A3DObject |
The base class of all Aspose.ThreeD objects, all sub classes will support dynamic properties.
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AlphaSource |
Defines whether the texture contains the alpha channel.
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AnimationChannel |
A channel maps property's component field to a set of curves
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AnimationClip |
The Animation clip is a collection of animations.
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AnimationNode |
Aspose.3D's supports animation hierarchy, each animation can be composed by several animations and animation's key-frame definition.
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ApertureMode |
Camera aperture modes.
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AssetInfo |
Information of asset.
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Axis |
The coordinate axis.
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BlendFactor |
Blend factor specify pixel arithmetic.
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Bone |
A bone defines the subset of the geometry's control point, and defined blend weight for each control point.
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BonePose |
The BonePose contains the transformation matrix for a bone node
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BoundingBox |
The axis-aligned bounding box
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BoundingBox2D |
The axis-aligned bounding box for Vector2
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BoundingBoxExtent |
The extent of the bounding box
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Camera |
The camera describes the eye point of the viewer looking at the scene.
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Cancellation |
This class allows you to manually abort a load/save task.
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ColladaTransformStyle |
The node's transform style of node
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CompareFunction |
The compare function used in depth/stencil testing.
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ComposeOrder |
The order to compose transform matrix
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CoordinatedSystem |
The left handed or right handed coordinate system.
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CubeFace |
Each face of the cube map texture
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CubeFaceData |
Data for each face of the cube map texture.
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Curve |
A curve is composed by several key-frames, it describes the transformation of a sampled value over time, so it's a 2D curve.
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CurveDimension |
The dimension of the curves.
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CurveMapping |
A CurveMapping is usually created on an object's property, some property types contains multiple component fields(like a Vector3 field),
CurveMapping will generate channel for each component field and connects the field to one or more curve instance(s) through the channels.
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CustomObject |
Meta data or custom objects used in 3D files are managed by this class.
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Deformer |
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DracoCompressionLevel |
Compression level for draco file
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DracoFormat |
Google Draco format
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DracoSaveOptions |
Save options for Google draco files
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DrawOperation |
The primitive types to render
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Entity |
The base class of all entities.
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ExportException |
Exceptions when Aspose.3D failed to export the scene to file
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Extrapolation |
Extrapolation defines how to do when sampled value is out of the range which defined by the first and last key-frames.
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ExtrapolationType |
Extrapolation type.
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FileContentType |
File content type
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FileFormat |
File format definition
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FileFormatType |
File format type
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FileSystem |
File system encapsulation.
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FMatrix4 |
Matrix 4x4 with all component in float type
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FrontFace |
Define front- and back-facing polygons
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Frustum |
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FVector2 |
A float vector with two components.
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FVector3 |
A float vector with three components.
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FVector4 |
A float vector with four components.
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Geometry |
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GlobalTransform |
Global transform is similar to Transform but it's immutable while it represents the final evaluated transformation.
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IBuffer |
The base interface of all managed buffers used in rendering
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IIndexBuffer |
The index buffer describes the geometry used in rendering pipeline.
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IIndicedVertexElement |
VertexElement with indice data.
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ImageRenderOptions |
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IMeshConvertible |
Entities that implemented this interface can be converted to Mesh
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ImportException |
Exception when Aspose.3D failed to open the specified source
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IndexDataType |
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Interpolation |
The key frame's interpolation type.
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IOConfig |
IO config for serialization/deserialization.
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IOrientable |
Orientable entities shall implement this interface.
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IRenderable |
Minimum render task
Implement this so custom render operations can be enqueued to the render queue.
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IRenderTarget |
The base interface of render target
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IRenderTexture |
The interface of render texture
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IRenderWindow |
IRenderWindow represents the native window created by operating system that supports rendering.
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ITextureUnit |
ITextureUnit represents a texture in the memory that shared between GPU and CPU and can be sampled by the shader,
where the Texture only represents a reference to an external file.
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IVertexBuffer |
The vertex buffer holds the polygon vertex data that will be sent to rendering pipeline
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KeyFrame |
A key frame is mainly defined by a time and a value, for some interpolation types, tangent/tension/bias/continuity is also used by calculating the final sampled value.
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LambertMaterial |
Material for lambert shading model
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LightType |
Light types.
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LoadOptions |
The base class to configure options in file loading for different types
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MappingMode |
Determines how the element is mapped to a surface.
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Material |
Material defines the parameters necessary for visual appearance of geometry.
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MaterialConverter |
Custom converter to convert the geometry's original material to GLTF's PBR material.
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Matrix4 |
4x4 matrix implementation.
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Mesh |
A mesh is made of many n-sided polygons.
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MorphTargetChannel |
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Node |
Represents an element in the scene graph.
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NodeVisitor |
A callback to travel through the whole node hierarchy.
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NurbsDirection |
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NurbsType |
NURBS types.
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ParseException |
Exception when Aspose.3D failed to parse the input.
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PatchDirection |
Patch's U and V direction.
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PatchDirectionType |
Patch direction's types.
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PixelFormat |
The pixel's format used in texutre unit.
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PlyFormat |
The PLY format.
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PlySaveOptions |
Save options for exporting scene as PLY file.
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PolygonMode |
The polygon rasterization mode
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Pose |
The pose is used to store transformation matrix when the geometry is skinned.
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PoseType |
Pose type.
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PostProcessing |
The post-processing effects
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PresetShaders |
This defines the preset internal shaders used by the renderer.
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Primitive |
Base class for all primitives
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ProjectionType |
Camera's projection types.
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Property |
Class to hold user-defined properties.
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Quaternion |
Quaternion is usually used to perform rotation in computer graphics.
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ReferenceMode |
ReferenceMode defines how mapping information is stored and referenced by.
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RelativeRectangle |
Relative rectangle
The formula between relative component to absolute value is:
Scale * (Reference Width) + offset
So if we want it to represent an absolute value, leave all scale fields zero, and use offset fields instead.
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RenderableResource |
Base class for all renderable resources
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Renderer |
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RenderFactory |
RenderFactory creates all resources that represented in rendering pipeline.
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RenderingAPI |
Commonly used rendering APIs
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RenderParameters |
Describe the parameters of the render target
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RenderQueueGroupId |
The group id of render queue
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RenderResource |
The abstract class of all render resources
All render resources will be disposed when the renderer is released.
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RenderStage |
The render stage
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RenderState |
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RotationMode |
The frustum's rotation mode
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SaveOptions |
The base class to configure options in file saving for different types
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Scene |
A scene is a top-level object that contains the nodes, geometries, materials, textures, animation, poses, sub-scenes and etcs.
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ShaderProgram |
The shader program
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ShaderSet |
Shader programs for each kind of materials
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ShaderSource |
The source code of shader
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ShaderStage |
Shader stage
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ShaderTechnique |
A shader technique represents a concrete rendering implementation.
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ShaderVariable |
Shader variable
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ShadingLanguage |
Commonly used shading languages
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Shape |
The shape describes the deformation on a set of control points, which is similar to the cluster deformer in Maya.
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SkeletonType |
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SplitMeshPolicy |
Share vertex/control point data between sub-meshes or each sub-mesh has its own compacted data.
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StencilAction |
The stencil test actions
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StencilState |
Stencil states per face.
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StepMode |
Interpolation step mode.
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TextureBase |
Base class for all concrete textures.
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TextureData |
This class contains the raw data and format definition of a texture.
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TextureFilter |
Filter options during texture sampling.
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TextureMapping |
The texture mapping type for VertexElementUV
Describes which kind of texture mapping is used.
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TextureType |
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Transform |
A transform contains information that allow access to object's translate/scale/rotation or transform matrix at minimum cost
This is used by local transform.
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TransformBuilder |
The TransformBuilder is used to build transform matrix by a chain of transformations.
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TriMesh |
A TriMesh contains raw data that can be used by GPU directly.
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VariableSemantic |
Shader variable semantic
Renderer will automaticly initialize correct values for shader's variables with correct semantic before rendering.
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Vector2 |
A vector with two components.
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Vector3 |
A vector with three components.
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Vector4 |
A vector with four components.
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Vector4List |
Performance optimized list for accessing Vector4
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Vertex |
Vertex reference, used to access the raw vertex in TriMesh .
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VertexDeclaration |
The declaration of a custom defined vertex's structure
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VertexElement |
Base class of vertex elements.
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VertexElementNormal |
Defines normal vectors for specified components.
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VertexElementTemplate |
A helper class for defining concrete VertexElement implementations.
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VertexElementType |
The type of the vertex element, defined how it will be used in modeling.
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VertexElementUV |
Defines the UV coordinates for specified components.
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VertexElementVector4 |
A helper class for defining concrete VertexElement implementations.
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VertexField |
Vertex's field memory layout description.
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VertexFieldSemantic |
The semantic of the vertex field
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Viewport |
A IRenderTarget contains at least one viewport for rendering the scene.
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WrapMode |
Texture's wrap mode.
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