JtLoadOptions
Inheritance: java.lang.Object, com.aspose.threed.IOConfig, com.aspose.threed.LoadOptions
public class JtLoadOptions extends LoadOptions
Load options for Siemens JT
Constructors
Constructor | Description |
---|---|
JtLoadOptions() |
Methods
Method | Description |
---|---|
equals(Object arg0) | |
getClass() | |
getEncoding() | Gets the default encoding for text-based files. |
getFileFormat() | Gets the file format that specified in current Save/Load option. |
getFileName() | The file name of the exporting/importing scene. |
getFileSystem() | Allow user to handle how to manage the external dependencies during load/save. |
getFileSystemFactory() | Gets the factory class for FileSystem. |
getLoadPMI() | Load PMI information from JT file if possible, the data will be saved as property “PMI” of Scene.getAssetInfo. |
getLoadProperties() | Load properties from JT’s property table as Aspose.3D properties. |
getLookupPaths() | Some files like OBJ depends on external file, the lookup paths will allows Aspose.3D to look for external file to load. |
hashCode() | |
notify() | |
notifyAll() | |
setEncoding(Charset value) | Sets the default encoding for text-based files. |
setFileName(String value) | The file name of the exporting/importing scene. |
setFileSystem(FileSystem value) | Allow user to handle how to manage the external dependencies during load/save. |
setFileSystemFactory(FileSystemFactory value) | Sets the factory class for FileSystem. |
setLoadPMI(boolean value) | Load PMI information from JT file if possible, the data will be saved as property “PMI” of Scene.getAssetInfo. |
setLoadProperties(boolean value) | Load properties from JT’s property table as Aspose.3D properties. |
setLookupPaths(ArrayList | Some files like OBJ depends on external file, the lookup paths will allows Aspose.3D to look for external file to load. |
toString() | |
wait() | |
wait(long arg0) | |
wait(long arg0, int arg1) |
JtLoadOptions()
public JtLoadOptions()
equals(Object arg0)
public boolean equals(Object arg0)
Parameters:
Parameter | Type | Description |
---|---|---|
arg0 | java.lang.Object |
Returns: boolean
getClass()
public final native Class<?> getClass()
Returns: java.lang.Class
getEncoding()
public Charset getEncoding()
Gets the default encoding for text-based files. Default value is null which means the importer/exporter will decide which encoding to use.
Returns: java.nio.charset.Charset - the default encoding for text-based files. Default value is null which means the importer/exporter will decide which encoding to use.
getFileFormat()
public FileFormat getFileFormat()
Gets the file format that specified in current Save/Load option.
Returns: FileFormat - the file format that specified in current Save/Load option.
getFileName()
public String getFileName()
The file name of the exporting/importing scene. This is optional, but useful when serialize external assets like OBJ’s material.
Returns: java.lang.String - The file name of the exporting/importing scene. This is optional, but useful when serialize external assets like OBJ’s material.
getFileSystem()
public FileSystem getFileSystem()
Allow user to handle how to manage the external dependencies during load/save.
Returns: FileSystem - Allow user to handle how to manage the external dependencies during load/save. Example: The default FileSystem is LocalFileSystem, it is not safe in environment like server side, But you can override the file system access by specifying a different implementation. Aspose.3D provides different FileSystem implementation like:
- Memory-based file system
- Directory-based file system
- Dummy file system
- Zip file system
And you can also use your own implementation.
Scene scene = new Scene();
var material = new PhongMaterial();
var boxNode = scene.getRootNode().createChildNode(new Box());
boxNode.setMaterial(material);
var opt = new ObjSaveOptions();
var memFs = new HashMap<string, MemoryStream>();
opt.setFileSystem(FileSystem.createMemoryFileSystem(memFs));
opt.setFileName("output.obj");
try(var output = new ByteArrayOutputStream()) {
scene.save(output, opt);
//The material will be written to variable memFs named output.mtl
var materialInBytes = memFs["output.mtl"].toArray();
}
getFileSystemFactory()
public static FileSystemFactory getFileSystemFactory()
Gets the factory class for FileSystem. The default factory will create com.aspose.threed.LocalFileSystem which is not suitable for server environment.
Returns: FileSystemFactory - the factory class for FileSystem. The default factory will create com.aspose.threed.LocalFileSystem which is not suitable for server environment. Example: The default FileSystem in SaveOptions/LoadOptions is directory-based file system, You can override the default implementation by specify it through IOConfig.FileSystemFactory:
IOConfig.setFileSystemFactory(new FileSystemFactory() {
@Override
public FileSystem call() {
return FileSystem.createDummyFileSystem();
}
});
Scene scene = new Scene();
var material = new PhongMaterial();
var boxNode = scene.getRootNode().createChildNode(new Box());
boxNode.setMaterial(material);
//opt.FileSystem would be dummy file system now
var opt = new ObjSaveOptions();
scene.Save("output.obj", opt);
//the material file output.mtl will not be written to any places because we've configured a dummy file system as default implementation.
getLoadPMI()
public boolean getLoadPMI()
Load PMI information from JT file if possible, the data will be saved as property “PMI” of Scene.getAssetInfo. Default value is false.
Returns: boolean - Load PMI information from JT file if possible, the data will be saved as property “PMI” of Scene.getAssetInfo. Default value is false.
getLoadProperties()
public boolean getLoadProperties()
Load properties from JT’s property table as Aspose.3D properties. Default value is false.
Returns: boolean - Load properties from JT’s property table as Aspose.3D properties. Default value is false.
getLookupPaths()
public ArrayList<String> getLookupPaths()
Some files like OBJ depends on external file, the lookup paths will allows Aspose.3D to look for external file to load.
Returns: java.util.ArrayList<java.lang.String> - Some files like OBJ depends on external file, the lookup paths will allows Aspose.3D to look for external file to load. Example: The following code shows how to manually specify the look up textures, so the importer can find
var opt = new ObjLoadOptions();
//Specify the lookup paths, so the textures can be located.
opt.getLookupPaths().add("textures");
var scene = Scene.fromFile("input.obj", opt);
scene.save("output.glb");
hashCode()
public native int hashCode()
Returns: int
notify()
public final native void notify()
notifyAll()
public final native void notifyAll()
setEncoding(Charset value)
public void setEncoding(Charset value)
Sets the default encoding for text-based files. Default value is null which means the importer/exporter will decide which encoding to use.
Parameters:
Parameter | Type | Description |
---|---|---|
value | java.nio.charset.Charset | New value |
setFileName(String value)
public void setFileName(String value)
The file name of the exporting/importing scene. This is optional, but useful when serialize external assets like OBJ’s material.
Parameters:
Parameter | Type | Description |
---|---|---|
value | java.lang.String | New value |
setFileSystem(FileSystem value)
public void setFileSystem(FileSystem value)
Allow user to handle how to manage the external dependencies during load/save.
Parameters:
Parameter | Type | Description |
---|---|---|
value | FileSystem | New value Example: The default FileSystem is LocalFileSystem, it is not safe in environment like server side, But you can override the file system access by specifying a different implementation. Aspose.3D provides different FileSystem implementation like: |
- Memory-based file system
- Directory-based file system
- Dummy file system
- Zip file system
And you can also use your own implementation.
Scene scene = new Scene();
var material = new PhongMaterial();
var boxNode = scene.getRootNode().createChildNode(new Box());
boxNode.setMaterial(material);
var opt = new ObjSaveOptions();
var memFs = new HashMap<string, MemoryStream>();
opt.setFileSystem(FileSystem.createMemoryFileSystem(memFs));
opt.setFileName("output.obj");
try(var output = new ByteArrayOutputStream()) {
scene.save(output, opt);
//The material will be written to variable memFs named output.mtl
var materialInBytes = memFs["output.mtl"].toArray();
}
``` |
### setFileSystemFactory(FileSystemFactory value) {#setFileSystemFactory-com.aspose.threed.FileSystemFactory-}
public static void setFileSystemFactory(FileSystemFactory value)
Sets the factory class for FileSystem. The default factory will create com.aspose.threed.LocalFileSystem which is not suitable for server environment.
**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| value | [FileSystemFactory](../../com.aspose.threed/filesystemfactory) | New value **Example:** The default FileSystem in SaveOptions/LoadOptions is directory-based file system, You can override the default implementation by specify it through IOConfig.FileSystemFactory:
IOConfig.setFileSystemFactory(new FileSystemFactory() { @Override public FileSystem call() { return FileSystem.createDummyFileSystem(); } });
Scene scene = new Scene();
var material = new PhongMaterial();
var boxNode = scene.getRootNode().createChildNode(new Box());
boxNode.setMaterial(material);
//opt.FileSystem would be dummy file system now
var opt = new ObjSaveOptions();
scene.Save("output.obj", opt);
//the material file output.mtl will not be written to any places because we've configured a dummy file system as default implementation.
### setLoadPMI(boolean value) {#setLoadPMI-boolean-}
public void setLoadPMI(boolean value)
Load PMI information from JT file if possible, the data will be saved as property "PMI" of [Scene.getAssetInfo](../../com.aspose.threed/scene\#getAssetInfo). Default value is false.
**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| value | boolean | New value |
### setLoadProperties(boolean value) {#setLoadProperties-boolean-}
public void setLoadProperties(boolean value)
Load properties from JT's property table as Aspose.3D properties. Default value is false.
**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| value | boolean | New value |
### setLookupPaths(ArrayList<String> value) {#setLookupPaths-java.util.ArrayList-java.lang.String--}
public void setLookupPaths(ArrayList
Some files like OBJ depends on external file, the lookup paths will allows Aspose.3D to look for external file to load.
**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| value | java.util.ArrayList<java.lang.String> | New value **Example:** The following code shows how to manually specify the look up textures, so the importer can find
var opt = new ObjLoadOptions(); //Specify the lookup paths, so the textures can be located. opt.getLookupPaths().add(“textures”); var scene = Scene.fromFile(“input.obj”, opt); scene.save(“output.glb”);
### toString() {#toString--}
public String toString()
**Returns:**
java.lang.String
### wait() {#wait--}
public final void wait()
### wait(long arg0) {#wait-long-}
public final void wait(long arg0)
**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| arg0 | long | |
### wait(long arg0, int arg1) {#wait-long-int-}
public final void wait(long arg0, int arg1)
**Parameters:**
| Parameter | Type | Description |
| --- | --- | --- |
| arg0 | long | |
| arg1 | int | |