aspose.threed

Classes

ClassDescription
A3DObjectThe base class of all Aspose.ThreeD objects, all sub classes will support dynamic properties.
A3dwSaveOptionsSave options for A3DW format.
AmfSaveOptionsSave options for AMF
AnimationChannelA channel maps property’s component field to a set of keyframe sequences @hideconstructor
AnimationClipThe Animation clip is a collection of animations. The scene can have one or more animation clips.
AnimationNodeAspose.3D’s supports animation hierarchy, each animation can be composed by several animations and animation’s key-frame definition. AnimationNode defines the transformation of a property value over time, for example, animation node can be used to control a node’s transformation or other A3DObject object’s numerical properties.
ArbitraryProfileThis class allows you to construct a 2D profile directly from arbitrary curve.
AssetInfoInformation of asset. Asset information can be attached to a Scene. Child Scene can have its own AssetInfo to override parent’s definition.
BindPointA BindPoint is usually created on an object’s property, some property types contains multiple component fields(like a Vector3 field), BindPoint will generate channel for each component field and connects the field to one or more keyframe sequence instance(s) through the channels.
BoneA bone defines the subset of the geometry’s control point, and defined blend weight for each control point. The Bone object cannot be used directly, a SkinDeformer instance is used to deform the geometry, and SkinDeformer comes with a set of bones, each bone linked to a node. NOTE: A control point of a geometry can be bounded to more than one Bones.
BonePoseThe BonePose contains the transformation matrix for a bone node
BoundingBoxThe axis-aligned bounding box
BoundingBox2DThe axis-aligned bounding box for Vector2
BoxBox.
CameraThe camera describes the eye point of the viewer looking at the scene.
CircleA Circle curve consists of a set of points in the edge of the circle shape.
CircleShapeIFC compatible circle profile, which can be used to construct a mesh through LinearExtrusion
ColladaSaveOptionsSave options for collada
CompositeCurveA CompositeCurve is consisting of several curve segments.
CShapeIFC compatible C-shape profile that defined by parameters. The center position of the profile is in the center of the bounding box.
CurveThe base class of all curve implementations. @hideconstructor
CustomObjectMeta data or custom objects used in 3D files are managed by this class. All custom properties are saved as dynamic properties.
CylinderParameterized Cylinder. It can also be used to represent the cone when one of radiusTop/radiusBottom is zero.
DeformerBase class for SkinDeformer and MorphTargetDeformer
DescriptorSetUpdaterThis class allows to update the com.aspose.threed.IDescriptorSet in a chain operation. @hideconstructor
Discreet3dsLoadOptionsLoad options for 3DS file.
Discreet3dsSaveOptionsSave options for 3DS file.
DishParameterized dish.
DracoFormatGoogle Draco format @hideconstructor
DracoSaveOptionsSave options for Google draco files
DriverExceptionThe exception raised by internal rendering drivers. @hideconstructor
DummyFileSystemRead/write operations are dummy operations.
EllipseAn Ellipse defines a set of points that form the shape of ellipse.
EllipseShapeIFC compatible ellipse shape that defined by parameters. The center position of the profile is in the center of the bounding box.
EndPointThe end point to trim the curve, can be a parameter value or a Cartesian point.
EntityThe base class of all entities. Entity represents a concrete object that attached under a node like Light/Geometry.
EntityRendererSubclass this to implement rendering for different kind of entities.
EntityRendererKeyThe key of registered entity renderer
ExportExceptionExceptions when Aspose.3D failed to export the scene to file
ExtrapolationExtrapolation defines how to do when sampled value is out of the range which defined by the first and last key-frames. @hideconstructor
FbxLoadOptionsLoad options for Fbx format.
FbxSaveOptionsSave options for Fbx file.
FileFormatFile format definition @hideconstructor
FileFormatTypeFile format type @hideconstructor
FileSystemFile system encapsulation. Aspose.3D will use this to read/write dependencies. @hideconstructor
FMatrix4Matrix 4x4 with all component in float type
FontFileFont file contains definitions for glyphs, this is used to create text profile. @hideconstructor
FrustumThe base class of Camera and Light @hideconstructor
FVector2A float vector with two components.
FVector3A float vector with three components.
FVector4A float vector with four components.
GeometryThe base class of all renderable geometric objects (like Mesh, NurbsSurface, Patch and etc.). The Geometry base class supports: Control point management, control points defines the base 3D spatial structure of the geometry, different geometric types has different way to define concrete 3D models. Vertex element definition, vertex elements applies extra information like normals/uv coordinates/vertex colors to the geometry, see VertexElement for more details.Object deforming, Deformer can be bonded to animate geometry’s shape.
GlobalTransformGlobal transform is similar to Transform but it’s immutable while it represents the final evaluated transformation. Right-hand coordinate system is used while evaluating global transform @hideconstructor
GLSLSourceThe source code of shaders in GLSL
GltfLoadOptionsLoad options for glTF format
GltfSaveOptionsSave options for glTF format.
HollowCircleShapeIFC compatible hollow circle profile.
HollowRectangleShapeIFC compatible hollow rectangular shape with both inner/outer rounding corners.
HShapeThe HShape provides the defining parameters of an ‘H’ or ‘I’ shape.
Html5SaveOptionsSave options for HTML5
ImageRenderOptionsOptions for Scene.render(com.aspose.threed.Camera, java.lang.String, com.aspose.threed.Vector2, java.lang.String, com.aspose.threed.ImageRenderOptions) and Scene.render(com.aspose.threed.Camera, com.aspose.threed.TextureData, com.aspose.threed.ImageRenderOptions)
ImportExceptionException when Aspose.3D failed to open the specified source
InitializationExceptionExceptions in render pipeline initialization
IOConfigIO config for serialization/deserialization. User can specify detailed configurations like dependency look-up path Or format-related configs here @hideconstructor
IOUtilsUtilities to write matrix/vector to binary writer @hideconstructor
KeyFrameA 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. Sampled values in a non-key-frame time position is interpolated by key-frames between the previous and next key-frames Value before/after the first/last key-frame are calculated by the Extrapolation class.
KeyframeSequenceThe sequence of key-frames, it describes the transformation of a sampled value over time.
LambertMaterialMaterial for lambert shading model
LicenseProvides methods to license the component.
LightThe light illuminates the scene. The formula to calculate the total attenuation of light is: A = ConstantAttenuation + (Dist LinearAttenuation) + ((Dist^2) QuadraticAttenuation)
LineA polyline is a path defined by a set of points with Geometry.ControlPoints, and connected by Segments, which means it can also be a set of connected line segments. The line is usually a linear object, which means it cannot be used to represent a curve, in order to represent a curve, uses NurbsCurve.
LinearExtrusionLinear extrusion takes a 2D shape as input and extends the shape in the 3rd dimension.
LoadOptionsThe base class to configure options in file loading for different types @hideconstructor
LocalFileSystemThe LocalFileSystem will maps the read/write operations to local directory.
LShapeIFC compatible L-shape profile that defined by parameters.
MaterialMaterial defines the parameters necessary for visual appearance of geometry. Aspose.3D provides shading model for LambertMaterial, PhongMaterial and ShaderMaterial @hideconstructor
MathUtilsA set of useful mathematical utilities. @hideconstructor
Matrix44x4 matrix implementation.
MemoryFileSystemThe MemoryFileSystem will maps the read/write operations to memory.
MeshA mesh is made of many n-sided polygons.
MeteredProvides methods to set metered key.
MirroredProfileIFC compatible mirror profile. This profile defines a new profile by mirroring the base profile about the y axis.
MorphTargetChannelA MorphTargetChannel is used by MorphTargetDeformer to organize the target geometries. Some file formats like FBX support multiple channels in parallel. Weight is between 0 and 1.0, and default weight for target is 0.0;
MorphTargetDeformerMorphTargetDeformer provides per-vertex animation. MorphTargetDeformer organize all targets via MorphTargetChannel, each channel can organize multiple targets. A common use of morph target deformer is to apply facial expression to a character. More details can be found at https://en.wikipedia.org/wiki/Morph_target_animation
NodeRepresents an element in the scene graph. A scene graph is a tree of Node objects. The tree management services are self contained in this class. Note the Aspose.3D SDK does not test the validity of the constructed scene graph. It is the responsibility of the caller to make sure that it does not generate cyclic graphs in a node hierarchy. Besides the tree management, this class defines all the properties required to describe the position of the object in the scene. This information include the basic Translation, Rotation and Scaling properties and the more advanced options for pivots, limits, and IK joints attributes such the stiffness and dampening. When it is first created, the Node object is “empty” (i.e: it is an object without any graphical representation that only contains the position information). In this state, it can be used to represent parents in the node tree structure but not much more. The normal use of this type of objects is to add them an entity that will specialize the node (see the “Entity”). The entity is an object in itself and is connected to the the Node. This also means that the same entity can be shared among multiple nodes. Camera, Light, Mesh, etc… are all entities and they all derived from the base class Entity.
NurbsCurveNURBS curve is a curve represented by NURBS(Non-uniform rational basis spline), A NURBS curve is defined by its Order, a set of weighted Geometry.ControlPoints and a KnotVectors The w component in control point is used as control point’s weight, whatever it is a CurveDimension.TWO_DIMENSIONAL or CurveDimension.THREE_DIMENSIONAL
NurbsDirectionA 3D NurbsSurface has two direction, the NurbsSurface.U and NurbsSurface.V, the NurbsDirection defines data for each direction. A direction is actually a NURBS curve, that means it’s also defined by its Order, a KnotVectors, and a set of weighted control points(defined in NurbsSurface).
NurbsSurfaceNurbsSurface is a surface represented by NURBS(Non-uniform rational basis spline), A NurbsSurface is defined by two NurbsDirectionU and V. The w component in control point is used as control point’s weight whatever the direction’s type is a CurveDimension.TWO_DIMENSIONAL or CurveDimension.THREE_DIMENSIONAL
ObjLoadOptionsLoad options for wavefront obj
ObjSaveOptionsSave options for wavefront obj file
ParameterizedProfileThe base class of all parameterized profiles. @hideconstructor
ParseExceptionException when Aspose.3D failed to parse the input.
PatchA Patch is a parametric modeling surface, similar to NurbsSurface, it’s also defined by two PatchDirection, the U and V. But difference between Patch and NurbsSurface is that the PatchDirection curve can be one of PatchDirectionType.BEZIER, PatchDirectionType.QUADRATIC_BEZIER, PatchDirectionType.BASIS_SPLINE, PatchDirectionType.CARDINAL_SPLINE and PatchDirectionType.LINEAR
PatchDirectionPatch’s U and V direction.
PbrMaterialMaterial for physically based rendering based on albedo color/metallic/roughness
PbrSpecularMaterialMaterial for physically based rendering based on diffuse color/specular/glossiness
PdfFormatAdobe’s Portable Document Format @hideconstructor
PdfLoadOptionsOptions for PDF loading
PdfSaveOptionsThe save options in PDF exporting.
PhongMaterialMaterial for blinn-phong shading model.
PixelMapping@hideconstructor
PlaneParameterized plane.
PlyFormatThe PLY format. @hideconstructor
PlyLoadOptionsLoad options for PLY files
PlySaveOptionsSave options for exporting scene as PLY file.
PointCloudThe point cloud contains no topology information but only the control points and the vertex elements.
PolygonBuilderA helper class to build polygon for Mesh
PolygonModifierUtilities to modify polygons @hideconstructor
PoseThe pose is used to store transformation matrix when the geometry is skinned. The pose is a set of BonePose, each BonePose saves the concrete transformation information of the bone node.
PostProcessingThe post-processing effects @hideconstructor
PrimitiveBase class for all primitives
Profile2D Profile in xy plane @hideconstructor
PropertyClass to hold user-defined properties. @hideconstructor
PropertyCollectionThe collection of properties @hideconstructor
PushConstantA utility to provide data to shader through push constant.
PyramidParameterized pyramid.
QuaternionQuaternion is usually used to perform rotation in computer graphics.
RectA class to represent the rectangle
RectangleShapeIFC compatible rectangular shape with rounding corners.
RectangularTorusParameterized rectangular torus.
RelativeRectangleRelative 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.
RendererThe context about renderer. @hideconstructor
RendererVariableManagerThis class manages variables used in rendering @hideconstructor
RenderFactoryRenderFactory creates all resources that represented in rendering pipeline. @hideconstructor
RenderParametersDescribe the parameters of the render target
RenderResourceThe abstract class of all render resources All render resources will be disposed when the renderer is released. Classes like Mesh/Texture will have a corresponding RenderResource @hideconstructor
RenderStateRender state for building the pipeline The changes made on render state will not affect the created pipeline instances.
RevolvedAreaSolidThis class represents a solid model by revolving a cross section provided by a profile about an axis.
RvmFormatThe RVM Format @hideconstructor
RvmLoadOptionsLoad options for AVEVA Plant Design Management System’s RVM file.
RvmSaveOptionsSave options for Aveva PDMS RVM file.
SaveOptionsThe base class to configure options in file saving for different types @hideconstructor
SceneA scene is a top-level object that contains the nodes, geometries, materials, textures, animation, poses, sub-scenes and etc. Scene can have sub-scenes, acts as multiple-document support in files like collada/blender/fbx Node hierarchy can be accessed through RootNodeLibrary is used to keep a reference of unattached objects during serialization(like meta data or custom objects) so it can be used as a library.
SceneObjectThe root class of objects that will be stored inside a scene.
ShaderExceptionShader related exceptions
ShaderMaterialA shader material allows to describe the material by external rendering engine or shader language. ShaderMaterial uses ShaderTechnique to describe the concrete rendering details, and the most suitable one will be used according to the final rendering platform. For example, your ShaderMaterial instance can have two technique, one is defined by HLSL, and another is defined by GLSL Under non-window platform the GLSL should be used instead of HLSL
ShaderProgramThe shader program @hideconstructor
ShaderSetShader programs for each kind of materials
ShaderSourceThe source code of shader @hideconstructor
ShaderTechniqueA shader technique represents a concrete rendering implementation.
ShaderVariableShader variable
ShapeThe shape describes the deformation on a set of control points, which is similar to the cluster deformer in Maya. For example, we can add a shape to a created geometry. And the shape and the geometry have the same topological information but different position of the control points. With varying amounts of influence, the geometry performs a deformation effect.
SkeletonThe 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. To make the skeleton hierarchy acts like one object in CAD software, it’s necessary to mark the top Skeleton node as the root one by setting Type to SkeletonType.SKELETON, and all children set to SkeletonType.BONE
SkinDeformerA skin deformer contains multiple bones to work, each bone blends a part of the geometry by control point’s weights.
SphereParameterized sphere.
SPIRVSourceThe compiled shader in SPIR-V format.
StencilStateStencil states per face. @hideconstructor
StlLoadOptionsLoad options for STL
StlSaveOptionsSave options for STL
SweptAreaSolidA SweptAreaSolid constructs a geometry by sweeping a profile along a directrix.
TextText profile, this profile describes contours using font and text.
TextureThis class defines the texture from an external file.
TextureBaseBase class for all concrete textures. Texture defines the look and feel of a geometry surface.
TextureCodecClass to manage encoders and decoders for textures.
TextureDataThis class contains the raw data and format definition of a texture.
TextureSlotTexture slot in Material, can be enumerated through material instance. @hideconstructor
TorusParameterized torus.
TransformA transform contains information that allow access to object’s translate/scale/rotation or transform matrix at minimum cost This is used by local transform. @hideconstructor
TransformBuilderThe TransformBuilder is used to build transform matrix by a chain of transformations.
TransformedCurveA TransformedCurve gives a curve a placement by using a transformation matrix. This allows to perform a transformation inside a TrimmedCurve or CompositeCurve.
TrapeziumShapeIFC compatible Trapezium shape defined by parameters.
TrialExceptionThis is raised in Scene.Open/Scene.Save when no licenses are applied. You can turn off this exception by setting SuppressTrialException to true.
TriMeshA TriMesh contains raw data that can be used by GPU directly. This class is a utility to help to construct a mesh that only contains per-vertex data.
TrimmedCurveA bounded curve that trimmed the basis curve at both ends.
TShapeIFC compatible T-shape defined by parameters.
U3dLoadOptionsLoad options for universal 3d
U3dSaveOptionsSave options for universal 3d
UsdSaveOptionsSave options for USD/USDZ formats.
UShapeIFC compatible U-shape defined by parameters.
Vector2A vector with two components.
Vector3A vector with three components.
Vector4A vector with four components.
VertexVertex reference, used to access the raw vertex in TriMesh. @hideconstructor
VertexDeclarationThe declaration of a custom defined vertex’s structure
VertexElementBase class of vertex elements. A vertex element type is identified by VertexElementType. A VertexElement describes how the vertex element is mapped to a geometry surface and how the mapping information is arranged in memory. A VertexElement contains Normals, UVs or other kind of information. @hideconstructor
VertexElementBinormalDefines the binormal vectors for specified components.
VertexElementDoublesTemplateA helper class for defining concrete VertexElement implementations. @hideconstructor
VertexElementEdgeCreaseDefines the edge crease for specified components
VertexElementHoleDefines if specified polygon is hole
VertexElementIntsTemplateA helper class for defining concrete VertexElement implementations. @hideconstructor
VertexElementMaterialDefines material index for specified components. A node can have multiple materials, the VertexElementMaterial is used to render different part of the geometry in different materials.
VertexElementNormalDefines normal vectors for specified components.
VertexElementPolygonGroupDefines polygon group for specified components to group related polygons together.
VertexElementSmoothingGroupA smoothing group is a group of polygons in a polygon mesh which should appear to form a smooth surface. Some early 3d modeling software like 3D studio max for DOS used smoothing group to void storing normal vector for each mesh vertex.
VertexElementSpecularDefines specular color for specified components.
VertexElementTangentDefines tangent vectors for specified components.
VertexElementUserDataDefines custom user data for specified components. Usually it’s application-specific data for special purpose.
VertexElementUVDefines the UV coordinates for specified components. A geometry can have multiple VertexElementUV elements, and each one have different TextureMappings.
VertexElementVector4A helper class for defining concrete VertexElement implementations. @hideconstructor
VertexElementVertexColorDefines the vertex color for specified components
VertexElementVertexCreaseDefines the vertex crease for specified components
VertexElementVisibilityDefines if specified components is visible
VertexElementWeightDefines blend weight for specified components.
VertexFieldVertex’s field memory layout description. @hideconstructor
ViewportA com.aspose.threed.IRenderTarget contains at least one viewport for rendering the scene. @hideconstructor
WatermarkUtility to encode/decode blind watermark to/from a mesh. @hideconstructor
WindowHandleEncapsulated window handle for different platforms. @hideconstructor
XLoadOptionsThe Load options for DirectX X files.
ZipArchiveFileSystemFile system to provide to the read-only access to speicified zip file or zip stream. File system will be disposed after the open/save operation.
ZShapeIFC compatible Z-shape profile defined by parameters.
CubeFaceUtility class containing constants. Each face of the cube map texture @hideconstructor
IndexDataTypeUtility class containing constants. The data type of the elements in com.aspose.threed.IIndexBuffer @hideconstructor