All Classes
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Class Description A3DObject The base class of all Aspose.ThreeD objects, all sub classes will support dynamic properties.AlphaSource Defines whether the texture contains the alpha channel.AMFSaveOptions Save options for AMFAnimationChannel A channel maps property's component field to a set of curvesAnimationClip The Animation clip is a collection of animations.AnimationNode Aspose.3D's supports animation hierarchy, each animation can be composed by several animations and animation's key-frame definition.ApertureMode Camera aperture modes.AssetInfo Information of asset.Axis The coordinate axis.BlendFactor Blend factor specify pixel arithmetic.Bone A bone defines the subset of the geometry's control point, and defined blend weight for each control point.BonePose TheBonePose
contains the transformation matrix for a bone nodeBoundingBox The axis-aligned bounding boxBoundingBox2D The axis-aligned bounding box forVector2
BoundingBoxExtent The extent of the bounding boxBox Box.Camera The camera describes the eye point of the viewer looking at the scene.Cancellation This class allows you to manually abort a load/save task.ColladaSaveOptions Save options for colladaColladaTransformStyle The node's transform style of nodeCompareFunction The compare function used in depth/stencil testing.ComposeOrder The order to compose transform matrixCoordinatedSystem The left handed or right handed coordinate system.CubeFace Each face of the cube map textureCubeFaceData<T> Data for each face of the cube map texture.CullFaceMode What face to cullCurve A curve is composed by several key-frames, it describes the transformation of a sampled value over time, so it's a 2D curve.CurveDimension The dimension of the curves.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.CustomObject Meta data or custom objects used in 3D files are managed by this class.Cylinder Parameterized Cylinder.Deformer Base class forSkinDeformer
andMorphTargetDeformer
Discreet3DSLoadOptions Load options for 3DS file.Discreet3DSSaveOptions Save options for 3DS file.DracoCompressionLevel Compression level for draco fileDracoFormat Google Draco formatDracoSaveOptions Save options for Google draco filesDrawOperation The primitive types to renderDriverException The exception raised by internal rendering drivers.DummyFileSystem Read/write operations are dummy operations.Entity The base class of all entities.ExportException Exceptions when Aspose.3D failed to export the scene to fileExtrapolation Extrapolation defines how to do when sampled value is out of the range which defined by the first and last key-frames.ExtrapolationType Extrapolation type.FBXSaveOptions Save options for FBX file.FileContentType File content typeFileFormat File format definitionFileFormatType File format typeFileSystem File system encapsulation.FMatrix4 Matrix 4x4 with all component in float typeFrontFace Define front- and back-facing polygonsFrustum Func_2<T,TResult> FVector2 A float vector with two components.FVector3 A float vector with three components.FVector4 A float vector with four components.Geometry GlobalTransform Global transform is similar toTransform
but it's immutable while it represents the final evaluated transformation.GLSLSource The source code of shaders in GLSLGLTFLoadOptions Load options for glTF formatGLTFSaveOptions Save options for glTF format.IBuffer The base interface of all managed buffers used in renderingIIndexBuffer The index buffer describes the geometry used in rendering pipeline.IIndicedVertexElement VertexElement with indice data.ImageRenderOptions IMeshConvertible Entities that implemented this interface can be converted toMesh
ImportException Exception when Aspose.3D failed to open the specified sourceIndexDataType The data type of the elements inIIndexBuffer
InitializationException Exceptions in render pipeline initializationInterpolation The key frame's interpolation type.IOConfig IO config for serialization/deserialization.IOrientable Orientable entities shall implement this interface.IRenderable Minimum render task Implement this so custom render operations can be enqueued to the render queue.IRenderTarget The base interface of render targetIRenderTexture The interface of render textureIRenderWindow IRenderWindow represents the native window created by operating system that supports rendering.ITexture1D 1D textureITexture2D 2D textureITextureCubemap Cube map textureITextureUnit ITextureUnit
represents a texture in the memory that shared between GPU and CPU and can be sampled by the shader, where theTexture
only represents a reference to an external file.IVertexBuffer The vertex buffer holds the polygon vertex data that will be sent to rendering pipelineKeyFrame 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.LambertMaterial Material for lambert shading modelLicense Provides methods to license the component.Light The light illuminates the scene.LightType Light types.Line A line is a path defined by a set of points withGeometry.getControlPoints()
, and connected byLine.getIndices()
, which means it can also be a set of connected line segments.LinearExtrusion Linear extrusion takes a 2D shape as input and extends the shape in the 3rd dimension.LoadOptions The base class to configure options in file loading for different typesLocalFileSystem TheLocalFileSystem
will maps the read/write operations to local directory.ManualEntity A bridge from Entity to custom renderable entity Use this class to simplify the construction of rendering tasks and resource management.MappingMode Determines how the element is mapped to a surface.Material Material defines the parameters necessary for visual appearance of geometry.MaterialConverter Custom converter to convert the geometry's original material to GLTF's PBR material.MathUtils A set of useful mathematical utilities.Matrix4 4x4 matrix implementation.MemoryFileSystem TheMemoryFileSystem
will maps the read/write operations to memory.Mesh A mesh is made of many n-sided polygons.Metered Provides methods to set metered key.MorphTargetChannel A MorphTargetChannel is used byMorphTargetDeformer
to organize the target geometries.MorphTargetDeformer MorphTargetDeformer provides per-vertex animation.Node Represents an element in the scene graph.NodeVisitor A callback to travel through the whole node hierarchy.NurbsCurve NURBS curve is a curve represented by NURBS(Non-uniform rational basis spline), A NURBS curve is defined by itsNurbsCurve.getOrder()
, a set of weightedGeometry.getControlPoints()
and aNurbsCurve.getKnotVectors()
The w component in control point is used as control point's weight, whatever it is aCurveDimension.TWO_DIMENSIONAL
orCurveDimension.THREE_DIMENSIONAL
NurbsDirection A 3DNurbsSurface
has two direction, theNurbsSurface.getU()
andNurbsSurface.getV()
, theNurbsDirection
defines data for each direction.NurbsSurface NurbsSurface
is a surface represented by NURBS(Non-uniform rational basis spline), ANurbsSurface
is defined by twoNurbsDirection
NurbsSurface.getU()
andNurbsSurface.getV()
.NurbsType NURBS types.ObjLoadOptions Load options for wavefront objObjSaveOptions Save options for wavefront obj fileParseException Exception when Aspose.3D failed to parse the input.Patch APatch
is a parametric modeling surface, similar toNurbsSurface
, it's also defined by twoPatchDirection
, thePatch.getU()
andPatch.getV()
.PatchDirection Patch's U and V direction.PatchDirectionType Patch direction's types.PbrMaterial Material for physically based rendering based on albedo color/metallic/roughnessPhongMaterial Material for blinn-phong shading model.PixelFormat The pixel's format used in texutre unit.Plane Parameterized plane.PlyFormat The PLY format.PlyLoadOptions Load options for PLY filesPlySaveOptions Save options for exporting scene as PLY file.PolygonBuilder A helper class to build polygon forMesh
PolygonMode The polygon rasterization modePolygonModifier Utilities to modify polygonsPose The pose is used to store transformation matrix when the geometry is skinned.PoseType Pose type.PostProcessing The post-processing effectsPresetShaders This defines the preset internal shaders used by the renderer.Primitive Base class for all primitivesProjectionType Camera's projection types.Property Class to hold user-defined properties.Quaternion Quaternion is usually used to perform rotation in computer graphics.RectangularTorus Parameterized rectangular torus.ReferenceMode ReferenceMode
defines how mapping information is stored and referenced by.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.RenderableResource Base class for all renderable resourcesRenderer RendererException RenderFactory RenderFactory creates all resources that represented in rendering pipeline.RenderingAPI Commonly used rendering APIsRenderParameters Describe the parameters of the render targetRenderQueueGroupId The group id of render queueRenderResource The abstract class of all render resources All render resources will be disposed when the renderer is released.RenderStage The render stageRenderState Render state used byIRenderable
ResourceManager RotationMode The frustum's rotation modeRvmLoadOptions Load options for AVEVA Plant Design Management System's RVM file.RvmSaveOptions Save options for Aveva PDMS RVM file.SaveOptions The base class to configure options in file saving for different typesScene A scene is a top-level object that contains the nodes, geometries, materials, textures, animation, poses, sub-scenes and etcs.ShaderException Shader related exceptionsShaderMaterial A shader material allows to describe the material by external rendering engine or shader language.ShaderProgram The shader programShaderSet Shader programs for each kind of materialsShaderSource The source code of shaderShaderStage Shader stageShaderTechnique A shader technique represents a concrete rendering implementation.ShaderVariable Shader variableShadingLanguage Commonly used shading languagesShape The shape describes the deformation on a set of control points, which is similar to the cluster deformer in Maya.Skeleton TheSkeleton
is mainly used by CAD software to help designer to manipulate the transformation of skeletal structure, it's usually useless outside the CAD softwares.SkeletonType Skeleton
's types.SkinDeformer A skin deformer contains multiple bones to work, each bone blends a part of the geometry by control point's weights.Sphere Parameterized sphere.SPIRVSource The compiled shader in SPIR-V format.SplitMeshPolicy Share vertex/control point data between sub-meshes or each sub-mesh has its own compacted data.StencilAction The stencil test actionsStencilState Stencil states per face.StepMode Interpolation step mode.STLLoadOptions Load options for STLSTLSaveOptions Save options for STLTexture This class defines the texture from an external file.TextureBase Base class for all concrete textures.TextureData This class contains the raw data and format definition of a texture.TextureFilter Filter options during texture sampling.TextureMapping The texture mapping type forVertexElementUV
Describes which kind of texture mapping is used.TextureType The type of theITextureUnit
Torus Parameterized torus.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.TransformBuilder TheTransformBuilder
is used to build transform matrix by a chain of transformations.TriMesh A TriMesh contains raw data that can be used by GPU directly.U3DLoadOptions Load options for universal 3dU3DSaveOptions Save options for universal 3dVariableSemantic Shader variable semantic Renderer will automaticly initialize correct values for shader's variables with correct semantic before rendering.Vector2 A vector with two components.Vector3 A vector with three components.Vector4 A vector with four components.Vector4List Performance optimized list for accessingVector4
Vertex Vertex reference, used to access the raw vertex inTriMesh
.VertexDeclaration The declaration of a custom defined vertex's structureVertexElement Base class of vertex elements.VertexElementBinormal Defines the binormal vectors for specified components.VertexElementEdgeCrease Defines the edge crease for specified componentsVertexElementMaterial Defines material index for specified components.VertexElementNormal Defines normal vectors for specified components.VertexElementPolygonGroup Defines polygon group for specified components to group related polygons together.VertexElementSmoothingGroup A smoothing group is a group of polygons in a polygon mesh which should appear to form a smooth surface.VertexElementSpecular Defines specular color for specified components.VertexElementTangent Defines tangent vectors for specified components.VertexElementTemplate<T> A helper class for defining concreteVertexElement
implementations.VertexElementType The type of the vertex element, defined how it will be used in modeling.VertexElementUserData Defines custom user data for specified components.VertexElementUV Defines the UV coordinates for specified components.VertexElementVector4 A helper class for defining concreteVertexElement
implementations.VertexElementVertexColor Defines the vertex color for specified componentsVertexElementVertexCrease Defines the vertex crease for specified componentsVertexElementVisibility Defines if specified components is visibleVertexElementWeight Defines blend weight for specified components.VertexField Vertex's field memory layout description.VertexFieldDataType Vertex field's data typeVertexFieldSemantic The semantic of the vertex fieldViewport AIRenderTarget
contains at least one viewport for rendering the scene.WeightedMode Weighted mode.WrapMode Texture's wrap mode.XLoadOptions The Load options for DirectX X files.