aspose.cad.fileformats.glb
The namespace handles GLB files format processing.
Classes
Class | Description |
---|---|
Accessor | |
Animation | A keyframe animation. |
AnimationChannel | |
Asset | Metadata about the glTF asset. |
AttributeFormatTuple | |
Buffer | A buffer points to binary geometry, animation, or skins. |
BufferView | A view into a buffer generally representing a subset of the buffer. |
Camera | A camera’s projection. A node MAY reference a camera to apply a transform to place the camera in the scene. |
ExtensionsFactory | Global extensions manager. |
ExtraProperties | Represents the base class for all glTF 2 Schema objects. |
GlbData | The root object for a glTF asset. |
GlbImage | |
GltfImage | |
GltfImageBase | Represents the base class of a serializable glTF schema2 object. Inherited by ExtraProperties . |
ICamera | Common interface for CameraOrthographic and CameraPerspective. |
IMaterialParameter | |
IVisualNodeContainer | Represents an abstract interface for a visual hierarchy. Implemented by Node and Scene . |
ImageGlb | Image data used to create a texture. Image MAY be referenced by an URI (or IRI) or a buffer view index. |
LogicalChildOfRoot | All gltf elements stored in ModelRoot must inherit from this class. |
Material | The material appearance of a primitive. |
MaterialChannel | Represents a material sub-channel, which usually contains a texture. Use Material.channels and Material.find_channel to access it. |
Mesh | A set of primitives to be rendered. Its global transform is defined by a node that references it. |
MeshGpuInstancing | glTF extension defines instance attributes for a node with a mesh. |
MeshPrimitive | Geometry to be rendered with the given material. |
Node | A node in the node hierarchy. When the node contains skin , all mesh.primitives MUST contain JOINTS_0 and WEIGHTS_0 attributes.A node MAY have either a matrix or any combination of translation /rotation /scale (TRS) properties. TRS properties are converted to matrices and postmultiplied in the T * R * S order to compose the transformation matrix; first the scale is applied to the vertices, then the rotation, and then the translation. If none are provided, the transform is the identity. When a node is targeted for animation (referenced by an animation.channel.target), matrix MUST NOT be present. |
NodeCurveSamplers | Represents an proxy to acccess the animation curves of a Node .Use Node.get_curve_samplers for access. |
PunctualLight | A directional, point, or spot light. |
ReadSettings | Read settings and base class of ReadContext |
Scene | The root nodes of a scene. |
Skin | Joints and matrices defining a skin. |
Texture | A texture and its sampler. |
TextureSampler | Texture sampler properties for filtering and wrapping modes. |
TextureTransform | glTF extension that enables shifting and scaling UV coordinates on a per-texture basis |
ValueLocationTuple | |
VertexColor2Texture2Tuple | |
VertexColor2TextureTuple | |
VertexColorTexture2Tuple | |
VertexColorTextureTuple | |
VertexGeometryTuple | |
VertexTextureTuple | |
WriteSettings | Write settings and base class of WriteContext |
Enumerations
Enumeration | Description |
---|---|
AgiArticulationTransformType | The type of motion applied by this articulation stage. |
AlphaMode | The alpha rendering mode of the material. |
AnimationInterpolationMode | Interpolation algorithm. |
BufferMode | The hint representing the intended GPU buffer type to use with this buffer view. |
CameraType | Specifies if the camera uses a perspective or orthographic projection. |
DimensionType | Specifies if the accessor’s elements are scalars, vectors, or matrices. |
EncodingType | The datatype of the accessor’s components. |
IndexEncodingType | The indices data type. |
PrimitiveType | The topology type of primitives to render. |
PropertyPath | The name of the node’s TRS property to animate, or the PropertyPath.WEIGHTS of the Morph Targets it instantiates. For the PropertyPath.TRANSLATION property, the values that are provided by the sampler are the translation along the X, Y, and Z axes. For the PropertyPath.ROTATION property, the values are a quaternion in the order (x, y, z, w), where w is the scalar. For the PropertyPath.SCALE property, the values are the scaling factors along the X, Y, and Z axes. |
PunctualLightType | Defines all the types of PunctualLight types. |
ResourceWriteMode | Determines how resources are written. |
TextureInterpolationFilter | Magnification filter. |
TextureMipMapFilter | Minification filter. |
TextureWrapMode | T (V) wrapping mode. |