All Classes
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All Classes Interface Summary Class Summary Enum Summary Exception Summary Class Description A3DObject The base class of all Aspose.ThreeD objects, all sub classes will support dynamic properties.A3dwSaveOptions Save options for A3DW format.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 keyframe sequencesAnimationClip 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.ArbitraryProfile This class allows you to construct a 2D profile directly from arbitrary curve.AssetInfo Information of asset.Axis The coordinate axis.BindPoint 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.Circle ACircle
curve consists of a set of points in the edge of the circle shape.CircleShape IFC compatible circle profile, which can be used to construct a mesh throughLinearExtrusion
ColladaSaveOptions Save options for colladaColladaTransformStyle The node's transformation style of nodeCompareFunction The compare function used in depth/stencil testing.ComposeOrder The order to compose transform matrixCompositeCurve ACompositeCurve
is consisting of several curve segments.CompositeCurve.Segment The curve segmentCoordinatedSystem The left handed or right handed coordinate system.CryptoUtils CShape IFC compatible C-shape profile that defined by parameters.CubeFace Each face of the cube map textureCubeFaceData<T> Data for each face of the cube map texture.CullFaceMode What face to cullCurve The base class of all curve implementations.CurveDimension The dimension of the curves.CustomObject Meta data or custom objects used in 3D files are managed by this class.Cylinder Parameterized Cylinder.Deformer Base class forSkinDeformer
andMorphTargetDeformer
DescriptorSetUpdater This class allows to update theIDescriptorSet
in a chain operation.Discreet3dsLoadOptions Load options for 3DS file.Discreet3dsSaveOptions Save options for 3DS file.Dish Parameterized dish.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.Ellipse AnEllipse
defines a set of points that form the shape of ellipse.EllipseShape IFC compatible ellipse shape that defined by parameters.EndPoint The end point to trim the curve, can be a parameter value or a Cartesian point.Entity The base class of all entities.EntityRenderer Subclass this to implement rendering for different kind of entities.EntityRendererFeatures The extra features that the entity renderer will provideEntityRendererKey The key of registered entity rendererExportException 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.FbxLoadOptions Load options for Fbx format.FbxSaveOptions Save options for Fbx file.FileContentType File content typeFileFormat File format definitionFileFormatType File format typeFileSystem File system encapsulation.FileSystemFactory FMatrix4 Matrix 4x4 with all component in float typeFrontFace Define front- and back-facing polygonsFrustum 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 GLSLGltfEmbeddedImageFormat How glTF exporter will embed the textures during the exporting.GltfLoadOptions Load options for glTF formatGltfSaveOptions Save options for glTF format.HollowCircleShape IFC compatible hollow circle profile.HollowRectangleShape IFC compatible hollow rectangular shape with both inner/outer rounding corners.HShape TheHShape
provides the defining parameters of an 'H' or 'I' shape.Html5SaveOptions Save options for HTML5IBuffer The base interface of all managed buffers used in renderingICommandList Encodes a sequence of commands which will be sent to GPU to render.IDescriptorSet The descriptor sets describes different resources that can be used to bind to the render pipeline like buffers, texturesIIndexBuffer The index buffer describes the geometry used in rendering pipeline.IIndexedVertexElement VertexElement with indices 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.IOUtils Utilities to write matrix/vector to binary writerIPipeline The pre-baked sequence of operations to draw in GPU side.IRenderQueue Entity renderer uses this queue to manage render tasks.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.KeyframeSequence The sequence of key-frames, it describes the transformation of a sampled value over time.LambertMaterial Material for lambert shading modelLicense Provides methods to license the component.Light The light illuminates the scene.LightType Light types.Line A polyline is a path defined by a set of points withGeometry.getControlPoints()
, and connected byLine.getSegments()
, 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.LShape IFC compatible L-shape profile that defined by parameters.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.MirroredProfile IFC compatible mirror profile.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 fileParameterizedProfile The base class of all parameterized profiles.ParseException 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/roughnessPbrSpecularMaterial Material for physically based rendering based on diffuse color/specular/glossinessPdfEncrypt PdfFormat Adobe's Portable Document FormatPdfLightingScheme LightingScheme specifies the lighting to apply to 3D artwork.PdfLoadOptions Options for PDF loadingPdfRenderMode Render mode specifies the style in which the 3D artwork is rendered.PdfSaveOptions The save options in PDF exporting.PhongMaterial Material for blinn-phong shading model.PixelFormat The pixel's format used in texture unit.Plane Parameterized plane.PlyFormat The PLY format.PlyLoadOptions Load options for PLY filesPlySaveOptions Save options for exporting scene as PLY file.PointCloud The point cloud contains no topology information but only the control points and the vertex elements.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 primitivesProfile 2D Profile in xy planeProjectionType Camera's projection types.Property Class to hold user-defined properties.PropertyCollection The collection of propertiesPushConstant A utility to provide data to shader through push constant.Pyramid Parameterized pyramid.Quaternion Quaternion is usually used to perform rotation in computer graphics.RectangleShape IFC compatible rectangular shape with rounding corners.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.Renderer The context about renderer.RendererException RendererVariableManager This class manages variables used in renderingRenderFactory 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 for building the pipeline The changes made on render state will not affect the created pipeline instances.ResourceManager RevolvedAreaSolid This class represents a solid model by revolving a cross section provided by a profile about an axis.RotationMode The frustum's rotation modeRvmFormat The RVM FormatRvmLoadOptions 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 etc.SceneObject The root class of objects that will be stored inside a scene.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 STLSweptAreaSolid ASweptAreaSolid
constructs a geometry by sweeping a profile along a directrix.Texture 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.TextureSlot Texture slot inMaterial
, can be enumerated through material instance.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.TransformedCurve ATransformedCurve
gives a curve a placement by using a transformation matrix.TrapeziumShape IFC compatible Trapezium shape defined by parameters.TrialException This is raised in Scene.Open/Scene.Save when no licenses are applied.TriMesh A TriMesh contains raw data that can be used by GPU directly.TrimmedCurve A bounded curve that trimmed the basis curve at both ends.TShape IFC compatible T-shape defined by parameters.U3dLoadOptions Load options for universal 3dU3dSaveOptions Save options for universal 3dUsdSaveOptions Save options for USD/USDZ formats.UShape IFC compatible U-shape defined by parameters.Vector2 A vector with two components.Vector3 A vector with three components.Vector4 A vector with four components.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.VertexElementDoublesTemplate A helper class for defining concreteVertexElement
implementations.VertexElementEdgeCrease Defines the edge crease for specified componentsVertexElementHole Defines if specified polygon is holeVertexElementIntsTemplate A helper class for defining concreteVertexElement
implementations.VertexElementMaterial 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.Watermark Utility to encode/decode blind watermark to/from a mesh.WeightedMode Weighted mode.WindowHandle Encapsulated window handle for different platforms.WrapMode Texture's wrap mode.XLoadOptions The Load options for DirectX X files.ZipArchiveFileSystem File system to provide to the read-only access to speicified zip file or zip stream.ZShape IFC compatible Z-shape profile defined by parameters.