aspose.cad.fileformats.glb

The namespace handles GLB files format processing.

Classes

ClassDescription
Accessor
AnimationA keyframe animation.
AnimationChannel
AssetMetadata about the glTF asset.
AttributeFormatTuple
BufferA buffer points to binary geometry, animation, or skins.
BufferViewA view into a buffer generally representing a subset of the buffer.
CameraA camera’s projection.
A node MAY reference a camera to apply a transform to place the camera in the scene.
ExtensionsFactoryGlobal extensions manager.
ExtraPropertiesRepresents the base class for all glTF 2 Schema objects.
GlbDataThe root object for a glTF asset.
GlbImage
GltfImage
GltfImageBaseRepresents the base class of a serializable glTF schema2 object.
Inherited by ExtraProperties.
ICameraCommon interface for CameraOrthographic and CameraPerspective.
IMaterialParameter
IVisualNodeContainerRepresents an abstract interface for a visual hierarchy.
Implemented by Node and Scene.
ImageGlbImage data used to create a texture. Image MAY be referenced by an URI (or IRI) or a buffer view index.
LogicalChildOfRootAll gltf elements stored in ModelRoot must inherit from this class.
MaterialThe material appearance of a primitive.
MaterialChannelRepresents a material sub-channel, which usually contains a texture.

Use Material.channels and Material.find_channel to access it.
MeshA set of primitives to be rendered.
Its global transform is defined by a node that references it.
MeshGpuInstancingglTF extension defines instance attributes for a node with a mesh.
MeshPrimitiveGeometry to be rendered with the given material.
NodeA 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.
NodeCurveSamplersRepresents an proxy to acccess the animation curves of a Node.
Use Node.get_curve_samplers for access.
PunctualLightA directional, point, or spot light.
ReadSettingsRead settings and base class of ReadContext
SceneThe root nodes of a scene.
SkinJoints and matrices defining a skin.
TextureA texture and its sampler.
TextureSamplerTexture sampler properties for filtering and wrapping modes.
TextureTransformglTF extension that enables shifting and scaling UV coordinates on a per-texture basis
ValueLocationTuple
VertexColor2Texture2Tuple
VertexColor2TextureTuple
VertexColorTexture2Tuple
VertexColorTextureTuple
VertexGeometryTuple
VertexTextureTuple
WriteSettingsWrite settings and base class of WriteContext

Enumerations

EnumerationDescription
AgiArticulationTransformTypeThe type of motion applied by this articulation stage.
AlphaModeThe alpha rendering mode of the material.
AnimationInterpolationModeInterpolation algorithm.
BufferModeThe hint representing the intended GPU buffer type to use with this buffer view.
CameraTypeSpecifies if the camera uses a perspective or orthographic projection.
DimensionTypeSpecifies if the accessor’s elements are scalars, vectors, or matrices.
EncodingTypeThe datatype of the accessor’s components.
IndexEncodingTypeThe indices data type.
PrimitiveTypeThe topology type of primitives to render.
PropertyPathThe 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.
PunctualLightTypeDefines all the types of PunctualLight types.
ResourceWriteModeDetermines how resources are written.
TextureInterpolationFilterMagnification filter.
TextureMipMapFilterMinification filter.
TextureWrapModeT (V) wrapping mode.