Aspose.3D FOSS for .NET

Referencia de API para Aspose.3D 26.1.0 (.NET 10.0+, licencia MIT).

Todas las clases se encuentran en el Aspose.ThreeD espacio de nombres raíz. La directiva using raíz es:

using Aspose.ThreeD;

Convención de nomenclatura en C#: Todas las propiedades utilizan la sintaxis estándar de propiedades de C#. Por ejemplo, use scene.RootNode en lugar de scene.getRootNode(), y transform.Translation = ... en lugar de transform.setTranslation(...).

Capitalización de campos vectoriales: La biblioteca tiene dos conjuntos de tipos de vectores. Aspose.ThreeD.Utilities.Vector2/3/4 (usado por Mesh.ControlPoints, geometry y la mayoría de las operaciones matemáticas) son doble precisión con minúsculas campos públicos (v.x, v.y, v.z, v.w). Los más simples Aspose.ThreeD.Vector2/3/4 estructuras (en Vector.cs) son precisión simple (float) con mayúsculas campos públicos (v.X, v.Y, v.Z). FVector2/3/4 y Quaternion y Matrix4 utiliza acceso a campos en mayúsculas. Usa Aspose.ThreeD.Utilities tipos para trabajo de geometría.


Grafo de Escena Central

ClassDescription
A3DObjectThe base class of all Aspose.ThreeD objects, all sub classes will support dynamic properties.
AnimationChannelAnimationChannel.AnimationChannel creates a new animation channel with no target specified.
AnimationClipThe Animation clip is a collection of animations.
AnimationNodeAspose.3D’s supports animation hierarchy, each animation can be composed by several animations and animation’s key-frame definition.
ArrayListAspose.3D has its own highly optimized implementation of List{T} for better loading/saving performance Only this interface is exposed for user with IList{T} compatible and similar interfaces.
AssetInfoInformation of asset.
AxisSystemAxis system is an combination of coordinate system, up vector and front vector.
BasicLoadOptionsBasic load options.
BindPointA BindPoint is usually created on an object’s property, some property types contains multiple component fields(like a Vector3 field), will generate channel for each component field and connects the field to one or more keyframe sequence instance(s) through the channels.
BoneA bone defines the subset of the geometry’s control point, and defined blend weight for each control point.
BooleanOperandThis class encapsulates the transformed mesh as Boolean operation’s operand.
BooleanOperatorClass with 12 methods and 9 properties.
BoxBox.
CameraThe camera describes the eye point of the viewer looking at the scene.
CircleA curve consists of a set of points in the edge of the circle shape.
ColladaSaveOptionsSave options for Collada format.
CompositeCurveA is consisting of several curve segments.
CurveThe base class of all curve implementations.
CustomObjectRepresents custom object data.
CylinderParameterized Cylinder.
DeformerBase class for and.
DishParameterized dish.
DracoFormatGoogle Draco format.
DracoSaveOptionsSave options for Google draco files.
EllipseAn Ellipse defines a set of points that form the shape of ellipse.
EntityThe base class of all entities.
EntityRendererKeyThe key of registered entity renderer.
ExportExceptionExport exception.
ExtrapolationExtrapolation.Type gets or sets the extrapolation mode using the ExtrapolationType enum.
FbxLoadOptionsLoad options for FBX format.
FbxSaveOptionsSave options for FBX format.
FileFormatFile format definition.
FileFormatTypeFile format type.
FileSystemFile system encapsulation.
FileSystemFactoryFactory class for FileSystem.
FrustumThe base class of Camera and Light.
GeometryThe base class of all renderable geometric objects (like Mesh, Box, Cylinder and etc.).
GlobalTransformGlobal transform is similar to but it’s immutable while it represents the final evaluated transformation.
GltfLoadOptionsLoad options for glTF format.
GltfSaveOptionsSave options for glTF format.
GroupGroup.Group(name:string) creates a Group with the specified name.
HalfSpacerepresents a infinity space which is split by a plane, this can be used with.
IOConfigIO config for serialization/deserialization.
IOExtensionIOExtension.Write writes the Matrix4 value to the provided BinaryWriter.
ImageRenderOptionsImage render options.
ImportExceptionImport exception.
KeyFrameKeyFrame.KeyFrame creates a new empty key frame instance.
KeyframeSequenceKeyframeSequence.KeyframeSequence creates an empty keyframe sequence with no property name.
LambertMaterialMaterial for lambert shading model.
LicenseLicense management class (not available in FOSS version).
LightThe light illuminates the scene.
LineA polyline is a path defined by a set of points with segments, and connected by edges, which means it can also be a set of connected line segments.
LinearExtrusionLinear extrusion takes a 2D shape as input and extends the shape in the 3rd dimension.
LoadOptionsBase class of load options.
MaterialMaterial defines the parameters necessary for visual appearance of geometry.
MathUtilsMathUtils.CalcNormal calculates the normal vector of a polygon defined by an array of Vector3 points.
MeshA mesh is made of many n-sided polygons.
MeteredMetered license management class (not available in FOSS version).
Microsoft3MFFormatFile format instance for Microsoft 3MF with 3MF related utilities.
Microsoft3MFSaveOptionsClass with 2 methods and 7 properties.
MorphTargetChannelA MorphTargetChannel is used by to organize the target geometries.
MorphTargetDeformerMorphTargetDeformer provides per-vertex animation.
NodeRepresents an element in the scene graph.
NurbsCurveNURBS curve is a curve represented by NURBS(Non-uniform rational basis spline), A NURBS curve is defined by its control points, a set of weighted control points and a knot vector The w component in co.
NurbsDirectionA 3D surface has two direction, the U and V, the NurbsDirection defines data for each direction.
NurbsSurfaceis a surface represented by NURBS(Non-uniform rational basis spline), A is defined by two and .
ObjLoadOptionsLoad options for Wavefront OBJ format.
ObjSaveOptionsSave options for Wavefront OBJ format.
ParseExceptionParseException.ParseException creates a new ParseException with the provided error message.
PatchA is a parametric modeling surface, similar to , it’s also defined by two , the and .
PatchDirectionPatch’s U and V direction.
PbrMaterialMaterial for physically based rendering based on albedo color/metallic/roughness.
PdfFormatAdobe’s Portable Document Format.
PdfLoadOptionsOptions for PDF loading.
PdfSaveOptionsThe save options in PDF exporting.
PhongMaterialMaterial for blinn-phong shading model.
PlaneParameterized plane.
PlyFormatThe PLY format.
PlyLoadOptionsPlyLoadOptions.PlyLoadOptions creates a new instance with default options for loading PLY files.
PlySaveOptionsPlySaveOptions.PlySaveOptions constructs a new instance with default PLY save settings.
PointCloudThe point cloud contains no topology information but only the control points and the vertex elements.
PolygonBuilderA helper class to build polygon for.
PolygonModifierPolygonModifier.Triangulate triangulates all faces of the supplied Mesh into triangles.
PosePose.
PrimitiveBase class for all primitives.
Profile2D Profile in xy plane.
PropertyClass to hold user-defined properties.
PropertyCollectionThe collection of properties.
PyramidParameterized pyramid.
RectangularTorusParameterized rectangular torus.
RevolvedAreaSolidThis class represents a solid model by revolving a cross section provided by a profile about an axis.
RvmFormatThe RVM Format.
SaveOptionsBase class of save options.
SceneA scene is a top-level object that contains the nodes, geometries, materials, textures, animation, poses, sub-scenes and etc.
SceneObjectThe root class of objects that will be stored inside a scene.
SegmentA segment in composite curve.
SemanticAttributeSemanticAttribute.SemanticAttribute creates a new attribute with the specified vertex field semantic.
ShapeThe shape describes the deformation on a set of control points, which is similar to the cluster deformer in Maya.
SkeletonThe Skeleton is mainly used by CAD software to help designer to manipulate the transformation of skeletal structure, it’s usually useless outside the CAD softwares.
SkinDeformerA skin deformer contains multiple bones to work, each bone blends a part of the geometry by control point’s weights.
SphereParameterized sphere.
StlLoadOptionsLoad options for STL format.
StlSaveOptionsSave options for STL format.
SweptAreaSolidA SweptAreaSolid constructs a geometry by sweeping a profile along a directrix.
TextureThis class defines the texture from an external file.
TextureBaseBase class for all concrete textures.
TextureSlotTexture slot in Material, can be enumerated through material instance.
TorusParameterized torus.
TransformA transform contains information that allow access to object’s translate/scale/rotation or transform matrix at minimum cost This is used by local transform.
TransformBuilderTransformBuilder lets developers compose, prepend, or append transformation matrices with a selectable composition order, simplifying complex object placement.
TransformedCurveA TransformedCurve gives a curve a placement by using a transformation matrix.
TriMeshA TriMesh contains raw data that can be used by GPU directly.
TrialExceptionTrial exception.
TrimmedCurveA bounded curve that trimmed the basis curve at both ends.
VertexVertex.ReadVector3(field) reads a 3‑component vector from the specified vertex field, enabling extraction of position data.
VertexDeclarationVertexDeclaration.VertexDeclaration creates a new, empty vertex declaration instance.
VertexElementBase class of vertex elements A vertex element type is identified by VertexElementType.
VertexElementBinormalVertexElementBinormal.VertexElementBinormal() creates a new instance with default mapping and reference modes.
VertexElementDoublesTemplateA helper class for defining concrete implementations.
VertexElementEdgeCreaseDefines the edge crease for specified components.
VertexElementFVectorA helper class for defining concrete implementations.
VertexElementHoleDefines if specified polygon is hole.
VertexElementIntsTemplateA helper class for defining concrete implementations.
VertexElementMaterialVertex element with material index.
VertexElementNormalVertexElementNormal.VertexElementNormal(mappingMode, referenceMode) creates a new VertexElementNormal using the given mapping and reference modes.
VertexElementPolygonGroupDefines polygon group for specified components to group related polygons together.
VertexElementSmoothingGroupA smoothing group is a group of polygons in a polygon mesh which should appear to form a smooth surface.
VertexElementSpecularDefines specular color for specified components.
VertexElementTangentVertexElementTangent.Tangents provides a list of Vector4 objects representing per‑vertex tangent data.
VertexElementTemplateA helper class for defining concrete implementations.
VertexElementUVVertex element with UV coordinates.
VertexElementUserDataDefines custom user data for specified components.
VertexElementVertexColorVertex element with vector data (normals, tangents, etc.) /// /// Vertex element with color data.
VertexElementVertexCreaseDefines the vertex crease for specified components.
VertexElementVisibilityDefines if specified components is visible.
VertexElementWeightDefines blend weight for specified components.
VertexFieldVertexField class lets developers define a vertex field by specifying data type, semantic, index, alias, offset, and size, and provides hashing, equality, and comparison operations.
WatermarkWatermark utilities enable embedding and extracting text watermarks in 3D files, with optional password protection and permanence.

Geometría y Malla

InterfaceDescription
IArrayListAspose.3D has its own highly optimized implementation of List{T} for better loading/saving performance Only this interface is exposed for user with IList{T} compatible and similar interfaces.
IIndexedVertexElementVertexElement with indices data.
IMeshConvertibleEntities that implemented this interface can be converted to mesh.
INamedObjectObject that has a name.
IOrientableOrientable entities shall implement this interface.

Primitivas Incorporadas

StructDescription
BoundingBoxThe axis-aligned bounding box.
BoundingBox2DBoundingBox2D.BoundingBox2D initializes a new 2‑D bounding box with the specified minimum and maximum vectors.
EndPointThe end point to trim the curve, can be a parameter value or a Cartesian point.
FMatrix4FMatrix4.FMatrix4 creates a matrix from 16 float values representing each element.
FVector2FVector2.FVector2 creates a 2‑D vector with the given x and y float components.
FVector3Represents a 3D vector.
FVector4FVector4.FVector4(x:float, y:float, z:float, w:float) creates a 4‑D vector with given x, y, z, w values.
Matrix4Matrix4.Matrix4 constructs a 4x4 matrix from the 16 supplied float components.
QuaternionA quaternion is usually used to represent a rotation in 3D space.
RectRect represents a rectangle with position and size, offering a Contains method to test whether a point lies inside it.
RelativeRectangleRelativeRectangle.RelativeRectangle creates a rectangle with given left, top, width, height offsets.
Vector2Vector2.Vector2 creates a vector with both components set to the given scalar.
Vector3The Vector3 class supplies full 3‑D vector mathematics, including dot product, cross product, normalization, and angle calculations between directions.
Vector4Vector4.Vector4 creates a vector from a Vector3 and a double w component.

Transformación y Espacial

EnumerationDescription
AlphaSourceDefines whether the texture contains the alpha channel.
ApertureModeCamera aperture modes.
AxisAxis.
AxisAxis.XAxis represents the X axis direction.
BoneLinkModeA bone’s link mode refers to the way in which a bone is connected or linked to its parent bone within a hierarchical structure.
BooleanOperationMesh’s Boolean operation.
BoundingBoxExtentThe extent of the bounding box.
ColladaTransformStyleThe node’s transformation style of node.
ComposeOrderThe order to compose transform matrix.
CoordinateSystemCoordinate system.
CurveDimensionThe dimension of the curves.
DracoCompressionLevelCompression level for draco file.
ExtrapolationTypeExtrapolation type.
FileContentTypeFile content type.
InterpolationThe key frame’s interpolation type.
LightTypeLight types.
MappingModeMapping mode.
NurbsTypeNURBS types.
PatchDirectionTypePatch direction’s types.
PdfLightingSchemeLightingScheme specifies the lighting to apply to 3D artwork.
PdfRenderModeRender mode specifies the style in which the 3D artwork is rendered.
ProjectionTypeCamera’s projection types.
PropertyFlagsProperty flags.
ReferenceModeReference mode.
RotationModeThe frustum’s rotation mode.
RotationOrderThe order controls which rx ry rz are applied in the transformation matrix.
SkeletonTypeSkeleton type.
SplitMeshPolicySplit mesh policy.
StepModeStepMode.PREVIOUS_VALUE represents stepping to the previous value in a sequence.
TextureFilterFilter options during texture sampling.
TextureMappingTexture mapping.
VertexElementTypeVertex element type.
VertexFieldDataTypeVertex field’s data type.
VertexFieldSemanticThe semantic of the vertex field.
WeightedModeWeightedMode enum describes how vertex weights are applied, supporting None, OutWeight, NextInWeight, and Both.
WrapModeTexture’s wrap mode.

Materiales y Sombreado

MethodsMethods
MaterialClase base abstracta para todos los tipos de material. Proporciona un nombre y una colección de propiedades.
LambertMaterialMaterial clásico solo difuso con Ambient, Diffuse, Emissive, Reflective, Transparency, y Texture propiedades. Espacio de nombres: Aspose.ThreeD.Shading.
PhongMaterialAmplía Lambert con Specular, Shininess, y SpecularPower propiedades. Espacio de nombres: Aspose.ThreeD.Shading.
PbrMaterialMaterial de Renderizado Basado en la Física con BaseColor, Metallic, Roughness, Occlusion, y propiedades de ranura de textura. Espacio de nombres: Aspose.ThreeD.Shading.

Methods

MethodsMethods
CameraEntidad de cámara. Hereda de Frustum. Adjunta a una Node para definir transformaciones de punto de vista. No se exponen propiedades específicas del formato en esta edición.

Utilidades Matemáticas

MethodsMethods
Vector2Precisión doble 2-component vector (lowercase fields: x, y). Espacio de nombres: Aspose.ThreeD.Utilities. Usado para coordenadas de textura UV.
Vector3Precisión doble 3-component vector (lowercase fields: x, y, z). Espacio de nombres: Aspose.ThreeD.Utilities. Vector espacial de propósito general para geometría.
Vector4Precisión doble 4-component vector (lowercase fields: x, y, z, w). Espacio de nombres: Aspose.ThreeD.Utilities. Usado para Mesh.ControlPoints y datos de normales.
FVector3Vector de punto flotante de precisión simple de 3 componentes (campos en mayúsculas: X, Y, Z). Usado por Transform.Translation y Transform.Scale.
FVector4Vector de punto flotante de precisión simple de 4 componentes (campos en mayúsculas: X, Y, Z, W).
QuaternionCuaternión unitario para representar rotaciones (W, X, Y, Z). Usado por Transform.Rotation.
Matrix44x4 transformation matrix. Used for world/local transform computations and by GlobalTransform.Matrix.
BoundingBoxCaja delimitadora alineada a los ejes definida por Minimum y Maximum FVector3 esquinas.

Methods

MethodsMethods
AnimationClipContenedor nombrado para un rango de animación. Un Scene puede contener varios clips. Esqueleto de declaración — los datos de fotogramas clave y la reproducción aún no están implementados.

Entrada/Salida de Formatos

MethodsMethods
Scene.Open(path)Abre un archivo, detecta el formato a partir de la extensión y rellena la escena.
Scene.Open(path, options)Abre un archivo con formato específico LoadOptions.
Scene.Open(stream)Abre desde un flujo, detectando automáticamente el formato a partir del contenido.
Scene.Open(stream, options)Abre desde un flujo con formato específico LoadOptions.
Scene.Save(path)Guarda la escena en un archivo; el formato se infiere de la extensión.
Scene.Save(path, options)Guarda con formato específico SaveOptions.
Scene.Save(stream, options)Guarda en un flujo con formato específico SaveOptions.
FileFormatRegistro de formatos de archivo compatibles. Use FileFormat.Formats (un IList<FileFormat>) para enumerar todos los formatos compatibles, o FileFormat.Detect(fileName) para detectar un formato por nombre de archivo. Las constantes nombradas (ObjFormat, GltfFormat, FbxFormat, etc.) son internal y no son accesibles desde el código del usuario.
IOServiceAbstracción interna de E/S. Proporciona DetectFormat() para la detección de formatos basada en flujos.
LoadOptionsClase base para opciones de carga específicas de formato.
SaveOptionsClase base para opciones de guardado específicas de formato.

Formato OBJ

MethodsMethods
ObjLoadOptionsOpciones de carga para archivos Wavefront OBJ.
ObjSaveOptionsOpciones de guardado para la salida Wavefront OBJ.

Formato STL

MethodsMethods
StlLoadOptionsCargar opciones para archivos STL.
StlSaveOptionsGuardar opciones para la salida STL.

Formato glTF

MethodsMethods
GltfLoadOptionsCargar opciones para archivos glTF 2.0 y GLB.
GltfSaveOptionsGuardar opciones para la salida glTF 2.0 y GLB. No se exponen propiedades específicas del formato en esta edición; use .glb extensión para salida binaria.

Formato FBX

MethodsMethods
FbxLoadOptionsCargar opciones para archivos FBX.
FbxSaveOptionsGuardar opciones para la salida FBX. La exportación FBX siempre produce salida binaria; la exportación FBX ASCII no está activa en esta versión.

3MF Format

MethodsMethods
TmfLoadOptionsCargar opciones para archivos 3MF.
TmfSaveOptionsGuardar opciones para la salida 3MF.

Methods

MethodsMethods
FileContentTypeDescriptor de tipo de contenido: ASCII, Binary. Disponible como una propiedad en FileFormat.
AxisIdentifica un eje de coordenadas: XAxis, YAxis, ZAxis.
CoordinateSystemEspecifica la convención de mano: RightHand o LeftHand.

Sistema de Propiedades

MethodsMethods
PropertyUna única propiedad tipada con nombre en un A3DObject.
PropertyCollectionColección iterable de Property objetos adjuntos a un A3DObject.

Ver también

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