Table of Contents

Class Toolkit

Namespace
Aspose.CAD.FileFormats.GLB.ToolKit
Assembly
Aspose.CAD.dll
public static class Toolkit
Inheritance
Toolkit
Inherited Members

Methods

CopyChannelsTo(Material, MaterialBuilder, params string[])
CopyChannelsTo(MaterialBuilder, Material, params string[])
CopyTo(Material, MaterialBuilder)
CopyTo(MaterialChannel, ChannelBuilder)
CopyTo(ChannelBuilder, MaterialChannel)
CopyTo(MaterialBuilder, Material)
CreateBufferView<T>(GlbData, IReadOnlyList<T>)
CreateMaterial(GlbData, MaterialBuilder)
CreateVertexAccessor(GlbData, MemoryAccessor)
FindNode(Node, Predicate<Node>)

Finds a Node by name in the current graph.

FindNode(Scene, Predicate<Node>)

Finds a Node by name in the current graph.

GetDiffuseColor(Material, Vector4)
GetDiffuseTexture(Material)
GetDiffuseTextureTransform(Material)
GetVertexColumns(MeshPrimitive)
SaveAsWavefront(GlbData, string)
SaveAsWavefront(GlbData, string, Animation, float)
ToMaterialBuilder(Material)
ToSceneBuilder(Scene)
ToSchema2(AlphaMode)
ToToolkit(AlphaMode)
UseAnimation(GlbData, string)
UseImageWithContent(GlbData, MemoryImage)

Creates or reuses an GlbImage with the image content set by image

UseImageWithFile(GlbData, string)

Creates or reuses an GlbImage with the file set by filePath

WithChannelColor(Material, string, Vector4)
WithChannelFactor(Material, string, string, float)
WithChannelParameter(Material, string, Vector4)
WithChannelTexture(Material, string, int, ImageGlb)
WithChannelTexture(Material, string, int, string)
WithColor(PunctualLight, Vector3, float, float)

Defines the light color, intensity and range for the current PunctualLight.

WithDefault(Material)

Initializes this Material instance with default material attributes.

WithDefault(Material, Vector4)

Initializes this Material instance with default material attributes.

WithDoubleSide(Material, bool)
WithIndicesAccessor(MeshPrimitive, PrimitiveType, MemoryAccessor)
WithIndicesAccessor(MeshPrimitive, PrimitiveType, IReadOnlyList<int>)
WithIndicesAutomatic(MeshPrimitive, PrimitiveType)
WithInstanceAccessor<T>(MeshGpuInstancing, string, IReadOnlyList<T>)
WithInstanceAccessors(MeshGpuInstancing, IReadOnlyList<AffineTransform>)
WithInstanceCustomAccessor(MeshGpuInstancing, string, IReadOnlyList<object>)
WithInstanceCustomAccessors(MeshGpuInstancing, IReadOnlyList<JsonContent>)
WithLocalRotation(Node, Quaternion)
WithLocalScale(Node, Vector3)
WithLocalTransform(Node, AffineTransform)
WithLocalTranslation(Node, Vector3)
WithMaterial(MeshPrimitive, Material)
WithMesh(Node, Mesh)
WithMorphTargetAccessors(MeshPrimitive, int, IEnumerable<MemoryAccessor>)
WithMorphingAnimation(Node, string, ICurveSampler<SparseWeight8>)
WithMorphingAnimation<T>(Node, string, ICurveSampler<T>)
WithOrthographicCamera(Node, float, float, float, float)
WithPBRMetallicRoughness(Material)

Initializes this Material instance with PBR Metallic Roughness attributes.

WithPBRMetallicRoughness(Material, Vector4, string, string, float, float)
WithPBRSpecularGlossiness(Material)

Initializes this Material instance with PBR Specular Glossiness attributes.

WithPerspectiveCamera(Node, float?, float, float, float)
WithRotationAnimation(Node, string, ICurveSampler<Quaternion>)
WithRotationAnimation(Node, string, IReadOnlyDictionary<float, Quaternion>)
WithScaleAnimation(Node, string, ICurveSampler<Vector3>)
WithScaleAnimation(Node, string, IReadOnlyDictionary<float, Vector3>)
WithSkin(Node, Skin)
WithSkinBinding(Node, Matrix4x4, params Node[])
WithSkinnedMesh(Node, Mesh, Matrix4x4, params Node[])
WithSpotCone(PunctualLight, float, float)

Sets the cone angles for the Spot light.

WithTranslationAnimation(Node, string, ICurveSampler<Vector3>)
WithTranslationAnimation(Node, string, IReadOnlyDictionary<float, Vector3>)
WithUnlit(Material)

Initializes this Material instance with Unlit attributes.

WithVertexAccessor(MeshPrimitive, MemoryAccessor)
WithVertexAccessor(MeshPrimitive, string, IReadOnlyList<Vector2>)
WithVertexAccessor(MeshPrimitive, string, IReadOnlyList<Vector3>)
WithVertexAccessor(MeshPrimitive, string, IReadOnlyList<Vector4>)
WithVertexAccessor(MeshPrimitive, string, IReadOnlyList<float>)
WithVertexAccessors(MeshPrimitive, IEnumerable<MemoryAccessor>)
WithVertexAccessors(MeshPrimitive, IReadOnlyList<VertexPositionNormal>)
WithVertexAccessors(MeshPrimitive, IReadOnlyList<VertexPosition>)