Enumerations

Enumerations — Aspose.3D TypeScript API Reference

包:: @aspose/3d (v24.12.0)

所有公开的枚举已导出自 @aspose/3d. 每个枚举都实现为一个类,具有静态单例成员,而不是 TypeScript enum,,这使得值成为不透明的令牌,无法与原始字符串或数字混淆。.

import {
  ProjectionType,
  LightType,
  TextureMapping,
  BooleanOperation,
  VertexElementType,
  MappingMode,
  ReferenceMode,
} from '@aspose/3d';

ProjectionType

相机投影模型。.

export class ProjectionType {
  static PERSPECTIVE: ProjectionType;
  static ORTHOGRAPHIC: ProjectionType;
}
PropertiesProperties
PERSPECTIVE标准透视投影;对象随距离增大而变小。.
ORTHOGRAPHIC平行投影;对象的比例在任何深度下保持不变。用于 CAD 和等轴视图。.

Properties

import { Scene, Camera, ProjectionType } from '@aspose/3d';

const scene = new Scene();
const cam = new Camera();
cam.projectionType = ProjectionType.ORTHOGRAPHIC;
scene.rootNode.createChildNode('cam', cam);

LightType

光源类别。.

export class LightType {
  static POINT: LightType;
  static DIRECTIONAL: LightType;
  static SPOT: LightType;
  static AREA: LightType;
  static VOLUME: LightType;
}
PropertiesProperties
POINT从空间中的一点向所有方向均匀发光。.
DIRECTIONAL来自概念上无限远距离的平行光线(例如,阳光)。.
SPOT锥形光,具有内锥角和外锥角。.
AREA用于 PBR 流程中软阴影的平面自发光表面。.
VOLUME体积光源。.

Properties

import { Scene, Light, LightType } from '@aspose/3d';

const scene = new Scene();
const sun = new Light();
sun.lightType = LightType.DIRECTIONAL;
scene.rootNode.createChildNode('sun', sun);

TextureMapping

标识 UV 元素绑定的纹理通道。.

export class TextureMapping {
  static DIFFUSE: TextureMapping;
  static SPECULAR: TextureMapping;
  static AMBIENT: TextureMapping;
  static EMISSIVE: TextureMapping;
  static NORMAL: TextureMapping;
  static BUMP: TextureMapping;
  static OPACITY: TextureMapping;
  static GLOW: TextureMapping;
  static REFLECTION: TextureMapping;
  static SHADOW: TextureMapping;
  static SHININESS: TextureMapping;
  static DISPLACEMENT: TextureMapping;
}
PropertiesProperties
DIFFUSE基础颜色/反照率通道。最常用的 UV 集。.
SPECULAR镜面颜色或反射率通道。.
AMBIENT环境光颜色覆盖通道。.
EMISSIVE自发光发射通道。.
NORMAL切线空间法线贴图通道。.
BUMP基于高度的凹凸贴图通道。.
OPACITYAlpha / 透明度通道。.
GLOW泛光/辉光强度通道。.
REFLECTION环境反射通道。.
SHADOW阴影投射通道。.
SHININESS高光指数/粗糙度通道。.
DISPLACEMENT几何位移通道。.

Properties

import { Mesh, TextureMapping, MappingMode, ReferenceMode } from '@aspose/3d';

const mesh = new Mesh();
// ... add control points and polygons ...
const uv = mesh.createElementUV(TextureMapping.DIFFUSE, MappingMode.CONTROL_POINT, ReferenceMode.DIRECT);

BooleanOperation

构造实体几何(CSG)操作类型。.

export class BooleanOperation {
  static ADD: BooleanOperation;
  static SUB: BooleanOperation;
  static INTERSECT: BooleanOperation;
}
PropertiesProperties
ADD并集:合并两个操作数的体积。.
SUB减法:从第一个操作数中移除第二个操作数的体积。.
INTERSECT交集:仅保留两个操作数共享的体积。.

BooleanOperation 存储为由 CSG 导入器生成的节点的元数据。. @aspose/3d 不执行运行时布尔求值;该枚举描述了记录在源文件中的意图。.


VertexElementType

语义类型用于 VertexElement 数据层。.

export class VertexElementType {
  static BINORMAL: VertexElementType;
  static NORMAL: VertexElementType;
  static TANGENT: VertexElementType;
  static MATERIAL: VertexElementType;
  static POLYGON_GROUP: VertexElementType;
  static UV: VertexElementType;
  static VERTEX_COLOR: VertexElementType;
  static SMOOTHING_GROUP: VertexElementType;
  static VERTEX_CREASE: VertexElementType;
  static EDGE_CREASE: VertexElementType;
  static USER_DATA: VertexElementType;
  static VISIBILITY: VertexElementType;
  static SPECULAR: VertexElementType;
  static WEIGHT: VertexElementType;
  static HOLE: VertexElementType;
}
PropertiesProperties
NORMAL表面法线向量。.
UV纹理 UV 坐标。.
VERTEX_COLOR每顶点 RGBA 颜色。.
TANGENT用于法线贴图的切线向量。.
BINORMAL副切线(bitangent)向量。.
SMOOTHING_GROUP每个多边形的平滑组整数 ID。.
MATERIAL每个多边形的材质索引。.
POLYGON_GROUP多边形分组索引。.
VERTEX_CREASE细分顶点折痕权重。.
EDGE_CREASE细分边折痕权重。.
USER_DATA任意用户定义的通道。.
VISIBILITY每个元素的可见性标志。.
SPECULAR高光颜色或强度层。.
WEIGHT蒙皮混合权重。.
HOLE多边形孔标志。.

MappingMode

控制每个顶点元素值关联的几何基元。.

export class MappingMode {
  static CONTROL_POINT: MappingMode;
  static POLYGON_VERTEX: MappingMode;
  static POLYGON: MappingMode;
  static EDGE: MappingMode;
  static ALL_SAME: MappingMode;
}
PropertiesProperties
CONTROL_POINT每个控制点(顶点)一个值。.
POLYGON_VERTEX每个多边形角(面-顶点)一个值。.
POLYGON每个多边形一个值。.
EDGE每条边一个值。.
ALL_SAME单个值适用于整个网格。.

ReferenceMode

控制顶点元素数据数组的索引方式。.

export class ReferenceMode {
  static DIRECT: ReferenceMode;
  static INDEX: ReferenceMode;
  static INDEX_TO_DIRECT: ReferenceMode;
}
PropertiesProperties
DIRECT顺序访问 — 不使用索引数组。.
INDEX单独的索引数组指向数据数组。.
INDEX_TO_DIRECT索引数组将每个映射基元映射到数据数组中的位置。.

另见

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