêtre native pour créer une fenêtre de rendu.
Membre ajouté à la classe 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)
Membre obsolète
L’ancien CreateRenderWindow est marqué comme Obsoléé, pour porter l’ancien code vers cette méthode, corrigez votre ancien code comme l’extrait de code suivant:
//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));
Membres ajoutés à la classe Aspose.ThreeD.Utilities.IOUtils
Ce sont des méthodes d’extension pour écrire Vector2/Vector3 à 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)
Membres ajoutés à la classe 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)