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Aspose.3D for .NET 23.10 发布说明
此页面包含 Aspose.3D for .NET 23.10 的发布说明。
改进和变更
Key | Summary | Category |
---|---|---|
THREEDNET-1424 | 将多边形布尔运算和布尔特征集成到 Aspose.3D 中 | 任务 |
THREEDNET-1431 | 在抑制试用异常时向 stdout 显示消息。 | 任务 |
THREEDNET-1435 | 由于移除对 System.Drawing 的依赖,导致更新出现问题 | 支持 |
API 变更
向类 Aspose.ThreeD.Entities.Mesh 添加了成员:
/// <summary>
/// 在两个网格上执行布尔运算
/// </summary>
/// <param name="op">布尔运算类型。</param>
/// <param name="a">要操作的第一网格。</param>
/// <param name="transformA">第一网格的变换矩阵</param>
/// <param name="b">第二网格</param>
/// <param name="transformB">第二网格的变换矩阵</param>
/// <returns>结果网格</returns>
public static Mesh DoBoolean(BooleanOperation op, Mesh a, Matrix4? transformA, Mesh b, Matrix4? transformB)
/// <summary>
/// 计算两个网格的并集
/// </summary>
/// <param name="a">第一网格</param>
/// <param name="b">第二网格</param>
/// <returns>结果网格</returns>
public static Mesh operator |(Mesh a, Mesh b)
/// <summary>
/// 计算两个网格的差集
/// </summary>
/// <param name="a">第一网格</param>
/// <param name="b">第二网格</param>
/// <returns>结果网格</returns>
public static Mesh operator - (Mesh a, Mesh b)
/// <summary>
/// 计算两个网格的交集
/// </summary>
/// <param name="a">第一网格</param>
/// <param name="b">第二网格</param>
/// <returns>结果网格</returns>
public static Mesh operator & (Mesh a, Mesh b)
新的功能允许您在两个网格上执行布尔运算,此功能是实验性的,并且仅适用于多边形三网格。不幸的是,从我们的 3D 原始图形转换的网格不是多边形三网格,未来此问题将得到解决。
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);
//计算两个网格的并集
Mesh union = a | b;
//计算两个网格的差集
Mesh diff = a - b;
//计算两个网格的交集
Mesh intersect = a & b;