Aspose.ThreeD.Entities Namespace 
Class  Description  

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.
 
CompositeCurveSegment  
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.
 
Frustum  
Geometry 
The base class of all renderable geometric objects (like Mesh, NurbsSurface, Patch and etc.).
The Geometry base class supports:
 
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 ControlPoints, and connected by 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 nsided polygons.
 
NurbsCurve  NURBS curve is a curve represented by NURBS(Nonuniform rational basis spline),
A NURBS curve is defined by its Order, a set of weighted ControlPoints and a KnotVectors
The w component in control point is used as control point's weight, whatever it is a TwoDimensional or ThreeDimensional  
NurbsDirection 
A 3D NurbsSurface has two direction, the U and V, the NurbsDirection defines data for each direction.
A direction is actually a NURBS curve, that means it's also defined by its Order, a KnotVectors, and a set of weighted control points(defined in NurbsSurface).
 
NurbsSurface  NurbsSurface is a surface represented by NURBS(Nonuniform rational basis spline),
A NurbsSurface is defined by two NurbsDirectionU and V.
The w component in control point is used as control point's weight whatever the direction's type is a TwoDimensional or ThreeDimensional  
Patch 
A Patch is a parametric modeling surface, similar to NurbsSurface, it's also defined by two
PatchDirection, the U and V.
But difference between Patch and NurbsSurface is that the PatchDirection curve
can be one of Bezier, QuadraticBezier, BasisSpline, CardinalSpline and 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 Type to Skeleton,
and all children set to 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 pervertex data.
 
TriMeshT 
Generic version of TriMesh for user's staticdefined vertex type
 
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.
 
VertexElementTemplateT 
A helper class for defining concrete VertexElement implementations.
 
VertexElementUserData 
Defines custom user data for specified components.
Usually it's applicationspecific data for special purpose.
 
VertexElementUV 
Defines the UV coordinates for specified components.
A geometry can have multiple VertexElementUV elements, and each one have different TextureMappings.
 
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.

Structure  Description  

EndPoint 
The end point to trim the curve, can be a parameter value or a Cartesian point.

Interface  Description  

IIndexedVertexElement 
VertexElement with indices data.
 
IMeshConvertible 
Entities that implemented this interface can be converted to Mesh  
IOrientable 
Orientable entities shall implement this interface.

Enumeration  Description  

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.
 
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 submeshes or each submesh 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.
