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, })); } }
/// <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); }
/// <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); }
/// <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); }
/// <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; }
/// <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; }