Example #1
0
        public JsonResult Upload()
        {
            var file      = Request.Files[0];
            var extension = Path.GetExtension(file.FileName);
            var media_id  = MaterialAPI.UploadTempMedia(WeixinConfig.TokenHelper.GetToken(), "image", file.FileName, file.InputStream);

            if (string.IsNullOrEmpty(media_id))
            {
                return(Json(new
                {
                    errcode = 0,
                    errMsg = "上传失败",
                }));
            }
            var fileName = DateTime.Now.ToBinary().ToString() + extension;
            var savePath = Server.MapPath("~/" + fileName);

            try
            {
                MaterialAPI.DownloadTempMedia(savePath, WeixinConfig.TokenHelper.GetToken(), media_id);
                var domain = System.Configuration.ConfigurationManager.AppSettings["Domain"];
                return(Json(new
                {
                    errcode = 1,
                    errMsg = "上传下载成功",
                    media_id = media_id,
                    localPath = Url.Content(string.Format("{0}/{1}", domain, fileName)),
                }));
            }
            catch (Exception ex)
            {
                return(Json(new
                {
                    errcode = 0,
                    errMsg = "上传失败," + ex.Message,
                }));
            }
        }
Example #2
0
 /// <summary>
 /// Add array of vertices to the combined mesh.
 /// Note: will not take effect until 'Build()' is called.
 /// </summary>
 /// <param name="vertices">Vertices array to add.</param>
 /// <param name="indexes">Draw order / indexes array.</param>
 /// <param name="material">Material to use with the vertices.</param>
 public void AddVertices(VertexType[] vertices, ushort[] indexes, MaterialAPI material)
 {
     _entity.AddVertices(vertices, indexes, material);
 }
Example #3
0
 /// <summary>
 /// Add a model mesh to the combined mesh.
 /// Note: will not take effect until 'Build()' is called.
 /// </summary>
 /// <param name="mesh">Mesh to add.</param>
 /// <param name="transform">World transformations.</param>
 /// <param name="material">Optional material to use instead of the mesh default materials.</param>
 public void AddModelMesh(ModelMesh mesh, Matrix transform, MaterialAPI material = null)
 {
     _entity.AddModelMesh(mesh, transform, material);
 }
Example #4
0
 /// <summary>
 /// Add a model to the combined mesh.
 /// Note: will not take effect until 'Build()' is called.
 /// </summary>
 /// <param name="model">Model to add.</param>
 /// <param name="transform">World transformations.</param>
 /// <param name="material">Optional material to use instead of the model default materials.</param>
 public void AddModel(Model model, Matrix transform, MaterialAPI material = null)
 {
     _entity.AddModel(model, transform, material);
 }
 /// <summary>
 /// Add array of vertices to the combined mesh.
 /// Note: will not take effect until 'Build()' is called.
 /// </summary>
 /// <param name="vertices">Vertices array to add.</param>
 /// <param name="indexes">Draw order / indexes array.</param>
 /// <param name="material">Material to use with the vertices.</param>
 public void AddVertices(VertexPositionNormalTexture[] vertices, ushort[] indexes, MaterialAPI material)
 {
     _entity.AddVertices(vertices, indexes, material);
 }
Example #6
0
 /// <summary>
 /// Create the sprite renderer component.
 /// </summary>
 /// <param name="spritesheet">Spritesheet data.</param>
 /// <param name="material">Material to use with this sprite.</param>
 /// <param name="faceCamera">If true, will always face camera. If false will use node's rotation.</param>
 public SpriteRenderer(SpriteSheet spritesheet, MaterialAPI material, bool faceCamera = true)
 {
     _entity    = new SpriteEntity(spritesheet, material);
     FaceCamera = faceCamera;
 }
Example #7
0
 /// <summary>
 /// Create the billboard renderer component.
 /// </summary>
 /// <param name="material">Material to use with this sprite.</param>
 /// <param name="faceCamera">If true, will always face camera. If false will use node's rotation.</param>
 public BillboardRenderer(MaterialAPI material, bool faceCamera = true)
 {
     _entity    = new SpriteEntity(_billboardSpritesheet, material);
     FaceCamera = faceCamera;
 }