aspose.threed.entities
All geometry and entities are defined in this namespace
Classes
Class | Description |
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Box | Box. |
Camera | The camera describes the eye point of the viewer looking at the scene. |
Circle | A Circle curve consists of a set of points in the edge of the circle shape. |
CompositeCurve | A CompositeCurve is consisting of several curve segments. |
Curve | The base class of all curve implementations. |
Cylinder | Parameterized Cylinder. It can also be used to represent the cone when one of radiusTop/radiusBottom is zero. |
Dish | Parameterized dish. |
Ellipse | An Ellipse defines a set of points that form the shape of ellipse. |
EndPoint | The end point to trim the curve, can be a parameter value or a Cartesian point. |
Frustum | The base class of Camera and Light |
Geometry | The 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.* 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.* 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. |
IIndexedVertexElement | VertexElement with indices data. |
IMeshConvertible | Entities that implemented this interface can be converted to Mesh |
IOrientable | Orientable entities shall implement this interface. |
Light | The light illuminates the scene. The formula to calculate the total attenuation of light is: A = ConstantAttenuation + (Dist * LinearAttenuation) + ((Dist^2) * QuadraticAttenuation) |
Line | A polyline is a path defined by a set of points with Geometry.control_points , and connected by Line.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 . |
LinearExtrusion | Linear extrusion takes a 2D shape as input and extends the shape in the 3rd dimension. |
Mesh | A mesh is made of many n-sided polygons. |
NurbsCurve | NURBS curve is a curve represented by NURBS(Non-uniform rational basis spline), A NURBS curve is defined by its NurbsCurve.order , a set of weighted Geometry.control_points and a NurbsCurve.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 |
NurbsDirection | A 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 NurbsDirection.order , a NurbsDirection.KnotVectors , and a set of weighted control points(defined in NurbsSurface ). |
NurbsSurface | NurbsSurface is a surface represented by NURBS(Non-uniform rational basis spline),A NurbsSurface is defined by two NurbsDirection NurbsSurface.u and NurbsSurface.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 |
Patch | A Patch is a parametric modeling surface, similar to NurbsSurface , it’s also defined by twoPatchDirection , the Patch.u and Patch.v .But difference between Patch and NurbsSurface is that the PatchDirection curvecan be one of PatchDirectionType.BEZIER , PatchDirectionType.QUADRATIC_BEZIER , PatchDirectionType.BASIS_SPLINE , PatchDirectionType.CARDINAL_SPLINE and PatchDirectionType.LINEAR |
PatchDirection | Patch’s U and V direction. |
Plane | Parameterized plane. |
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 |
Primitive | Base class for all primitives |
Pyramid | Parameterized pyramid. |
RectangularTorus | Parameterized rectangular torus. |
RevolvedAreaSolid | This class represents a solid model by revolving a cross section provided by a profile about an axis. |
Shape | The 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. |
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.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 Skeleton.type to SkeletonType.SKELETON ,and all children set to SkeletonType.BONE |
Sphere | Parameterized sphere. |
SweptAreaSolid | A SweptAreaSolid constructs a geometry by sweeping a profile along a directrix. |
Torus | Parameterized torus. |
TransformedCurve | A TransformedCurve gives a curve a placement by using a transformation matrix.This allows to perform a transformation inside a TrimmedCurve or CompositeCurve . |
TriMesh | A 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. |
TrimmedCurve | A bounded curve that trimmed the basis curve at both ends. |
VertexElement | Base 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. |
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. A node can have multiple materials, the VertexElementMaterial is used to render different part of the geometry in different materials. |
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. Some early 3d modeling software like 3D studio max for DOS used smoothing group to void storing normal vector for each mesh vertex. |
VertexElementSpecular | Defines specular color for specified components. |
VertexElementTangent | Defines tangent vectors for specified components. |
VertexElementUV | Defines the UV coordinates for specified components. A geometry can have multiple VertexElementUV elements, and each one have different TextureMapping s. |
VertexElementUserData | Defines custom user data for specified components. Usually it’s application-specific data for special purpose. |
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. |
Enumerations
Enumeration | Description |
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ApertureMode | Camera aperture modes. The aperture mode determines which values drive the camera aperture. If the aperture mode is HorizAndVert, Horizontal, or Vertical, then the field of view is used. If the aperture mode is FocalLength, then the focal length is used. |
BooleanOperation | Mesh’s Boolean operation |
CurveDimension | The dimension of the curves. |
LightType | Light types. |
MappingMode | Determines how the element is mapped to a surface. The MappingMode defined how VertexElement is mapped to the surface of geometry. |
NurbsType | NURBS types. |
PatchDirectionType | Patch direction’s types. |
ProjectionType | Camera’s projection types. |
ReferenceMode | ReferenceMode defines how mapping information is stored and referenced by. |
RotationMode | The frustum’s rotation mode |
SkeletonType | Skeleton ’s types. |
SplitMeshPolicy | Share vertex/control point data between sub-meshes or each sub-mesh has its own compacted data. |
TextureMapping | The texture mapping type for VertexElementUV Describes which kind of texture mapping is used. |
VertexElementType | The type of the vertex element, defined how it will be used in modeling. |