Aspose.3D FOSS for .NET

Referință API pentru Aspose.3D 26.1.0 (.NET 10.0+, licență MIT).

Toate clasele se află în Aspose.ThreeD spațiul de nume rădăcină. Directiva using rădăcină este:

using Aspose.ThreeD;

Convenția de denumire C#: Toate proprietățile utilizează sintaxa standard a proprietăților C#. De exemplu, folosiți scene.RootNode în loc de scene.getRootNode(), și transform.Translation = ... în loc de transform.setTranslation(...).

Capitalizarea câmpului vector: Biblioteca are două seturi de tipuri de vectori. Aspose.ThreeD.Utilities.Vector2/3/4 (folosit de Mesh.ControlPoints, geometrie și majoritatea operațiilor matematice) sunt precizie dublă cu litere mici câmpuri publice (v.x, v.y, v.z, v.w). Mai simplu Aspose.ThreeD.Vector2/3/4 structuri (în Vector.cs) sunt precizie simplă (float) cu majuscule câmpuri publice (v.X, v.Y, v.Z). FVector2/3/4 și Quaternion și Matrix4 utilizați acces la câmpuri în majuscule. Utilizați Aspose.ThreeD.Utilities tipuri pentru lucrul cu geometria.


Grafic de scenă de bază

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.

Geometrie și Mesh

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.

Primitive încorporate

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.

Transformare și Spatial

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.

Materiale și umbrire

MethodsMethods
MaterialClasă de bază abstractă pentru toate tipurile de material. Oferă un nume și o colecție de proprietăți.
LambertMaterialMaterial clasic doar difuz cu Ambient, Diffuse, Emissive, Reflective, Transparency, și Texture proprietăți. Spațiu de nume: Aspose.ThreeD.Shading.
PhongMaterialExtinde Lambert cu Specular, Shininess, și SpecularPower proprietăți. Spațiu de nume: Aspose.ThreeD.Shading.
PbrMaterialMaterial de redare bazată pe fizică cu BaseColor, Metallic, Roughness, Occlusion, și proprietăți de slot de textură. Spațiu de nume: Aspose.ThreeD.Shading.

Methods

MethodsMethods
CameraEntitate de cameră. Moștenește de la Frustum. Atașat la un Node pentru a defini transformările punctului de vedere. Nu sunt expuse proprietăți specifice formatului în această ediție.

Utilitare matematice

MethodsMethods
Vector2Precizie dublă 2-component vector (lowercase fields: x, y). Spațiu de nume: Aspose.ThreeD.Utilities. Folosit pentru coordonatele de textură UV.
Vector3Precizie dublă 3-component vector (lowercase fields: x, y, z). Spațiu de nume: Aspose.ThreeD.Utilities. Vector spațial de uz general pentru geometrie.
Vector4Precizie dublă 4-component vector (lowercase fields: x, y, z, w). Spațiu de nume: Aspose.ThreeD.Utilities. Folosit pentru Mesh.ControlPoints și date normale.
FVector3Vector float cu 3 componente, precizie simplă (câmpuri majuscule: X, Y, Z). Utilizat de Transform.Translation și Transform.Scale.
FVector4Vector float cu 4 componente, precizie simplă (câmpuri majuscule: X, Y, Z, W).
QuaternionCuaternion unitar pentru reprezentarea rotațiilor (W, X, Y, Z). Utilizat de Transform.Rotation.
Matrix44x4 transformation matrix. Used for world/local transform computations and by GlobalTransform.Matrix.
BoundingBoxCutie de delimitare aliniată pe axe definită de Minimum și Maximum FVector3 colțuri.

Methods

MethodsMethods
AnimationClipContainer denumit pentru un interval de animație. Un Scene poate conține mai multe clipuri. Stub de declarație — datele de keyframe și redarea nu sunt încă implementate.

Intrare/Ieșire format

MethodsMethods
Scene.Open(path)Deschide un fișier, detectează formatul din extensie și populează scena.
Scene.Open(path, options)Deschide un fișier cu specificul formatului LoadOptions.
Scene.Open(stream)Deschide dintr-un flux, detectând automat formatul din conținut.
Scene.Open(stream, options)Deschide dintr-un flux cu specificul formatului LoadOptions.
Scene.Save(path)Salvează scena într-un fișier; formatul este dedus din extensie.
Scene.Save(path, options)Salvează cu specificul formatului SaveOptions.
Scene.Save(stream, options)Salvează într-un flux cu specificul formatului SaveOptions.
FileFormatRegistru al formatelor de fișiere suportate. Utilizați FileFormat.Formats (un IList<FileFormat>) pentru a enumera toate formatele acceptate, sau FileFormat.Detect(fileName) pentru a detecta un format după numele fișierului. Constantele numite (ObjFormat, GltfFormat, FbxFormat, etc.) sunt internal și nu sunt accesibile din codul utilizatorului.
IOServiceAbstracție internă I/O. Oferă DetectFormat() pentru detectarea formatului bazată pe flux.
LoadOptionsClasă de bază pentru opțiuni de încărcare specifice formatului.
SaveOptionsClasă de bază pentru opțiuni de salvare specifice formatului.

Format OBJ

MethodsMethods
ObjLoadOptionsOpțiuni de încărcare pentru fișiere Wavefront OBJ.
ObjSaveOptionsOpțiuni de salvare pentru ieșirea Wavefront OBJ.

Format STL

MethodsMethods
StlLoadOptionsÎncărcați opțiunile pentru fișiere STL.
StlSaveOptionsSalvați opțiunile pentru ieșirea STL.

Format glTF

MethodsMethods
GltfLoadOptionsÎncărcați opțiunile pentru fișiere glTF 2.0 și GLB.
GltfSaveOptionsSalvați opțiunile pentru ieșirea glTF 2.0 și GLB. Nu sunt expuse proprietăți specifice formatului în această ediție; utilizați .glb extensia pentru ieșire binară.

Format FBX

MethodsMethods
FbxLoadOptionsÎncărcați opțiunile pentru fișiere FBX.
FbxSaveOptionsSalvați opțiunile pentru ieșirea FBX. Exportul FBX produce întotdeauna ieșire binară; exportul FBX ASCII nu este activ în această versiune.

3MF Format

MethodsMethods
TmfLoadOptionsÎncărcați opțiunile pentru fișiere 3MF.
TmfSaveOptionsSalvați opțiunile pentru ieșirea 3MF.

Methods

MethodsMethods
FileContentTypeDescriptor tip de conținut: ASCII, Binary. Disponibil ca proprietate pe FileFormat.
AxisIdentifică o axă de coordonate: XAxis, YAxis, ZAxis.
CoordinateSystemSpecifică convenția de orientare: RightHand sau LeftHand.

Sistem de proprietăţi

MethodsMethods
PropertyO singură proprietate tipizată, denumită, pe un A3DObject.
PropertyCollectionColecție iterabilă de Property obiecte atașate la un A3DObject.

Vezi și

 Română