| Interface | Description |
|---|---|
| FileSystemFactory | |
| IBuffer |
The base interface of all managed buffers used in rendering
|
| ICommandList |
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, textures
|
| IIndexBuffer |
The index buffer describes the geometry used in rendering pipeline.
|
| IIndexedVertexElement |
VertexElement with indices data.
|
| IMeshConvertible |
Entities that implemented this interface can be converted to
Mesh |
| IOrientable |
Orientable entities shall implement this interface.
|
| IPipeline |
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 target
|
| IRenderTexture |
The interface of render texture
|
| IRenderWindow |
IRenderWindow represents the native window created by operating system that supports rendering.
|
| ITexture1D |
1D texture
|
| ITexture2D |
2D texture
|
| ITextureCubemap |
Cube map texture
|
| 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. |
| IVertexBuffer |
The vertex buffer holds the polygon vertex data that will be sent to rendering pipeline
|
| MaterialConverter |
Custom converter to convert the geometry's original material to GLTF's PBR material.
|
| NodeVisitor |
A callback to travel through the whole node hierarchy.
|
| Class | Description |
|---|---|
| A3DObject |
The base class of all Aspose.ThreeD objects, all sub classes will support dynamic properties.
|
| A3dwSaveOptions |
Save options for A3DW format.
|
| AmfSaveOptions |
Save options for AMF
|
| AnimationChannel |
A channel maps property's component field to a set of keyframe sequences
|
| AnimationClip |
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.
|
| ArbitraryProfile |
This class allows you to construct a 2D profile directly from arbitrary curve.
|
| AssetInfo |
Information of asset.
|
| BindPoint | |
| Bone |
A bone defines the subset of the geometry's control point, and defined blend weight for each control point.
|
| BonePose |
The
BonePose contains the transformation matrix for a bone node |
| BoundingBox |
The axis-aligned bounding box
|
| BoundingBox2D |
The axis-aligned bounding box for
Vector2 |
| Box |
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 |
A
Circle 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 through
LinearExtrusion |
| ColladaSaveOptions |
Save options for collada
|
| CompositeCurve |
A
CompositeCurve is consisting of several curve segments. |
| CompositeCurve.Segment |
The curve segment
|
| CryptoUtils | |
| CShape |
IFC compatible C-shape profile that defined by parameters.
|
| CubeFaceData<T> |
Data for each face of the cube map texture.
|
| CullFaceMode |
What face to cull
|
| Curve |
The base class of all curve implementations.
|
| CustomObject |
Meta data or custom objects used in 3D files are managed by this class.
|
| Cylinder |
Parameterized Cylinder.
|
| Deformer |
Base class for
SkinDeformer and MorphTargetDeformer |
| DescriptorSetUpdater |
This class allows to update the
IDescriptorSet in a chain operation. |
| Discreet3dsLoadOptions |
Load options for 3DS file.
|
| Discreet3dsSaveOptions |
Save options for 3DS file.
|
| Dish |
Parameterized dish.
|
| DracoFormat |
Google Draco format
|
| DracoSaveOptions |
Save options for Google draco files
|
| DummyFileSystem |
Read/write operations are dummy operations.
|
| Ellipse |
An
Ellipse 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 provide
|
| EntityRendererKey |
The key of registered entity renderer
|
| Extrapolation |
Extrapolation defines how to do when sampled value is out of the range which defined by the first and last key-frames.
|
| FbxLoadOptions |
Load options for Fbx format.
|
| FbxSaveOptions |
Save options for Fbx file.
|
| FileFormat |
File format definition
|
| FileFormatType |
File format type
|
| FileSystem |
File system encapsulation.
|
| FMatrix4 |
Matrix 4x4 with all component in float type
|
| Frustum | |
| 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 to
Transform but it's immutable while it represents the final evaluated transformation. |
| GLSLSource |
The source code of shaders in GLSL
|
| GltfLoadOptions |
Load options for glTF format
|
| GltfSaveOptions |
Save options for glTF format.
|
| HollowCircleShape |
IFC compatible hollow circle profile.
|
| HollowRectangleShape |
IFC compatible hollow rectangular shape with both inner/outer rounding corners.
|
| HShape |
The
HShape provides the defining parameters of an 'H' or 'I' shape. |
| Html5SaveOptions |
Save options for HTML5
|
| ImageRenderOptions | |
| IOConfig |
IO config for serialization/deserialization.
|
| IOUtils |
Utilities to write matrix/vector to binary writer
|
| 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.
|
| KeyframeSequence |
The sequence of key-frames, it describes the transformation of a sampled value over time.
|
| LambertMaterial |
Material for lambert shading model
|
| License |
Provides methods to license the component.
|
| Light |
The light illuminates the scene.
|
| Line |
A polyline is a path defined by a set of points with
Geometry.getControlPoints(), and connected by Line.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 types
|
| LocalFileSystem |
The
LocalFileSystem will maps the read/write operations to local directory. |
| LShape |
IFC compatible L-shape profile that defined by parameters.
|
| Material |
Material defines the parameters necessary for visual appearance of geometry.
|
| MathUtils |
A set of useful mathematical utilities.
|
| Matrix4 |
4x4 matrix implementation.
|
| MemoryFileSystem |
The
MemoryFileSystem 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 by
MorphTargetDeformer to organize the target geometries. |
| MorphTargetDeformer |
MorphTargetDeformer provides per-vertex animation.
|
| Node |
Represents an element in the scene graph.
|
| NurbsCurve |
NURBS curve is a curve represented by NURBS(Non-uniform rational basis spline),
A NURBS curve is defined by its
NurbsCurve.getOrder(), a set of weighted Geometry.getControlPoints() and a NurbsCurve.getKnotVectors()
The w component in control point is used as control point's weight, whatever it is a CurveDimension.TWO_DIMENSIONAL or CurveDimension.THREE_DIMENSIONAL |
| NurbsDirection |
A 3D
NurbsSurface has two direction, the NurbsSurface.getU() and NurbsSurface.getV(), the NurbsDirection defines data for each direction. |
| NurbsSurface |
NurbsSurface is a surface represented by NURBS(Non-uniform rational basis spline),
A NurbsSurface is defined by two NurbsDirection NurbsSurface.getU() and NurbsSurface.getV(). |
| ObjLoadOptions |
Load options for wavefront obj
|
| ObjSaveOptions |
Save options for wavefront obj file
|
| ParameterizedProfile |
The base class of all parameterized profiles.
|
| Patch |
A
Patch is a parametric modeling surface, similar to NurbsSurface, it's also defined by two
PatchDirection, the Patch.getU() and Patch.getV(). |
| PatchDirection |
Patch's U and V direction.
|
| PbrMaterial |
Material for physically based rendering based on albedo color/metallic/roughness
|
| PbrSpecularMaterial |
Material for physically based rendering based on diffuse color/specular/glossiness
|
| PdfEncrypt | |
| PdfFormat |
Adobe's Portable Document Format
|
| PdfLoadOptions |
Options for PDF loading
|
| PdfSaveOptions |
The save options in PDF exporting.
|
| PhongMaterial |
Material for blinn-phong shading model.
|
| Plane |
Parameterized plane.
|
| PlyFormat |
The PLY format.
|
| PlyLoadOptions |
Load options for PLY files
|
| PlySaveOptions |
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 for
Mesh |
| PolygonModifier |
Utilities to modify polygons
|
| Pose |
The pose is used to store transformation matrix when the geometry is skinned.
|
| PostProcessing |
The post-processing effects
|
| Primitive |
Base class for all primitives
|
| Profile |
2D Profile in xy plane
|
| Property |
Class to hold user-defined properties.
|
| PropertyCollection |
The collection of properties
|
| PushConstant |
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.
|
| 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.
|
| RendererVariableManager |
This class manages variables used in rendering
|
| RenderFactory |
RenderFactory creates all resources that represented in rendering pipeline.
|
| RenderParameters |
Describe the parameters of the render target
|
| RenderResource |
The abstract class of all render resources
All render resources will be disposed when the renderer is released.
|
| RenderState |
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.
|
| RvmFormat |
The RVM Format
|
| RvmLoadOptions |
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 types
|
| Scene |
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.
|
| ShaderMaterial |
A shader material allows to describe the material by external rendering engine or shader language.
|
| ShaderProgram |
The shader program
|
| ShaderSet |
Shader programs for each kind of materials
|
| ShaderSource |
The source code of shader
|
| ShaderStage |
Shader stage
|
| ShaderTechnique |
A shader technique represents a concrete rendering implementation.
|
| ShaderVariable |
Shader variable
|
| Shape |
The shape describes the deformation on a set of control points, which is similar to the cluster deformer in Maya.
|
| Skeleton |
The
Skeleton is mainly used by CAD software to help designer to manipulate the transformation of skeletal structure, it's usually useless outside the CAD softwares. |
| 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.
|
| StencilState |
Stencil states per face.
|
| StlLoadOptions |
Load options for STL
|
| StlSaveOptions |
Save options for STL
|
| SweptAreaSolid |
A
SweptAreaSolid 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.
|
| TextureSlot |
Texture slot in
Material, can be enumerated through material instance. |
| 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 |
The
TransformBuilder is used to build transform matrix by a chain of transformations. |
| TransformedCurve |
A
TransformedCurve gives a curve a placement by using a transformation matrix. |
| TrapeziumShape |
IFC compatible Trapezium shape defined by parameters.
|
| 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 3d
|
| U3dSaveOptions |
Save options for universal 3d
|
| UsdSaveOptions |
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 in
TriMesh. |
| VertexDeclaration |
The declaration of a custom defined vertex's structure
|
| VertexElement |
Base class of vertex elements.
|
| VertexElementBinormal |
Defines the binormal vectors for specified components.
|
| VertexElementDoublesTemplate |
A helper class for defining concrete
VertexElement implementations. |
| VertexElementEdgeCrease |
Defines the edge crease for specified components
|
| VertexElementHole |
Defines if specified polygon is hole
|
| VertexElementIntsTemplate |
A helper class for defining concrete
VertexElement 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 concrete
VertexElement implementations. |
| VertexElementUserData |
Defines custom user data for specified components.
|
| VertexElementUV |
Defines the UV coordinates for specified components.
|
| VertexElementVector4 |
A helper class for defining concrete
VertexElement implementations. |
| VertexElementVertexColor |
Defines the vertex color for specified components
|
| VertexElementVertexCrease |
Defines the vertex crease for specified components
|
| VertexElementVisibility |
Defines if specified components is visible
|
| VertexElementWeight |
Defines blend weight for specified components.
|
| VertexField |
Vertex's field memory layout description.
|
| VertexFieldDataType |
Vertex field's data type
|
| Viewport |
A
IRenderTarget 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.
|
| 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.
|
| Enum | Description |
|---|---|
| AlphaSource |
Defines whether the texture contains the alpha channel.
|
| ApertureMode |
Camera aperture modes.
|
| Axis |
The coordinate axis.
|
| BlendFactor |
Blend factor specify pixel arithmetic.
|
| BoundingBoxExtent |
The extent of the bounding box
|
| ColladaTransformStyle |
The node's transformation style of node
|
| CompareFunction |
The compare function used in depth/stencil testing.
|
| ComposeOrder |
The order to compose transform matrix
|
| CoordinatedSystem |
The left handed or right handed coordinate system.
|
| CubeFace |
Each face of the cube map texture
|
| CurveDimension |
The dimension of the curves.
|
| DracoCompressionLevel |
Compression level for draco file
|
| DrawOperation |
The primitive types to render
|
| ExtrapolationType |
Extrapolation type.
|
| FileContentType |
File content type
|
| FrontFace |
Define front- and back-facing polygons
|
| GltfEmbeddedImageFormat |
How glTF exporter will embed the textures during the exporting.
|
| IndexDataType |
The data type of the elements in
IIndexBuffer |
| Interpolation |
The key frame's interpolation type.
|
| LightType |
Light types.
|
| MappingMode |
Determines how the element is mapped to a surface.
|
| NurbsType |
NURBS types.
|
| PatchDirectionType |
Patch direction's types.
|
| PdfLightingScheme |
LightingScheme specifies the lighting to apply to 3D artwork.
|
| PdfRenderMode |
Render mode specifies the style in which the 3D artwork is rendered.
|
| PixelFormat |
The pixel's format used in texture unit.
|
| PolygonMode |
The polygon rasterization mode
|
| PoseType |
Pose type.
|
| PresetShaders |
This defines the preset internal shaders used by the renderer.
|
| ProjectionType |
Camera's projection types.
|
| ReferenceMode |
ReferenceMode defines how mapping information is stored and referenced by. |
| RenderingAPI |
Commonly used rendering APIs
|
| RenderQueueGroupId |
The group id of render queue
|
| RenderStage |
The render stage
|
| RotationMode |
The frustum's rotation mode
|
| ShadingLanguage |
Commonly used shading languages
|
| SkeletonType |
Skeleton's types. |
| SplitMeshPolicy |
Share vertex/control point data between sub-meshes or each sub-mesh has its own compacted data.
|
| StencilAction |
The stencil test actions
|
| StepMode |
Interpolation step mode.
|
| TextureFilter |
Filter options during texture sampling.
|
| TextureMapping |
The texture mapping type for
VertexElementUV
Describes which kind of texture mapping is used. |
| TextureType |
The type of the
ITextureUnit |
| VertexElementType |
The type of the vertex element, defined how it will be used in modeling.
|
| VertexFieldSemantic |
The semantic of the vertex field
|
| WrapMode |
Texture's wrap mode.
|
| Exception | Description |
|---|---|
| DriverException |
The exception raised by internal rendering drivers.
|
| ExportException |
Exceptions when Aspose.3D failed to export the scene to file
|
| ImportException |
Exception when Aspose.3D failed to open the specified source
|
| InitializationException |
Exceptions in render pipeline initialization
|
| ParseException |
Exception when Aspose.3D failed to parse the input.
|
| RendererException | |
| ShaderException |
Shader related exceptions
|
| TrialException |
This is raised in Scene.Open/Scene.Save when no licenses are applied.
|