Documentation
¶
Overview ¶
Package modelio provides purego-based Go bindings for the macOS ModelIO framework.
Apple documentation: https://developer.apple.com/documentation/modelio
Index ¶
- func KUTType3dObject() uintptr
- func KUTTypeAlembic() uintptr
- func KUTTypePolygon() uintptr
- func KUTTypeStereolithography() uintptr
- func KUTTypeUniversalSceneDescription() uintptr
- func KUTTypeUniversalSceneDescriptionMobile() uintptr
- func MDLAssetCanExportFileExtension(extension *foundation.NSString) bool
- func MDLAssetCanImportFileExtension(extension *foundation.NSString) bool
- func MDLAssetPlaceLightProbesWithDensityHeuristicUsingIrradianceDataSource(value float32, type_ MDLProbePlacement, ...) *foundation.NSArray[*MDLLightProbe]
- func MDLUtilityConvertToUSDZWriteToURL(inputURL *foundation.NSURL, outputURL *foundation.NSURL)
- func MDLVertexAttributeAnisotropy() uintptr
- func MDLVertexAttributeBinormal() uintptr
- func MDLVertexAttributeBitangent() uintptr
- func MDLVertexAttributeColor() uintptr
- func MDLVertexAttributeEdgeCrease() uintptr
- func MDLVertexAttributeJointIndices() uintptr
- func MDLVertexAttributeJointWeights() uintptr
- func MDLVertexAttributeNormal() uintptr
- func MDLVertexAttributeOcclusionValue() uintptr
- func MDLVertexAttributePosition() uintptr
- func MDLVertexAttributeShadingBasisU() uintptr
- func MDLVertexAttributeShadingBasisV() uintptr
- func MDLVertexAttributeSubdivisionStencil() uintptr
- func MDLVertexAttributeTangent() uintptr
- func MDLVertexAttributeTextureCoordinate() uintptr
- type Acl_entry_id_t
- type Acl_flag_t
- type Acl_perm_t
- type Acl_tag_t
- type Acl_type_t
- type Clockid_t
- type Dispatch_autorelease_frequency_t
- type Dispatch_block_flags_t
- type EvCmd
- type Filesec_property_t
- type Idtype_t
- type Ipc_info_object_type_t
- type Launch_data_type_t
- type MDLAnimatedMatrix4x4
- func (o *MDLAnimatedMatrix4x4) Double4x4AtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedMatrix4x4) Float4x4AtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedMatrix4x4) GetDouble4x4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedMatrix4x4) GetFloat4x4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedMatrix4x4) ResetWithDouble4x4ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedMatrix4x4) ResetWithFloat4x4ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedMatrix4x4) SetDouble4x4AtTime(value unsafe.Pointer, time_ float64)
- func (o *MDLAnimatedMatrix4x4) SetFloat4x4AtTime(value unsafe.Pointer, time_ float64)
- type MDLAnimatedQuaternion
- func (o *MDLAnimatedQuaternion) DoubleQuaternionAtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedQuaternion) FloatQuaternionAtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedQuaternion) GetDoubleQuaternionArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedQuaternion) GetFloatQuaternionArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedQuaternion) ResetWithDoubleQuaternionArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedQuaternion) ResetWithFloatQuaternionArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedQuaternion) SetDoubleQuaternionAtTime(value unsafe.Pointer, time_ float64)
- func (o *MDLAnimatedQuaternion) SetFloatQuaternionAtTime(value unsafe.Pointer, time_ float64)
- type MDLAnimatedQuaternionArray
- func (o *MDLAnimatedQuaternionArray) ElementCount() uint
- func (o *MDLAnimatedQuaternionArray) GetDoubleQuaternionArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedQuaternionArray) GetDoubleQuaternionArrayMaxCountAtTime(array unsafe.Pointer, maxCount uint, time_ float64) uint
- func (o *MDLAnimatedQuaternionArray) GetFloatQuaternionArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedQuaternionArray) GetFloatQuaternionArrayMaxCountAtTime(array unsafe.Pointer, maxCount uint, time_ float64) uint
- func (o *MDLAnimatedQuaternionArray) InitWithElementCount(arrayElementCount uint) objc.ID
- func (o *MDLAnimatedQuaternionArray) ResetWithDoubleQuaternionArrayCountAtTimesCount(valuesArray unsafe.Pointer, valuesCount uint, timesArray *float64, ...)
- func (o *MDLAnimatedQuaternionArray) ResetWithFloatQuaternionArrayCountAtTimesCount(valuesArray unsafe.Pointer, valuesCount uint, timesArray *float64, ...)
- func (o *MDLAnimatedQuaternionArray) SetDoubleQuaternionArrayCountAtTime(array unsafe.Pointer, count uint, time_ float64)
- func (o *MDLAnimatedQuaternionArray) SetFloatQuaternionArrayCountAtTime(array unsafe.Pointer, count uint, time_ float64)
- type MDLAnimatedScalar
- func (o *MDLAnimatedScalar) DoubleAtTime(time_ float64) float64
- func (o *MDLAnimatedScalar) FloatAtTime(time_ float64) float32
- func (o *MDLAnimatedScalar) GetDoubleArrayMaxCount(valuesArray *float64, maxCount uint) uint
- func (o *MDLAnimatedScalar) GetFloatArrayMaxCount(valuesArray *float32, maxCount uint) uint
- func (o *MDLAnimatedScalar) ResetWithDoubleArrayAtTimesCount(valuesArray *float64, timesArray *float64, count uint)
- func (o *MDLAnimatedScalar) ResetWithFloatArrayAtTimesCount(valuesArray *float32, timesArray *float64, count uint)
- func (o *MDLAnimatedScalar) SetDoubleAtTime(value float64, time_ float64)
- func (o *MDLAnimatedScalar) SetFloatAtTime(value float32, time_ float64)
- type MDLAnimatedScalarArray
- func (o *MDLAnimatedScalarArray) ElementCount() uint
- func (o *MDLAnimatedScalarArray) GetDoubleArrayMaxCount(valuesArray *float64, maxCount uint) uint
- func (o *MDLAnimatedScalarArray) GetDoubleArrayMaxCountAtTime(array *float64, maxCount uint, time_ float64) uint
- func (o *MDLAnimatedScalarArray) GetFloatArrayMaxCount(valuesArray *float32, maxCount uint) uint
- func (o *MDLAnimatedScalarArray) GetFloatArrayMaxCountAtTime(array *float32, maxCount uint, time_ float64) uint
- func (o *MDLAnimatedScalarArray) InitWithElementCount(arrayElementCount uint) objc.ID
- func (o *MDLAnimatedScalarArray) ResetWithDoubleArrayCountAtTimesCount(valuesArray *float64, valuesCount uint, timesArray *float64, timesCount uint)
- func (o *MDLAnimatedScalarArray) ResetWithFloatArrayCountAtTimesCount(valuesArray *float32, valuesCount uint, timesArray *float64, timesCount uint)
- func (o *MDLAnimatedScalarArray) SetDoubleArrayCountAtTime(array *float64, count uint, time_ float64)
- func (o *MDLAnimatedScalarArray) SetFloatArrayCountAtTime(array *float32, count uint, time_ float64)
- type MDLAnimatedValue
- func (o *MDLAnimatedValue) Clear()
- func (o *MDLAnimatedValue) GetTimesMaxCount(timesArray *float64, maxCount uint) uint
- func (o *MDLAnimatedValue) Interpolation() MDLAnimatedValueInterpolation
- func (o *MDLAnimatedValue) IsAnimated() bool
- func (o *MDLAnimatedValue) KeyTimes() *foundation.NSArray[*foundation.NSNumber]
- func (o *MDLAnimatedValue) MaximumTime() float64
- func (o *MDLAnimatedValue) MinimumTime() float64
- func (o *MDLAnimatedValue) Precision() MDLDataPrecision
- func (o *MDLAnimatedValue) SetInterpolation(interpolation MDLAnimatedValueInterpolation)
- func (o *MDLAnimatedValue) TimeSampleCount() uint
- type MDLAnimatedValueInterpolation
- type MDLAnimatedVector2
- func (o *MDLAnimatedVector2) Double2AtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedVector2) Float2AtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedVector2) GetDouble2ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedVector2) GetFloat2ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedVector2) ResetWithDouble2ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedVector2) ResetWithFloat2ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedVector2) SetDouble2AtTime(value unsafe.Pointer, time_ float64)
- func (o *MDLAnimatedVector2) SetFloat2AtTime(value unsafe.Pointer, time_ float64)
- type MDLAnimatedVector3
- func (o *MDLAnimatedVector3) Double3AtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedVector3) Float3AtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedVector3) GetDouble3ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedVector3) GetFloat3ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedVector3) ResetWithDouble3ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedVector3) ResetWithFloat3ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedVector3) SetDouble3AtTime(value unsafe.Pointer, time_ float64)
- func (o *MDLAnimatedVector3) SetFloat3AtTime(value unsafe.Pointer, time_ float64)
- type MDLAnimatedVector3Array
- func (o *MDLAnimatedVector3Array) ElementCount() uint
- func (o *MDLAnimatedVector3Array) GetDouble3ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedVector3Array) GetDouble3ArrayMaxCountAtTime(array unsafe.Pointer, maxCount uint, time_ float64) uint
- func (o *MDLAnimatedVector3Array) GetFloat3ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedVector3Array) GetFloat3ArrayMaxCountAtTime(array unsafe.Pointer, maxCount uint, time_ float64) uint
- func (o *MDLAnimatedVector3Array) InitWithElementCount(arrayElementCount uint) objc.ID
- func (o *MDLAnimatedVector3Array) ResetWithDouble3ArrayCountAtTimesCount(valuesArray unsafe.Pointer, valuesCount uint, timesArray *float64, ...)
- func (o *MDLAnimatedVector3Array) ResetWithFloat3ArrayCountAtTimesCount(valuesArray unsafe.Pointer, valuesCount uint, timesArray *float64, ...)
- func (o *MDLAnimatedVector3Array) SetDouble3ArrayCountAtTime(array unsafe.Pointer, count uint, time_ float64)
- func (o *MDLAnimatedVector3Array) SetFloat3ArrayCountAtTime(array unsafe.Pointer, count uint, time_ float64)
- type MDLAnimatedVector4
- func (o *MDLAnimatedVector4) Double4AtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedVector4) Float4AtTime(time_ float64) unsafe.Pointer
- func (o *MDLAnimatedVector4) GetDouble4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedVector4) GetFloat4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLAnimatedVector4) ResetWithDouble4ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedVector4) ResetWithFloat4ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
- func (o *MDLAnimatedVector4) SetDouble4AtTime(value unsafe.Pointer, time_ float64)
- func (o *MDLAnimatedVector4) SetFloat4AtTime(value unsafe.Pointer, time_ float64)
- type MDLAnimationBindComponent
- func (o *MDLAnimationBindComponent) GeometryBindTransform() unsafe.Pointer
- func (o *MDLAnimationBindComponent) JointAnimation() MDLJointAnimation
- func (o *MDLAnimationBindComponent) JointPaths() *foundation.NSArray[*foundation.NSString]
- func (o *MDLAnimationBindComponent) SetGeometryBindTransform(geometryBindTransform unsafe.Pointer)
- func (o *MDLAnimationBindComponent) SetJointAnimation(jointAnimation MDLJointAnimation)
- func (o *MDLAnimationBindComponent) SetJointPaths(jointPaths *foundation.NSArray[*foundation.NSString])
- func (o *MDLAnimationBindComponent) SetSkeleton(skeleton *MDLSkeleton)
- func (o *MDLAnimationBindComponent) Skeleton() *MDLSkeleton
- type MDLAreaLight
- func (o *MDLAreaLight) AreaRadius() float32
- func (o *MDLAreaLight) Aspect() float32
- func (o *MDLAreaLight) SetAreaRadius(areaRadius float32)
- func (o *MDLAreaLight) SetAspect(aspect float32)
- func (o *MDLAreaLight) SetSuperEllipticPower(superEllipticPower unsafe.Pointer)
- func (o *MDLAreaLight) SuperEllipticPower() unsafe.Pointer
- type MDLAsset
- func (o *MDLAsset) AddObject(object *MDLObject)
- func (o *MDLAsset) Animations() MDLObjectContainerComponent
- func (o *MDLAsset) BoundingBox() MDLAxisAlignedBoundingBox
- func (o *MDLAsset) BoundingBoxAtTime(time_ float64) MDLAxisAlignedBoundingBox
- func (o *MDLAsset) BufferAllocator() MDLMeshBufferAllocator
- func (o *MDLAsset) ChildObjectsOfClass(objectClass objc.Class) *foundation.NSArray[*MDLObject]
- func (o *MDLAsset) Count() uint
- func (o *MDLAsset) EndTime() float64
- func (o *MDLAsset) ExportAssetToURL(uRL *foundation.NSURL) bool
- func (o *MDLAsset) ExportAssetToURLError(uRL *foundation.NSURL) (bool, error)
- func (o *MDLAsset) FrameInterval() float64
- func (o *MDLAsset) InitWithBufferAllocator(bufferAllocator MDLMeshBufferAllocator) *MDLAsset
- func (o *MDLAsset) InitWithURL(uRL *foundation.NSURL) *MDLAsset
- func (o *MDLAsset) InitWithURLVertexDescriptorBufferAllocator(uRL *foundation.NSURL, vertexDescriptor *MDLVertexDescriptor, ...) *MDLAsset
- func (o *MDLAsset) InitWithURLVertexDescriptorBufferAllocatorPreserveTopologyError(uRL *foundation.NSURL, vertexDescriptor *MDLVertexDescriptor, ...) (*MDLAsset, error)
- func (o *MDLAsset) LoadTextures()
- func (o *MDLAsset) Masters() MDLObjectContainerComponentdeprecated
- func (o *MDLAsset) ObjectAtIndex(index uint) *MDLObject
- func (o *MDLAsset) ObjectAtIndexedSubscript(index uint) *MDLObject
- func (o *MDLAsset) ObjectAtPath(path *foundation.NSString) *MDLObject
- func (o *MDLAsset) Originals() MDLObjectContainerComponent
- func (o *MDLAsset) RemoveObject(object *MDLObject)
- func (o *MDLAsset) Resolver() MDLAssetResolver
- func (o *MDLAsset) SetAnimations(animations MDLObjectContainerComponent)
- func (o *MDLAsset) SetEndTime(endTime float64)
- func (o *MDLAsset) SetFrameInterval(frameInterval float64)
- func (o *MDLAsset) SetMasters(masters MDLObjectContainerComponent)deprecated
- func (o *MDLAsset) SetOriginals(originals MDLObjectContainerComponent)
- func (o *MDLAsset) SetResolver(resolver MDLAssetResolver)
- func (o *MDLAsset) SetStartTime(startTime float64)
- func (o *MDLAsset) SetUpAxis(upAxis unsafe.Pointer)
- func (o *MDLAsset) StartTime() float64
- func (o *MDLAsset) URL() *foundation.NSURL
- func (o *MDLAsset) UpAxis() unsafe.Pointer
- func (o *MDLAsset) VertexDescriptor() *MDLVertexDescriptor
- type MDLAssetResolver
- type MDLAxisAlignedBoundingBox
- type MDLBundleAssetResolver
- type MDLCamera
- func (o *MDLCamera) ApertureBladeCount() uint
- func (o *MDLCamera) BarrelDistortion() float32
- func (o *MDLCamera) BokehKernelWithSize(size unsafe.Pointer) *MDLTexture
- func (o *MDLCamera) ChromaticAberration() float32
- func (o *MDLCamera) Exposure() unsafe.Pointer
- func (o *MDLCamera) ExposureCompression() unsafe.Pointer
- func (o *MDLCamera) FStop() float32
- func (o *MDLCamera) FarVisibilityDistance() float32
- func (o *MDLCamera) FieldOfView() float32
- func (o *MDLCamera) FisheyeDistortion() float32
- func (o *MDLCamera) Flash() unsafe.Pointer
- func (o *MDLCamera) FocalLength() float32
- func (o *MDLCamera) FocusDistance() float32
- func (o *MDLCamera) FrameBoundingBoxSetNearAndFar(boundingBox MDLAxisAlignedBoundingBox, setNearAndFar bool)
- func (o *MDLCamera) LookAt(focusPosition unsafe.Pointer)
- func (o *MDLCamera) LookAtFrom(focusPosition unsafe.Pointer, cameraPosition unsafe.Pointer)
- func (o *MDLCamera) MaximumCircleOfConfusion() float32
- func (o *MDLCamera) NearVisibilityDistance() float32
- func (o *MDLCamera) OpticalVignetting() float32
- func (o *MDLCamera) Projection() MDLCameraProjection
- func (o *MDLCamera) ProjectionMatrix() unsafe.Pointer
- func (o *MDLCamera) RayToForViewPort(pixel unsafe.Pointer, size unsafe.Pointer) unsafe.Pointer
- func (o *MDLCamera) SensorAspect() float32
- func (o *MDLCamera) SensorEnlargement() unsafe.Pointer
- func (o *MDLCamera) SensorShift() unsafe.Pointer
- func (o *MDLCamera) SensorVerticalAperture() float32
- func (o *MDLCamera) SetApertureBladeCount(apertureBladeCount uint)
- func (o *MDLCamera) SetBarrelDistortion(barrelDistortion float32)
- func (o *MDLCamera) SetChromaticAberration(chromaticAberration float32)
- func (o *MDLCamera) SetExposure(exposure unsafe.Pointer)
- func (o *MDLCamera) SetExposureCompression(exposureCompression unsafe.Pointer)
- func (o *MDLCamera) SetFStop(fStop float32)
- func (o *MDLCamera) SetFarVisibilityDistance(farVisibilityDistance float32)
- func (o *MDLCamera) SetFieldOfView(fieldOfView float32)
- func (o *MDLCamera) SetFisheyeDistortion(fisheyeDistortion float32)
- func (o *MDLCamera) SetFlash(flash unsafe.Pointer)
- func (o *MDLCamera) SetFocalLength(focalLength float32)
- func (o *MDLCamera) SetFocusDistance(focusDistance float32)
- func (o *MDLCamera) SetMaximumCircleOfConfusion(maximumCircleOfConfusion float32)
- func (o *MDLCamera) SetNearVisibilityDistance(nearVisibilityDistance float32)
- func (o *MDLCamera) SetOpticalVignetting(opticalVignetting float32)
- func (o *MDLCamera) SetProjection(projection MDLCameraProjection)
- func (o *MDLCamera) SetSensorAspect(sensorAspect float32)
- func (o *MDLCamera) SetSensorEnlargement(sensorEnlargement unsafe.Pointer)
- func (o *MDLCamera) SetSensorShift(sensorShift unsafe.Pointer)
- func (o *MDLCamera) SetSensorVerticalAperture(sensorVerticalAperture float32)
- func (o *MDLCamera) SetShutterOpenInterval(shutterOpenInterval float64)
- func (o *MDLCamera) SetWorldToMetersConversionScale(worldToMetersConversionScale float32)
- func (o *MDLCamera) ShutterOpenInterval() float64
- func (o *MDLCamera) WorldToMetersConversionScale() float32
- type MDLCameraProjection
- type MDLCheckerboardTexture
- func (o *MDLCheckerboardTexture) Color1() unsafe.Pointer
- func (o *MDLCheckerboardTexture) Color2() unsafe.Pointer
- func (o *MDLCheckerboardTexture) Divisions() float32
- func (o *MDLCheckerboardTexture) InitWithDivisionsNameDimensionsChannelCountChannelEncodingColor1Color2(divisions float32, name *foundation.NSString, dimensions unsafe.Pointer, ...) *MDLCheckerboardTexture
- func (o *MDLCheckerboardTexture) SetColor1(color1 unsafe.Pointer)
- func (o *MDLCheckerboardTexture) SetColor2(color2 unsafe.Pointer)
- func (o *MDLCheckerboardTexture) SetDivisions(divisions float32)
- type MDLColorSwatchTexture
- func (o *MDLColorSwatchTexture) InitWithColorGradientFromToColorNameTextureDimensions(color1 unsafe.Pointer, color2 unsafe.Pointer, name *foundation.NSString, ...) *MDLColorSwatchTexture
- func (o *MDLColorSwatchTexture) InitWithColorTemperatureGradientFromToColorTemperatureNameTextureDimensions(colorTemperature1 float32, colorTemperature2 float32, ...) *MDLColorSwatchTexture
- type MDLComponent
- type MDLDataPrecision
- type MDLGeometryType
- type MDLIndexBitDepth
- type MDLJointAnimation
- type MDLLight
- func (o *MDLLight) ColorSpace() *foundation.NSString
- func (o *MDLLight) IrradianceAtPoint(point unsafe.Pointer) unsafe.Pointer
- func (o *MDLLight) IrradianceAtPointColorSpace(point unsafe.Pointer, colorSpace unsafe.Pointer) unsafe.Pointer
- func (o *MDLLight) LightType() MDLLightType
- func (o *MDLLight) SetColorSpace(colorSpace *foundation.NSString)
- func (o *MDLLight) SetLightType(lightType MDLLightType)
- type MDLLightProbe
- func (o *MDLLightProbe) GenerateSphericalHarmonicsFromIrradiance(sphericalHarmonicsLevel uint)
- func (o *MDLLightProbe) InitWithReflectiveTextureIrradianceTexture(reflectiveTexture *MDLTexture, irradianceTexture *MDLTexture) *MDLLightProbe
- func (o *MDLLightProbe) IrradianceTexture() *MDLTexture
- func (o *MDLLightProbe) ReflectiveTexture() *MDLTexture
- func (o *MDLLightProbe) SphericalHarmonicsCoefficients() *foundation.NSData
- func (o *MDLLightProbe) SphericalHarmonicsLevel() uint
- type MDLLightProbeIrradianceDataSource
- type MDLLightType
- type MDLMaterial
- func (o *MDLMaterial) BaseMaterial() *MDLMaterial
- func (o *MDLMaterial) Count() uint
- func (o *MDLMaterial) InitWithNameScatteringFunction(name *foundation.NSString, scatteringFunction *MDLScatteringFunction) *MDLMaterial
- func (o *MDLMaterial) LoadTexturesUsingResolver(resolver MDLAssetResolver)
- func (o *MDLMaterial) MaterialFace() MDLMaterialFace
- func (o *MDLMaterial) Name() *foundation.NSString
- func (o *MDLMaterial) ObjectAtIndexedSubscript(idx uint) *MDLMaterialProperty
- func (o *MDLMaterial) ObjectForKeyedSubscript(name *foundation.NSString) *MDLMaterialProperty
- func (o *MDLMaterial) PropertiesWithSemantic(semantic MDLMaterialSemantic) *foundation.NSArray[*MDLMaterialProperty]
- func (o *MDLMaterial) PropertyNamed(name *foundation.NSString) *MDLMaterialProperty
- func (o *MDLMaterial) PropertyWithSemantic(semantic MDLMaterialSemantic) *MDLMaterialProperty
- func (o *MDLMaterial) RemoveAllProperties()
- func (o *MDLMaterial) RemoveProperty(property *MDLMaterialProperty)
- func (o *MDLMaterial) ResolveTexturesWithResolver(resolver MDLAssetResolver)
- func (o *MDLMaterial) ScatteringFunction() *MDLScatteringFunction
- func (o *MDLMaterial) SetBaseMaterial(baseMaterial *MDLMaterial)
- func (o *MDLMaterial) SetMaterialFace(materialFace MDLMaterialFace)
- func (o *MDLMaterial) SetName(name *foundation.NSString)
- func (o *MDLMaterial) SetProperty(property *MDLMaterialProperty)
- type MDLMaterialFace
- type MDLMaterialMipMapFilterMode
- type MDLMaterialProperty
- func (o *MDLMaterialProperty) Color() unsafe.Pointer
- func (o *MDLMaterialProperty) Float2Value() unsafe.Pointer
- func (o *MDLMaterialProperty) Float3Value() unsafe.Pointer
- func (o *MDLMaterialProperty) Float4Value() unsafe.Pointer
- func (o *MDLMaterialProperty) FloatValue() float32
- func (o *MDLMaterialProperty) InitWithNameSemantic(name *foundation.NSString, semantic MDLMaterialSemantic) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticColor(name *foundation.NSString, semantic MDLMaterialSemantic, color unsafe.Pointer) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticFloat(name *foundation.NSString, semantic MDLMaterialSemantic, value float32) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticFloat2(name *foundation.NSString, semantic MDLMaterialSemantic, value unsafe.Pointer) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticFloat3(name *foundation.NSString, semantic MDLMaterialSemantic, value unsafe.Pointer) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticFloat4(name *foundation.NSString, semantic MDLMaterialSemantic, value unsafe.Pointer) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticMatrix4x4(name *foundation.NSString, semantic MDLMaterialSemantic, value unsafe.Pointer) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticString(name *foundation.NSString, semantic MDLMaterialSemantic, ...) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticTextureSampler(name *foundation.NSString, semantic MDLMaterialSemantic, ...) *MDLMaterialProperty
- func (o *MDLMaterialProperty) InitWithNameSemanticURL(name *foundation.NSString, semantic MDLMaterialSemantic, uRL *foundation.NSURL) *MDLMaterialProperty
- func (o *MDLMaterialProperty) Luminance() float32
- func (o *MDLMaterialProperty) Matrix4x4() unsafe.Pointer
- func (o *MDLMaterialProperty) Name() *foundation.NSString
- func (o *MDLMaterialProperty) Semantic() MDLMaterialSemantic
- func (o *MDLMaterialProperty) SetColor(color unsafe.Pointer)
- func (o *MDLMaterialProperty) SetFloat2Value(float2Value unsafe.Pointer)
- func (o *MDLMaterialProperty) SetFloat3Value(float3Value unsafe.Pointer)
- func (o *MDLMaterialProperty) SetFloat4Value(float4Value unsafe.Pointer)
- func (o *MDLMaterialProperty) SetFloatValue(floatValue float32)
- func (o *MDLMaterialProperty) SetLuminance(luminance float32)
- func (o *MDLMaterialProperty) SetMatrix4x4(matrix4x4 unsafe.Pointer)
- func (o *MDLMaterialProperty) SetName(name *foundation.NSString)
- func (o *MDLMaterialProperty) SetProperties(property *MDLMaterialProperty)
- func (o *MDLMaterialProperty) SetSemantic(semantic MDLMaterialSemantic)
- func (o *MDLMaterialProperty) SetStringValue(stringValue *foundation.NSString)
- func (o *MDLMaterialProperty) SetTextureSamplerValue(textureSamplerValue *MDLTextureSampler)
- func (o *MDLMaterialProperty) SetType(type_ MDLMaterialPropertyType)
- func (o *MDLMaterialProperty) SetURLValue(uRLValue *foundation.NSURL)
- func (o *MDLMaterialProperty) StringValue() *foundation.NSString
- func (o *MDLMaterialProperty) TextureSamplerValue() *MDLTextureSampler
- func (o *MDLMaterialProperty) Type() MDLMaterialPropertyType
- func (o *MDLMaterialProperty) URLValue() *foundation.NSURL
- type MDLMaterialPropertyConnection
- type MDLMaterialPropertyGraph
- func (o *MDLMaterialPropertyGraph) Connections() *foundation.NSArray[*MDLMaterialPropertyConnection]
- func (o *MDLMaterialPropertyGraph) Evaluate()
- func (o *MDLMaterialPropertyGraph) InitWithNodesConnections(nodes *foundation.NSArray[*MDLMaterialPropertyNode], ...) *MDLMaterialPropertyGraph
- func (o *MDLMaterialPropertyGraph) Nodes() *foundation.NSArray[*MDLMaterialPropertyNode]
- type MDLMaterialPropertyNode
- func (o *MDLMaterialPropertyNode) EvaluationFunction() objc.Block
- func (o *MDLMaterialPropertyNode) InitWithInputsOutputsEvaluationFunction(inputs *foundation.NSArray[*MDLMaterialProperty], ...) *MDLMaterialPropertyNode
- func (o *MDLMaterialPropertyNode) Inputs() *foundation.NSArray[*MDLMaterialProperty]
- func (o *MDLMaterialPropertyNode) Outputs() *foundation.NSArray[*MDLMaterialProperty]
- func (o *MDLMaterialPropertyNode) SetEvaluationFunction(evaluationFunction func(*MDLMaterialPropertyNode))
- type MDLMaterialPropertyType
- type MDLMaterialSemantic
- type MDLMaterialTextureFilterMode
- type MDLMaterialTextureWrapMode
- type MDLMatrix4x4Array
- func (o *MDLMatrix4x4Array) Clear()
- func (o *MDLMatrix4x4Array) ElementCount() uint
- func (o *MDLMatrix4x4Array) GetDouble4x4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLMatrix4x4Array) GetFloat4x4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
- func (o *MDLMatrix4x4Array) InitWithElementCount(arrayElementCount uint) *MDLMatrix4x4Array
- func (o *MDLMatrix4x4Array) Precision() MDLDataPrecision
- func (o *MDLMatrix4x4Array) SetDouble4x4ArrayCount(valuesArray unsafe.Pointer, count uint)
- func (o *MDLMatrix4x4Array) SetFloat4x4ArrayCount(valuesArray unsafe.Pointer, count uint)
- type MDLMesh
- func MDLMeshFromID(id objc.ID) *MDLMesh
- func MDLMeshNewBoxWithDimensionsSegmentsGeometryTypeInwardNormalsAllocator(dimensions unsafe.Pointer, segments unsafe.Pointer, ...) *MDLMesh
- func MDLMeshNewCapsuleWithHeightRadiiRadialSegmentsVerticalSegmentsHemisphereSegmentsGeometryTypeInwardNormalsAllocator(height float32, radii unsafe.Pointer, radialSegments uint, ...) *MDLMesh
- func MDLMeshNewCylinderWithHeightRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsAllocator(height float32, radii unsafe.Pointer, radialSegments uint, ...) *MDLMesh
- func MDLMeshNewEllipsoidWithRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsHemisphereAllocator(radii unsafe.Pointer, radialSegments uint, verticalSegments uint, ...) *MDLMesh
- func MDLMeshNewEllipticalConeWithHeightRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsAllocator(height float32, radii unsafe.Pointer, radialSegments uint, ...) *MDLMesh
- func MDLMeshNewIcosahedronWithRadiusInwardNormalsAllocator(radius float32, inwardNormals bool, allocator MDLMeshBufferAllocator) *MDLMesh
- func MDLMeshNewIcosahedronWithRadiusInwardNormalsGeometryTypeAllocator(radius float32, inwardNormals bool, geometryType MDLGeometryType, ...) *MDLMesh
- func MDLMeshNewPlaneWithDimensionsSegmentsGeometryTypeAllocator(dimensions unsafe.Pointer, segments unsafe.Pointer, ...) *MDLMesh
- func MDLMeshNewSubdividedMeshSubmeshIndexSubdivisionLevels(mesh *MDLMesh, submeshIndex uint, subdivisionLevels uint) *MDLMesh
- func (o *MDLMesh) AddAttributeWithNameFormat(name *foundation.NSString, format MDLVertexFormat)
- func (o *MDLMesh) AddAttributeWithNameFormatTypeDataStride(name *foundation.NSString, format MDLVertexFormat, type_ *foundation.NSString, ...)
- func (o *MDLMesh) AddAttributeWithNameFormatTypeDataStrideTime(name *foundation.NSString, format MDLVertexFormat, type_ *foundation.NSString, ...)
- func (o *MDLMesh) AddNormalsWithAttributeNamedCreaseThreshold(attributeName *foundation.NSString, creaseThreshold float32)
- func (o *MDLMesh) AddOrthTanBasisForTextureCoordinateAttributeNamedNormalAttributeNamedTangentAttributeNamed(textureCoordinateAttributeName *foundation.NSString, ...)
- func (o *MDLMesh) AddTangentBasisForTextureCoordinateAttributeNamedNormalAttributeNamedTangentAttributeNamed(textureCoordinateAttributeName *foundation.NSString, ...)
- func (o *MDLMesh) AddTangentBasisForTextureCoordinateAttributeNamedTangentAttributeNamedBitangentAttributeNamed(textureCoordinateAttributeName *foundation.NSString, ...)
- func (o *MDLMesh) AddUnwrappedTextureCoordinatesForAttributeNamed(textureCoordinateAttributeName *foundation.NSString)
- func (o *MDLMesh) Allocator() MDLMeshBufferAllocator
- func (o *MDLMesh) BoundingBox() MDLAxisAlignedBoundingBox
- func (o *MDLMesh) FlipTextureCoordinatesInAttributeNamed(textureCoordinateAttributeName *foundation.NSString)
- func (o *MDLMesh) GenerateAmbientOcclusionTextureWithQualityAttenuationFactorObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed(bakeQuality float32, attenuationFactor float32, ...) bool
- func (o *MDLMesh) GenerateAmbientOcclusionTextureWithSizeRaysPerSampleAttenuationFactorObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed(textureSize unsafe.Pointer, raysPerSample int, attenuationFactor float32, ...) bool
- func (o *MDLMesh) GenerateAmbientOcclusionVertexColorsWithQualityAttenuationFactorObjectsToConsiderVertexAttributeNamed(bakeQuality float32, attenuationFactor float32, ...) bool
- func (o *MDLMesh) GenerateAmbientOcclusionVertexColorsWithRaysPerSampleAttenuationFactorObjectsToConsiderVertexAttributeNamed(raysPerSample int, attenuationFactor float32, ...) bool
- func (o *MDLMesh) GenerateLightMapTextureWithQualityLightsToConsiderObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed(bakeQuality float32, lightsToConsider *foundation.NSArray[*MDLLight], ...) bool
- func (o *MDLMesh) GenerateLightMapTextureWithTextureSizeLightsToConsiderObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed(textureSize unsafe.Pointer, lightsToConsider *foundation.NSArray[*MDLLight], ...) bool
- func (o *MDLMesh) GenerateLightMapVertexColorsWithLightsToConsiderObjectsToConsiderVertexAttributeNamed(lightsToConsider *foundation.NSArray[*MDLLight], ...) bool
- func (o *MDLMesh) InitBoxWithExtentSegmentsInwardNormalsGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, ...) *MDLMesh
- func (o *MDLMesh) InitCapsuleWithExtentCylinderSegmentsHemisphereSegmentsInwardNormalsGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, hemisphereSegments int, ...) *MDLMesh
- func (o *MDLMesh) InitConeWithExtentSegmentsInwardNormalsCapGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, cap_ bool, ...) *MDLMesh
- func (o *MDLMesh) InitCylinderWithExtentSegmentsInwardNormalsTopCapBottomCapGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, ...) *MDLMesh
- func (o *MDLMesh) InitHemisphereWithExtentSegmentsInwardNormalsCapGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, cap_ bool, ...) *MDLMesh
- func (o *MDLMesh) InitIcosahedronWithExtentInwardNormalsGeometryTypeAllocator(extent unsafe.Pointer, inwardNormals bool, geometryType MDLGeometryType, ...) *MDLMesh
- func (o *MDLMesh) InitMeshBySubdividingMeshSubmeshIndexSubdivisionLevelsAllocator(mesh *MDLMesh, submeshIndex int, subdivisionLevels uint, ...) *MDLMesh
- func (o *MDLMesh) InitPlaneWithExtentSegmentsGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, geometryType MDLGeometryType, ...) *MDLMesh
- func (o *MDLMesh) InitSphereWithExtentSegmentsInwardNormalsGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, ...) *MDLMesh
- func (o *MDLMesh) InitWithBufferAllocator(bufferAllocator MDLMeshBufferAllocator) *MDLMesh
- func (o *MDLMesh) InitWithVertexBufferVertexCountDescriptorSubmeshes(vertexBuffer MDLMeshBuffer, vertexCount uint, descriptor *MDLVertexDescriptor, ...) *MDLMesh
- func (o *MDLMesh) InitWithVertexBuffersVertexCountDescriptorSubmeshes(vertexBuffers *foundation.NSArray[MDLMeshBuffer], vertexCount uint, ...) *MDLMesh
- func (o *MDLMesh) MakeVerticesUnique()
- func (o *MDLMesh) MakeVerticesUniqueAndReturnError() (bool, error)
- func (o *MDLMesh) RemoveAttributeNamed(name *foundation.NSString)
- func (o *MDLMesh) ReplaceAttributeNamedWithData(name *foundation.NSString, newData *MDLVertexAttributeData)
- func (o *MDLMesh) SetSubmeshes(submeshes *foundation.NSMutableArray[*MDLSubmesh])
- func (o *MDLMesh) SetVertexBuffers(vertexBuffers *foundation.NSArray[MDLMeshBuffer])
- func (o *MDLMesh) SetVertexCount(vertexCount uint)
- func (o *MDLMesh) SetVertexDescriptor(vertexDescriptor *MDLVertexDescriptor)
- func (o *MDLMesh) Submeshes() *foundation.NSMutableArray[*MDLSubmesh]
- func (o *MDLMesh) UpdateAttributeNamedWithData(name *foundation.NSString, newData *MDLVertexAttributeData)
- func (o *MDLMesh) VertexAttributeDataForAttributeNamed(name *foundation.NSString) *MDLVertexAttributeData
- func (o *MDLMesh) VertexAttributeDataForAttributeNamedAsFormat(name *foundation.NSString, format MDLVertexFormat) *MDLVertexAttributeData
- func (o *MDLMesh) VertexBuffers() *foundation.NSArray[MDLMeshBuffer]
- func (o *MDLMesh) VertexCount() uint
- func (o *MDLMesh) VertexDescriptor() *MDLVertexDescriptor
- type MDLMeshBuffer
- type MDLMeshBufferAllocator
- type MDLMeshBufferData
- type MDLMeshBufferDataAllocator
- type MDLMeshBufferMap
- type MDLMeshBufferType
- type MDLMeshBufferZone
- type MDLMeshBufferZoneDefault
- type MDLNamed
- type MDLNoiseTexture
- func (o *MDLNoiseTexture) InitCellularNoiseWithFrequencyNameTextureDimensionsChannelEncoding(frequency float32, name *foundation.NSString, textureDimensions unsafe.Pointer, ...) *MDLNoiseTexture
- func (o *MDLNoiseTexture) InitScalarNoiseWithSmoothnessNameTextureDimensionsChannelCountChannelEncodingGrayscale(smoothness float32, name *foundation.NSString, ...) *MDLNoiseTexture
- func (o *MDLNoiseTexture) InitVectorNoiseWithSmoothnessNameTextureDimensionsChannelEncoding(smoothness float32, name *foundation.NSString, ...) *MDLNoiseTexture
- type MDLNormalMapTexture
- type MDLObject
- func (o *MDLObject) AddChild(child *MDLObject)
- func (o *MDLObject) BoundingBoxAtTime(time_ float64) MDLAxisAlignedBoundingBox
- func (o *MDLObject) Children() MDLObjectContainerComponent
- func (o *MDLObject) ComponentConformingToProtocol(protocol unsafe.Pointer) MDLComponent
- func (o *MDLObject) Components() *foundation.NSArray[MDLComponent]
- func (o *MDLObject) EnumerateChildObjectsOfClassRootUsingBlockStopPointer(objectClass objc.Class, root *MDLObject, block func(*MDLObject, *bool), ...)
- func (o *MDLObject) Hidden() bool
- func (o *MDLObject) Instance() *MDLObject
- func (o *MDLObject) ObjectAtPath(path *foundation.NSString) *MDLObject
- func (o *MDLObject) ObjectForKeyedSubscript(key unsafe.Pointer) MDLComponent
- func (o *MDLObject) Parent() *MDLObject
- func (o *MDLObject) Path() *foundation.NSString
- func (o *MDLObject) SetChildren(children MDLObjectContainerComponent)
- func (o *MDLObject) SetComponentForProtocol(component MDLComponent, protocol unsafe.Pointer)
- func (o *MDLObject) SetHidden(hidden bool)
- func (o *MDLObject) SetInstance(instance *MDLObject)
- func (o *MDLObject) SetObjectForKeyedSubscript(obj MDLComponent, key unsafe.Pointer)
- func (o *MDLObject) SetParent(parent *MDLObject)
- func (o *MDLObject) SetTransform(transform MDLTransformComponent)
- func (o *MDLObject) Transform() MDLTransformComponent
- type MDLObjectContainer
- type MDLObjectContainerComponent
- type MDLPackedJointAnimation
- func (o *MDLPackedJointAnimation) InitWithNameJointPaths(name *foundation.NSString, ...) *MDLPackedJointAnimation
- func (o *MDLPackedJointAnimation) JointPaths() *foundation.NSArray[*foundation.NSString]
- func (o *MDLPackedJointAnimation) Rotations() *MDLAnimatedQuaternionArray
- func (o *MDLPackedJointAnimation) Scales() *MDLAnimatedVector3Array
- func (o *MDLPackedJointAnimation) Translations() *MDLAnimatedVector3Array
- type MDLPathAssetResolver
- type MDLPhotometricLight
- func (o *MDLPhotometricLight) GenerateCubemapFromLight(textureSize uint)
- func (o *MDLPhotometricLight) GenerateSphericalHarmonicsFromLight(sphericalHarmonicsLevel uint)
- func (o *MDLPhotometricLight) GenerateTexture(textureSize uint) *MDLTexture
- func (o *MDLPhotometricLight) InitWithIESProfile(uRL *foundation.NSURL) *MDLPhotometricLight
- func (o *MDLPhotometricLight) LightCubeMap() *MDLTexture
- func (o *MDLPhotometricLight) SphericalHarmonicsCoefficients() *foundation.NSData
- func (o *MDLPhotometricLight) SphericalHarmonicsLevel() uint
- type MDLPhysicallyPlausibleLight
- func (o *MDLPhysicallyPlausibleLight) AttenuationEndDistance() float32
- func (o *MDLPhysicallyPlausibleLight) AttenuationStartDistance() float32
- func (o *MDLPhysicallyPlausibleLight) Color() unsafe.Pointer
- func (o *MDLPhysicallyPlausibleLight) InnerConeAngle() float32
- func (o *MDLPhysicallyPlausibleLight) Lumens() float32
- func (o *MDLPhysicallyPlausibleLight) OuterConeAngle() float32
- func (o *MDLPhysicallyPlausibleLight) SetAttenuationEndDistance(attenuationEndDistance float32)
- func (o *MDLPhysicallyPlausibleLight) SetAttenuationStartDistance(attenuationStartDistance float32)
- func (o *MDLPhysicallyPlausibleLight) SetColor(color unsafe.Pointer)
- func (o *MDLPhysicallyPlausibleLight) SetColorByTemperature(temperature float32)
- func (o *MDLPhysicallyPlausibleLight) SetInnerConeAngle(innerConeAngle float32)
- func (o *MDLPhysicallyPlausibleLight) SetLumens(lumens float32)
- func (o *MDLPhysicallyPlausibleLight) SetOuterConeAngle(outerConeAngle float32)
- type MDLPhysicallyPlausibleScatteringFunction
- func (o *MDLPhysicallyPlausibleScatteringFunction) Anisotropic() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) AnisotropicRotation() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) Clearcoat() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) ClearcoatGloss() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) Metallic() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) Roughness() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) Sheen() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) SheenTint() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) SpecularAmount() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) SpecularTint() *MDLMaterialProperty
- func (o *MDLPhysicallyPlausibleScatteringFunction) Subsurface() *MDLMaterialProperty
- type MDLProbePlacement
- type MDLRelativeAssetResolver
- type MDLScatteringFunction
- func (o *MDLScatteringFunction) AmbientOcclusion() *MDLMaterialProperty
- func (o *MDLScatteringFunction) AmbientOcclusionScale() *MDLMaterialProperty
- func (o *MDLScatteringFunction) BaseColor() *MDLMaterialProperty
- func (o *MDLScatteringFunction) Emission() *MDLMaterialProperty
- func (o *MDLScatteringFunction) InterfaceIndexOfRefraction() *MDLMaterialProperty
- func (o *MDLScatteringFunction) MaterialIndexOfRefraction() *MDLMaterialProperty
- func (o *MDLScatteringFunction) Name() *foundation.NSString
- func (o *MDLScatteringFunction) Normal() *MDLMaterialProperty
- func (o *MDLScatteringFunction) SetName(name *foundation.NSString)
- func (o *MDLScatteringFunction) Specular() *MDLMaterialProperty
- type MDLSkeleton
- type MDLSkyCubeTexture
- func (o *MDLSkyCubeTexture) Brightness() float32
- func (o *MDLSkyCubeTexture) Contrast() float32
- func (o *MDLSkyCubeTexture) Exposure() float32
- func (o *MDLSkyCubeTexture) Gamma() float32
- func (o *MDLSkyCubeTexture) GroundAlbedo() float32
- func (o *MDLSkyCubeTexture) GroundColor() unsafe.Pointer
- func (o *MDLSkyCubeTexture) HighDynamicRangeCompression() unsafe.Pointer
- func (o *MDLSkyCubeTexture) HorizonElevation() float32
- func (o *MDLSkyCubeTexture) InitWithNameChannelEncodingTextureDimensionsTurbiditySunElevationSunAzimuthUpperAtmosphereScatteringGroundAlbedo(name *foundation.NSString, channelEncoding MDLTextureChannelEncoding, ...) *MDLSkyCubeTexture
- func (o *MDLSkyCubeTexture) InitWithNameChannelEncodingTextureDimensionsTurbiditySunElevationUpperAtmosphereScatteringGroundAlbedo(name *foundation.NSString, channelEncoding MDLTextureChannelEncoding, ...) *MDLSkyCubeTexture
- func (o *MDLSkyCubeTexture) Saturation() float32
- func (o *MDLSkyCubeTexture) SetBrightness(brightness float32)
- func (o *MDLSkyCubeTexture) SetContrast(contrast float32)
- func (o *MDLSkyCubeTexture) SetExposure(exposure float32)
- func (o *MDLSkyCubeTexture) SetGamma(gamma float32)
- func (o *MDLSkyCubeTexture) SetGroundAlbedo(groundAlbedo float32)
- func (o *MDLSkyCubeTexture) SetGroundColor(groundColor unsafe.Pointer)
- func (o *MDLSkyCubeTexture) SetHighDynamicRangeCompression(highDynamicRangeCompression unsafe.Pointer)
- func (o *MDLSkyCubeTexture) SetHorizonElevation(horizonElevation float32)
- func (o *MDLSkyCubeTexture) SetSaturation(saturation float32)
- func (o *MDLSkyCubeTexture) SetSunAzimuth(sunAzimuth float32)
- func (o *MDLSkyCubeTexture) SetSunElevation(sunElevation float32)
- func (o *MDLSkyCubeTexture) SetTurbidity(turbidity float32)
- func (o *MDLSkyCubeTexture) SetUpperAtmosphereScattering(upperAtmosphereScattering float32)
- func (o *MDLSkyCubeTexture) SunAzimuth() float32
- func (o *MDLSkyCubeTexture) SunElevation() float32
- func (o *MDLSkyCubeTexture) Turbidity() float32
- func (o *MDLSkyCubeTexture) UpdateTexture()
- func (o *MDLSkyCubeTexture) UpperAtmosphereScattering() float32
- type MDLStereoscopicCamera
- func (o *MDLStereoscopicCamera) InterPupillaryDistance() float32
- func (o *MDLStereoscopicCamera) LeftProjectionMatrix() unsafe.Pointer
- func (o *MDLStereoscopicCamera) LeftVergence() float32
- func (o *MDLStereoscopicCamera) LeftViewMatrix() unsafe.Pointer
- func (o *MDLStereoscopicCamera) Overlap() float32
- func (o *MDLStereoscopicCamera) RightProjectionMatrix() unsafe.Pointer
- func (o *MDLStereoscopicCamera) RightVergence() float32
- func (o *MDLStereoscopicCamera) RightViewMatrix() unsafe.Pointer
- func (o *MDLStereoscopicCamera) SetInterPupillaryDistance(interPupillaryDistance float32)
- func (o *MDLStereoscopicCamera) SetLeftVergence(leftVergence float32)
- func (o *MDLStereoscopicCamera) SetOverlap(overlap float32)
- func (o *MDLStereoscopicCamera) SetRightVergence(rightVergence float32)
- type MDLSubmesh
- func (o *MDLSubmesh) GeometryType() MDLGeometryType
- func (o *MDLSubmesh) IndexBuffer() MDLMeshBuffer
- func (o *MDLSubmesh) IndexBufferAsIndexType(indexType MDLIndexBitDepth) MDLMeshBuffer
- func (o *MDLSubmesh) IndexCount() uint
- func (o *MDLSubmesh) IndexType() MDLIndexBitDepth
- func (o *MDLSubmesh) InitWithIndexBufferIndexCountIndexTypeGeometryTypeMaterial(indexBuffer MDLMeshBuffer, indexCount uint, indexType MDLIndexBitDepth, ...) *MDLSubmesh
- func (o *MDLSubmesh) InitWithMDLSubmeshIndexTypeGeometryType(submesh *MDLSubmesh, indexType MDLIndexBitDepth, geometryType MDLGeometryType) *MDLSubmesh
- func (o *MDLSubmesh) InitWithNameIndexBufferIndexCountIndexTypeGeometryTypeMaterial(name *foundation.NSString, indexBuffer MDLMeshBuffer, indexCount uint, ...) *MDLSubmesh
- func (o *MDLSubmesh) InitWithNameIndexBufferIndexCountIndexTypeGeometryTypeMaterialTopology(name *foundation.NSString, indexBuffer MDLMeshBuffer, indexCount uint, ...) *MDLSubmesh
- func (o *MDLSubmesh) Material() *MDLMaterial
- func (o *MDLSubmesh) Name() *foundation.NSString
- func (o *MDLSubmesh) SetMaterial(material *MDLMaterial)
- func (o *MDLSubmesh) SetName(name *foundation.NSString)
- func (o *MDLSubmesh) SetTopology(topology *MDLSubmeshTopology)
- func (o *MDLSubmesh) Topology() *MDLSubmeshTopology
- type MDLSubmeshTopology
- func (o *MDLSubmeshTopology) EdgeCreaseCount() uint
- func (o *MDLSubmeshTopology) EdgeCreaseIndices() MDLMeshBuffer
- func (o *MDLSubmeshTopology) EdgeCreases() MDLMeshBuffer
- func (o *MDLSubmeshTopology) FaceCount() uint
- func (o *MDLSubmeshTopology) FaceTopology() MDLMeshBuffer
- func (o *MDLSubmeshTopology) HoleCount() uint
- func (o *MDLSubmeshTopology) Holes() MDLMeshBuffer
- func (o *MDLSubmeshTopology) InitWithSubmesh(submesh *MDLSubmesh) *MDLSubmeshTopology
- func (o *MDLSubmeshTopology) SetEdgeCreaseCount(edgeCreaseCount uint)
- func (o *MDLSubmeshTopology) SetEdgeCreaseIndices(edgeCreaseIndices MDLMeshBuffer)
- func (o *MDLSubmeshTopology) SetEdgeCreases(edgeCreases MDLMeshBuffer)
- func (o *MDLSubmeshTopology) SetFaceCount(faceCount uint)
- func (o *MDLSubmeshTopology) SetFaceTopology(faceTopology MDLMeshBuffer)
- func (o *MDLSubmeshTopology) SetHoleCount(holeCount uint)
- func (o *MDLSubmeshTopology) SetHoles(holes MDLMeshBuffer)
- func (o *MDLSubmeshTopology) SetVertexCreaseCount(vertexCreaseCount uint)
- func (o *MDLSubmeshTopology) SetVertexCreaseIndices(vertexCreaseIndices MDLMeshBuffer)
- func (o *MDLSubmeshTopology) SetVertexCreases(vertexCreases MDLMeshBuffer)
- func (o *MDLSubmeshTopology) VertexCreaseCount() uint
- func (o *MDLSubmeshTopology) VertexCreaseIndices() MDLMeshBuffer
- func (o *MDLSubmeshTopology) VertexCreases() MDLMeshBuffer
- type MDLTexture
- func MDLTextureFromID(id objc.ID) *MDLTexture
- func MDLTextureIrradianceTextureCubeWithTextureNameDimensions(texture *MDLTexture, name *foundation.NSString, dimensions unsafe.Pointer) *MDLTexture
- func MDLTextureIrradianceTextureCubeWithTextureNameDimensionsRoughness(texture *MDLTexture, name *foundation.NSString, dimensions unsafe.Pointer, ...) *MDLTexture
- func MDLTextureTextureCubeWithImagesNamed(names *foundation.NSArray[*foundation.NSString]) *MDLTexture
- func MDLTextureTextureCubeWithImagesNamedBundle(names *foundation.NSArray[*foundation.NSString], ...) *MDLTexture
- func MDLTextureTextureNamed(name *foundation.NSString) *MDLTexture
- func MDLTextureTextureNamedAssetResolver(name *foundation.NSString, resolver MDLAssetResolver) *MDLTexture
- func MDLTextureTextureNamedBundle(name *foundation.NSString, bundleOrNil *foundation.NSBundle) *MDLTexture
- func (o *MDLTexture) ChannelCount() uint
- func (o *MDLTexture) ChannelEncoding() MDLTextureChannelEncoding
- func (o *MDLTexture) Dimensions() unsafe.Pointer
- func (o *MDLTexture) HasAlphaValues() bool
- func (o *MDLTexture) ImageFromTexture() unsafe.Pointer
- func (o *MDLTexture) ImageFromTextureAtLevel(level uint) unsafe.Pointer
- func (o *MDLTexture) Init() *MDLTexture
- func (o *MDLTexture) InitWithDataTopLeftOriginNameDimensionsRowStrideChannelCountChannelEncodingIsCube(pixelData *foundation.NSData, topLeftOrigin bool, name *foundation.NSString, ...) *MDLTexture
- func (o *MDLTexture) IsCube() bool
- func (o *MDLTexture) MipLevelCount() uint
- func (o *MDLTexture) RowStride() int
- func (o *MDLTexture) SetHasAlphaValues(hasAlphaValues bool)
- func (o *MDLTexture) SetIsCube(isCube bool)
- func (o *MDLTexture) TexelDataWithBottomLeftOrigin() *foundation.NSData
- func (o *MDLTexture) TexelDataWithBottomLeftOriginAtMipLevelCreate(level int, create bool) *foundation.NSData
- func (o *MDLTexture) TexelDataWithTopLeftOrigin() *foundation.NSData
- func (o *MDLTexture) TexelDataWithTopLeftOriginAtMipLevelCreate(level int, create bool) *foundation.NSData
- func (o *MDLTexture) WriteToURL(uRL *foundation.NSURL) bool
- func (o *MDLTexture) WriteToURLLevel(uRL *foundation.NSURL, level uint) bool
- func (o *MDLTexture) WriteToURLType(nsurl *foundation.NSURL, type_ unsafe.Pointer) bool
- func (o *MDLTexture) WriteToURLTypeLevel(nsurl *foundation.NSURL, type_ unsafe.Pointer, level uint) bool
- type MDLTextureChannelEncoding
- type MDLTextureFilter
- func (o *MDLTextureFilter) MagFilter() MDLMaterialTextureFilterMode
- func (o *MDLTextureFilter) MinFilter() MDLMaterialTextureFilterMode
- func (o *MDLTextureFilter) MipFilter() MDLMaterialMipMapFilterMode
- func (o *MDLTextureFilter) RWrapMode() MDLMaterialTextureWrapMode
- func (o *MDLTextureFilter) SWrapMode() MDLMaterialTextureWrapMode
- func (o *MDLTextureFilter) SetMagFilter(magFilter MDLMaterialTextureFilterMode)
- func (o *MDLTextureFilter) SetMinFilter(minFilter MDLMaterialTextureFilterMode)
- func (o *MDLTextureFilter) SetMipFilter(mipFilter MDLMaterialMipMapFilterMode)
- func (o *MDLTextureFilter) SetRWrapMode(rWrapMode MDLMaterialTextureWrapMode)
- func (o *MDLTextureFilter) SetSWrapMode(sWrapMode MDLMaterialTextureWrapMode)
- func (o *MDLTextureFilter) SetTWrapMode(tWrapMode MDLMaterialTextureWrapMode)
- func (o *MDLTextureFilter) TWrapMode() MDLMaterialTextureWrapMode
- type MDLTextureSampler
- func (o *MDLTextureSampler) HardwareFilter() *MDLTextureFilter
- func (o *MDLTextureSampler) SetHardwareFilter(hardwareFilter *MDLTextureFilter)
- func (o *MDLTextureSampler) SetTexture(texture *MDLTexture)
- func (o *MDLTextureSampler) SetTransform(transform *MDLTransform)
- func (o *MDLTextureSampler) Texture() *MDLTexture
- func (o *MDLTextureSampler) Transform() *MDLTransform
- type MDLTransform
- func (o *MDLTransform) Init() *MDLTransform
- func (o *MDLTransform) InitWithIdentity() *MDLTransform
- func (o *MDLTransform) InitWithMatrix(matrix unsafe.Pointer) *MDLTransform
- func (o *MDLTransform) InitWithMatrixResetsTransform(matrix unsafe.Pointer, resetsTransform bool) *MDLTransform
- func (o *MDLTransform) InitWithTransformComponent(component MDLTransformComponent) *MDLTransform
- func (o *MDLTransform) InitWithTransformComponentResetsTransform(component MDLTransformComponent, resetsTransform bool) *MDLTransformdeprecated
- func (o *MDLTransform) Rotation() unsafe.Pointer
- func (o *MDLTransform) RotationAtTime(time_ float64) unsafe.Pointer
- func (o *MDLTransform) RotationMatrixAtTime(time_ float64) unsafe.Pointer
- func (o *MDLTransform) Scale() unsafe.Pointer
- func (o *MDLTransform) ScaleAtTime(time_ float64) unsafe.Pointer
- func (o *MDLTransform) SetIdentity()
- func (o *MDLTransform) SetMatrixForTime(matrix unsafe.Pointer, time_ float64)
- func (o *MDLTransform) SetRotation(rotation unsafe.Pointer)
- func (o *MDLTransform) SetRotationForTime(rotation unsafe.Pointer, time_ float64)
- func (o *MDLTransform) SetScale(scale unsafe.Pointer)
- func (o *MDLTransform) SetScaleForTime(scale unsafe.Pointer, time_ float64)
- func (o *MDLTransform) SetShear(shear unsafe.Pointer)
- func (o *MDLTransform) SetShearForTime(shear unsafe.Pointer, time_ float64)
- func (o *MDLTransform) SetTranslation(translation unsafe.Pointer)
- func (o *MDLTransform) SetTranslationForTime(translation unsafe.Pointer, time_ float64)
- func (o *MDLTransform) Shear() unsafe.Pointer
- func (o *MDLTransform) ShearAtTime(time_ float64) unsafe.Pointer
- func (o *MDLTransform) Translation() unsafe.Pointer
- func (o *MDLTransform) TranslationAtTime(time_ float64) unsafe.Pointer
- type MDLTransformComponent
- type MDLTransformMatrixOp
- type MDLTransformOp
- type MDLTransformOpRotationOrder
- type MDLTransformOrientOp
- type MDLTransformRotateOp
- type MDLTransformRotateXOp
- type MDLTransformRotateYOp
- type MDLTransformRotateZOp
- type MDLTransformScaleOp
- type MDLTransformStack
- func (o *MDLTransformStack) AddMatrixOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformMatrixOp
- func (o *MDLTransformStack) AddOrientOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformOrientOp
- func (o *MDLTransformStack) AddRotateOpOrderInverse(animatedValueName *foundation.NSString, order MDLTransformOpRotationOrder, ...) *MDLTransformRotateOp
- func (o *MDLTransformStack) AddRotateXOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformRotateXOp
- func (o *MDLTransformStack) AddRotateYOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformRotateYOp
- func (o *MDLTransformStack) AddRotateZOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformRotateZOp
- func (o *MDLTransformStack) AddScaleOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformScaleOp
- func (o *MDLTransformStack) AddTranslateOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformTranslateOp
- func (o *MDLTransformStack) AnimatedValueWithName(name *foundation.NSString) *MDLAnimatedValue
- func (o *MDLTransformStack) Count() uint
- func (o *MDLTransformStack) Double4x4AtTime(time_ float64) unsafe.Pointer
- func (o *MDLTransformStack) Float4x4AtTime(time_ float64) unsafe.Pointer
- func (o *MDLTransformStack) Init() objc.ID
- func (o *MDLTransformStack) KeyTimes() *foundation.NSArray[*foundation.NSNumber]
- func (o *MDLTransformStack) TransformOps() *foundation.NSArray[MDLTransformOp]
- type MDLTransformTranslateOp
- type MDLURLTexture
- type MDLUtility
- type MDLVertexAttribute
- func (o *MDLVertexAttribute) BufferIndex() uint
- func (o *MDLVertexAttribute) Format() MDLVertexFormat
- func (o *MDLVertexAttribute) InitWithNameFormatOffsetBufferIndex(name *foundation.NSString, format MDLVertexFormat, offset uint, ...) *MDLVertexAttribute
- func (o *MDLVertexAttribute) InitializationValue() unsafe.Pointer
- func (o *MDLVertexAttribute) Name() *foundation.NSString
- func (o *MDLVertexAttribute) Offset() uint
- func (o *MDLVertexAttribute) SetBufferIndex(bufferIndex uint)
- func (o *MDLVertexAttribute) SetFormat(format MDLVertexFormat)
- func (o *MDLVertexAttribute) SetInitializationValue(initializationValue unsafe.Pointer)
- func (o *MDLVertexAttribute) SetName(name *foundation.NSString)
- func (o *MDLVertexAttribute) SetOffset(offset uint)
- func (o *MDLVertexAttribute) SetTime(time_ float64)
- func (o *MDLVertexAttribute) Time() float64
- type MDLVertexAttributeData
- func (o *MDLVertexAttributeData) BufferSize() uint
- func (o *MDLVertexAttributeData) DataStart() unsafe.Pointer
- func (o *MDLVertexAttributeData) Format() MDLVertexFormat
- func (o *MDLVertexAttributeData) Map() *MDLMeshBufferMap
- func (o *MDLVertexAttributeData) SetBufferSize(bufferSize uint)
- func (o *MDLVertexAttributeData) SetDataStart(dataStart unsafe.Pointer)
- func (o *MDLVertexAttributeData) SetFormat(format MDLVertexFormat)
- func (o *MDLVertexAttributeData) SetMap(map_ *MDLMeshBufferMap)
- func (o *MDLVertexAttributeData) SetStride(stride uint)
- func (o *MDLVertexAttributeData) Stride() uint
- type MDLVertexBufferLayout
- type MDLVertexDescriptor
- func (o *MDLVertexDescriptor) AddOrReplaceAttribute(attribute *MDLVertexAttribute)
- func (o *MDLVertexDescriptor) AttributeNamed(name *foundation.NSString) *MDLVertexAttribute
- func (o *MDLVertexDescriptor) Attributes() *foundation.NSMutableArray[*MDLVertexAttribute]
- func (o *MDLVertexDescriptor) InitWithVertexDescriptor(vertexDescriptor *MDLVertexDescriptor) *MDLVertexDescriptor
- func (o *MDLVertexDescriptor) Layouts() *foundation.NSMutableArray[*MDLVertexBufferLayout]
- func (o *MDLVertexDescriptor) RemoveAttributeNamed(name *foundation.NSString)
- func (o *MDLVertexDescriptor) Reset()
- func (o *MDLVertexDescriptor) SetAttributes(attributes *foundation.NSMutableArray[*MDLVertexAttribute])
- func (o *MDLVertexDescriptor) SetLayouts(layouts *foundation.NSMutableArray[*MDLVertexBufferLayout])
- func (o *MDLVertexDescriptor) SetPackedOffsets()
- func (o *MDLVertexDescriptor) SetPackedStrides()
- type MDLVertexFormat
- type MDLVoxelArray
- func (o *MDLVoxelArray) BoundingBox() MDLAxisAlignedBoundingBox
- func (o *MDLVoxelArray) CoarseMesh() *MDLMesh
- func (o *MDLVoxelArray) CoarseMeshUsingAllocator(allocator MDLMeshBufferAllocator) *MDLMesh
- func (o *MDLVoxelArray) ConvertToSignedShellField()
- func (o *MDLVoxelArray) Count() uint
- func (o *MDLVoxelArray) DifferenceWithVoxels(voxels *MDLVoxelArray)
- func (o *MDLVoxelArray) IndexOfSpatialLocation(location unsafe.Pointer) unsafe.Pointer
- func (o *MDLVoxelArray) InitWithAssetDivisionsInteriorNBWidthExteriorNBWidthPatchRadius(asset *MDLAsset, divisions int, interiorNBWidth float32, ...) *MDLVoxelArray
- func (o *MDLVoxelArray) InitWithAssetDivisionsInteriorShellsExteriorShellsPatchRadius(asset *MDLAsset, divisions int, interiorShells int, exteriorShells int, ...) *MDLVoxelArray
- func (o *MDLVoxelArray) InitWithAssetDivisionsPatchRadius(asset *MDLAsset, divisions int, patchRadius float32) *MDLVoxelArray
- func (o *MDLVoxelArray) InitWithDataBoundingBoxVoxelExtent(voxelData *foundation.NSData, boundingBox MDLAxisAlignedBoundingBox, ...) *MDLVoxelArray
- func (o *MDLVoxelArray) IntersectWithVoxels(voxels *MDLVoxelArray)
- func (o *MDLVoxelArray) IsValidSignedShellField() bool
- func (o *MDLVoxelArray) MeshUsingAllocator(allocator MDLMeshBufferAllocator) *MDLMesh
- func (o *MDLVoxelArray) SetShellFieldExteriorThickness(shellFieldExteriorThickness float32)
- func (o *MDLVoxelArray) SetShellFieldInteriorThickness(shellFieldInteriorThickness float32)
- func (o *MDLVoxelArray) SetVoxelAtIndex(index unsafe.Pointer)
- func (o *MDLVoxelArray) SetVoxelsForMeshDivisionsInteriorNBWidthExteriorNBWidthPatchRadius(mesh *MDLMesh, divisions int, interiorNBWidth float32, exteriorNBWidth float32, ...)
- func (o *MDLVoxelArray) SetVoxelsForMeshDivisionsInteriorShellsExteriorShellsPatchRadius(mesh *MDLMesh, divisions int, interiorShells int, exteriorShells int, ...)
- func (o *MDLVoxelArray) SetVoxelsForMeshDivisionsPatchRadius(mesh *MDLMesh, divisions int, patchRadius float32)
- func (o *MDLVoxelArray) ShellFieldExteriorThickness() float32
- func (o *MDLVoxelArray) ShellFieldInteriorThickness() float32
- func (o *MDLVoxelArray) SpatialLocationOfIndex(index unsafe.Pointer) unsafe.Pointer
- func (o *MDLVoxelArray) UnionWithVoxels(voxels *MDLVoxelArray)
- func (o *MDLVoxelArray) VoxelBoundingBoxAtIndex(index unsafe.Pointer) MDLAxisAlignedBoundingBox
- func (o *MDLVoxelArray) VoxelExistsAtIndexAllowAnyXAllowAnyYAllowAnyZAllowAnyShell(index unsafe.Pointer, allowAnyX bool, allowAnyY bool, allowAnyZ bool, ...) bool
- func (o *MDLVoxelArray) VoxelIndexExtent() MDLVoxelIndexExtent
- func (o *MDLVoxelArray) VoxelIndices() *foundation.NSData
- func (o *MDLVoxelArray) VoxelsWithinExtent(extent MDLVoxelIndexExtent) *foundation.NSData
- type MDLVoxelIndexExtent
- type MDLabelDomain
- type MDQueryOptionFlags
- type MDQuerySortOptionFlags
- type Mach_vm_range_flags_t
- type Mach_vm_range_flavor_t
- type Mach_vm_range_tag_t
- type Mpo_flags_t
- type NXMouseButton
- type Os_clockid_t
- type Ptrauth_key
- type Qos_class_t
- type Virtual_memory_guard_exception_code_t
- type Xpc_listener_create_flags_t
- type Xpc_session_create_flags_t
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func KUTType3dObject ¶
func KUTType3dObject() uintptr
func KUTTypeAlembic ¶
func KUTTypeAlembic() uintptr
func KUTTypePolygon ¶
func KUTTypePolygon() uintptr
func KUTTypeStereolithography ¶
func KUTTypeStereolithography() uintptr
func KUTTypeUniversalSceneDescription ¶
func KUTTypeUniversalSceneDescription() uintptr
func KUTTypeUniversalSceneDescriptionMobile ¶
func KUTTypeUniversalSceneDescriptionMobile() uintptr
func MDLAssetCanExportFileExtension ¶
func MDLAssetCanExportFileExtension(extension *foundation.NSString) bool
Returns a Boolean value that indicates whether the MDLAsset class can write asset data as a file with the specified format extension.
func MDLAssetCanImportFileExtension ¶
func MDLAssetCanImportFileExtension(extension *foundation.NSString) bool
Returns a Boolean value that indicates whether the MDLAsset class can read asset data from files with the specified extension.
func MDLAssetPlaceLightProbesWithDensityHeuristicUsingIrradianceDataSource ¶
func MDLAssetPlaceLightProbesWithDensityHeuristicUsingIrradianceDataSource(value float32, type_ MDLProbePlacement, dataSource MDLLightProbeIrradianceDataSource) *foundation.NSArray[*MDLLightProbe]
Automatically creates and places light probes for use in illuminating a scene.
func MDLUtilityConvertToUSDZWriteToURL ¶
func MDLUtilityConvertToUSDZWriteToURL(inputURL *foundation.NSURL, outputURL *foundation.NSURL)
func MDLVertexAttributeAnisotropy ¶
func MDLVertexAttributeAnisotropy() uintptr
The attribute data describes the degree to which a surface’s appearance changes in appearance when rotated about its normal vector.
func MDLVertexAttributeBinormal ¶
func MDLVertexAttributeBinormal() uintptr
The normal to a curve at a vertex position
func MDLVertexAttributeBitangent ¶
func MDLVertexAttributeBitangent() uintptr
The vector completing a tangent basis at a vertex
func MDLVertexAttributeEdgeCrease ¶
func MDLVertexAttributeEdgeCrease() uintptr
A crease value along an edge to be applied during subdivision. A zero value indicates an edge is smooth, one is sharply creased.
func MDLVertexAttributeJointIndices ¶
func MDLVertexAttributeJointIndices() uintptr
Indices of joints in an animation rig corresponding to weighting information
func MDLVertexAttributeJointWeights ¶
func MDLVertexAttributeJointWeights() uintptr
Weights corresponding to joints for the purpose of blending animation
func MDLVertexAttributeNormal ¶
func MDLVertexAttributeNormal() uintptr
The direction of a normal at a vertex
func MDLVertexAttributeOcclusionValue ¶
func MDLVertexAttributeOcclusionValue() uintptr
A value indicating the degree to which a vertex is occluded by surrounding geometry
func MDLVertexAttributePosition ¶
func MDLVertexAttributePosition() uintptr
The position of a vertex
func MDLVertexAttributeShadingBasisU ¶
func MDLVertexAttributeShadingBasisU() uintptr
The u direction of a shading basis at a vertex
func MDLVertexAttributeShadingBasisV ¶
func MDLVertexAttributeShadingBasisV() uintptr
The v direction of a shading basis at a vertex
func MDLVertexAttributeSubdivisionStencil ¶
func MDLVertexAttributeSubdivisionStencil() uintptr
Stencil values for subdivision at a vertex
func MDLVertexAttributeTangent ¶
func MDLVertexAttributeTangent() uintptr
A vector tangent to a vertex
func MDLVertexAttributeTextureCoordinate ¶
func MDLVertexAttributeTextureCoordinate() uintptr
Texture coordinate mapping at a vertex
Types ¶
type Acl_entry_id_t ¶
type Acl_entry_id_t int64
const ( ACL_FIRST_ENTRY Acl_entry_id_t = 0 ACL_NEXT_ENTRY Acl_entry_id_t = -1 ACL_LAST_ENTRY Acl_entry_id_t = -2 )
func (Acl_entry_id_t) String ¶
func (e Acl_entry_id_t) String() string
type Acl_flag_t ¶
type Acl_flag_t int64
const ( ACL_FLAG_DEFER_INHERIT Acl_flag_t = 1 ACL_FLAG_NO_INHERIT Acl_flag_t = 131072 ACL_ENTRY_INHERITED Acl_flag_t = 16 ACL_ENTRY_FILE_INHERIT Acl_flag_t = 32 ACL_ENTRY_DIRECTORY_INHERIT Acl_flag_t = 64 ACL_ENTRY_LIMIT_INHERIT Acl_flag_t = 128 ACL_ENTRY_ONLY_INHERIT Acl_flag_t = 256 )
func (Acl_flag_t) String ¶
func (e Acl_flag_t) String() string
type Acl_perm_t ¶
type Acl_perm_t int64
const ( ACL_READ_DATA Acl_perm_t = 2 ACL_LIST_DIRECTORY Acl_perm_t = 2 ACL_WRITE_DATA Acl_perm_t = 4 ACL_ADD_FILE Acl_perm_t = 4 ACL_EXECUTE Acl_perm_t = 8 ACL_SEARCH Acl_perm_t = 8 ACL_DELETE Acl_perm_t = 16 ACL_APPEND_DATA Acl_perm_t = 32 ACL_ADD_SUBDIRECTORY Acl_perm_t = 32 ACL_DELETE_CHILD Acl_perm_t = 64 ACL_READ_ATTRIBUTES Acl_perm_t = 128 ACL_WRITE_ATTRIBUTES Acl_perm_t = 256 ACL_READ_EXTATTRIBUTES Acl_perm_t = 512 ACL_WRITE_EXTATTRIBUTES Acl_perm_t = 1024 ACL_READ_SECURITY Acl_perm_t = 2048 ACL_WRITE_SECURITY Acl_perm_t = 4096 ACL_CHANGE_OWNER Acl_perm_t = 8192 ACL_SYNCHRONIZE Acl_perm_t = 1048576 )
func (Acl_perm_t) String ¶
func (e Acl_perm_t) String() string
type Acl_type_t ¶
type Acl_type_t int64
const ( ACL_TYPE_EXTENDED Acl_type_t = 256 ACL_TYPE_ACCESS Acl_type_t = 0 ACL_TYPE_DEFAULT Acl_type_t = 1 ACL_TYPE_AFS Acl_type_t = 2 ACL_TYPE_CODA Acl_type_t = 3 ACL_TYPE_NTFS Acl_type_t = 4 ACL_TYPE_NWFS Acl_type_t = 5 )
func (Acl_type_t) String ¶
func (e Acl_type_t) String() string
type Dispatch_autorelease_frequency_t ¶
type Dispatch_autorelease_frequency_t uint64
const ( DISPATCH_AUTORELEASE_FREQUENCY_INHERIT Dispatch_autorelease_frequency_t = 0 DISPATCH_AUTORELEASE_FREQUENCY_WORK_ITEM Dispatch_autorelease_frequency_t = 1 DISPATCH_AUTORELEASE_FREQUENCY_NEVER Dispatch_autorelease_frequency_t = 2 )
func (Dispatch_autorelease_frequency_t) String ¶
func (e Dispatch_autorelease_frequency_t) String() string
type Dispatch_block_flags_t ¶
type Dispatch_block_flags_t uint64
const ( DISPATCH_BLOCK_BARRIER Dispatch_block_flags_t = 1 DISPATCH_BLOCK_DETACHED Dispatch_block_flags_t = 2 DISPATCH_BLOCK_ASSIGN_CURRENT Dispatch_block_flags_t = 4 DISPATCH_BLOCK_NO_QOS_CLASS Dispatch_block_flags_t = 8 DISPATCH_BLOCK_INHERIT_QOS_CLASS Dispatch_block_flags_t = 16 DISPATCH_BLOCK_ENFORCE_QOS_CLASS Dispatch_block_flags_t = 32 )
func (Dispatch_block_flags_t) String ¶
func (e Dispatch_block_flags_t) String() string
type Filesec_property_t ¶
type Filesec_property_t int64
const ( FILESEC_OWNER Filesec_property_t = 1 FILESEC_GROUP Filesec_property_t = 2 FILESEC_UUID Filesec_property_t = 3 FILESEC_MODE Filesec_property_t = 4 FILESEC_ACL Filesec_property_t = 5 FILESEC_GRPUUID Filesec_property_t = 6 FILESEC_ACL_RAW Filesec_property_t = 100 FILESEC_ACL_ALLOCSIZE Filesec_property_t = 101 )
func (Filesec_property_t) String ¶
func (e Filesec_property_t) String() string
type Ipc_info_object_type_t ¶
type Ipc_info_object_type_t int64
const ( IPC_OTYPE_NONE Ipc_info_object_type_t = 0 IPC_OTYPE_THREAD_CONTROL Ipc_info_object_type_t = 1 IPC_OTYPE_TASK_CONTROL Ipc_info_object_type_t = 2 IPC_OTYPE_HOST Ipc_info_object_type_t = 3 IPC_OTYPE_HOST_PRIV Ipc_info_object_type_t = 4 IPC_OTYPE_PROCESSOR Ipc_info_object_type_t = 5 IPC_OTYPE_PROCESSOR_SET Ipc_info_object_type_t = 6 IPC_OTYPE_PROCESSOR_SET_NAME Ipc_info_object_type_t = 7 IPC_OTYPE_TIMER Ipc_info_object_type_t = 8 IPC_OTYPE_PORT_SUBST_ONCE Ipc_info_object_type_t = 9 IPC_OTYPE_MIG Ipc_info_object_type_t = 10 IPC_OTYPE_MEMORY_OBJECT Ipc_info_object_type_t = 11 IPC_OTYPE_XMM_PAGER Ipc_info_object_type_t = 12 IPC_OTYPE_XMM_KERNEL Ipc_info_object_type_t = 13 IPC_OTYPE_XMM_REPLY Ipc_info_object_type_t = 14 IPC_OTYPE_UND_REPLY Ipc_info_object_type_t = 15 IPC_OTYPE_HOST_NOTIFY Ipc_info_object_type_t = 16 IPC_OTYPE_HOST_SECURITY Ipc_info_object_type_t = 17 IPC_OTYPE_LEDGER Ipc_info_object_type_t = 18 IPC_OTYPE_MAIN_DEVICE Ipc_info_object_type_t = 19 IPC_OTYPE_TASK_NAME Ipc_info_object_type_t = 20 IPC_OTYPE_SUBSYSTEM Ipc_info_object_type_t = 21 IPC_OTYPE_IO_DONE_QUEUE Ipc_info_object_type_t = 22 IPC_OTYPE_SEMAPHORE Ipc_info_object_type_t = 23 IPC_OTYPE_LOCK_SET Ipc_info_object_type_t = 24 IPC_OTYPE_CLOCK Ipc_info_object_type_t = 25 IPC_OTYPE_CLOCK_CTRL Ipc_info_object_type_t = 26 IPC_OTYPE_IOKIT_IDENT Ipc_info_object_type_t = 27 IPC_OTYPE_NAMED_ENTRY Ipc_info_object_type_t = 28 IPC_OTYPE_IOKIT_CONNECT Ipc_info_object_type_t = 29 IPC_OTYPE_IOKIT_OBJECT Ipc_info_object_type_t = 30 IPC_OTYPE_UPL Ipc_info_object_type_t = 31 IPC_OTYPE_MEM_OBJ_CONTROL Ipc_info_object_type_t = 32 IPC_OTYPE_AU_SESSIONPORT Ipc_info_object_type_t = 33 IPC_OTYPE_FILEPORT Ipc_info_object_type_t = 34 IPC_OTYPE_LABELH Ipc_info_object_type_t = 35 IPC_OTYPE_TASK_RESUME Ipc_info_object_type_t = 36 IPC_OTYPE_VOUCHER Ipc_info_object_type_t = 37 IPC_OTYPE_VOUCHER_ATTR_CONTROL Ipc_info_object_type_t = 38 IPC_OTYPE_WORK_INTERVAL Ipc_info_object_type_t = 39 IPC_OTYPE_UX_HANDLER Ipc_info_object_type_t = 40 IPC_OTYPE_UEXT_OBJECT Ipc_info_object_type_t = 41 IPC_OTYPE_ARCADE_REG Ipc_info_object_type_t = 42 IPC_OTYPE_EVENTLINK Ipc_info_object_type_t = 43 IPC_OTYPE_TASK_INSPECT Ipc_info_object_type_t = 44 IPC_OTYPE_TASK_READ Ipc_info_object_type_t = 45 IPC_OTYPE_THREAD_INSPECT Ipc_info_object_type_t = 46 IPC_OTYPE_THREAD_READ Ipc_info_object_type_t = 47 IPC_OTYPE_SUID_CRED Ipc_info_object_type_t = 48 IPC_OTYPE_HYPERVISOR Ipc_info_object_type_t = 49 IPC_OTYPE_TASK_ID_TOKEN Ipc_info_object_type_t = 50 IPC_OTYPE_TASK_FATAL Ipc_info_object_type_t = 51 IPC_OTYPE_KCDATA Ipc_info_object_type_t = 52 IPC_OTYPE_EXCLAVES_RESOURCE Ipc_info_object_type_t = 53 IPC_OTYPE_THREAD_RESUME Ipc_info_object_type_t = 54 IPC_OTYPE_UNKNOWN Ipc_info_object_type_t = 4294967295 )
func (Ipc_info_object_type_t) String ¶
func (e Ipc_info_object_type_t) String() string
type Launch_data_type_t ¶
type Launch_data_type_t int64
const ( LAUNCH_DATA_DICTIONARY Launch_data_type_t = 1 LAUNCH_DATA_ARRAY Launch_data_type_t = 2 LAUNCH_DATA_FD Launch_data_type_t = 3 LAUNCH_DATA_INTEGER Launch_data_type_t = 4 LAUNCH_DATA_REAL Launch_data_type_t = 5 LAUNCH_DATA_BOOL Launch_data_type_t = 6 LAUNCH_DATA_STRING Launch_data_type_t = 7 LAUNCH_DATA_OPAQUE Launch_data_type_t = 8 LAUNCH_DATA_ERRNO Launch_data_type_t = 9 LAUNCH_DATA_MACHPORT Launch_data_type_t = 10 )
func (Launch_data_type_t) String ¶
func (e Launch_data_type_t) String() string
type MDLAnimatedMatrix4x4 ¶
type MDLAnimatedMatrix4x4 struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedmatrix4x4
func MDLAnimatedMatrix4x4FromID ¶
func MDLAnimatedMatrix4x4FromID(id objc.ID) *MDLAnimatedMatrix4x4
func (*MDLAnimatedMatrix4x4) Double4x4AtTime ¶
func (o *MDLAnimatedMatrix4x4) Double4x4AtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedMatrix4x4) Float4x4AtTime ¶
func (o *MDLAnimatedMatrix4x4) Float4x4AtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedMatrix4x4) GetDouble4x4ArrayMaxCount ¶
func (o *MDLAnimatedMatrix4x4) GetDouble4x4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedMatrix4x4) GetFloat4x4ArrayMaxCount ¶
func (o *MDLAnimatedMatrix4x4) GetFloat4x4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedMatrix4x4) ResetWithDouble4x4ArrayAtTimesCount ¶
func (o *MDLAnimatedMatrix4x4) ResetWithDouble4x4ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedMatrix4x4) ResetWithFloat4x4ArrayAtTimesCount ¶
func (o *MDLAnimatedMatrix4x4) ResetWithFloat4x4ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedMatrix4x4) SetDouble4x4AtTime ¶
func (o *MDLAnimatedMatrix4x4) SetDouble4x4AtTime(value unsafe.Pointer, time_ float64)
func (*MDLAnimatedMatrix4x4) SetFloat4x4AtTime ¶
func (o *MDLAnimatedMatrix4x4) SetFloat4x4AtTime(value unsafe.Pointer, time_ float64)
type MDLAnimatedQuaternion ¶
type MDLAnimatedQuaternion struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedquaternion
func MDLAnimatedQuaternionFromID ¶
func MDLAnimatedQuaternionFromID(id objc.ID) *MDLAnimatedQuaternion
func (*MDLAnimatedQuaternion) DoubleQuaternionAtTime ¶
func (o *MDLAnimatedQuaternion) DoubleQuaternionAtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedQuaternion) FloatQuaternionAtTime ¶
func (o *MDLAnimatedQuaternion) FloatQuaternionAtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedQuaternion) GetDoubleQuaternionArrayMaxCount ¶
func (o *MDLAnimatedQuaternion) GetDoubleQuaternionArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedQuaternion) GetFloatQuaternionArrayMaxCount ¶
func (o *MDLAnimatedQuaternion) GetFloatQuaternionArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedQuaternion) ResetWithDoubleQuaternionArrayAtTimesCount ¶
func (o *MDLAnimatedQuaternion) ResetWithDoubleQuaternionArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedQuaternion) ResetWithFloatQuaternionArrayAtTimesCount ¶
func (o *MDLAnimatedQuaternion) ResetWithFloatQuaternionArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedQuaternion) SetDoubleQuaternionAtTime ¶
func (o *MDLAnimatedQuaternion) SetDoubleQuaternionAtTime(value unsafe.Pointer, time_ float64)
func (*MDLAnimatedQuaternion) SetFloatQuaternionAtTime ¶
func (o *MDLAnimatedQuaternion) SetFloatQuaternionAtTime(value unsafe.Pointer, time_ float64)
type MDLAnimatedQuaternionArray ¶
type MDLAnimatedQuaternionArray struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedquaternionarray
func MDLAnimatedQuaternionArrayFromID ¶
func MDLAnimatedQuaternionArrayFromID(id objc.ID) *MDLAnimatedQuaternionArray
func (*MDLAnimatedQuaternionArray) ElementCount ¶
func (o *MDLAnimatedQuaternionArray) ElementCount() uint
func (*MDLAnimatedQuaternionArray) GetDoubleQuaternionArrayMaxCount ¶
func (o *MDLAnimatedQuaternionArray) GetDoubleQuaternionArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedQuaternionArray) GetDoubleQuaternionArrayMaxCountAtTime ¶
func (*MDLAnimatedQuaternionArray) GetFloatQuaternionArrayMaxCount ¶
func (o *MDLAnimatedQuaternionArray) GetFloatQuaternionArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedQuaternionArray) GetFloatQuaternionArrayMaxCountAtTime ¶
func (*MDLAnimatedQuaternionArray) InitWithElementCount ¶
func (o *MDLAnimatedQuaternionArray) InitWithElementCount(arrayElementCount uint) objc.ID
func (*MDLAnimatedQuaternionArray) ResetWithDoubleQuaternionArrayCountAtTimesCount ¶
func (*MDLAnimatedQuaternionArray) ResetWithFloatQuaternionArrayCountAtTimesCount ¶
func (*MDLAnimatedQuaternionArray) SetDoubleQuaternionArrayCountAtTime ¶
func (o *MDLAnimatedQuaternionArray) SetDoubleQuaternionArrayCountAtTime(array unsafe.Pointer, count uint, time_ float64)
func (*MDLAnimatedQuaternionArray) SetFloatQuaternionArrayCountAtTime ¶
func (o *MDLAnimatedQuaternionArray) SetFloatQuaternionArrayCountAtTime(array unsafe.Pointer, count uint, time_ float64)
type MDLAnimatedScalar ¶
type MDLAnimatedScalar struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedscalar
func MDLAnimatedScalarFromID ¶
func MDLAnimatedScalarFromID(id objc.ID) *MDLAnimatedScalar
func (*MDLAnimatedScalar) DoubleAtTime ¶
func (o *MDLAnimatedScalar) DoubleAtTime(time_ float64) float64
func (*MDLAnimatedScalar) FloatAtTime ¶
func (o *MDLAnimatedScalar) FloatAtTime(time_ float64) float32
func (*MDLAnimatedScalar) GetDoubleArrayMaxCount ¶
func (o *MDLAnimatedScalar) GetDoubleArrayMaxCount(valuesArray *float64, maxCount uint) uint
func (*MDLAnimatedScalar) GetFloatArrayMaxCount ¶
func (o *MDLAnimatedScalar) GetFloatArrayMaxCount(valuesArray *float32, maxCount uint) uint
func (*MDLAnimatedScalar) ResetWithDoubleArrayAtTimesCount ¶
func (o *MDLAnimatedScalar) ResetWithDoubleArrayAtTimesCount(valuesArray *float64, timesArray *float64, count uint)
func (*MDLAnimatedScalar) ResetWithFloatArrayAtTimesCount ¶
func (o *MDLAnimatedScalar) ResetWithFloatArrayAtTimesCount(valuesArray *float32, timesArray *float64, count uint)
func (*MDLAnimatedScalar) SetDoubleAtTime ¶
func (o *MDLAnimatedScalar) SetDoubleAtTime(value float64, time_ float64)
func (*MDLAnimatedScalar) SetFloatAtTime ¶
func (o *MDLAnimatedScalar) SetFloatAtTime(value float32, time_ float64)
type MDLAnimatedScalarArray ¶
type MDLAnimatedScalarArray struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedscalararray
func MDLAnimatedScalarArrayFromID ¶
func MDLAnimatedScalarArrayFromID(id objc.ID) *MDLAnimatedScalarArray
func (*MDLAnimatedScalarArray) ElementCount ¶
func (o *MDLAnimatedScalarArray) ElementCount() uint
func (*MDLAnimatedScalarArray) GetDoubleArrayMaxCount ¶
func (o *MDLAnimatedScalarArray) GetDoubleArrayMaxCount(valuesArray *float64, maxCount uint) uint
func (*MDLAnimatedScalarArray) GetDoubleArrayMaxCountAtTime ¶
func (o *MDLAnimatedScalarArray) GetDoubleArrayMaxCountAtTime(array *float64, maxCount uint, time_ float64) uint
func (*MDLAnimatedScalarArray) GetFloatArrayMaxCount ¶
func (o *MDLAnimatedScalarArray) GetFloatArrayMaxCount(valuesArray *float32, maxCount uint) uint
func (*MDLAnimatedScalarArray) GetFloatArrayMaxCountAtTime ¶
func (o *MDLAnimatedScalarArray) GetFloatArrayMaxCountAtTime(array *float32, maxCount uint, time_ float64) uint
func (*MDLAnimatedScalarArray) InitWithElementCount ¶
func (o *MDLAnimatedScalarArray) InitWithElementCount(arrayElementCount uint) objc.ID
func (*MDLAnimatedScalarArray) ResetWithDoubleArrayCountAtTimesCount ¶
func (o *MDLAnimatedScalarArray) ResetWithDoubleArrayCountAtTimesCount(valuesArray *float64, valuesCount uint, timesArray *float64, timesCount uint)
func (*MDLAnimatedScalarArray) ResetWithFloatArrayCountAtTimesCount ¶
func (o *MDLAnimatedScalarArray) ResetWithFloatArrayCountAtTimesCount(valuesArray *float32, valuesCount uint, timesArray *float64, timesCount uint)
func (*MDLAnimatedScalarArray) SetDoubleArrayCountAtTime ¶
func (o *MDLAnimatedScalarArray) SetDoubleArrayCountAtTime(array *float64, count uint, time_ float64)
func (*MDLAnimatedScalarArray) SetFloatArrayCountAtTime ¶
func (o *MDLAnimatedScalarArray) SetFloatArrayCountAtTime(array *float32, count uint, time_ float64)
type MDLAnimatedValue ¶
type MDLAnimatedValue struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedvalue
func MDLAnimatedValueFromID ¶
func MDLAnimatedValueFromID(id objc.ID) *MDLAnimatedValue
func (*MDLAnimatedValue) Clear ¶
func (o *MDLAnimatedValue) Clear()
func (*MDLAnimatedValue) GetTimesMaxCount ¶
func (o *MDLAnimatedValue) GetTimesMaxCount(timesArray *float64, maxCount uint) uint
func (*MDLAnimatedValue) Interpolation ¶
func (o *MDLAnimatedValue) Interpolation() MDLAnimatedValueInterpolation
func (*MDLAnimatedValue) IsAnimated ¶
func (o *MDLAnimatedValue) IsAnimated() bool
func (*MDLAnimatedValue) KeyTimes ¶
func (o *MDLAnimatedValue) KeyTimes() *foundation.NSArray[*foundation.NSNumber]
func (*MDLAnimatedValue) MaximumTime ¶
func (o *MDLAnimatedValue) MaximumTime() float64
func (*MDLAnimatedValue) MinimumTime ¶
func (o *MDLAnimatedValue) MinimumTime() float64
func (*MDLAnimatedValue) Precision ¶
func (o *MDLAnimatedValue) Precision() MDLDataPrecision
func (*MDLAnimatedValue) SetInterpolation ¶
func (o *MDLAnimatedValue) SetInterpolation(interpolation MDLAnimatedValueInterpolation)
func (*MDLAnimatedValue) TimeSampleCount ¶
func (o *MDLAnimatedValue) TimeSampleCount() uint
type MDLAnimatedValueInterpolation ¶
type MDLAnimatedValueInterpolation uint64
const ( MDLAnimatedValueInterpolationConstant MDLAnimatedValueInterpolation = 0 MDLAnimatedValueInterpolationLinear MDLAnimatedValueInterpolation = 1 )
func (MDLAnimatedValueInterpolation) String ¶
func (e MDLAnimatedValueInterpolation) String() string
type MDLAnimatedVector2 ¶
type MDLAnimatedVector2 struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedvector2
func MDLAnimatedVector2FromID ¶
func MDLAnimatedVector2FromID(id objc.ID) *MDLAnimatedVector2
func (*MDLAnimatedVector2) Double2AtTime ¶
func (o *MDLAnimatedVector2) Double2AtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedVector2) Float2AtTime ¶
func (o *MDLAnimatedVector2) Float2AtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedVector2) GetDouble2ArrayMaxCount ¶
func (o *MDLAnimatedVector2) GetDouble2ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedVector2) GetFloat2ArrayMaxCount ¶
func (o *MDLAnimatedVector2) GetFloat2ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedVector2) ResetWithDouble2ArrayAtTimesCount ¶
func (o *MDLAnimatedVector2) ResetWithDouble2ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedVector2) ResetWithFloat2ArrayAtTimesCount ¶
func (o *MDLAnimatedVector2) ResetWithFloat2ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedVector2) SetDouble2AtTime ¶
func (o *MDLAnimatedVector2) SetDouble2AtTime(value unsafe.Pointer, time_ float64)
func (*MDLAnimatedVector2) SetFloat2AtTime ¶
func (o *MDLAnimatedVector2) SetFloat2AtTime(value unsafe.Pointer, time_ float64)
type MDLAnimatedVector3 ¶
type MDLAnimatedVector3 struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedvector3
func MDLAnimatedVector3FromID ¶
func MDLAnimatedVector3FromID(id objc.ID) *MDLAnimatedVector3
func (*MDLAnimatedVector3) Double3AtTime ¶
func (o *MDLAnimatedVector3) Double3AtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedVector3) Float3AtTime ¶
func (o *MDLAnimatedVector3) Float3AtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedVector3) GetDouble3ArrayMaxCount ¶
func (o *MDLAnimatedVector3) GetDouble3ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedVector3) GetFloat3ArrayMaxCount ¶
func (o *MDLAnimatedVector3) GetFloat3ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedVector3) ResetWithDouble3ArrayAtTimesCount ¶
func (o *MDLAnimatedVector3) ResetWithDouble3ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedVector3) ResetWithFloat3ArrayAtTimesCount ¶
func (o *MDLAnimatedVector3) ResetWithFloat3ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedVector3) SetDouble3AtTime ¶
func (o *MDLAnimatedVector3) SetDouble3AtTime(value unsafe.Pointer, time_ float64)
func (*MDLAnimatedVector3) SetFloat3AtTime ¶
func (o *MDLAnimatedVector3) SetFloat3AtTime(value unsafe.Pointer, time_ float64)
type MDLAnimatedVector3Array ¶
type MDLAnimatedVector3Array struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedvector3array
func MDLAnimatedVector3ArrayFromID ¶
func MDLAnimatedVector3ArrayFromID(id objc.ID) *MDLAnimatedVector3Array
func (*MDLAnimatedVector3Array) ElementCount ¶
func (o *MDLAnimatedVector3Array) ElementCount() uint
func (*MDLAnimatedVector3Array) GetDouble3ArrayMaxCount ¶
func (o *MDLAnimatedVector3Array) GetDouble3ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedVector3Array) GetDouble3ArrayMaxCountAtTime ¶
func (*MDLAnimatedVector3Array) GetFloat3ArrayMaxCount ¶
func (o *MDLAnimatedVector3Array) GetFloat3ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedVector3Array) GetFloat3ArrayMaxCountAtTime ¶
func (*MDLAnimatedVector3Array) InitWithElementCount ¶
func (o *MDLAnimatedVector3Array) InitWithElementCount(arrayElementCount uint) objc.ID
func (*MDLAnimatedVector3Array) ResetWithDouble3ArrayCountAtTimesCount ¶
func (*MDLAnimatedVector3Array) ResetWithFloat3ArrayCountAtTimesCount ¶
func (*MDLAnimatedVector3Array) SetDouble3ArrayCountAtTime ¶
func (o *MDLAnimatedVector3Array) SetDouble3ArrayCountAtTime(array unsafe.Pointer, count uint, time_ float64)
func (*MDLAnimatedVector3Array) SetFloat3ArrayCountAtTime ¶
func (o *MDLAnimatedVector3Array) SetFloat3ArrayCountAtTime(array unsafe.Pointer, count uint, time_ float64)
type MDLAnimatedVector4 ¶
type MDLAnimatedVector4 struct {
MDLAnimatedValue
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimatedvector4
func MDLAnimatedVector4FromID ¶
func MDLAnimatedVector4FromID(id objc.ID) *MDLAnimatedVector4
func (*MDLAnimatedVector4) Double4AtTime ¶
func (o *MDLAnimatedVector4) Double4AtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedVector4) Float4AtTime ¶
func (o *MDLAnimatedVector4) Float4AtTime(time_ float64) unsafe.Pointer
func (*MDLAnimatedVector4) GetDouble4ArrayMaxCount ¶
func (o *MDLAnimatedVector4) GetDouble4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedVector4) GetFloat4ArrayMaxCount ¶
func (o *MDLAnimatedVector4) GetFloat4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLAnimatedVector4) ResetWithDouble4ArrayAtTimesCount ¶
func (o *MDLAnimatedVector4) ResetWithDouble4ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedVector4) ResetWithFloat4ArrayAtTimesCount ¶
func (o *MDLAnimatedVector4) ResetWithFloat4ArrayAtTimesCount(valuesArray unsafe.Pointer, timesArray *float64, count uint)
func (*MDLAnimatedVector4) SetDouble4AtTime ¶
func (o *MDLAnimatedVector4) SetDouble4AtTime(value unsafe.Pointer, time_ float64)
func (*MDLAnimatedVector4) SetFloat4AtTime ¶
func (o *MDLAnimatedVector4) SetFloat4AtTime(value unsafe.Pointer, time_ float64)
type MDLAnimationBindComponent ¶
type MDLAnimationBindComponent struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlanimationbindcomponent
func MDLAnimationBindComponentFromID ¶
func MDLAnimationBindComponentFromID(id objc.ID) *MDLAnimationBindComponent
func (*MDLAnimationBindComponent) GeometryBindTransform ¶
func (o *MDLAnimationBindComponent) GeometryBindTransform() unsafe.Pointer
func (*MDLAnimationBindComponent) JointAnimation ¶
func (o *MDLAnimationBindComponent) JointAnimation() MDLJointAnimation
func (*MDLAnimationBindComponent) JointPaths ¶
func (o *MDLAnimationBindComponent) JointPaths() *foundation.NSArray[*foundation.NSString]
func (*MDLAnimationBindComponent) SetGeometryBindTransform ¶
func (o *MDLAnimationBindComponent) SetGeometryBindTransform(geometryBindTransform unsafe.Pointer)
func (*MDLAnimationBindComponent) SetJointAnimation ¶
func (o *MDLAnimationBindComponent) SetJointAnimation(jointAnimation MDLJointAnimation)
func (*MDLAnimationBindComponent) SetJointPaths ¶
func (o *MDLAnimationBindComponent) SetJointPaths(jointPaths *foundation.NSArray[*foundation.NSString])
func (*MDLAnimationBindComponent) SetSkeleton ¶
func (o *MDLAnimationBindComponent) SetSkeleton(skeleton *MDLSkeleton)
func (*MDLAnimationBindComponent) Skeleton ¶
func (o *MDLAnimationBindComponent) Skeleton() *MDLSkeleton
type MDLAreaLight ¶
type MDLAreaLight struct {
MDLPhysicallyPlausibleLight
}
A light source that illuminates a 3D scene from an area with a specific shape.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlarealight
func MDLAreaLightFromID ¶
func MDLAreaLightFromID(id objc.ID) *MDLAreaLight
func (*MDLAreaLight) AreaRadius ¶
func (o *MDLAreaLight) AreaRadius() float32
func (*MDLAreaLight) Aspect ¶
func (o *MDLAreaLight) Aspect() float32
func (*MDLAreaLight) SetAreaRadius ¶
func (o *MDLAreaLight) SetAreaRadius(areaRadius float32)
func (*MDLAreaLight) SetAspect ¶
func (o *MDLAreaLight) SetAspect(aspect float32)
func (*MDLAreaLight) SetSuperEllipticPower ¶
func (o *MDLAreaLight) SetSuperEllipticPower(superEllipticPower unsafe.Pointer)
func (*MDLAreaLight) SuperEllipticPower ¶
func (o *MDLAreaLight) SuperEllipticPower() unsafe.Pointer
type MDLAsset ¶
type MDLAsset struct {
foundation.NSObject
}
An indexed container for 3D objects and associated information, such as transform hierarchies, meshes, cameras, and lights.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlasset
func MDLAssetFromID ¶
func (*MDLAsset) Animations ¶
func (o *MDLAsset) Animations() MDLObjectContainerComponent
@property animations @abstract Animations that can be bound to MDLObjects (@see MDLAnimationBindComponent) @see MDLObjectContainerComponent
func (*MDLAsset) BoundingBox ¶
func (o *MDLAsset) BoundingBox() MDLAxisAlignedBoundingBox
@property boundingBox @abstract The bounds of the MDLAsset at the earliest time sample
func (*MDLAsset) BoundingBoxAtTime ¶
func (o *MDLAsset) BoundingBoxAtTime(time_ float64) MDLAxisAlignedBoundingBox
Returns the minimum region entirely enclosing the asset’s contents at the specified time sample.
func (*MDLAsset) BufferAllocator ¶
func (o *MDLAsset) BufferAllocator() MDLMeshBufferAllocator
@property bufferAllocator @abstract Allocator used to create vertex and index buffers
func (*MDLAsset) ChildObjectsOfClass ¶
Returns all objects contained in the asset of the specified class.
func (*MDLAsset) EndTime ¶
@property endTime @abstract End time bracket of animation data @discussion If no animation data was specified by resource or resource incapable of specifying animation data, this value defaults to 0. If the endTime was set explicitly, then the value of endTime will be the greater of the set value and the animated values.
func (*MDLAsset) ExportAssetToURL ¶
func (o *MDLAsset) ExportAssetToURL(uRL *foundation.NSURL) bool
Writes asset data to a file at the specified URL.
func (*MDLAsset) ExportAssetToURLError ¶
func (o *MDLAsset) ExportAssetToURLError(uRL *foundation.NSURL) (bool, error)
Writes asset data to a file at the specified URL and reports errors that occur during export.
func (*MDLAsset) FrameInterval ¶
@property frameInterval @abstract Inherent frame rate of an asset @discussion If no framerate was specified by resource or resource uncapable of specifying framerate, this value defaults to 0
func (*MDLAsset) InitWithBufferAllocator ¶
func (o *MDLAsset) InitWithBufferAllocator(bufferAllocator MDLMeshBufferAllocator) *MDLAsset
Initializes an empty asset, using the specified buffer allocator.
func (*MDLAsset) InitWithURL ¶
func (o *MDLAsset) InitWithURL(uRL *foundation.NSURL) *MDLAsset
Initializes an asset from the file at the specified URL.
func (*MDLAsset) InitWithURLVertexDescriptorBufferAllocator ¶
func (o *MDLAsset) InitWithURLVertexDescriptorBufferAllocator(uRL *foundation.NSURL, vertexDescriptor *MDLVertexDescriptor, bufferAllocator MDLMeshBufferAllocator) *MDLAsset
Initializes an asset from the file at the specified URL, using the specified vertex descriptor and buffer allocator.
func (*MDLAsset) InitWithURLVertexDescriptorBufferAllocatorPreserveTopologyError ¶
func (o *MDLAsset) InitWithURLVertexDescriptorBufferAllocatorPreserveTopologyError(uRL *foundation.NSURL, vertexDescriptor *MDLVertexDescriptor, bufferAllocator MDLMeshBufferAllocator, preserveTopology bool) (*MDLAsset, error)
Initializes an asset from the file at the specified URL, using the specified options for allocating and transforming data during import.
func (*MDLAsset) LoadTextures ¶
func (o *MDLAsset) LoadTextures()
@method loadTextures @abstract Iterates over all material properties on all materials. If they are string values or NSURL values, and can be resolved as textures, then the string and NSURL values will be replaced by MDLTextureSampler values.
func (*MDLAsset) Masters
deprecated
func (o *MDLAsset) Masters() MDLObjectContainerComponent
Deprecated: since macOS 12.0.
func (*MDLAsset) ObjectAtIndex ¶
Returns the top-level object at the specified index in the asset.
func (*MDLAsset) ObjectAtIndexedSubscript ¶
Returns the top-level object at the specified index in the asset, using subscript syntax.
func (*MDLAsset) ObjectAtPath ¶
func (o *MDLAsset) ObjectAtPath(path *foundation.NSString) *MDLObject
@abstract Return the object at the specified path, or nil if none exists there
func (*MDLAsset) Originals ¶
func (o *MDLAsset) Originals() MDLObjectContainerComponent
@property originals @abstract Original objects that can be instanced into the asset's object hierarchy @see MDLObjectContainerComponent
func (*MDLAsset) RemoveObject ¶
Removes the specified object from the asset’s list of top-level objects.
func (*MDLAsset) Resolver ¶
func (o *MDLAsset) Resolver() MDLAssetResolver
@property AssetResolver @abstract Resolver asset that helps find associated files @discussion The default asset resolver is the RelativeAssetResolver
func (*MDLAsset) SetAnimations ¶
func (o *MDLAsset) SetAnimations(animations MDLObjectContainerComponent)
func (*MDLAsset) SetEndTime ¶
func (*MDLAsset) SetFrameInterval ¶
func (*MDLAsset) SetMasters
deprecated
func (o *MDLAsset) SetMasters(masters MDLObjectContainerComponent)
Deprecated: since macOS 12.0.
func (*MDLAsset) SetOriginals ¶
func (o *MDLAsset) SetOriginals(originals MDLObjectContainerComponent)
@property originals @abstract Original objects that can be instanced into the asset's object hierarchy @see MDLObjectContainerComponent
func (*MDLAsset) SetResolver ¶
func (o *MDLAsset) SetResolver(resolver MDLAssetResolver)
func (*MDLAsset) SetStartTime ¶
func (*MDLAsset) StartTime ¶
@property startTime @abstract Start time bracket of animation data @discussion If no animation data was specified by resource or resource incapable of specifying animation data, this value defaults to 0. If startTime was set explicitly, then the value of startTime will be the lesser of the set value and the animated values.
func (*MDLAsset) URL ¶
func (o *MDLAsset) URL() *foundation.NSURL
@property URL @abstract URL used to create the asset @discussion If the asset was not created with a URL, nil will be returned.
func (*MDLAsset) UpAxis ¶
@property upAxis @abstract Scene up axis @discussion Some imported formats specify a scene up axis. By default Y-axis (0, 1, 0) is used but other values are supported.
func (*MDLAsset) VertexDescriptor ¶
func (o *MDLAsset) VertexDescriptor() *MDLVertexDescriptor
@property vertexDescriptor @abstract Vertex descriptor set upon asset initialization @discussion Will be nil if there was no descriptor set
type MDLAssetResolver ¶
type MDLAssetResolver interface {
CanResolveAssetNamed(name *foundation.NSString) bool
ResolveAssetNamed(name *foundation.NSString) *foundation.NSURL
}
MDLAssetResolver wraps the ObjC protocol MDLAssetResolver.
type MDLAxisAlignedBoundingBox ¶
The minimal volume containing an object, used by the boundingBoxAtTime: method.
type MDLBundleAssetResolver ¶
type MDLBundleAssetResolver struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlbundleassetresolver
func MDLBundleAssetResolverFromID ¶
func MDLBundleAssetResolverFromID(id objc.ID) *MDLBundleAssetResolver
func (*MDLBundleAssetResolver) InitWithBundle ¶
func (o *MDLBundleAssetResolver) InitWithBundle(path *foundation.NSString) *MDLBundleAssetResolver
func (*MDLBundleAssetResolver) Path ¶
func (o *MDLBundleAssetResolver) Path() *foundation.NSString
func (*MDLBundleAssetResolver) SetPath ¶
func (o *MDLBundleAssetResolver) SetPath(path *foundation.NSString)
type MDLCamera ¶
type MDLCamera struct {
MDLObject
}
A point of view for rendering a 3D scene, along with a set of parameters describing an intended appearance for rendering.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlcamera
func MDLCameraFromID ¶
func (*MDLCamera) ApertureBladeCount ¶
Aperture blade count, where zero indicates a circle.
func (*MDLCamera) BarrelDistortion ¶
Radial distortion of the lens, second order term
func (*MDLCamera) BokehKernelWithSize ¶
func (o *MDLCamera) BokehKernelWithSize(size unsafe.Pointer) *MDLTexture
Creates and returns a texture, based on the camera’s aperture blade count, to be used in rendering out-of-focus highlights in a scene.
func (*MDLCamera) ChromaticAberration ¶
Amount of chromatic abberation, from zero to one.
func (*MDLCamera) ExposureCompression ¶
exposure curve compression where values below the x value are to be passed through, above the y value, values are to be clamped at maximum display brightness, and a function such as a logarithmic ramp is to be applied in between.
func (*MDLCamera) FarVisibilityDistance ¶
func (*MDLCamera) FieldOfView ¶
The field of view, in degrees. @see focalLength
func (*MDLCamera) FisheyeDistortion ¶
Radial distortion of the lens, fourth order term
func (*MDLCamera) FocalLength ¶
Lens focal length in mm. @see fieldOfView
func (*MDLCamera) FrameBoundingBoxSetNearAndFar ¶
func (o *MDLCamera) FrameBoundingBoxSetNearAndFar(boundingBox MDLAxisAlignedBoundingBox, setNearAndFar bool)
Moves the camera such that the specified bounding box lies entirely within the camera’s field of view.
func (*MDLCamera) LookAtFrom ¶
Sets the camera’s position and orients the camera to face toward the specified point.
func (*MDLCamera) MaximumCircleOfConfusion ¶
Maximum circle of confusion size in mm on the image plane
func (*MDLCamera) NearVisibilityDistance ¶
Bounding distance for visible objects
func (*MDLCamera) OpticalVignetting ¶
Amount of optical vignetting, rom zero to one.
func (*MDLCamera) Projection ¶
func (o *MDLCamera) Projection() MDLCameraProjection
func (*MDLCamera) ProjectionMatrix ¶
The projection matrix is calculated from the near and far visibility distances, and the field of view. @see nearVisibilityDistance, nearVisibilityDistance
func (*MDLCamera) RayToForViewPort ¶
Returns a point, in 3D world coordinates, corresponding to the specified 2D view coordinates.
func (*MDLCamera) SensorAspect ¶
Sensor or film gate aperture aspect ratio, default is 1.5 @see sensorVerticalAperture
func (*MDLCamera) SensorEnlargement ¶
Sensor zoom factor
func (*MDLCamera) SensorShift ¶
Sensor shift factor in mm.
func (*MDLCamera) SensorVerticalAperture ¶
vertical aperture of the sensor or film gate, default is 24mm @see sensorAspect
func (*MDLCamera) SetApertureBladeCount ¶
func (*MDLCamera) SetBarrelDistortion ¶
func (*MDLCamera) SetChromaticAberration ¶
func (*MDLCamera) SetExposure ¶
func (*MDLCamera) SetExposureCompression ¶
func (*MDLCamera) SetFarVisibilityDistance ¶
func (*MDLCamera) SetFieldOfView ¶
func (*MDLCamera) SetFisheyeDistortion ¶
func (*MDLCamera) SetFocalLength ¶
func (*MDLCamera) SetFocusDistance ¶
func (*MDLCamera) SetMaximumCircleOfConfusion ¶
func (*MDLCamera) SetNearVisibilityDistance ¶
func (*MDLCamera) SetOpticalVignetting ¶
func (*MDLCamera) SetProjection ¶
func (o *MDLCamera) SetProjection(projection MDLCameraProjection)
func (*MDLCamera) SetSensorAspect ¶
func (*MDLCamera) SetSensorEnlargement ¶
func (*MDLCamera) SetSensorShift ¶
func (*MDLCamera) SetSensorVerticalAperture ¶
func (*MDLCamera) SetShutterOpenInterval ¶
func (*MDLCamera) SetWorldToMetersConversionScale ¶
func (*MDLCamera) ShutterOpenInterval ¶
Shutter open interval, in seconds
func (*MDLCamera) WorldToMetersConversionScale ¶
World to meters conversion scale. Required for certain calculations.
type MDLCameraProjection ¶
type MDLCameraProjection uint64
Options for camera projection styles, used by the projection property.
const ( // A perspective projection. MDLCameraProjectionPerspective MDLCameraProjection = 0 // An orthographic projection. MDLCameraProjectionOrthographic MDLCameraProjection = 1 )
func (MDLCameraProjection) String ¶
func (e MDLCameraProjection) String() string
type MDLCheckerboardTexture ¶
type MDLCheckerboardTexture struct {
MDLTexture
}
A generator of texel data that creates a checkerboard pattern with two specified colors.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlcheckerboardtexture
func MDLCheckerboardTextureFromID ¶
func MDLCheckerboardTextureFromID(id objc.ID) *MDLCheckerboardTexture
func (*MDLCheckerboardTexture) Color1 ¶
func (o *MDLCheckerboardTexture) Color1() unsafe.Pointer
func (*MDLCheckerboardTexture) Color2 ¶
func (o *MDLCheckerboardTexture) Color2() unsafe.Pointer
func (*MDLCheckerboardTexture) Divisions ¶
func (o *MDLCheckerboardTexture) Divisions() float32
func (*MDLCheckerboardTexture) InitWithDivisionsNameDimensionsChannelCountChannelEncodingColor1Color2 ¶
func (o *MDLCheckerboardTexture) InitWithDivisionsNameDimensionsChannelCountChannelEncodingColor1Color2(divisions float32, name *foundation.NSString, dimensions unsafe.Pointer, channelCount int, channelEncoding MDLTextureChannelEncoding, color1 unsafe.Pointer, color2 unsafe.Pointer) *MDLCheckerboardTexture
Initializes a checkerboard texture with the specified colors and other properties.
func (*MDLCheckerboardTexture) SetColor1 ¶
func (o *MDLCheckerboardTexture) SetColor1(color1 unsafe.Pointer)
func (*MDLCheckerboardTexture) SetColor2 ¶
func (o *MDLCheckerboardTexture) SetColor2(color2 unsafe.Pointer)
func (*MDLCheckerboardTexture) SetDivisions ¶
func (o *MDLCheckerboardTexture) SetDivisions(divisions float32)
type MDLColorSwatchTexture ¶
type MDLColorSwatchTexture struct {
MDLTexture
}
A generator of texel data that creates a gradient between two specified colors.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlcolorswatchtexture
func MDLColorSwatchTextureFromID ¶
func MDLColorSwatchTextureFromID(id objc.ID) *MDLColorSwatchTexture
func (*MDLColorSwatchTexture) InitWithColorGradientFromToColorNameTextureDimensions ¶
func (o *MDLColorSwatchTexture) InitWithColorGradientFromToColorNameTextureDimensions(color1 unsafe.Pointer, color2 unsafe.Pointer, name *foundation.NSString, textureDimensions unsafe.Pointer) *MDLColorSwatchTexture
Initializes a texture that creates a vertical gradient between two colors.
func (*MDLColorSwatchTexture) InitWithColorTemperatureGradientFromToColorTemperatureNameTextureDimensions ¶
func (o *MDLColorSwatchTexture) InitWithColorTemperatureGradientFromToColorTemperatureNameTextureDimensions(colorTemperature1 float32, colorTemperature2 float32, name *foundation.NSString, textureDimensions unsafe.Pointer) *MDLColorSwatchTexture
Initializes a texture that creates a vertical gradient between two color temperatures.
type MDLComponent ¶
type MDLComponent interface {
}
MDLComponent wraps the ObjC protocol MDLComponent.
type MDLDataPrecision ¶
type MDLDataPrecision uint64
const ( MDLDataPrecisionUndefined MDLDataPrecision = 0 MDLDataPrecisionFloat MDLDataPrecision = 1 MDLDataPrecisionDouble MDLDataPrecision = 2 )
func (MDLDataPrecision) String ¶
func (e MDLDataPrecision) String() string
type MDLGeometryType ¶
type MDLGeometryType int64
Types of geometric primitives for rendering a submesh, used by the geometryType property.
const ( // Each index in the submesh refers to a vertex to be rendered as a single point. MDLGeometryTypePoints MDLGeometryType = 0 // Each pair of consecutive indices in the submesh refers to two vertices to be rendered as a line segment. MDLGeometryTypeLines MDLGeometryType = 1 // Each set of three consecutive indices in the submesh refers to three vertices to be rendered as a triangle. MDLGeometryTypeTriangles MDLGeometryType = 2 // The first three consecutive indices in the submesh refer to three vertices to be rendered as a triangle. Each subsequent index refers to another vertex that completes a triangle formed by connecting it to the previous two vertices. MDLGeometryTypeTriangleStrips MDLGeometryType = 3 // Each set of four consecutive indices in the submesh refers to four vertices to be rendered as a quadrilateral. MDLGeometryTypeQuads MDLGeometryType = 4 // The submesh’s index buffer does not contain a uniform set of primitives. MDLGeometryTypeVariableTopology MDLGeometryType = 5 )
func (MDLGeometryType) String ¶
func (e MDLGeometryType) String() string
type MDLIndexBitDepth ¶
type MDLIndexBitDepth uint64
Options for the size of integer data in a submesh’s index buffer, used by the indexType property.
const ( // The submesh has not been initialized or its data type is unknown. MDLIndexBitDepthInvalid MDLIndexBitDepth = 0 // Each index in the submesh’s index buffer is an 8-bit integer. MDLIndexBitDepthUInt8 MDLIndexBitDepth = 8 MDLIndexBitDepthUint8 MDLIndexBitDepth = 8 // Each index in the submesh’s index buffer is a 16-bit integer. MDLIndexBitDepthUInt16 MDLIndexBitDepth = 16 MDLIndexBitDepthUint16 MDLIndexBitDepth = 16 // Each index in the submesh’s index buffer is a 32-bit integer. MDLIndexBitDepthUInt32 MDLIndexBitDepth = 32 MDLIndexBitDepthUint32 MDLIndexBitDepth = 32 )
func (MDLIndexBitDepth) String ¶
func (e MDLIndexBitDepth) String() string
type MDLJointAnimation ¶
type MDLJointAnimation interface {
}
MDLJointAnimation wraps the ObjC protocol MDLJointAnimation.
type MDLLight ¶
type MDLLight struct {
MDLObject
}
The abstract superclass for objects that describe light sources in a scene.
Apple documentation: https://developer.apple.com/documentation/modelio/mdllight
func MDLLightFromID ¶
func (*MDLLight) ColorSpace ¶
func (o *MDLLight) ColorSpace() *foundation.NSString
func (*MDLLight) IrradianceAtPoint ¶
Returns the radiance of the light as received at a specific point in the same scene.
func (*MDLLight) IrradianceAtPointColorSpace ¶
func (o *MDLLight) IrradianceAtPointColorSpace(point unsafe.Pointer, colorSpace unsafe.Pointer) unsafe.Pointer
Returns the radiance of the light as received at a specific point in the same scene, expressed using the specified color space.
func (*MDLLight) LightType ¶
func (o *MDLLight) LightType() MDLLightType
func (*MDLLight) SetColorSpace ¶
func (o *MDLLight) SetColorSpace(colorSpace *foundation.NSString)
func (*MDLLight) SetLightType ¶
func (o *MDLLight) SetLightType(lightType MDLLightType)
type MDLLightProbe ¶
type MDLLightProbe struct {
MDLLight
}
A light source described in terms of the variations in color and intensity of its illumination in all directions.
Apple documentation: https://developer.apple.com/documentation/modelio/mdllightprobe
func MDLLightProbeFromID ¶
func MDLLightProbeFromID(id objc.ID) *MDLLightProbe
func MDLLightProbeLightProbeWithTextureSizeForLocationLightsToConsiderObjectsToConsiderReflectiveCubemapIrradianceCubemap ¶
func MDLLightProbeLightProbeWithTextureSizeForLocationLightsToConsiderObjectsToConsiderReflectiveCubemapIrradianceCubemap(textureSize int, transform *MDLTransform, lightsToConsider *foundation.NSArray[*MDLLight], objectsToConsider *foundation.NSArray[*MDLObject], reflectiveCubemap *MDLTexture, irradianceCubemap *MDLTexture) *MDLLightProbe
Creates a light probe representing the shading environment at a specific point in a scene.
func (*MDLLightProbe) GenerateSphericalHarmonicsFromIrradiance ¶
func (o *MDLLightProbe) GenerateSphericalHarmonicsFromIrradiance(sphericalHarmonicsLevel uint)
Generates spherical harmonics information based on the light probe’s irradiance texture.
func (*MDLLightProbe) InitWithReflectiveTextureIrradianceTexture ¶
func (o *MDLLightProbe) InitWithReflectiveTextureIrradianceTexture(reflectiveTexture *MDLTexture, irradianceTexture *MDLTexture) *MDLLightProbe
Initializes a light probe with the specified cube map textures.
func (*MDLLightProbe) IrradianceTexture ¶
func (o *MDLLightProbe) IrradianceTexture() *MDLTexture
func (*MDLLightProbe) ReflectiveTexture ¶
func (o *MDLLightProbe) ReflectiveTexture() *MDLTexture
func (*MDLLightProbe) SphericalHarmonicsCoefficients ¶
func (o *MDLLightProbe) SphericalHarmonicsCoefficients() *foundation.NSData
func (*MDLLightProbe) SphericalHarmonicsLevel ¶
func (o *MDLLightProbe) SphericalHarmonicsLevel() uint
type MDLLightProbeIrradianceDataSource ¶
type MDLLightProbeIrradianceDataSource interface {
BoundingBox() MDLAxisAlignedBoundingBox
SetBoundingBox(boundingBox MDLAxisAlignedBoundingBox)
SetSphericalHarmonicsLevel(sphericalHarmonicsLevel uint)
}
MDLLightProbeIrradianceDataSource wraps the ObjC protocol MDLLightProbeIrradianceDataSource.
type MDLLightType ¶
type MDLLightType uint64
Options for the shape and style of illumination provided by a light, used by the lightType property.
const ( // The type of the light is unknown or has not been initialized. MDLLightTypeUnknown MDLLightType = 0 // The light source should illuminate a scene evenly regardless of position or direction. MDLLightTypeAmbient MDLLightType = 1 // The light source illuminates a scene from a uniform direction regardless of its position. MDLLightTypeDirectional MDLLightType = 2 // The light source illuminates a scene from a specific position and direction. MDLLightTypeSpot MDLLightType = 3 // The light source illuminates a scene in all directions from a specific position. MDLLightTypePoint MDLLightType = 4 // The light source illuminates a scene in all directions from an area in the shape of a line. MDLLightTypeLinear MDLLightType = 5 // The light source illuminates a scene in all directions from an area in the shape of a disc. MDLLightTypeDiscArea MDLLightType = 6 // The light source illuminates a scene in all directions from an area in the shape of a rectangle. MDLLightTypeRectangularArea MDLLightType = 7 // The light source illuminates a scene in all directions from an area in the shape of a superellipse. MDLLightTypeSuperElliptical MDLLightType = 8 // The illumination from the light is determined by a photometric profile. MDLLightTypePhotometric MDLLightType = 9 // The illumination from the light is determined by texture images representing a sample of a scene at a specific point. MDLLightTypeProbe MDLLightType = 10 // The illumination from the light is determined by texture images representing a sample of the surrounding environment for a scene. MDLLightTypeEnvironment MDLLightType = 11 )
func (MDLLightType) String ¶
func (e MDLLightType) String() string
type MDLMaterial ¶
type MDLMaterial struct {
foundation.NSObject
}
A collection of material properties that together describe the intended surface appearance for rendering a 3D object.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmaterial
func MDLMaterialFromID ¶
func MDLMaterialFromID(id objc.ID) *MDLMaterial
func (*MDLMaterial) BaseMaterial ¶
func (o *MDLMaterial) BaseMaterial() *MDLMaterial
func (*MDLMaterial) Count ¶
func (o *MDLMaterial) Count() uint
func (*MDLMaterial) InitWithNameScatteringFunction ¶
func (o *MDLMaterial) InitWithNameScatteringFunction(name *foundation.NSString, scatteringFunction *MDLScatteringFunction) *MDLMaterial
Initializes a material
func (*MDLMaterial) LoadTexturesUsingResolver ¶
func (o *MDLMaterial) LoadTexturesUsingResolver(resolver MDLAssetResolver)
Loads textures using resolver for string paths and NSURLs.
func (*MDLMaterial) MaterialFace ¶
func (o *MDLMaterial) MaterialFace() MDLMaterialFace
func (*MDLMaterial) ObjectAtIndexedSubscript ¶
func (o *MDLMaterial) ObjectAtIndexedSubscript(idx uint) *MDLMaterialProperty
Returns the material property at the specified index in the material, for use with subscript syntax.
func (*MDLMaterial) ObjectForKeyedSubscript ¶
func (o *MDLMaterial) ObjectForKeyedSubscript(name *foundation.NSString) *MDLMaterialProperty
Returns the material property with the specified name, for use with subscript syntax.
func (*MDLMaterial) PropertiesWithSemantic ¶
func (o *MDLMaterial) PropertiesWithSemantic(semantic MDLMaterialSemantic) *foundation.NSArray[*MDLMaterialProperty]
Returns the complete list of material properties that match the specified material semantic.
func (*MDLMaterial) PropertyNamed ¶
func (o *MDLMaterial) PropertyNamed(name *foundation.NSString) *MDLMaterialProperty
Returns the material property with the specified name.
func (*MDLMaterial) PropertyWithSemantic ¶
func (o *MDLMaterial) PropertyWithSemantic(semantic MDLMaterialSemantic) *MDLMaterialProperty
Returns the material property for the specified material semantic.
func (*MDLMaterial) RemoveAllProperties ¶
func (o *MDLMaterial) RemoveAllProperties()
Removes all material properties from the material.
func (*MDLMaterial) RemoveProperty ¶
func (o *MDLMaterial) RemoveProperty(property *MDLMaterialProperty)
Removes the specified material property from the material.
func (*MDLMaterial) ResolveTexturesWithResolver ¶
func (o *MDLMaterial) ResolveTexturesWithResolver(resolver MDLAssetResolver)
Resolves all texture string paths as NSURLs with resolver.
func (*MDLMaterial) ScatteringFunction ¶
func (o *MDLMaterial) ScatteringFunction() *MDLScatteringFunction
func (*MDLMaterial) SetBaseMaterial ¶
func (o *MDLMaterial) SetBaseMaterial(baseMaterial *MDLMaterial)
func (*MDLMaterial) SetMaterialFace ¶
func (o *MDLMaterial) SetMaterialFace(materialFace MDLMaterialFace)
func (*MDLMaterial) SetName ¶
func (o *MDLMaterial) SetName(name *foundation.NSString)
func (*MDLMaterial) SetProperty ¶
func (o *MDLMaterial) SetProperty(property *MDLMaterialProperty)
Adds a new material property to or replaces an existing material property in the material.
type MDLMaterialFace ¶
type MDLMaterialFace uint64
const ( MDLMaterialFaceFront MDLMaterialFace = 0 MDLMaterialFaceBack MDLMaterialFace = 1 MDLMaterialFaceDoubleSided MDLMaterialFace = 2 )
func (MDLMaterialFace) String ¶
func (e MDLMaterialFace) String() string
type MDLMaterialMipMapFilterMode ¶
type MDLMaterialMipMapFilterMode uint64
Modes for sampling textures at sizes between mipmap levels, used by the mipFilter property.
const ( // Sampling a texture at a size between mipmap levels should return a texel value from the nearest mipmap level. MDLMaterialMipMapFilterModeNearest MDLMaterialMipMapFilterMode = 0 // Sampling a texture at a size between mipmap levels should linearly interpolate between mipmap levels. MDLMaterialMipMapFilterModeLinear MDLMaterialMipMapFilterMode = 1 )
func (MDLMaterialMipMapFilterMode) String ¶
func (e MDLMaterialMipMapFilterMode) String() string
type MDLMaterialProperty ¶
type MDLMaterialProperty struct {
foundation.NSObject
}
A definition for one specific aspect of the rendering parameters for a material.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmaterialproperty
func MDLMaterialPropertyFromID ¶
func MDLMaterialPropertyFromID(id objc.ID) *MDLMaterialProperty
func (*MDLMaterialProperty) Color ¶
func (o *MDLMaterialProperty) Color() unsafe.Pointer
func (*MDLMaterialProperty) Float2Value ¶
func (o *MDLMaterialProperty) Float2Value() unsafe.Pointer
func (*MDLMaterialProperty) Float3Value ¶
func (o *MDLMaterialProperty) Float3Value() unsafe.Pointer
func (*MDLMaterialProperty) Float4Value ¶
func (o *MDLMaterialProperty) Float4Value() unsafe.Pointer
func (*MDLMaterialProperty) FloatValue ¶
func (o *MDLMaterialProperty) FloatValue() float32
func (*MDLMaterialProperty) InitWithNameSemantic ¶
func (o *MDLMaterialProperty) InitWithNameSemantic(name *foundation.NSString, semantic MDLMaterialSemantic) *MDLMaterialProperty
Initializes a material property without a value.
func (*MDLMaterialProperty) InitWithNameSemanticColor ¶
func (o *MDLMaterialProperty) InitWithNameSemanticColor(name *foundation.NSString, semantic MDLMaterialSemantic, color unsafe.Pointer) *MDLMaterialProperty
Initializes a material property with a color value.
func (*MDLMaterialProperty) InitWithNameSemanticFloat ¶
func (o *MDLMaterialProperty) InitWithNameSemanticFloat(name *foundation.NSString, semantic MDLMaterialSemantic, value float32) *MDLMaterialProperty
Initializes a material property with a scalar value.
func (*MDLMaterialProperty) InitWithNameSemanticFloat2 ¶
func (o *MDLMaterialProperty) InitWithNameSemanticFloat2(name *foundation.NSString, semantic MDLMaterialSemantic, value unsafe.Pointer) *MDLMaterialProperty
Initializes a material property with a 2-component vector value.
func (*MDLMaterialProperty) InitWithNameSemanticFloat3 ¶
func (o *MDLMaterialProperty) InitWithNameSemanticFloat3(name *foundation.NSString, semantic MDLMaterialSemantic, value unsafe.Pointer) *MDLMaterialProperty
Initializes a material property with a 3-component vector value.
func (*MDLMaterialProperty) InitWithNameSemanticFloat4 ¶
func (o *MDLMaterialProperty) InitWithNameSemanticFloat4(name *foundation.NSString, semantic MDLMaterialSemantic, value unsafe.Pointer) *MDLMaterialProperty
Initializes a material property with a 4-component vector value.
func (*MDLMaterialProperty) InitWithNameSemanticMatrix4x4 ¶
func (o *MDLMaterialProperty) InitWithNameSemanticMatrix4x4(name *foundation.NSString, semantic MDLMaterialSemantic, value unsafe.Pointer) *MDLMaterialProperty
Initializes a material property with a 4 x 4 matrix value.
func (*MDLMaterialProperty) InitWithNameSemanticString ¶
func (o *MDLMaterialProperty) InitWithNameSemanticString(name *foundation.NSString, semantic MDLMaterialSemantic, string_ *foundation.NSString) *MDLMaterialProperty
Initializes a material property with a string value.
func (*MDLMaterialProperty) InitWithNameSemanticTextureSampler ¶
func (o *MDLMaterialProperty) InitWithNameSemanticTextureSampler(name *foundation.NSString, semantic MDLMaterialSemantic, textureSampler *MDLTextureSampler) *MDLMaterialProperty
Initializes a material property with a texture sampler object.
func (*MDLMaterialProperty) InitWithNameSemanticURL ¶
func (o *MDLMaterialProperty) InitWithNameSemanticURL(name *foundation.NSString, semantic MDLMaterialSemantic, uRL *foundation.NSURL) *MDLMaterialProperty
Initializes a material property with a URL value.
func (*MDLMaterialProperty) Luminance ¶
func (o *MDLMaterialProperty) Luminance() float32
func (*MDLMaterialProperty) Matrix4x4 ¶
func (o *MDLMaterialProperty) Matrix4x4() unsafe.Pointer
func (*MDLMaterialProperty) Name ¶
func (o *MDLMaterialProperty) Name() *foundation.NSString
@see MDLNamed
func (*MDLMaterialProperty) Semantic ¶
func (o *MDLMaterialProperty) Semantic() MDLMaterialSemantic
func (*MDLMaterialProperty) SetColor ¶
func (o *MDLMaterialProperty) SetColor(color unsafe.Pointer)
func (*MDLMaterialProperty) SetFloat2Value ¶
func (o *MDLMaterialProperty) SetFloat2Value(float2Value unsafe.Pointer)
func (*MDLMaterialProperty) SetFloat3Value ¶
func (o *MDLMaterialProperty) SetFloat3Value(float3Value unsafe.Pointer)
func (*MDLMaterialProperty) SetFloat4Value ¶
func (o *MDLMaterialProperty) SetFloat4Value(float4Value unsafe.Pointer)
func (*MDLMaterialProperty) SetFloatValue ¶
func (o *MDLMaterialProperty) SetFloatValue(floatValue float32)
func (*MDLMaterialProperty) SetLuminance ¶
func (o *MDLMaterialProperty) SetLuminance(luminance float32)
func (*MDLMaterialProperty) SetMatrix4x4 ¶
func (o *MDLMaterialProperty) SetMatrix4x4(matrix4x4 unsafe.Pointer)
func (*MDLMaterialProperty) SetName ¶
func (o *MDLMaterialProperty) SetName(name *foundation.NSString)
func (*MDLMaterialProperty) SetProperties ¶
func (o *MDLMaterialProperty) SetProperties(property *MDLMaterialProperty)
Sets the material property’s attributes to those of the specified material property.
func (*MDLMaterialProperty) SetSemantic ¶
func (o *MDLMaterialProperty) SetSemantic(semantic MDLMaterialSemantic)
func (*MDLMaterialProperty) SetStringValue ¶
func (o *MDLMaterialProperty) SetStringValue(stringValue *foundation.NSString)
func (*MDLMaterialProperty) SetTextureSamplerValue ¶
func (o *MDLMaterialProperty) SetTextureSamplerValue(textureSamplerValue *MDLTextureSampler)
func (*MDLMaterialProperty) SetType ¶
func (o *MDLMaterialProperty) SetType(type_ MDLMaterialPropertyType)
func (*MDLMaterialProperty) SetURLValue ¶
func (o *MDLMaterialProperty) SetURLValue(uRLValue *foundation.NSURL)
func (*MDLMaterialProperty) StringValue ¶
func (o *MDLMaterialProperty) StringValue() *foundation.NSString
func (*MDLMaterialProperty) TextureSamplerValue ¶
func (o *MDLMaterialProperty) TextureSamplerValue() *MDLTextureSampler
func (*MDLMaterialProperty) Type ¶
func (o *MDLMaterialProperty) Type() MDLMaterialPropertyType
func (*MDLMaterialProperty) URLValue ¶
func (o *MDLMaterialProperty) URLValue() *foundation.NSURL
type MDLMaterialPropertyConnection ¶
type MDLMaterialPropertyConnection struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmaterialpropertyconnection
func MDLMaterialPropertyConnectionFromID ¶
func MDLMaterialPropertyConnectionFromID(id objc.ID) *MDLMaterialPropertyConnection
func (*MDLMaterialPropertyConnection) InitWithOutputInput ¶
func (o *MDLMaterialPropertyConnection) InitWithOutputInput(output *MDLMaterialProperty, input *MDLMaterialProperty) *MDLMaterialPropertyConnection
Connects the output to the input
func (*MDLMaterialPropertyConnection) Input ¶
func (o *MDLMaterialPropertyConnection) Input() *MDLMaterialProperty
func (*MDLMaterialPropertyConnection) Output ¶
func (o *MDLMaterialPropertyConnection) Output() *MDLMaterialProperty
type MDLMaterialPropertyGraph ¶
type MDLMaterialPropertyGraph struct {
MDLMaterialPropertyNode
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmaterialpropertygraph
func MDLMaterialPropertyGraphFromID ¶
func MDLMaterialPropertyGraphFromID(id objc.ID) *MDLMaterialPropertyGraph
func (*MDLMaterialPropertyGraph) Connections ¶
func (o *MDLMaterialPropertyGraph) Connections() *foundation.NSArray[*MDLMaterialPropertyConnection]
func (*MDLMaterialPropertyGraph) Evaluate ¶
func (o *MDLMaterialPropertyGraph) Evaluate()
func (*MDLMaterialPropertyGraph) InitWithNodesConnections ¶
func (o *MDLMaterialPropertyGraph) InitWithNodesConnections(nodes *foundation.NSArray[*MDLMaterialPropertyNode], connections *foundation.NSArray[*MDLMaterialPropertyConnection]) *MDLMaterialPropertyGraph
func (*MDLMaterialPropertyGraph) Nodes ¶
func (o *MDLMaterialPropertyGraph) Nodes() *foundation.NSArray[*MDLMaterialPropertyNode]
type MDLMaterialPropertyNode ¶
type MDLMaterialPropertyNode struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmaterialpropertynode
func MDLMaterialPropertyNodeFromID ¶
func MDLMaterialPropertyNodeFromID(id objc.ID) *MDLMaterialPropertyNode
func (*MDLMaterialPropertyNode) EvaluationFunction ¶
func (o *MDLMaterialPropertyNode) EvaluationFunction() objc.Block
func (*MDLMaterialPropertyNode) InitWithInputsOutputsEvaluationFunction ¶
func (o *MDLMaterialPropertyNode) InitWithInputsOutputsEvaluationFunction(inputs *foundation.NSArray[*MDLMaterialProperty], outputs *foundation.NSArray[*MDLMaterialProperty], function func(*MDLMaterialPropertyNode)) *MDLMaterialPropertyNode
func (*MDLMaterialPropertyNode) Inputs ¶
func (o *MDLMaterialPropertyNode) Inputs() *foundation.NSArray[*MDLMaterialProperty]
func (*MDLMaterialPropertyNode) Outputs ¶
func (o *MDLMaterialPropertyNode) Outputs() *foundation.NSArray[*MDLMaterialProperty]
func (*MDLMaterialPropertyNode) SetEvaluationFunction ¶
func (o *MDLMaterialPropertyNode) SetEvaluationFunction(evaluationFunction func(*MDLMaterialPropertyNode))
type MDLMaterialPropertyType ¶
type MDLMaterialPropertyType uint64
Options for the data type of a material property, used by the type property.
const ( // The material property’s value has not been initialized. MDLMaterialPropertyTypeNone MDLMaterialPropertyType = 0 // The material’s value is a string. MDLMaterialPropertyTypeString MDLMaterialPropertyType = 1 // The material property’s value is a URL—typically, a URL referencing a texture image. MDLMaterialPropertyTypeURL MDLMaterialPropertyType = 2 // The material property’s value is a MDLTextureSampler object that provides both a texture image and texture rendering parameters. MDLMaterialPropertyTypeTexture MDLMaterialPropertyType = 3 // The material property’s value is a uniform color. MDLMaterialPropertyTypeColor MDLMaterialPropertyType = 4 // The material property’s value is a floating-point scalar. MDLMaterialPropertyTypeFloat MDLMaterialPropertyType = 5 // The material property’s value is a 2-component floating-point vector. MDLMaterialPropertyTypeFloat2 MDLMaterialPropertyType = 6 // The material property’s value is a 3-component floating-point vector. MDLMaterialPropertyTypeFloat3 MDLMaterialPropertyType = 7 // The material property’s value is a 4-component floating-point vector. MDLMaterialPropertyTypeFloat4 MDLMaterialPropertyType = 8 // The material property’s value is a 4 x 4 floating-point matrix. MDLMaterialPropertyTypeMatrix44 MDLMaterialPropertyType = 9 MDLMaterialPropertyTypeBuffer MDLMaterialPropertyType = 10 )
func (MDLMaterialPropertyType) String ¶
func (e MDLMaterialPropertyType) String() string
type MDLMaterialSemantic ¶
type MDLMaterialSemantic uint64
Options for the semantic use of a material property’s value in rendering a particular surface appearance; used by the semantic property.
const ( // The inherent color of a surface, to be used as a modulator during shading. MDLMaterialSemanticBaseColor MDLMaterialSemantic = 0 // The degree to which light scatters under the surface of a material. MDLMaterialSemanticSubsurface MDLMaterialSemantic = 1 // The degree to which a material appears as a dielectric surface (lower values) or as a metal (higher values). MDLMaterialSemanticMetallic MDLMaterialSemantic = 2 // The intensity of specular highlights that appear on the material’s surface. MDLMaterialSemanticSpecular MDLMaterialSemantic = 3 // The exponent to be used in Blinn-Phong approximation of the material’s specular response. MDLMaterialSemanticSpecularExponent MDLMaterialSemantic = 4 // The balance of color for specular highlights, between the light color (lower values) and the material’s base color (at higher values). MDLMaterialSemanticSpecularTint MDLMaterialSemantic = 5 // The degree to which a material appears smooth, affecting both diffuse and specular response. MDLMaterialSemanticRoughness MDLMaterialSemantic = 6 // The degree to which specular highlights elongate in the direction of the local tangent basis. MDLMaterialSemanticAnisotropic MDLMaterialSemantic = 7 // The angle at which anisotropic effects are rotated relative to the local tangent basis. MDLMaterialSemanticAnisotropicRotation MDLMaterialSemantic = 8 // The intensity of highlights that appear only at glancing angles on a material’s surface. MDLMaterialSemanticSheen MDLMaterialSemantic = 9 // The balance of color for highlights that appear only at glancing angles, between the light color (lower values) and the material’s base color (at higher values). MDLMaterialSemanticSheenTint MDLMaterialSemantic = 10 // The intensity of a second specular highlight, similar to the gloss that results from a clear coat on an automotive finish. MDLMaterialSemanticClearcoat MDLMaterialSemantic = 11 // The spread of a second specular highlight, similar to the gloss that results from a clear coat on an automotive finish. MDLMaterialSemanticClearcoatGloss MDLMaterialSemantic = 12 // The color emitted as radiance from a material’s surface. MDLMaterialSemanticEmission MDLMaterialSemantic = 13 // The degree of perturbation in a material’s surface. MDLMaterialSemanticBump MDLMaterialSemantic = 14 // The opacity of a material’s surface. MDLMaterialSemanticOpacity MDLMaterialSemantic = 15 // The index of refraction for the medium surrounding a material. MDLMaterialSemanticInterfaceIndexOfRefraction MDLMaterialSemantic = 16 // The index of refraction for a material itself. MDLMaterialSemanticMaterialIndexOfRefraction MDLMaterialSemantic = 17 // The variation in the surface normal vectors in a material, relative to model coordinate space. MDLMaterialSemanticObjectSpaceNormal MDLMaterialSemantic = 18 // The variation in the surface normal vectors in a material, relative to surface tangent coordinate space. MDLMaterialSemanticTangentSpaceNormal MDLMaterialSemantic = 19 // The displacement of a material’s surface relative to the surface normal. MDLMaterialSemanticDisplacement MDLMaterialSemantic = 20 // The scaling factor for displacement of a material’s surface. MDLMaterialSemanticDisplacementScale MDLMaterialSemantic = 21 // The attenuation of ambient light due to local geometry variations on a surface. MDLMaterialSemanticAmbientOcclusion MDLMaterialSemantic = 22 // The scaling factor for ambient occlusion shading. MDLMaterialSemanticAmbientOcclusionScale MDLMaterialSemantic = 23 // The material property’s semantic property has not been initialized. MDLMaterialSemanticNone MDLMaterialSemantic = 32768 // The meaning of the material property’s value is not one of the standard semantic uses recognized by Model I/O. MDLMaterialSemanticUserDefined MDLMaterialSemantic = 32769 )
func (MDLMaterialSemantic) String ¶
func (e MDLMaterialSemantic) String() string
type MDLMaterialTextureFilterMode ¶
type MDLMaterialTextureFilterMode uint64
Modes for sampling textures at coordinates between texels, used by the minFilter and magFilter properties.
const ( // Sampling at texture coordinates between texels should return the value of the nearest texel. MDLMaterialTextureFilterModeNearest MDLMaterialTextureFilterMode = 0 // Sampling at texture coordinates between texels should linearly interpolate between texel values. MDLMaterialTextureFilterModeLinear MDLMaterialTextureFilterMode = 1 )
func (MDLMaterialTextureFilterMode) String ¶
func (e MDLMaterialTextureFilterMode) String() string
type MDLMaterialTextureWrapMode ¶
type MDLMaterialTextureWrapMode uint64
Modes for sampling textures at coordinates outside the texture bounds, used by the sWrapMode, tWrapMode, and rWrapMode properties.
const ( // Sampling at any texture coordinate outside the 0.0 to 1.0 range returns the texel color from the nearest edge. MDLMaterialTextureWrapModeClamp MDLMaterialTextureWrapMode = 0 // Sampling at texture coordinates outside the 0.0 to 1.0 range results in a repeated tiling effect. MDLMaterialTextureWrapModeRepeat MDLMaterialTextureWrapMode = 1 // Sampling at texture coordinates outside the 0.0 to 1.0 range results in a mirrored tiling effect. MDLMaterialTextureWrapModeMirror MDLMaterialTextureWrapMode = 2 )
func (MDLMaterialTextureWrapMode) String ¶
func (e MDLMaterialTextureWrapMode) String() string
type MDLMatrix4x4Array ¶
type MDLMatrix4x4Array struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmatrix4x4array
func MDLMatrix4x4ArrayFromID ¶
func MDLMatrix4x4ArrayFromID(id objc.ID) *MDLMatrix4x4Array
func (*MDLMatrix4x4Array) Clear ¶
func (o *MDLMatrix4x4Array) Clear()
func (*MDLMatrix4x4Array) ElementCount ¶
func (o *MDLMatrix4x4Array) ElementCount() uint
func (*MDLMatrix4x4Array) GetDouble4x4ArrayMaxCount ¶
func (o *MDLMatrix4x4Array) GetDouble4x4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLMatrix4x4Array) GetFloat4x4ArrayMaxCount ¶
func (o *MDLMatrix4x4Array) GetFloat4x4ArrayMaxCount(valuesArray unsafe.Pointer, maxCount uint) uint
func (*MDLMatrix4x4Array) InitWithElementCount ¶
func (o *MDLMatrix4x4Array) InitWithElementCount(arrayElementCount uint) *MDLMatrix4x4Array
func (*MDLMatrix4x4Array) Precision ¶
func (o *MDLMatrix4x4Array) Precision() MDLDataPrecision
func (*MDLMatrix4x4Array) SetDouble4x4ArrayCount ¶
func (o *MDLMatrix4x4Array) SetDouble4x4ArrayCount(valuesArray unsafe.Pointer, count uint)
func (*MDLMatrix4x4Array) SetFloat4x4ArrayCount ¶
func (o *MDLMatrix4x4Array) SetFloat4x4ArrayCount(valuesArray unsafe.Pointer, count uint)
type MDLMesh ¶
type MDLMesh struct {
MDLObject
}
A container for vertex buffer data to be used in rendering a 3D object.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmesh
func MDLMeshFromID ¶
func MDLMeshNewBoxWithDimensionsSegmentsGeometryTypeInwardNormalsAllocator ¶
func MDLMeshNewBoxWithDimensionsSegmentsGeometryTypeInwardNormalsAllocator(dimensions unsafe.Pointer, segments unsafe.Pointer, geometryType MDLGeometryType, inwardNormals bool, allocator MDLMeshBufferAllocator) *MDLMesh
Creates a mesh in the shape of a rectangular box or cube.
func MDLMeshNewCapsuleWithHeightRadiiRadialSegmentsVerticalSegmentsHemisphereSegmentsGeometryTypeInwardNormalsAllocator ¶
func MDLMeshNewCapsuleWithHeightRadiiRadialSegmentsVerticalSegmentsHemisphereSegmentsGeometryTypeInwardNormalsAllocator(height float32, radii unsafe.Pointer, radialSegments uint, verticalSegments uint, hemisphereSegments uint, geometryType MDLGeometryType, inwardNormals bool, allocator MDLMeshBufferAllocator) *MDLMesh
func MDLMeshNewCylinderWithHeightRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsAllocator ¶
func MDLMeshNewCylinderWithHeightRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsAllocator(height float32, radii unsafe.Pointer, radialSegments uint, verticalSegments uint, geometryType MDLGeometryType, inwardNormals bool, allocator MDLMeshBufferAllocator) *MDLMesh
Generates a mesh in the shape of a right circular or elliptical cylinder.
func MDLMeshNewEllipsoidWithRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsHemisphereAllocator ¶
func MDLMeshNewEllipsoidWithRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsHemisphereAllocator(radii unsafe.Pointer, radialSegments uint, verticalSegments uint, geometryType MDLGeometryType, inwardNormals bool, hemisphere bool, allocator MDLMeshBufferAllocator) *MDLMesh
Creates a mesh in the shape of an ellipsoid or sphere.
func MDLMeshNewEllipticalConeWithHeightRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsAllocator ¶
func MDLMeshNewEllipticalConeWithHeightRadiiRadialSegmentsVerticalSegmentsGeometryTypeInwardNormalsAllocator(height float32, radii unsafe.Pointer, radialSegments uint, verticalSegments uint, geometryType MDLGeometryType, inwardNormals bool, allocator MDLMeshBufferAllocator) *MDLMesh
Generates a mesh in the shape of an elliptical or circular cone.
func MDLMeshNewIcosahedronWithRadiusInwardNormalsAllocator ¶
func MDLMeshNewIcosahedronWithRadiusInwardNormalsAllocator(radius float32, inwardNormals bool, allocator MDLMeshBufferAllocator) *MDLMesh
Generates a mesh in the shape of a regular 20-sided polyhedron with triangular faces.
func MDLMeshNewIcosahedronWithRadiusInwardNormalsGeometryTypeAllocator ¶
func MDLMeshNewIcosahedronWithRadiusInwardNormalsGeometryTypeAllocator(radius float32, inwardNormals bool, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
func MDLMeshNewPlaneWithDimensionsSegmentsGeometryTypeAllocator ¶
func MDLMeshNewPlaneWithDimensionsSegmentsGeometryTypeAllocator(dimensions unsafe.Pointer, segments unsafe.Pointer, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
Generates a mesh in the shape of a rectangular plane.
func MDLMeshNewSubdividedMeshSubmeshIndexSubdivisionLevels ¶
func MDLMeshNewSubdividedMeshSubmeshIndexSubdivisionLevels(mesh *MDLMesh, submeshIndex uint, subdivisionLevels uint) *MDLMesh
Creates a new mesh by subdividing the specified mesh.
func (*MDLMesh) AddAttributeWithNameFormat ¶
func (o *MDLMesh) AddAttributeWithNameFormat(name *foundation.NSString, format MDLVertexFormat)
Adds a vertex attribute to the mesh and creates a new, empty corresponding vertex buffer.
func (*MDLMesh) AddAttributeWithNameFormatTypeDataStride ¶
func (o *MDLMesh) AddAttributeWithNameFormatTypeDataStride(name *foundation.NSString, format MDLVertexFormat, type_ *foundation.NSString, data *foundation.NSData, stride int)
@method addAttributeWithName:format:type:data:stride @abstract Create a new vertex attribute including an associated buffer with a copy of the supplied data, and update the vertex descriptor accordingly @param name The name the attribute can be found by @param format Format of the data, such as MDLVertexFormatFloat3 @param type The usage of the attribute, such as MDLVertexAttributePosition @param data Object containing the data to be used in the new vertex buffer @param stride The increment in bytes from the start of one data entry to the next.
func (*MDLMesh) AddAttributeWithNameFormatTypeDataStrideTime ¶
func (o *MDLMesh) AddAttributeWithNameFormatTypeDataStrideTime(name *foundation.NSString, format MDLVertexFormat, type_ *foundation.NSString, data *foundation.NSData, stride int, time_ float64)
@method addAttributeWithName:format:type:data:stride:time @abstract Create a new vertex attribute including an associated buffer with a copy of the supplied data, and update the vertex descriptor accordingly @param name The name the attribute can be found by @param format Format of the data, such as MDLVertexFormatFloat3 @param type The usage of the attribute, such as MDLVertexAttributePosition @param data Object containing the data to be used in the new vertex buffer @param stride The increment in bytes from the start of one data entry to the next. @param time The time the attribute is to be invoked at. @discussion Adding an attribute, such as position data, at multiple times will result in attributes being created for each of those times. Attributes corresponding to multiple times can be retrieved from the vertex descriptor.
func (*MDLMesh) AddNormalsWithAttributeNamedCreaseThreshold ¶
func (o *MDLMesh) AddNormalsWithAttributeNamedCreaseThreshold(attributeName *foundation.NSString, creaseThreshold float32)
Generates surface normal data for the mesh based on its vertex position data.
func (*MDLMesh) AddOrthTanBasisForTextureCoordinateAttributeNamedNormalAttributeNamedTangentAttributeNamed ¶
func (o *MDLMesh) AddOrthTanBasisForTextureCoordinateAttributeNamedNormalAttributeNamedTangentAttributeNamed(textureCoordinateAttributeName *foundation.NSString, normalAttributeName *foundation.NSString, tangentAttributeName *foundation.NSString)
func (*MDLMesh) AddTangentBasisForTextureCoordinateAttributeNamedNormalAttributeNamedTangentAttributeNamed ¶
func (o *MDLMesh) AddTangentBasisForTextureCoordinateAttributeNamedNormalAttributeNamedTangentAttributeNamed(textureCoordinateAttributeName *foundation.NSString, normalAttributeName *foundation.NSString, tangentAttributeName *foundation.NSString)
Generates surface tangent data for the mesh based on its vertex position, surface normal, and texture coordinate data.
func (*MDLMesh) AddTangentBasisForTextureCoordinateAttributeNamedTangentAttributeNamedBitangentAttributeNamed ¶
func (o *MDLMesh) AddTangentBasisForTextureCoordinateAttributeNamedTangentAttributeNamedBitangentAttributeNamed(textureCoordinateAttributeName *foundation.NSString, tangentAttributeName *foundation.NSString, bitangentAttributeName *foundation.NSString)
Generates surface tangent and bitangent data for the mesh based on its vertex position and texture coordinate data.
func (*MDLMesh) AddUnwrappedTextureCoordinatesForAttributeNamed ¶
func (o *MDLMesh) AddUnwrappedTextureCoordinatesForAttributeNamed(textureCoordinateAttributeName *foundation.NSString)
@method addTextureCoordinatesForAttributeNamed:textureCoordinateAttributeName @abstract Creates texture coordinates by unwrapping the mesh @param textureCoordinateAttributeName texture coordinates to modify or create @discussion Uses the attribute named MDLVertexAttributePosition and if available, the attribute named MDLVertexAttributeNormal to calculate texture coordinates
func (*MDLMesh) Allocator ¶
func (o *MDLMesh) Allocator() MDLMeshBufferAllocator
@property allocator @abstract allocator used to allocate contained mesh buffers
func (*MDLMesh) BoundingBox ¶
func (o *MDLMesh) BoundingBox() MDLAxisAlignedBoundingBox
@property boundingBox @abstract Bounding box encompassing the mesh @discussion Calculated by iterating through MDLVertexAttributePosition to find min and max bounds. If no attribute is named MDLVertexAttributePosition this will be a invalid bounds where maxBounds is less than minBounds.
func (*MDLMesh) FlipTextureCoordinatesInAttributeNamed ¶
func (o *MDLMesh) FlipTextureCoordinatesInAttributeNamed(textureCoordinateAttributeName *foundation.NSString)
@method flipTextureCoordinatesInAttributeNamed: @abstract Flips texture coordinates by performing the operation (u,v) = (u, 1-v) @param textureCoordinateAttributeName texture coordinates to modify @discussion Many application generate model files with texture coordinate mapping assuming a bottom left bitmap origin. It can be more convenient to have texture coordinates corresponding to an upper left bitmap origin. This selector will perform the flip operation if the requested texture coordinate attribute exists on the mesh. An exception will be raised if the attribute cannot be found
func (*MDLMesh) GenerateAmbientOcclusionTextureWithQualityAttenuationFactorObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed ¶
func (o *MDLMesh) GenerateAmbientOcclusionTextureWithQualityAttenuationFactorObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed(bakeQuality float32, attenuationFactor float32, objectsToConsider *foundation.NSArray[*MDLObject], vertexAttributeName *foundation.NSString, materialPropertyName *foundation.NSString) bool
Calculates ambient occlusion (AO) information for the mesh and saves it in the mesh as a material property texture.
func (*MDLMesh) GenerateAmbientOcclusionTextureWithSizeRaysPerSampleAttenuationFactorObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed ¶
func (o *MDLMesh) GenerateAmbientOcclusionTextureWithSizeRaysPerSampleAttenuationFactorObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed(textureSize unsafe.Pointer, raysPerSample int, attenuationFactor float32, objectsToConsider *foundation.NSArray[*MDLObject], vertexAttributeName *foundation.NSString, materialPropertyName *foundation.NSString) bool
Calculates ambient occlusion (AO) information for the mesh and saves it in the mesh as a material property texture of the specified size.
func (*MDLMesh) GenerateAmbientOcclusionVertexColorsWithQualityAttenuationFactorObjectsToConsiderVertexAttributeNamed ¶
func (o *MDLMesh) GenerateAmbientOcclusionVertexColorsWithQualityAttenuationFactorObjectsToConsiderVertexAttributeNamed(bakeQuality float32, attenuationFactor float32, objectsToConsider *foundation.NSArray[*MDLObject], vertexAttributeName *foundation.NSString) bool
Calculates ambient occlusion (AO) information for the mesh and saves it in the mesh as a vertex color attribute.
func (*MDLMesh) GenerateAmbientOcclusionVertexColorsWithRaysPerSampleAttenuationFactorObjectsToConsiderVertexAttributeNamed ¶
func (o *MDLMesh) GenerateAmbientOcclusionVertexColorsWithRaysPerSampleAttenuationFactorObjectsToConsiderVertexAttributeNamed(raysPerSample int, attenuationFactor float32, objectsToConsider *foundation.NSArray[*MDLObject], vertexAttributeName *foundation.NSString) bool
Calculates ambient occlusion (AO) information for the mesh, using the specified number of rays per sample, and saves it in the mesh as a vertex color attribute.
func (*MDLMesh) GenerateLightMapTextureWithQualityLightsToConsiderObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed ¶
func (o *MDLMesh) GenerateLightMapTextureWithQualityLightsToConsiderObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed(bakeQuality float32, lightsToConsider *foundation.NSArray[*MDLLight], objectsToConsider *foundation.NSArray[*MDLObject], vertexAttributeName *foundation.NSString, materialPropertyName *foundation.NSString) bool
Calculates static lighting information for the mesh and saves it in the mesh as a material property texture.
func (*MDLMesh) GenerateLightMapTextureWithTextureSizeLightsToConsiderObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed ¶
func (o *MDLMesh) GenerateLightMapTextureWithTextureSizeLightsToConsiderObjectsToConsiderVertexAttributeNamedMaterialPropertyNamed(textureSize unsafe.Pointer, lightsToConsider *foundation.NSArray[*MDLLight], objectsToConsider *foundation.NSArray[*MDLObject], vertexAttributeName *foundation.NSString, materialPropertyName *foundation.NSString) bool
Calculates static lighting information for the mesh and saves it in the mesh as a material property texture of the specified size.
func (*MDLMesh) GenerateLightMapVertexColorsWithLightsToConsiderObjectsToConsiderVertexAttributeNamed ¶
func (o *MDLMesh) GenerateLightMapVertexColorsWithLightsToConsiderObjectsToConsiderVertexAttributeNamed(lightsToConsider *foundation.NSArray[*MDLLight], objectsToConsider *foundation.NSArray[*MDLObject], vertexAttributeName *foundation.NSString) bool
Calculates static lighting information for the mesh and saves it in the mesh as a vertex color attribute.
func (*MDLMesh) InitBoxWithExtentSegmentsInwardNormalsGeometryTypeAllocator ¶
func (o *MDLMesh) InitBoxWithExtentSegmentsInwardNormalsGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
@method initBoxMeshWithExtent:segments:inwardNormals:geometryType:allocator: @abstract Factory method for generating a mesh with a cube shape @return MDLMesh box with desired attributes @param extent size of the box in each dimension @param segments Number of slices in each dimension @param inwardNormals Generated Normal point inward @param geometryType Can be MDLGeometryTypeLines, MDLGeometryTypeQuads, or MDLGeometryTypeTriangles @param allocator A mesh buffer allocator used to allocate memory to back buffers for the returned mesh. If nil, a default allocator will be used @discussion Assembled with triangle or quad primitives. Specifying inward normals is useful for generating a skybox. The center of the box is at(0, 0, 0). Will raise an exception if an unsupported geometry type is passed in.
func (*MDLMesh) InitCapsuleWithExtentCylinderSegmentsHemisphereSegmentsInwardNormalsGeometryTypeAllocator ¶
func (o *MDLMesh) InitCapsuleWithExtentCylinderSegmentsHemisphereSegmentsInwardNormalsGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, hemisphereSegments int, inwardNormals bool, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
@method initCapsuleWithExtent:cylinderSegments:hemisphereSegments:inwardNormals:geometryType:allocator @abstract Factory method for generating a mesh with a capsule shape; a cylinder with hemispheres for caps. @return MDLMesh capsule with desired attributes @param extent Dimension of bounding box for capsule. @param hemisphereSegments Number of slices through hemisphere caps along Y axis @param geometryType Must be MDLGeometryTypeTriangles or MDLGeometryTypeLines @param inwardNormals Normals point toward center of cylinder @param allocator A mesh buffer allocator used to allocate memory to back buffers for the returned mesh. If nil, a default allocator will be used @discussion Center of capsule at (0, 0, 0) with a top at +Y and bottom at -Y. The height of hemisphere cap is specified by the minimum of X and Z Specifying equal X and Z radii will generate a true capsule. Specifying a height that is less than the twice of min of the X and Z radii or verticalSegments of 0 will generate a sphere. The full height of the capsule will also incorporate the hemisphere caps. Will raise an exception if radialSegments is < 3 or if hemisphereSegments < 1 or if an unsupported geometry type is specified. Generated texture coordinates for top and bottom caps are wrapped in a similar manner as for a sphere, laid out as follows: ___ / \ <- T texcoord = 0.0 Texture for top of cylinder ---> [-----] [ ] <- T texcoord = extent.x/extent.y [ ] Texture for sides of cylinder ---> [ ] [_____] <- T texcoord = 1.0 - extent.x/extent.y Texture for base of cylinder ---> [ ] \___/ <- T texcoord = 1.0
func (*MDLMesh) InitConeWithExtentSegmentsInwardNormalsCapGeometryTypeAllocator ¶
func (o *MDLMesh) InitConeWithExtentSegmentsInwardNormalsCapGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, cap_ bool, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
@method initConeWithExtent:segments:inwardNormals:cap:geometryType:allocator @abstract Factory method for generating a mesh with an ellipticalCone shape. @return MDLMesh cone with desired attributes @param geometryType Must be MDLGeometryTypeTriangles or MDLGeometryTypeLines @param inwardNormals Normals point toward center of ellipticalCone @param allocator A mesh buffer allocator used to allocate memory to back buffers for the returned mesh. If nil, a default allocator will be used @discussion Point of cone at (0, 0, 0) while base of cone is -Y. Will raise an exception if radialSegments is < 3, or verticalSegments is < 1, or if an unsupported geometry type is passed in. Generated texture coordinates are laid out as follows: _____ [ ] <- T texcoord = 0.0 [ ] Texture for sides of cone ---> [ ] [ ] [_____] <- T texcoord = 0.6666 / \ Texture for base of cone ---> [ ] \___/ <- T texcoord = 1.0
func (*MDLMesh) InitCylinderWithExtentSegmentsInwardNormalsTopCapBottomCapGeometryTypeAllocator ¶
func (o *MDLMesh) InitCylinderWithExtentSegmentsInwardNormalsTopCapBottomCapGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, topCap bool, bottomCap bool, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
@method initCylinderWithExtent:segments:inwardNormals:topCap:bottomCap:geometryType:allocator @abstract Factory method for generating a mesh with a cylindrical shape @return MDLMesh cylinder with desired attributes @param geometryType Must be MDLGeometryTypeTriangles or MDLGeometryTypeLines @param inwardNormals Normals point toward center of cylinder @param allocator A mesh buffer allocator used to allocate memory to back buffers for the returned mesh. If nil, a default allocator will be used @discussion Center of cylinder at (0, 0, 0) with a top at +Y and bottom at -Y. Specifying equal X and Z radia will generate a true cylinder. Specifying a height of 0.0 and verticalSegments of 0 will generate a disc. Will raise an exception if radialSegments is < 3 or if an unsupported geometry type is passed in. Generated texture coordinates are laid out as follows: ___ / \ <- T texcoord = 0.0 Texture for top of cylinder ---> [ ] \___/ [ ] <- T texcoord = 0.3333 [ ] Texture for sides of cylinder ---> [ ] [_____] <- T texcoord = 0.6666 / \ Texture for base of cylinder ---> [ ] \___/ <- T texcoord = 1.0
func (*MDLMesh) InitHemisphereWithExtentSegmentsInwardNormalsCapGeometryTypeAllocator ¶
func (o *MDLMesh) InitHemisphereWithExtentSegmentsInwardNormalsCapGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, cap_ bool, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
func (*MDLMesh) InitIcosahedronWithExtentInwardNormalsGeometryTypeAllocator ¶
func (o *MDLMesh) InitIcosahedronWithExtentInwardNormalsGeometryTypeAllocator(extent unsafe.Pointer, inwardNormals bool, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
@method initIcosahedronWithExtent:inwardNormals:geometryType:allocator @abstract Factory method for generating a mesh icosahedron @return MDLMesh icosahedron with desired attributes @param inwardNormals Generated normals will face towards the center of the mesh @param allocator A mesh buffer allocator used to allocate memory to back buffers for the returned mesh. If nil, a default allocator will be used @discussion Creates an icosahedron with center at (0, 0, 0).
func (*MDLMesh) InitMeshBySubdividingMeshSubmeshIndexSubdivisionLevelsAllocator ¶
func (o *MDLMesh) InitMeshBySubdividingMeshSubmeshIndexSubdivisionLevelsAllocator(mesh *MDLMesh, submeshIndex int, subdivisionLevels uint, allocator MDLMeshBufferAllocator) *MDLMesh
@method initMeshBySubdividingMesh:submeshIndex:subdivisionLevels:allocator @abstract Factory method that generates a subdivided mesh from a source mesh @param mesh Mesh from which to generate a subdivided mesh @param submeshIndex Index of submesh in Mesh's submesh array from which to generate a subdivided mesh @param subdivisionLevels The number of levels to subdivide mesh @discussion Subdivision levels over four are likely to generate more triangles than can be reasonably displayed. Index and vertex data will use the same allocator used for the source mesh. Loading an asset using the topology preservation flag set to YES will result in the best subdivision results. @return Returns a mesh subdivided to index level, unless subdivision is impossible.
func (*MDLMesh) InitPlaneWithExtentSegmentsGeometryTypeAllocator ¶
func (o *MDLMesh) InitPlaneWithExtentSegmentsGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
@method initPlaneWithExtent:segments:geometryType:allocator @abstract Factory method for generating a mesh with an planar shape @return MDLMesh plane with desired attributes @param extent extent of the plane @param segments Number of segements in the X and Y dimensions @param geometryType Can be MDLGeometryTypeLines, MDLGeometryTypeQuads, or MDLGeometryTypeTriangles @param allocator A mesh buffer allocator used to allocate memory to back buffers for the returned mesh. If nil, a default allocator will be used @discussion Creates a plane spanning the greatest dimensions of extent. Will raise an exception if an unsupported geometry type is passed in.
func (*MDLMesh) InitSphereWithExtentSegmentsInwardNormalsGeometryTypeAllocator ¶
func (o *MDLMesh) InitSphereWithExtentSegmentsInwardNormalsGeometryTypeAllocator(extent unsafe.Pointer, segments unsafe.Pointer, inwardNormals bool, geometryType MDLGeometryType, allocator MDLMeshBufferAllocator) *MDLMesh
@method initSphereWithExtent:segments:inwardNormals:geometryType:allocator @abstract Factory method for generating a mesh with an ellipsoid shape @return MDLMesh ellipsoid with desired attributes @param geometryType Must be MDLGeometryTypeTriangles or MDLGeometryTypeLines @param inwardNormals If true, generated normals will face inwards. Useful for generating a skydome. Actual number of vertical slices will be half of 'vertical' segments @param allocator A mesh buffer allocator used to allocate memory to back buffers for the returned mesh. If nil, a default allocator will be used @discussion Specifying inward normals and hemisphere is useful for generating a skydome. Specifying equal X, Y, and Z radii will generate a sphere. Specifying a y radius of 0.0 will generate a disc. Will raise an exception if radialSegments is < 3, verticalSegments is < 2, or an unsupported geometry type is passed in.
func (*MDLMesh) InitWithBufferAllocator ¶
func (o *MDLMesh) InitWithBufferAllocator(bufferAllocator MDLMeshBufferAllocator) *MDLMesh
func (*MDLMesh) InitWithVertexBufferVertexCountDescriptorSubmeshes ¶
func (o *MDLMesh) InitWithVertexBufferVertexCountDescriptorSubmeshes(vertexBuffer MDLMeshBuffer, vertexCount uint, descriptor *MDLVertexDescriptor, submeshes *foundation.NSArray[*MDLSubmesh]) *MDLMesh
Creates a mesh from a single vertex buffer with the specified parameters.
func (*MDLMesh) InitWithVertexBuffersVertexCountDescriptorSubmeshes ¶
func (o *MDLMesh) InitWithVertexBuffersVertexCountDescriptorSubmeshes(vertexBuffers *foundation.NSArray[MDLMeshBuffer], vertexCount uint, descriptor *MDLVertexDescriptor, submeshes *foundation.NSArray[*MDLSubmesh]) *MDLMesh
Creates a mesh by unifying vertex data from multiple sources with the specified parameters.
func (*MDLMesh) MakeVerticesUnique ¶
func (o *MDLMesh) MakeVerticesUnique()
Modifies the mesh’s vertex buffers so that no vertices are shared by multiple faces. Deprecated: since macOS 10.13.
func (*MDLMesh) MakeVerticesUniqueAndReturnError ¶
@method makeVerticesUniqueAndReturnError: @abstract Deindexes the vertex array @discussion If any vertices are shared on multiple faces, duplicate those vertices so faces do not share vertices. The vertex buffer and index buffers on submeshes may grow to accommodate any vertices added.
func (*MDLMesh) RemoveAttributeNamed ¶
func (o *MDLMesh) RemoveAttributeNamed(name *foundation.NSString)
@method removeAttributeNamed: @abstract remove an attribute @discussion if the named attribute does not exist, nothing happens.
func (*MDLMesh) ReplaceAttributeNamedWithData ¶
func (o *MDLMesh) ReplaceAttributeNamedWithData(name *foundation.NSString, newData *MDLVertexAttributeData)
@method replaceAttributeNamed:withData @abstract replace existing attribute data with new attribute data retaining the format of the replacement data. @discussion If the specified attribute does not already exist, it will be created.
func (*MDLMesh) SetSubmeshes ¶
func (o *MDLMesh) SetSubmeshes(submeshes *foundation.NSMutableArray[*MDLSubmesh])
func (*MDLMesh) SetVertexBuffers ¶
func (o *MDLMesh) SetVertexBuffers(vertexBuffers *foundation.NSArray[MDLMeshBuffer])
func (*MDLMesh) SetVertexCount ¶
func (*MDLMesh) SetVertexDescriptor ¶
func (o *MDLMesh) SetVertexDescriptor(vertexDescriptor *MDLVertexDescriptor)
func (*MDLMesh) Submeshes ¶
func (o *MDLMesh) Submeshes() *foundation.NSMutableArray[*MDLSubmesh]
@property submeshes @abstract Array of submeshes containing an indexbuffer referencing the vertex data and material to be applied when the mesh is rendered
func (*MDLMesh) UpdateAttributeNamedWithData ¶
func (o *MDLMesh) UpdateAttributeNamedWithData(name *foundation.NSString, newData *MDLVertexAttributeData)
@method updateAttributeNamed:withData @abstract update existing attribute data with new attribute data retaining the format of the existing data. @discussion If the specified attribute does not already exist, it will be created with the same format as the newData.
func (*MDLMesh) VertexAttributeDataForAttributeNamed ¶
func (o *MDLMesh) VertexAttributeDataForAttributeNamed(name *foundation.NSString) *MDLVertexAttributeData
Returns the vertex data for the specified attribute.
func (*MDLMesh) VertexAttributeDataForAttributeNamedAsFormat ¶
func (o *MDLMesh) VertexAttributeDataForAttributeNamedAsFormat(name *foundation.NSString, format MDLVertexFormat) *MDLVertexAttributeData
@method vertexAttributeDataForAttributeNamed:asFormat @abstract convenience selector to get quick access to vertex attribute data reformatted to the requested format if necessary. @discussion If the desired format has less elements than the source attribute elements, excess elements will be discarded. If the desired format has more elements than the source attribute, then the destination elements will be set to zero. The vertex buffer will remain mapped until the MDLVertexAttributeData is freed.
func (*MDLMesh) VertexBuffers ¶
func (o *MDLMesh) VertexBuffers() *foundation.NSArray[MDLMeshBuffer]
@property vertexBuffers @abstract Array of buffers containing vertex data @discussion The vertex buffers in this array are indexed by the vertex descriptor.
func (*MDLMesh) VertexCount ¶
@property vertexCount @abstract Number of vertices in the vertexBuffers @discussion The size of vertex data in each buffer can be computed by multiplying this value with the stride of the buffer in the vertexDescriptor's layout
func (*MDLMesh) VertexDescriptor ¶
func (o *MDLMesh) VertexDescriptor() *MDLVertexDescriptor
@property vertexDescriptor @abstract Immutable vertex descriptor for interpreting data in vertexBuffers @discussion Setting this applies the new layout in 'vertexBuffers' thus is a heavyweight operation as structured copies of almost all vertex buffer data could be made. Additionally, if the new vertexDescriptor does not have an attribute in the original vertexDescriptor, that attribute will be deleted. If the original vertexDescriptor does not have an attribute in the new vertexDescriptor, the data for the added attribute set as the added attribute's initializationValue property. The allocator associated with each original meshbuffer is used to reallocate the corresponding resultant meshbuffer.
type MDLMeshBuffer ¶
type MDLMeshBuffer interface {
foundation.NSCopying
FillDataOffset(data *foundation.NSData, offset uint)
Map() *MDLMeshBufferMap
Length() uint
Allocator() MDLMeshBufferAllocator
Zone() MDLMeshBufferZone
Type() MDLMeshBufferType
}
MDLMeshBuffer wraps the ObjC protocol MDLMeshBuffer.
type MDLMeshBufferAllocator ¶
type MDLMeshBufferAllocator interface {
NewZone(capacity uint) MDLMeshBufferZone
NewZoneForBuffersWithSizeAndType(sizes *foundation.NSArray[*foundation.NSNumber], types *foundation.NSArray[*foundation.NSNumber]) MDLMeshBufferZone
NewBufferType(length uint, type_ MDLMeshBufferType) MDLMeshBuffer
NewBufferWithDataType(data *foundation.NSData, type_ MDLMeshBufferType) MDLMeshBuffer
NewBufferFromZoneLengthType(zone MDLMeshBufferZone, length uint, type_ MDLMeshBufferType) MDLMeshBuffer
NewBufferFromZoneDataType(zone MDLMeshBufferZone, data *foundation.NSData, type_ MDLMeshBufferType) MDLMeshBuffer
}
MDLMeshBufferAllocator wraps the ObjC protocol MDLMeshBufferAllocator.
type MDLMeshBufferData ¶
type MDLMeshBufferData struct {
foundation.NSObject
}
A memory buffer that stores vertex or index data for a Model I/O mesh.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmeshbufferdata
func MDLMeshBufferDataFromID ¶
func MDLMeshBufferDataFromID(id objc.ID) *MDLMeshBufferData
func (*MDLMeshBufferData) Data ¶
func (o *MDLMeshBufferData) Data() *foundation.NSData
func (*MDLMeshBufferData) InitWithTypeData ¶
func (o *MDLMeshBufferData) InitWithTypeData(type_ MDLMeshBufferType, data *foundation.NSData) *MDLMeshBufferData
Initializes a buffer containing the specified data.
func (*MDLMeshBufferData) InitWithTypeLength ¶
func (o *MDLMeshBufferData) InitWithTypeLength(type_ MDLMeshBufferType, length uint) *MDLMeshBufferData
Initializes a buffer of the specified length.
type MDLMeshBufferDataAllocator ¶
type MDLMeshBufferDataAllocator struct {
foundation.NSObject
}
A basic allocator implementation that allocates from main memory using data objects.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmeshbufferdataallocator
func MDLMeshBufferDataAllocatorFromID ¶
func MDLMeshBufferDataAllocatorFromID(id objc.ID) *MDLMeshBufferDataAllocator
type MDLMeshBufferMap ¶
type MDLMeshBufferMap struct {
foundation.NSObject
}
An object that manages access to a memory buffer used for the data storage of a Model I/O mesh.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmeshbuffermap
func MDLMeshBufferMapFromID ¶
func MDLMeshBufferMapFromID(id objc.ID) *MDLMeshBufferMap
func (*MDLMeshBufferMap) Bytes ¶
func (o *MDLMeshBufferMap) Bytes() unsafe.Pointer
func (*MDLMeshBufferMap) InitWithBytesDeallocator ¶
func (o *MDLMeshBufferMap) InitWithBytesDeallocator(bytes_ unsafe.Pointer, deallocator func()) *MDLMeshBufferMap
Initializes a buffer map object to manage access to the specified memory.
type MDLMeshBufferType ¶
type MDLMeshBufferType uint64
Options for the content of a mesh buffer, used by the type property and by MDLMeshBufferAllocator methods for creating buffers.
const ( // The buffer contains per-vertex data for one or more vertex attributes of a MDLMesh object. MDLMeshBufferTypeVertex MDLMeshBufferType = 1 // The buffer contains index data for a MDLSubmesh object. MDLMeshBufferTypeIndex MDLMeshBufferType = 2 MDLMeshBufferTypeCustom MDLMeshBufferType = 3 )
func (MDLMeshBufferType) String ¶
func (e MDLMeshBufferType) String() string
type MDLMeshBufferZone ¶
type MDLMeshBufferZone interface {
Capacity() uint
Allocator() MDLMeshBufferAllocator
}
MDLMeshBufferZone wraps the ObjC protocol MDLMeshBufferZone.
type MDLMeshBufferZoneDefault ¶
type MDLMeshBufferZoneDefault struct {
foundation.NSObject
}
A standard implementation of the MDLMeshBufferZone protocol.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlmeshbufferzonedefault
func MDLMeshBufferZoneDefaultFromID ¶
func MDLMeshBufferZoneDefaultFromID(id objc.ID) *MDLMeshBufferZoneDefault
func (*MDLMeshBufferZoneDefault) Allocator ¶
func (o *MDLMeshBufferZoneDefault) Allocator() MDLMeshBufferAllocator
func (*MDLMeshBufferZoneDefault) Capacity ¶
func (o *MDLMeshBufferZoneDefault) Capacity() uint
type MDLNamed ¶
type MDLNamed interface {
Name() *foundation.NSString
SetName(name *foundation.NSString)
}
MDLNamed wraps the ObjC protocol MDLNamed.
type MDLNoiseTexture ¶
type MDLNoiseTexture struct {
MDLTexture
}
A generator of texel data that creates a field of random noise.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlnoisetexture
func MDLNoiseTextureFromID ¶
func MDLNoiseTextureFromID(id objc.ID) *MDLNoiseTexture
func (*MDLNoiseTexture) InitCellularNoiseWithFrequencyNameTextureDimensionsChannelEncoding ¶
func (o *MDLNoiseTexture) InitCellularNoiseWithFrequencyNameTextureDimensionsChannelEncoding(frequency float32, name *foundation.NSString, textureDimensions unsafe.Pointer, channelEncoding MDLTextureChannelEncoding) *MDLNoiseTexture
Create a texture containing cellular noise. @param frequency How large the cells will be
func (*MDLNoiseTexture) InitScalarNoiseWithSmoothnessNameTextureDimensionsChannelCountChannelEncodingGrayscale ¶
func (o *MDLNoiseTexture) InitScalarNoiseWithSmoothnessNameTextureDimensionsChannelCountChannelEncodingGrayscale(smoothness float32, name *foundation.NSString, textureDimensions unsafe.Pointer, channelCount int, channelEncoding MDLTextureChannelEncoding, grayscale bool) *MDLNoiseTexture
Initializes a noise texture that creates random color noise.
func (*MDLNoiseTexture) InitVectorNoiseWithSmoothnessNameTextureDimensionsChannelEncoding ¶
func (o *MDLNoiseTexture) InitVectorNoiseWithSmoothnessNameTextureDimensionsChannelEncoding(smoothness float32, name *foundation.NSString, textureDimensions unsafe.Pointer, channelEncoding MDLTextureChannelEncoding) *MDLNoiseTexture
Initializes a noise texture that creates random directional noise.
type MDLNormalMapTexture ¶
type MDLNormalMapTexture struct {
MDLTexture
}
A generator of texel data that computes a normal map from a supplied texture.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlnormalmaptexture
func MDLNormalMapTextureFromID ¶
func MDLNormalMapTextureFromID(id objc.ID) *MDLNormalMapTexture
func (*MDLNormalMapTexture) InitByGeneratingNormalMapWithTextureNameSmoothnessContrast ¶
func (o *MDLNormalMapTexture) InitByGeneratingNormalMapWithTextureNameSmoothnessContrast(sourceTexture *MDLTexture, name *foundation.NSString, smoothness float32, contrast float32) *MDLNormalMapTexture
Initializes a normal map to be generated from the specified texture.
type MDLObject ¶
type MDLObject struct {
foundation.NSObject
}
The base class for objects that are part of a 3D asset, including meshes, cameras, and lights.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlobject
func MDLObjectFromID ¶
func (*MDLObject) AddChild ¶
Adds a child object to this object, creating a container for the object’s children if necessary.
func (*MDLObject) BoundingBoxAtTime ¶
func (o *MDLObject) BoundingBoxAtTime(time_ float64) MDLAxisAlignedBoundingBox
Returns the minimum region entirely enclosing the object’s contents at the specified time sample.
func (*MDLObject) Children ¶
func (o *MDLObject) Children() MDLObjectContainerComponent
@property children @abstract Short hand property for the MDLObjectContainerComponent. @discussion The default value is an empty MDLObjectContainer @see MDLObjectContainerComponent
func (*MDLObject) ComponentConformingToProtocol ¶
func (o *MDLObject) ComponentConformingToProtocol(protocol unsafe.Pointer) MDLComponent
Returns the object’s component for the specified protocol.
func (*MDLObject) Components ¶
func (o *MDLObject) Components() *foundation.NSArray[MDLComponent]
@property components @abstract Allows applications to introspect the components on the objects.
func (*MDLObject) EnumerateChildObjectsOfClassRootUsingBlockStopPointer ¶
func (o *MDLObject) EnumerateChildObjectsOfClassRootUsingBlockStopPointer(objectClass objc.Class, root *MDLObject, block func(*MDLObject, *bool), stopPointer *bool)
Executes the specified block using each object in this object’s child hierarchy.
func (*MDLObject) Instance ¶
@property instance @abstract Instance object @discussion nil, unless this object refers to original data to be instanced. The original data object can be any MDLObject that does not have a parent. If an MDLAsset has been created from a data file, any original objects parsed from that file will be found in the originals property. A typical use of a original and instance might be to have one original chair MDLObject, and instance six chairs around a table. The transform of each chair would be found on the parent MDLObject, but the various items making up the chair would be found in the original object.
func (*MDLObject) ObjectAtPath ¶
func (o *MDLObject) ObjectAtPath(path *foundation.NSString) *MDLObject
Returns the child object at the specified path.
func (*MDLObject) ObjectForKeyedSubscript ¶
func (o *MDLObject) ObjectForKeyedSubscript(key unsafe.Pointer) MDLComponent
@method objectForKeyedSubscript: @abstract Allows shorthand [key] syntax for componentConformingToProtocol:. @param key The protocol that the component conforms to. @see componentConformingToProtocol:
func (*MDLObject) Parent ¶
@property parent @abstract Parent object. Nil if no parent. @discussion Set to nil when you remove this from an object container inside the parent object.
func (*MDLObject) Path ¶
func (o *MDLObject) Path() *foundation.NSString
@property path @abstract a string representing a path to the object @discussion a path is of the form /path/to/object where the path is formed by concatenating the names of the objects up the parent chain. Requesting a path will force any unnamed objects to became uniquely named. Any characters outside of [A-Z][a-z][0-9][:-_.] will be forced to underscore.
func (*MDLObject) SetChildren ¶
func (o *MDLObject) SetChildren(children MDLObjectContainerComponent)
func (*MDLObject) SetComponentForProtocol ¶
func (o *MDLObject) SetComponentForProtocol(component MDLComponent, protocol unsafe.Pointer)
Associates a component with the object for the specified protocol.
func (*MDLObject) SetInstance ¶
func (*MDLObject) SetObjectForKeyedSubscript ¶
func (o *MDLObject) SetObjectForKeyedSubscript(obj MDLComponent, key unsafe.Pointer)
@method setObject:forKeyedSubscript: @abstract Allows shorthand [key] syntax for setComponent:forProtocol:. @param key The protocol that the component conforms to. @see setComponent:forProtocol:
func (*MDLObject) SetTransform ¶
func (o *MDLObject) SetTransform(transform MDLTransformComponent)
func (*MDLObject) Transform ¶
func (o *MDLObject) Transform() MDLTransformComponent
@property transform @abstract Short hand property for the MDLTransformComponent. @discussion The default value is nil @see MDLTransformComponent
type MDLObjectContainer ¶
type MDLObjectContainer struct {
foundation.NSObject
}
A default implementation for handling object hierarchy relationships in a 3D asset.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlobjectcontainer
func MDLObjectContainerFromID ¶
func MDLObjectContainerFromID(id objc.ID) *MDLObjectContainer
type MDLObjectContainerComponent ¶
type MDLObjectContainerComponent interface {
MDLComponent
foundation.NSFastEnumeration
AddObject(object *MDLObject)
RemoveObject(object *MDLObject)
ObjectAtIndexedSubscript(index uint) *MDLObject
Count() uint
Objects() *foundation.NSArray[*MDLObject]
}
MDLObjectContainerComponent wraps the ObjC protocol MDLObjectContainerComponent.
type MDLPackedJointAnimation ¶
type MDLPackedJointAnimation struct {
MDLObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlpackedjointanimation
func MDLPackedJointAnimationFromID ¶
func MDLPackedJointAnimationFromID(id objc.ID) *MDLPackedJointAnimation
func (*MDLPackedJointAnimation) InitWithNameJointPaths ¶
func (o *MDLPackedJointAnimation) InitWithNameJointPaths(name *foundation.NSString, jointPaths *foundation.NSArray[*foundation.NSString]) *MDLPackedJointAnimation
func (*MDLPackedJointAnimation) JointPaths ¶
func (o *MDLPackedJointAnimation) JointPaths() *foundation.NSArray[*foundation.NSString]
func (*MDLPackedJointAnimation) Rotations ¶
func (o *MDLPackedJointAnimation) Rotations() *MDLAnimatedQuaternionArray
func (*MDLPackedJointAnimation) Scales ¶
func (o *MDLPackedJointAnimation) Scales() *MDLAnimatedVector3Array
func (*MDLPackedJointAnimation) Translations ¶
func (o *MDLPackedJointAnimation) Translations() *MDLAnimatedVector3Array
type MDLPathAssetResolver ¶
type MDLPathAssetResolver struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlpathassetresolver
func MDLPathAssetResolverFromID ¶
func MDLPathAssetResolverFromID(id objc.ID) *MDLPathAssetResolver
func (*MDLPathAssetResolver) InitWithPath ¶
func (o *MDLPathAssetResolver) InitWithPath(path *foundation.NSString) *MDLPathAssetResolver
func (*MDLPathAssetResolver) Path ¶
func (o *MDLPathAssetResolver) Path() *foundation.NSString
func (*MDLPathAssetResolver) SetPath ¶
func (o *MDLPathAssetResolver) SetPath(path *foundation.NSString)
type MDLPhotometricLight ¶
type MDLPhotometricLight struct {
MDLPhysicallyPlausibleLight
}
A light source whose shape, direction, and intensity of illumination are determined by a photometric profile.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlphotometriclight
func MDLPhotometricLightFromID ¶
func MDLPhotometricLightFromID(id objc.ID) *MDLPhotometricLight
func (*MDLPhotometricLight) GenerateCubemapFromLight ¶
func (o *MDLPhotometricLight) GenerateCubemapFromLight(textureSize uint)
Generates a cube map texture from the light’s photometry data.
func (*MDLPhotometricLight) GenerateSphericalHarmonicsFromLight ¶
func (o *MDLPhotometricLight) GenerateSphericalHarmonicsFromLight(sphericalHarmonicsLevel uint)
Generates spherical harmonics information based on the light’s photometry data.
func (*MDLPhotometricLight) GenerateTexture ¶
func (o *MDLPhotometricLight) GenerateTexture(textureSize uint) *MDLTexture
@method generateTexture @abstract Generate an IES compliant MDLTexture 1D when the number of horizontal angles is one and the innerConeAngle is < 180 2D when the previous statement fails and innerConeAngle < 89 3D in all other cases the parameter textureSize is the size in pixels of the texture image. For a size of N, 1D generates an Nx1 image, 2D generates an NxN image, 3D generates an Nx(N*6) image (i.e. cubemap).
func (*MDLPhotometricLight) InitWithIESProfile ¶
func (o *MDLPhotometricLight) InitWithIESProfile(uRL *foundation.NSURL) *MDLPhotometricLight
Initializes a light from photometry data in the file at the specified URL.
func (*MDLPhotometricLight) LightCubeMap ¶
func (o *MDLPhotometricLight) LightCubeMap() *MDLTexture
func (*MDLPhotometricLight) SphericalHarmonicsCoefficients ¶
func (o *MDLPhotometricLight) SphericalHarmonicsCoefficients() *foundation.NSData
func (*MDLPhotometricLight) SphericalHarmonicsLevel ¶
func (o *MDLPhotometricLight) SphericalHarmonicsLevel() uint
type MDLPhysicallyPlausibleLight ¶
type MDLPhysicallyPlausibleLight struct {
MDLLight
}
A light source for use in shading models based on real-world physics.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlphysicallyplausiblelight
func MDLPhysicallyPlausibleLightFromID ¶
func MDLPhysicallyPlausibleLightFromID(id objc.ID) *MDLPhysicallyPlausibleLight
func (*MDLPhysicallyPlausibleLight) AttenuationEndDistance ¶
func (o *MDLPhysicallyPlausibleLight) AttenuationEndDistance() float32
func (*MDLPhysicallyPlausibleLight) AttenuationStartDistance ¶
func (o *MDLPhysicallyPlausibleLight) AttenuationStartDistance() float32
func (*MDLPhysicallyPlausibleLight) Color ¶
func (o *MDLPhysicallyPlausibleLight) Color() unsafe.Pointer
func (*MDLPhysicallyPlausibleLight) InnerConeAngle ¶
func (o *MDLPhysicallyPlausibleLight) InnerConeAngle() float32
func (*MDLPhysicallyPlausibleLight) Lumens ¶
func (o *MDLPhysicallyPlausibleLight) Lumens() float32
func (*MDLPhysicallyPlausibleLight) OuterConeAngle ¶
func (o *MDLPhysicallyPlausibleLight) OuterConeAngle() float32
func (*MDLPhysicallyPlausibleLight) SetAttenuationEndDistance ¶
func (o *MDLPhysicallyPlausibleLight) SetAttenuationEndDistance(attenuationEndDistance float32)
func (*MDLPhysicallyPlausibleLight) SetAttenuationStartDistance ¶
func (o *MDLPhysicallyPlausibleLight) SetAttenuationStartDistance(attenuationStartDistance float32)
func (*MDLPhysicallyPlausibleLight) SetColor ¶
func (o *MDLPhysicallyPlausibleLight) SetColor(color unsafe.Pointer)
func (*MDLPhysicallyPlausibleLight) SetColorByTemperature ¶
func (o *MDLPhysicallyPlausibleLight) SetColorByTemperature(temperature float32)
Sets the light’s color based on a black-body temperature.
func (*MDLPhysicallyPlausibleLight) SetInnerConeAngle ¶
func (o *MDLPhysicallyPlausibleLight) SetInnerConeAngle(innerConeAngle float32)
func (*MDLPhysicallyPlausibleLight) SetLumens ¶
func (o *MDLPhysicallyPlausibleLight) SetLumens(lumens float32)
func (*MDLPhysicallyPlausibleLight) SetOuterConeAngle ¶
func (o *MDLPhysicallyPlausibleLight) SetOuterConeAngle(outerConeAngle float32)
type MDLPhysicallyPlausibleScatteringFunction ¶
type MDLPhysicallyPlausibleScatteringFunction struct {
MDLScatteringFunction
}
A set of material properties that describes a physically realistic shading model for materials.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlphysicallyplausiblescatteringfunction
func MDLPhysicallyPlausibleScatteringFunctionFromID ¶
func MDLPhysicallyPlausibleScatteringFunctionFromID(id objc.ID) *MDLPhysicallyPlausibleScatteringFunction
func (*MDLPhysicallyPlausibleScatteringFunction) Anisotropic ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) Anisotropic() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) AnisotropicRotation ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) AnisotropicRotation() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) Clearcoat ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) Clearcoat() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) ClearcoatGloss ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) ClearcoatGloss() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) Metallic ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) Metallic() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) Roughness ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) Roughness() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) Sheen ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) Sheen() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) SheenTint ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) SheenTint() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) SpecularAmount ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) SpecularAmount() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) SpecularTint ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) SpecularTint() *MDLMaterialProperty
func (*MDLPhysicallyPlausibleScatteringFunction) Subsurface ¶
func (o *MDLPhysicallyPlausibleScatteringFunction) Subsurface() *MDLMaterialProperty
type MDLProbePlacement ¶
type MDLProbePlacement int64
Options affecting automatic placement of light probes in a scene, used with the placeLightProbesWithDensity:heuristic:usingIrradianceDataSource: method.
const ( // An option to place light probes at each unit coordinate in a three-dimensional grid that evenly divides the region being evaluated. MDLProbePlacementUniformGrid MDLProbePlacement = 0 // An option to examine the lighting conditions at various positions in the scene being evaluated, then place light probes only at the locations where each contributes optimally to scene lighting. MDLProbePlacementIrradianceDistribution MDLProbePlacement = 1 )
func (MDLProbePlacement) String ¶
func (e MDLProbePlacement) String() string
type MDLRelativeAssetResolver ¶
type MDLRelativeAssetResolver struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlrelativeassetresolver
func MDLRelativeAssetResolverFromID ¶
func MDLRelativeAssetResolverFromID(id objc.ID) *MDLRelativeAssetResolver
func (*MDLRelativeAssetResolver) Asset ¶
func (o *MDLRelativeAssetResolver) Asset() *MDLAsset
func (*MDLRelativeAssetResolver) InitWithAsset ¶
func (o *MDLRelativeAssetResolver) InitWithAsset(asset *MDLAsset) *MDLRelativeAssetResolver
func (*MDLRelativeAssetResolver) SetAsset ¶
func (o *MDLRelativeAssetResolver) SetAsset(asset *MDLAsset)
type MDLScatteringFunction ¶
type MDLScatteringFunction struct {
foundation.NSObject
}
A set of material properties that describes a basic shading model for materials, and the superclass for more complex shading models.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlscatteringfunction
func MDLScatteringFunctionFromID ¶
func MDLScatteringFunctionFromID(id objc.ID) *MDLScatteringFunction
func (*MDLScatteringFunction) AmbientOcclusion ¶
func (o *MDLScatteringFunction) AmbientOcclusion() *MDLMaterialProperty
func (*MDLScatteringFunction) AmbientOcclusionScale ¶
func (o *MDLScatteringFunction) AmbientOcclusionScale() *MDLMaterialProperty
func (*MDLScatteringFunction) BaseColor ¶
func (o *MDLScatteringFunction) BaseColor() *MDLMaterialProperty
func (*MDLScatteringFunction) Emission ¶
func (o *MDLScatteringFunction) Emission() *MDLMaterialProperty
func (*MDLScatteringFunction) InterfaceIndexOfRefraction ¶
func (o *MDLScatteringFunction) InterfaceIndexOfRefraction() *MDLMaterialProperty
func (*MDLScatteringFunction) MaterialIndexOfRefraction ¶
func (o *MDLScatteringFunction) MaterialIndexOfRefraction() *MDLMaterialProperty
func (*MDLScatteringFunction) Name ¶
func (o *MDLScatteringFunction) Name() *foundation.NSString
@see MDLNamed
func (*MDLScatteringFunction) Normal ¶
func (o *MDLScatteringFunction) Normal() *MDLMaterialProperty
func (*MDLScatteringFunction) SetName ¶
func (o *MDLScatteringFunction) SetName(name *foundation.NSString)
func (*MDLScatteringFunction) Specular ¶
func (o *MDLScatteringFunction) Specular() *MDLMaterialProperty
type MDLSkeleton ¶
type MDLSkeleton struct {
MDLObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlskeleton
func MDLSkeletonFromID ¶
func MDLSkeletonFromID(id objc.ID) *MDLSkeleton
func (*MDLSkeleton) InitWithNameJointPaths ¶
func (o *MDLSkeleton) InitWithNameJointPaths(name *foundation.NSString, jointPaths *foundation.NSArray[*foundation.NSString]) *MDLSkeleton
func (*MDLSkeleton) JointBindTransforms ¶
func (o *MDLSkeleton) JointBindTransforms() *MDLMatrix4x4Array
func (*MDLSkeleton) JointPaths ¶
func (o *MDLSkeleton) JointPaths() *foundation.NSArray[*foundation.NSString]
func (*MDLSkeleton) JointRestTransforms ¶
func (o *MDLSkeleton) JointRestTransforms() *MDLMatrix4x4Array
type MDLSkyCubeTexture ¶
type MDLSkyCubeTexture struct {
MDLTexture
}
A generator of texel data that creates cube textures using a physically realistic simulation of the sunlit sky.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlskycubetexture
func MDLSkyCubeTextureFromID ¶
func MDLSkyCubeTextureFromID(id objc.ID) *MDLSkyCubeTexture
func (*MDLSkyCubeTexture) Brightness ¶
func (o *MDLSkyCubeTexture) Brightness() float32
func (*MDLSkyCubeTexture) Contrast ¶
func (o *MDLSkyCubeTexture) Contrast() float32
func (*MDLSkyCubeTexture) Exposure ¶
func (o *MDLSkyCubeTexture) Exposure() float32
func (*MDLSkyCubeTexture) Gamma ¶
func (o *MDLSkyCubeTexture) Gamma() float32
func (*MDLSkyCubeTexture) GroundAlbedo ¶
func (o *MDLSkyCubeTexture) GroundAlbedo() float32
func (*MDLSkyCubeTexture) GroundColor ¶
func (o *MDLSkyCubeTexture) GroundColor() unsafe.Pointer
func (*MDLSkyCubeTexture) HighDynamicRangeCompression ¶
func (o *MDLSkyCubeTexture) HighDynamicRangeCompression() unsafe.Pointer
func (*MDLSkyCubeTexture) HorizonElevation ¶
func (o *MDLSkyCubeTexture) HorizonElevation() float32
func (*MDLSkyCubeTexture) InitWithNameChannelEncodingTextureDimensionsTurbiditySunElevationSunAzimuthUpperAtmosphereScatteringGroundAlbedo ¶
func (o *MDLSkyCubeTexture) InitWithNameChannelEncodingTextureDimensionsTurbiditySunElevationSunAzimuthUpperAtmosphereScatteringGroundAlbedo(name *foundation.NSString, channelEncoding MDLTextureChannelEncoding, textureDimensions unsafe.Pointer, turbidity float32, sunElevation float32, sunAzimuth float32, upperAtmosphereScattering float32, groundAlbedo float32) *MDLSkyCubeTexture
func (*MDLSkyCubeTexture) InitWithNameChannelEncodingTextureDimensionsTurbiditySunElevationUpperAtmosphereScatteringGroundAlbedo ¶
func (o *MDLSkyCubeTexture) InitWithNameChannelEncodingTextureDimensionsTurbiditySunElevationUpperAtmosphereScatteringGroundAlbedo(name *foundation.NSString, channelEncoding MDLTextureChannelEncoding, textureDimensions unsafe.Pointer, turbidity float32, sunElevation float32, upperAtmosphereScattering float32, groundAlbedo float32) *MDLSkyCubeTexture
Initializes a sky cube texture object with the specified parameters.
func (*MDLSkyCubeTexture) Saturation ¶
func (o *MDLSkyCubeTexture) Saturation() float32
func (*MDLSkyCubeTexture) SetBrightness ¶
func (o *MDLSkyCubeTexture) SetBrightness(brightness float32)
func (*MDLSkyCubeTexture) SetContrast ¶
func (o *MDLSkyCubeTexture) SetContrast(contrast float32)
func (*MDLSkyCubeTexture) SetExposure ¶
func (o *MDLSkyCubeTexture) SetExposure(exposure float32)
func (*MDLSkyCubeTexture) SetGamma ¶
func (o *MDLSkyCubeTexture) SetGamma(gamma float32)
func (*MDLSkyCubeTexture) SetGroundAlbedo ¶
func (o *MDLSkyCubeTexture) SetGroundAlbedo(groundAlbedo float32)
func (*MDLSkyCubeTexture) SetGroundColor ¶
func (o *MDLSkyCubeTexture) SetGroundColor(groundColor unsafe.Pointer)
func (*MDLSkyCubeTexture) SetHighDynamicRangeCompression ¶
func (o *MDLSkyCubeTexture) SetHighDynamicRangeCompression(highDynamicRangeCompression unsafe.Pointer)
func (*MDLSkyCubeTexture) SetHorizonElevation ¶
func (o *MDLSkyCubeTexture) SetHorizonElevation(horizonElevation float32)
func (*MDLSkyCubeTexture) SetSaturation ¶
func (o *MDLSkyCubeTexture) SetSaturation(saturation float32)
func (*MDLSkyCubeTexture) SetSunAzimuth ¶
func (o *MDLSkyCubeTexture) SetSunAzimuth(sunAzimuth float32)
func (*MDLSkyCubeTexture) SetSunElevation ¶
func (o *MDLSkyCubeTexture) SetSunElevation(sunElevation float32)
func (*MDLSkyCubeTexture) SetTurbidity ¶
func (o *MDLSkyCubeTexture) SetTurbidity(turbidity float32)
func (*MDLSkyCubeTexture) SetUpperAtmosphereScattering ¶
func (o *MDLSkyCubeTexture) SetUpperAtmosphereScattering(upperAtmosphereScattering float32)
func (*MDLSkyCubeTexture) SunAzimuth ¶
func (o *MDLSkyCubeTexture) SunAzimuth() float32
func (*MDLSkyCubeTexture) SunElevation ¶
func (o *MDLSkyCubeTexture) SunElevation() float32
func (*MDLSkyCubeTexture) Turbidity ¶
func (o *MDLSkyCubeTexture) Turbidity() float32
func (*MDLSkyCubeTexture) UpdateTexture ¶
func (o *MDLSkyCubeTexture) UpdateTexture()
Generates new texel data matching the current sky parameters.
func (*MDLSkyCubeTexture) UpperAtmosphereScattering ¶
func (o *MDLSkyCubeTexture) UpperAtmosphereScattering() float32
type MDLStereoscopicCamera ¶
type MDLStereoscopicCamera struct {
MDLCamera
}
A point of view for rendering a stereoscopic display of a 3D scene.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlstereoscopiccamera
func MDLStereoscopicCameraFromID ¶
func MDLStereoscopicCameraFromID(id objc.ID) *MDLStereoscopicCamera
func (*MDLStereoscopicCamera) InterPupillaryDistance ¶
func (o *MDLStereoscopicCamera) InterPupillaryDistance() float32
Inter-pupillary distance in mm. Default is 63mm.
func (*MDLStereoscopicCamera) LeftProjectionMatrix ¶
func (o *MDLStereoscopicCamera) LeftProjectionMatrix() unsafe.Pointer
func (*MDLStereoscopicCamera) LeftVergence ¶
func (o *MDLStereoscopicCamera) LeftVergence() float32
func (*MDLStereoscopicCamera) LeftViewMatrix ¶
func (o *MDLStereoscopicCamera) LeftViewMatrix() unsafe.Pointer
Convenience utilities to create view and projection matrices. The view matrix calculations requires that the world to meters conversion scale be set. @see worldToMetersConversionScale
func (*MDLStereoscopicCamera) Overlap ¶
func (o *MDLStereoscopicCamera) Overlap() float32
The amount, as a percentage of image width to offset an image towards the other camera. This value is used in a stereo grade to enhance or reduce the intensity of the stereoscopic effect
func (*MDLStereoscopicCamera) RightProjectionMatrix ¶
func (o *MDLStereoscopicCamera) RightProjectionMatrix() unsafe.Pointer
func (*MDLStereoscopicCamera) RightVergence ¶
func (o *MDLStereoscopicCamera) RightVergence() float32
func (*MDLStereoscopicCamera) RightViewMatrix ¶
func (o *MDLStereoscopicCamera) RightViewMatrix() unsafe.Pointer
func (*MDLStereoscopicCamera) SetInterPupillaryDistance ¶
func (o *MDLStereoscopicCamera) SetInterPupillaryDistance(interPupillaryDistance float32)
func (*MDLStereoscopicCamera) SetLeftVergence ¶
func (o *MDLStereoscopicCamera) SetLeftVergence(leftVergence float32)
func (*MDLStereoscopicCamera) SetOverlap ¶
func (o *MDLStereoscopicCamera) SetOverlap(overlap float32)
func (*MDLStereoscopicCamera) SetRightVergence ¶
func (o *MDLStereoscopicCamera) SetRightVergence(rightVergence float32)
type MDLSubmesh ¶
type MDLSubmesh struct {
foundation.NSObject
}
A container for index buffer data and material information to be used in rendering all or part of a 3D object.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlsubmesh
func MDLSubmeshFromID ¶
func MDLSubmeshFromID(id objc.ID) *MDLSubmesh
func (*MDLSubmesh) GeometryType ¶
func (o *MDLSubmesh) GeometryType() MDLGeometryType
@property geometryType @abstract Type of primitive that vertices referenced by the indexBuffer are assembled into
func (*MDLSubmesh) IndexBuffer ¶
func (o *MDLSubmesh) IndexBuffer() MDLMeshBuffer
@property indexBuffer @abstract Index data referencing vertex data in parent mesh
func (*MDLSubmesh) IndexBufferAsIndexType ¶
func (o *MDLSubmesh) IndexBufferAsIndexType(indexType MDLIndexBitDepth) MDLMeshBuffer
func (*MDLSubmesh) IndexCount ¶
func (o *MDLSubmesh) IndexCount() uint
@property indexCount @abstract Number of indices in the indexBuffer
func (*MDLSubmesh) IndexType ¶
func (o *MDLSubmesh) IndexType() MDLIndexBitDepth
@property indexType @abstract Data type of indices in indexBuffer @discussion Support 8, 16, and 32 bit unsigned integer values
func (*MDLSubmesh) InitWithIndexBufferIndexCountIndexTypeGeometryTypeMaterial ¶
func (o *MDLSubmesh) InitWithIndexBufferIndexCountIndexTypeGeometryTypeMaterial(indexBuffer MDLMeshBuffer, indexCount uint, indexType MDLIndexBitDepth, geometryType MDLGeometryType, material *MDLMaterial) *MDLSubmesh
Initializes a submesh with an index buffer and the specified properties.
func (*MDLSubmesh) InitWithMDLSubmeshIndexTypeGeometryType ¶
func (o *MDLSubmesh) InitWithMDLSubmeshIndexTypeGeometryType(submesh *MDLSubmesh, indexType MDLIndexBitDepth, geometryType MDLGeometryType) *MDLSubmesh
Initializes a submesh by copying or converting another submesh.
func (*MDLSubmesh) InitWithNameIndexBufferIndexCountIndexTypeGeometryTypeMaterial ¶
func (o *MDLSubmesh) InitWithNameIndexBufferIndexCountIndexTypeGeometryTypeMaterial(name *foundation.NSString, indexBuffer MDLMeshBuffer, indexCount uint, indexType MDLIndexBitDepth, geometryType MDLGeometryType, material *MDLMaterial) *MDLSubmesh
Initializes a named submesh with an index buffer and the specified properties.
func (*MDLSubmesh) InitWithNameIndexBufferIndexCountIndexTypeGeometryTypeMaterialTopology ¶
func (o *MDLSubmesh) InitWithNameIndexBufferIndexCountIndexTypeGeometryTypeMaterialTopology(name *foundation.NSString, indexBuffer MDLMeshBuffer, indexCount uint, indexType MDLIndexBitDepth, geometryType MDLGeometryType, material *MDLMaterial, topology *MDLSubmeshTopology) *MDLSubmesh
Initializes a named submesh with a specific topology.
func (*MDLSubmesh) Material ¶
func (o *MDLSubmesh) Material() *MDLMaterial
@property material @abstract Material to apply when rendering this object
func (*MDLSubmesh) Name ¶
func (o *MDLSubmesh) Name() *foundation.NSString
@property name @abstract Identifying name for this object
func (*MDLSubmesh) SetMaterial ¶
func (o *MDLSubmesh) SetMaterial(material *MDLMaterial)
func (*MDLSubmesh) SetName ¶
func (o *MDLSubmesh) SetName(name *foundation.NSString)
func (*MDLSubmesh) SetTopology ¶
func (o *MDLSubmesh) SetTopology(topology *MDLSubmeshTopology)
func (*MDLSubmesh) Topology ¶
func (o *MDLSubmesh) Topology() *MDLSubmeshTopology
@property topology @abstract Topology data structure for use with MDLGeometryTypeVariableTopology @discussion ignored for geometry types other than MDLGeometryTypeVariableTopology. A submesh of type MDLGeometryTypeVariableTopology with no topology data is an empty submesh.
type MDLSubmeshTopology ¶
type MDLSubmeshTopology struct {
foundation.NSObject
}
A description of how a submesh’s index buffer data is arranged and how that arrangement should be used to produce the submesh’s intended 3D shape.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlsubmeshtopology
func MDLSubmeshTopologyFromID ¶
func MDLSubmeshTopologyFromID(id objc.ID) *MDLSubmeshTopology
func (*MDLSubmeshTopology) EdgeCreaseCount ¶
func (o *MDLSubmeshTopology) EdgeCreaseCount() uint
@property edgeCreaseCount @abstract The number of edge creases encoded in edgeCreases
func (*MDLSubmeshTopology) EdgeCreaseIndices ¶
func (o *MDLSubmeshTopology) EdgeCreaseIndices() MDLMeshBuffer
A crease value at an edge to be applied during subdivision. Edge creases A zero value is smooth, a one value is peaked. It is intended to be used with an index buffer, where the index buffer entries are edge index pairs. Accordingly, there will be two index entries for each edge sharpness entry, and the sharpness entry corresponds to the edge itself. The corresponding values in the edge sharpness attribute indicate the edge sharpness of those edges. The index buffer is sparse. If a mesh has three sharp edges, then the index buffer will have six entries. Since the number of entries in this vertex buffer is likely to be different than the number of entries in any other vertex buffer, it shouldn't be interleaved with other data.
func (*MDLSubmeshTopology) EdgeCreases ¶
func (o *MDLSubmeshTopology) EdgeCreases() MDLMeshBuffer
func (*MDLSubmeshTopology) FaceCount ¶
func (o *MDLSubmeshTopology) FaceCount() uint
@property faceCount @abstract The number of faces encoded in faceTopologyBuffer
func (*MDLSubmeshTopology) FaceTopology ¶
func (o *MDLSubmeshTopology) FaceTopology() MDLMeshBuffer
@property faceTopologyBuffer @abstract A buffer of 8 bit unsigned integer values, where each entry corresponds to the number of vertices making up a face. @discussion A submesh containing two triangles, a four sided polygon, and a line, would contain the data 3 3 4 2. If geometryType is of a fixed type, such as triangles, the buffer is optional, and will be created on demand if read. Indices to the vertex buffer will be stored in the index buffer correspondingly. In the example above, the indices would be stored in order, three indices for the first triangle, followed by three for the second, followed by four for the polygon, and finally two indices for the line.
func (*MDLSubmeshTopology) HoleCount ¶
func (o *MDLSubmeshTopology) HoleCount() uint
@property holeCount @abstract The number of holes encoded in holes
func (*MDLSubmeshTopology) Holes ¶
func (o *MDLSubmeshTopology) Holes() MDLMeshBuffer
The hole attribute is a vertex attribute of single integer values where each integer is an index of a face that is to be used as a hole. If there are two holes in a mesh, then the vertex buffer will have two entries. Since the number of entries in this vertex buffer is likely to be different than the number of entries in any other vertex buffer, it shouldn't be interleaved with other data.
func (*MDLSubmeshTopology) InitWithSubmesh ¶
func (o *MDLSubmeshTopology) InitWithSubmesh(submesh *MDLSubmesh) *MDLSubmeshTopology
@method initWithSubmesh: @abstract create a topology object corresponding to the topology in the submesh
func (*MDLSubmeshTopology) SetEdgeCreaseCount ¶
func (o *MDLSubmeshTopology) SetEdgeCreaseCount(edgeCreaseCount uint)
func (*MDLSubmeshTopology) SetEdgeCreaseIndices ¶
func (o *MDLSubmeshTopology) SetEdgeCreaseIndices(edgeCreaseIndices MDLMeshBuffer)
func (*MDLSubmeshTopology) SetEdgeCreases ¶
func (o *MDLSubmeshTopology) SetEdgeCreases(edgeCreases MDLMeshBuffer)
func (*MDLSubmeshTopology) SetFaceCount ¶
func (o *MDLSubmeshTopology) SetFaceCount(faceCount uint)
func (*MDLSubmeshTopology) SetFaceTopology ¶
func (o *MDLSubmeshTopology) SetFaceTopology(faceTopology MDLMeshBuffer)
func (*MDLSubmeshTopology) SetHoleCount ¶
func (o *MDLSubmeshTopology) SetHoleCount(holeCount uint)
func (*MDLSubmeshTopology) SetHoles ¶
func (o *MDLSubmeshTopology) SetHoles(holes MDLMeshBuffer)
func (*MDLSubmeshTopology) SetVertexCreaseCount ¶
func (o *MDLSubmeshTopology) SetVertexCreaseCount(vertexCreaseCount uint)
func (*MDLSubmeshTopology) SetVertexCreaseIndices ¶
func (o *MDLSubmeshTopology) SetVertexCreaseIndices(vertexCreaseIndices MDLMeshBuffer)
func (*MDLSubmeshTopology) SetVertexCreases ¶
func (o *MDLSubmeshTopology) SetVertexCreases(vertexCreases MDLMeshBuffer)
func (*MDLSubmeshTopology) VertexCreaseCount ¶
func (o *MDLSubmeshTopology) VertexCreaseCount() uint
@property vertexCreaseCount @abstract The number of vertex creases encoded in vertexCreases
func (*MDLSubmeshTopology) VertexCreaseIndices ¶
func (o *MDLSubmeshTopology) VertexCreaseIndices() MDLMeshBuffer
A crease value at a vertex to be applied during subdivision. Vertex creases A zero value is smooth, a one value is peaked. It is intended to be used with an index buffer, where the index buffer entries are vertex indices. The corresponding values in the corner sharpness attribute indicate the corner sharpness of those vertices. The index buffer is sparse. If a mesh has three sharp vertices, then the index buffer will have three entries. Since the number of entries in this vertex buffer is likely to be different than the number of entries in any other vertex buffer, it shouldn't be interleaved with other data.
func (*MDLSubmeshTopology) VertexCreases ¶
func (o *MDLSubmeshTopology) VertexCreases() MDLMeshBuffer
type MDLTexture ¶
type MDLTexture struct {
foundation.NSObject
}
A source of texel data to be used in rendering material surface appearances.
Apple documentation: https://developer.apple.com/documentation/modelio/mdltexture
func MDLTextureFromID ¶
func MDLTextureFromID(id objc.ID) *MDLTexture
func MDLTextureIrradianceTextureCubeWithTextureNameDimensions ¶
func MDLTextureIrradianceTextureCubeWithTextureNameDimensions(texture *MDLTexture, name *foundation.NSString, dimensions unsafe.Pointer) *MDLTexture
Generates an irradiance texture from the specified reflectance cube texture.
func MDLTextureIrradianceTextureCubeWithTextureNameDimensionsRoughness ¶
func MDLTextureIrradianceTextureCubeWithTextureNameDimensionsRoughness(texture *MDLTexture, name *foundation.NSString, dimensions unsafe.Pointer, roughness float32) *MDLTexture
Generates an irradiance texture from the specified reflectance cube texture, assuming a surface of the specified roughness.
func MDLTextureTextureCubeWithImagesNamed ¶
func MDLTextureTextureCubeWithImagesNamed(names *foundation.NSArray[*foundation.NSString]) *MDLTexture
Loads a cube texture from the specified image files in the app’s main bundle.
func MDLTextureTextureCubeWithImagesNamedBundle ¶
func MDLTextureTextureCubeWithImagesNamedBundle(names *foundation.NSArray[*foundation.NSString], bundleOrNil *foundation.NSBundle) *MDLTexture
Loads a cube texture from the specified image files in the specified bundle.
func MDLTextureTextureNamed ¶
func MDLTextureTextureNamed(name *foundation.NSString) *MDLTexture
Loads the texture with the specified filename from the app’s main bundle.
func MDLTextureTextureNamedAssetResolver ¶
func MDLTextureTextureNamedAssetResolver(name *foundation.NSString, resolver MDLAssetResolver) *MDLTexture
func MDLTextureTextureNamedBundle ¶
func MDLTextureTextureNamedBundle(name *foundation.NSString, bundleOrNil *foundation.NSBundle) *MDLTexture
Loads the texture with the specified filename from the specified bundle.
func (*MDLTexture) ChannelCount ¶
func (o *MDLTexture) ChannelCount() uint
func (*MDLTexture) ChannelEncoding ¶
func (o *MDLTexture) ChannelEncoding() MDLTextureChannelEncoding
func (*MDLTexture) Dimensions ¶
func (o *MDLTexture) Dimensions() unsafe.Pointer
func (*MDLTexture) HasAlphaValues ¶
func (o *MDLTexture) HasAlphaValues() bool
hasAlphaValues @summary Can be overridden. If not overridden, hasAlpha will be NO if the texture does not have an alpha channel. It wil be YES if the texture has an alpha channel and there is at least one non-opaque texel in it.
func (*MDLTexture) ImageFromTexture ¶
func (o *MDLTexture) ImageFromTexture() unsafe.Pointer
Exports the texture data as a CoreGraphics image.
func (*MDLTexture) ImageFromTextureAtLevel ¶
func (o *MDLTexture) ImageFromTextureAtLevel(level uint) unsafe.Pointer
func (*MDLTexture) Init ¶
func (o *MDLTexture) Init() *MDLTexture
func (*MDLTexture) InitWithDataTopLeftOriginNameDimensionsRowStrideChannelCountChannelEncodingIsCube ¶
func (o *MDLTexture) InitWithDataTopLeftOriginNameDimensionsRowStrideChannelCountChannelEncodingIsCube(pixelData *foundation.NSData, topLeftOrigin bool, name *foundation.NSString, dimensions unsafe.Pointer, rowStride int, channelCount uint, channelEncoding MDLTextureChannelEncoding, isCube bool) *MDLTexture
Initializes a texture object with the specified image data and properties.
func (*MDLTexture) IsCube ¶
func (o *MDLTexture) IsCube() bool
func (*MDLTexture) MipLevelCount ¶
func (o *MDLTexture) MipLevelCount() uint
func (*MDLTexture) RowStride ¶
func (o *MDLTexture) RowStride() int
func (*MDLTexture) SetHasAlphaValues ¶
func (o *MDLTexture) SetHasAlphaValues(hasAlphaValues bool)
func (*MDLTexture) SetIsCube ¶
func (o *MDLTexture) SetIsCube(isCube bool)
func (*MDLTexture) TexelDataWithBottomLeftOrigin ¶
func (o *MDLTexture) TexelDataWithBottomLeftOrigin() *foundation.NSData
Returns the texture’s image data, organized such that its first pixel represents the bottom-left corner of the image.
func (*MDLTexture) TexelDataWithBottomLeftOriginAtMipLevelCreate ¶
func (o *MDLTexture) TexelDataWithBottomLeftOriginAtMipLevelCreate(level int, create bool) *foundation.NSData
Returns the texture’s image data for the specified mipmap level, organized such that its first pixel represents the bottom-left corner of the image.
func (*MDLTexture) TexelDataWithTopLeftOrigin ¶
func (o *MDLTexture) TexelDataWithTopLeftOrigin() *foundation.NSData
Returns the texture’s image data, organized such that its first pixel represents the top-left corner of the image.
func (*MDLTexture) TexelDataWithTopLeftOriginAtMipLevelCreate ¶
func (o *MDLTexture) TexelDataWithTopLeftOriginAtMipLevelCreate(level int, create bool) *foundation.NSData
Returns the texture’s image data for the specified mipmap level, organized such that its first pixel represents the top-left corner of the image.
func (*MDLTexture) WriteToURL ¶
func (o *MDLTexture) WriteToURL(uRL *foundation.NSURL) bool
Exports the texture data to an image file at the specified URL.
func (*MDLTexture) WriteToURLLevel ¶
func (o *MDLTexture) WriteToURLLevel(uRL *foundation.NSURL, level uint) bool
write a particular level of a mipped texture to URL, deducing type from path extension
func (*MDLTexture) WriteToURLType ¶
func (o *MDLTexture) WriteToURLType(nsurl *foundation.NSURL, type_ unsafe.Pointer) bool
Exports the texture data to an image file at the specified URL, of the specified type.
func (*MDLTexture) WriteToURLTypeLevel ¶
func (o *MDLTexture) WriteToURLTypeLevel(nsurl *foundation.NSURL, type_ unsafe.Pointer, level uint) bool
write a particular level of a mipped texture to URL, using a specific UT type
type MDLTextureChannelEncoding ¶
type MDLTextureChannelEncoding int64
Options for the data size and type of texel channel values, used by the channelEncoding property.
const ( // Each channel value per texel is an 8-bit unsigned integer. MDLTextureChannelEncodingUInt8 MDLTextureChannelEncoding = 1 // Each channel value per texel is an 8-bit unsigned integer. MDLTextureChannelEncodingUint8 MDLTextureChannelEncoding = 1 // Each channel value per texel is a 16-bit unsigned integer. MDLTextureChannelEncodingUInt16 MDLTextureChannelEncoding = 2 // Each channel value per texel is a 16-bit unsigned integer. MDLTextureChannelEncodingUint16 MDLTextureChannelEncoding = 2 // Each channel value per texel is a 24-bit unsigned integer. MDLTextureChannelEncodingUInt24 MDLTextureChannelEncoding = 3 // Each channel value per texel is a 24-bit unsigned integer. MDLTextureChannelEncodingUint24 MDLTextureChannelEncoding = 3 // Each channel value per texel is a 32-bit unsigned integer. MDLTextureChannelEncodingUInt32 MDLTextureChannelEncoding = 4 // Each channel value per texel is a 32-bit unsigned integer. MDLTextureChannelEncodingUint32 MDLTextureChannelEncoding = 4 // Each channel value per texel is a 16-bit floating-point value. MDLTextureChannelEncodingFloat16 MDLTextureChannelEncoding = 258 MDLTextureChannelEncodingFloat16SR MDLTextureChannelEncoding = 770 // Each channel value per texel is a 32-bit floating-point value. MDLTextureChannelEncodingFloat32 MDLTextureChannelEncoding = 260 )
func (MDLTextureChannelEncoding) String ¶
func (e MDLTextureChannelEncoding) String() string
type MDLTextureFilter ¶
type MDLTextureFilter struct {
foundation.NSObject
}
A description of filtering modes for a renderer to use when sampling from a texture.
Apple documentation: https://developer.apple.com/documentation/modelio/mdltexturefilter
func MDLTextureFilterFromID ¶
func MDLTextureFilterFromID(id objc.ID) *MDLTextureFilter
func (*MDLTextureFilter) MagFilter ¶
func (o *MDLTextureFilter) MagFilter() MDLMaterialTextureFilterMode
func (*MDLTextureFilter) MinFilter ¶
func (o *MDLTextureFilter) MinFilter() MDLMaterialTextureFilterMode
func (*MDLTextureFilter) MipFilter ¶
func (o *MDLTextureFilter) MipFilter() MDLMaterialMipMapFilterMode
func (*MDLTextureFilter) RWrapMode ¶
func (o *MDLTextureFilter) RWrapMode() MDLMaterialTextureWrapMode
func (*MDLTextureFilter) SWrapMode ¶
func (o *MDLTextureFilter) SWrapMode() MDLMaterialTextureWrapMode
func (*MDLTextureFilter) SetMagFilter ¶
func (o *MDLTextureFilter) SetMagFilter(magFilter MDLMaterialTextureFilterMode)
func (*MDLTextureFilter) SetMinFilter ¶
func (o *MDLTextureFilter) SetMinFilter(minFilter MDLMaterialTextureFilterMode)
func (*MDLTextureFilter) SetMipFilter ¶
func (o *MDLTextureFilter) SetMipFilter(mipFilter MDLMaterialMipMapFilterMode)
func (*MDLTextureFilter) SetRWrapMode ¶
func (o *MDLTextureFilter) SetRWrapMode(rWrapMode MDLMaterialTextureWrapMode)
func (*MDLTextureFilter) SetSWrapMode ¶
func (o *MDLTextureFilter) SetSWrapMode(sWrapMode MDLMaterialTextureWrapMode)
func (*MDLTextureFilter) SetTWrapMode ¶
func (o *MDLTextureFilter) SetTWrapMode(tWrapMode MDLMaterialTextureWrapMode)
func (*MDLTextureFilter) TWrapMode ¶
func (o *MDLTextureFilter) TWrapMode() MDLMaterialTextureWrapMode
type MDLTextureSampler ¶
type MDLTextureSampler struct {
foundation.NSObject
}
An object that pairs a source of texture data with sampling parameters to be used in rendering the texture.
Apple documentation: https://developer.apple.com/documentation/modelio/mdltexturesampler
func MDLTextureSamplerFromID ¶
func MDLTextureSamplerFromID(id objc.ID) *MDLTextureSampler
func (*MDLTextureSampler) HardwareFilter ¶
func (o *MDLTextureSampler) HardwareFilter() *MDLTextureFilter
func (*MDLTextureSampler) SetHardwareFilter ¶
func (o *MDLTextureSampler) SetHardwareFilter(hardwareFilter *MDLTextureFilter)
func (*MDLTextureSampler) SetTexture ¶
func (o *MDLTextureSampler) SetTexture(texture *MDLTexture)
func (*MDLTextureSampler) SetTransform ¶
func (o *MDLTextureSampler) SetTransform(transform *MDLTransform)
func (*MDLTextureSampler) Texture ¶
func (o *MDLTextureSampler) Texture() *MDLTexture
func (*MDLTextureSampler) Transform ¶
func (o *MDLTextureSampler) Transform() *MDLTransform
type MDLTransform ¶
type MDLTransform struct {
foundation.NSObject
}
A description of the local coordinate space transformations for a 3D object.
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransform
func MDLTransformFromID ¶
func MDLTransformFromID(id objc.ID) *MDLTransform
func (*MDLTransform) Init ¶
func (o *MDLTransform) Init() *MDLTransform
@method init @discussion Initialize an MDLTransform's matrices with identity
func (*MDLTransform) InitWithIdentity ¶
func (o *MDLTransform) InitWithIdentity() *MDLTransform
Initializes a transform object to the identity transformation. Deprecated: since macOS 10.13.
func (*MDLTransform) InitWithMatrix ¶
func (o *MDLTransform) InitWithMatrix(matrix unsafe.Pointer) *MDLTransform
Initializes a transform object with the specified transform matrix.
func (*MDLTransform) InitWithMatrixResetsTransform ¶
func (o *MDLTransform) InitWithMatrixResetsTransform(matrix unsafe.Pointer, resetsTransform bool) *MDLTransform
func (*MDLTransform) InitWithTransformComponent ¶
func (o *MDLTransform) InitWithTransformComponent(component MDLTransformComponent) *MDLTransform
Initializes a transform object to match the specified transform component. Deprecated: since macOS 10.13.
func (*MDLTransform) InitWithTransformComponentResetsTransform
deprecated
func (o *MDLTransform) InitWithTransformComponentResetsTransform(component MDLTransformComponent, resetsTransform bool) *MDLTransform
Deprecated: since macOS 10.13.
func (*MDLTransform) Rotation ¶
func (o *MDLTransform) Rotation() unsafe.Pointer
func (*MDLTransform) RotationAtTime ¶
func (o *MDLTransform) RotationAtTime(time_ float64) unsafe.Pointer
Returns the orientation of the transform relative to its parent coordinate space, as of the specified time sample.
func (*MDLTransform) RotationMatrixAtTime ¶
func (o *MDLTransform) RotationMatrixAtTime(time_ float64) unsafe.Pointer
Returns the orientation of the transform as a rotation matrix, as of the specified time sample.
func (*MDLTransform) Scale ¶
func (o *MDLTransform) Scale() unsafe.Pointer
func (*MDLTransform) ScaleAtTime ¶
func (o *MDLTransform) ScaleAtTime(time_ float64) unsafe.Pointer
Returns the x-, y-, and z-axis scale factors of the transform relative to its parent coordinate space, as of the specified time sample.
func (*MDLTransform) SetIdentity ¶
func (o *MDLTransform) SetIdentity()
Sets all factors of the transform to those of the identity transformation.
func (*MDLTransform) SetMatrixForTime ¶
func (o *MDLTransform) SetMatrixForTime(matrix unsafe.Pointer, time_ float64)
func (*MDLTransform) SetRotation ¶
func (o *MDLTransform) SetRotation(rotation unsafe.Pointer)
func (*MDLTransform) SetRotationForTime ¶
func (o *MDLTransform) SetRotationForTime(rotation unsafe.Pointer, time_ float64)
Sets the orientation of the transform for the specified time sample.
func (*MDLTransform) SetScale ¶
func (o *MDLTransform) SetScale(scale unsafe.Pointer)
func (*MDLTransform) SetScaleForTime ¶
func (o *MDLTransform) SetScaleForTime(scale unsafe.Pointer, time_ float64)
Sets the x-, y-, and z-axis scale factors of the transform for the specified time sample.
func (*MDLTransform) SetShear ¶
func (o *MDLTransform) SetShear(shear unsafe.Pointer)
func (*MDLTransform) SetShearForTime ¶
func (o *MDLTransform) SetShearForTime(shear unsafe.Pointer, time_ float64)
Sets the x-, y-, and z-axis shear factors of the transform for the specified time sample.
func (*MDLTransform) SetTranslation ¶
func (o *MDLTransform) SetTranslation(translation unsafe.Pointer)
func (*MDLTransform) SetTranslationForTime ¶
func (o *MDLTransform) SetTranslationForTime(translation unsafe.Pointer, time_ float64)
Sets the x-, y-, and z-axis offsets of the transform for the specified time sample.
func (*MDLTransform) Shear ¶
func (o *MDLTransform) Shear() unsafe.Pointer
func (*MDLTransform) ShearAtTime ¶
func (o *MDLTransform) ShearAtTime(time_ float64) unsafe.Pointer
Returns the x-, y-, and z-axis shear factors of the transform relative to its parent coordinate space, as of the specified time sample.
func (*MDLTransform) Translation ¶
func (o *MDLTransform) Translation() unsafe.Pointer
If these properties are read and animation data exists the earliest value is returned. Otherwise, if there is no animation data, the value of the property is the same at all times and that value is returned. If written, timing information for said property is removed. To retain or add timing information, use the set:forTime selectors instead.
func (*MDLTransform) TranslationAtTime ¶
func (o *MDLTransform) TranslationAtTime(time_ float64) unsafe.Pointer
Returns the x-, y-, and z-axis offsets of the transform relative to its parent coordinate space, as of the specified time sample.
type MDLTransformComponent ¶
type MDLTransformComponent interface {
MDLComponent
}
MDLTransformComponent wraps the ObjC protocol MDLTransformComponent.
type MDLTransformMatrixOp ¶
type MDLTransformMatrixOp struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformmatrixop
func MDLTransformMatrixOpFromID ¶
func MDLTransformMatrixOpFromID(id objc.ID) *MDLTransformMatrixOp
func (*MDLTransformMatrixOp) AnimatedValue ¶
func (o *MDLTransformMatrixOp) AnimatedValue() *MDLAnimatedMatrix4x4
func (*MDLTransformMatrixOp) Name ¶
func (o *MDLTransformMatrixOp) Name() *foundation.NSString
type MDLTransformOp ¶
type MDLTransformOp interface {
Float4x4AtTime(time_ float64) unsafe.Pointer
Double4x4AtTime(time_ float64) unsafe.Pointer
IsInverseOp() bool
Name() *foundation.NSString
}
MDLTransformOp wraps the ObjC protocol MDLTransformOp.
type MDLTransformOpRotationOrder ¶
type MDLTransformOpRotationOrder uint64
const ( MDLTransformOpRotationOrderXYZ MDLTransformOpRotationOrder = 1 MDLTransformOpRotationOrderXZY MDLTransformOpRotationOrder = 2 MDLTransformOpRotationOrderYXZ MDLTransformOpRotationOrder = 3 MDLTransformOpRotationOrderYZX MDLTransformOpRotationOrder = 4 MDLTransformOpRotationOrderZXY MDLTransformOpRotationOrder = 5 MDLTransformOpRotationOrderZYX MDLTransformOpRotationOrder = 6 )
func (MDLTransformOpRotationOrder) String ¶
func (e MDLTransformOpRotationOrder) String() string
type MDLTransformOrientOp ¶
type MDLTransformOrientOp struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformorientop
func MDLTransformOrientOpFromID ¶
func MDLTransformOrientOpFromID(id objc.ID) *MDLTransformOrientOp
func (*MDLTransformOrientOp) AnimatedValue ¶
func (o *MDLTransformOrientOp) AnimatedValue() *MDLAnimatedQuaternion
func (*MDLTransformOrientOp) Name ¶
func (o *MDLTransformOrientOp) Name() *foundation.NSString
type MDLTransformRotateOp ¶
type MDLTransformRotateOp struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformrotateop
func MDLTransformRotateOpFromID ¶
func MDLTransformRotateOpFromID(id objc.ID) *MDLTransformRotateOp
func (*MDLTransformRotateOp) AnimatedValue ¶
func (o *MDLTransformRotateOp) AnimatedValue() *MDLAnimatedVector3
func (*MDLTransformRotateOp) Name ¶
func (o *MDLTransformRotateOp) Name() *foundation.NSString
type MDLTransformRotateXOp ¶
type MDLTransformRotateXOp struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformrotatexop
func MDLTransformRotateXOpFromID ¶
func MDLTransformRotateXOpFromID(id objc.ID) *MDLTransformRotateXOp
func (*MDLTransformRotateXOp) AnimatedValue ¶
func (o *MDLTransformRotateXOp) AnimatedValue() *MDLAnimatedScalar
func (*MDLTransformRotateXOp) Name ¶
func (o *MDLTransformRotateXOp) Name() *foundation.NSString
type MDLTransformRotateYOp ¶
type MDLTransformRotateYOp struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformrotateyop
func MDLTransformRotateYOpFromID ¶
func MDLTransformRotateYOpFromID(id objc.ID) *MDLTransformRotateYOp
func (*MDLTransformRotateYOp) AnimatedValue ¶
func (o *MDLTransformRotateYOp) AnimatedValue() *MDLAnimatedScalar
func (*MDLTransformRotateYOp) Name ¶
func (o *MDLTransformRotateYOp) Name() *foundation.NSString
type MDLTransformRotateZOp ¶
type MDLTransformRotateZOp struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformrotatezop
func MDLTransformRotateZOpFromID ¶
func MDLTransformRotateZOpFromID(id objc.ID) *MDLTransformRotateZOp
func (*MDLTransformRotateZOp) AnimatedValue ¶
func (o *MDLTransformRotateZOp) AnimatedValue() *MDLAnimatedScalar
func (*MDLTransformRotateZOp) Name ¶
func (o *MDLTransformRotateZOp) Name() *foundation.NSString
type MDLTransformScaleOp ¶
type MDLTransformScaleOp struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformscaleop
func MDLTransformScaleOpFromID ¶
func MDLTransformScaleOpFromID(id objc.ID) *MDLTransformScaleOp
func (*MDLTransformScaleOp) AnimatedValue ¶
func (o *MDLTransformScaleOp) AnimatedValue() *MDLAnimatedVector3
func (*MDLTransformScaleOp) Name ¶
func (o *MDLTransformScaleOp) Name() *foundation.NSString
type MDLTransformStack ¶
type MDLTransformStack struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformstack
func MDLTransformStackFromID ¶
func MDLTransformStackFromID(id objc.ID) *MDLTransformStack
func (*MDLTransformStack) AddMatrixOpInverse ¶
func (o *MDLTransformStack) AddMatrixOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformMatrixOp
func (*MDLTransformStack) AddOrientOpInverse ¶
func (o *MDLTransformStack) AddOrientOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformOrientOp
func (*MDLTransformStack) AddRotateOpOrderInverse ¶
func (o *MDLTransformStack) AddRotateOpOrderInverse(animatedValueName *foundation.NSString, order MDLTransformOpRotationOrder, inverse bool) *MDLTransformRotateOp
func (*MDLTransformStack) AddRotateXOpInverse ¶
func (o *MDLTransformStack) AddRotateXOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformRotateXOp
func (*MDLTransformStack) AddRotateYOpInverse ¶
func (o *MDLTransformStack) AddRotateYOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformRotateYOp
func (*MDLTransformStack) AddRotateZOpInverse ¶
func (o *MDLTransformStack) AddRotateZOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformRotateZOp
func (*MDLTransformStack) AddScaleOpInverse ¶
func (o *MDLTransformStack) AddScaleOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformScaleOp
func (*MDLTransformStack) AddTranslateOpInverse ¶
func (o *MDLTransformStack) AddTranslateOpInverse(animatedValueName *foundation.NSString, inverse bool) *MDLTransformTranslateOp
func (*MDLTransformStack) AnimatedValueWithName ¶
func (o *MDLTransformStack) AnimatedValueWithName(name *foundation.NSString) *MDLAnimatedValue
func (*MDLTransformStack) Count ¶
func (o *MDLTransformStack) Count() uint
func (*MDLTransformStack) Double4x4AtTime ¶
func (o *MDLTransformStack) Double4x4AtTime(time_ float64) unsafe.Pointer
func (*MDLTransformStack) Float4x4AtTime ¶
func (o *MDLTransformStack) Float4x4AtTime(time_ float64) unsafe.Pointer
func (*MDLTransformStack) Init ¶
func (o *MDLTransformStack) Init() objc.ID
func (*MDLTransformStack) KeyTimes ¶
func (o *MDLTransformStack) KeyTimes() *foundation.NSArray[*foundation.NSNumber]
func (*MDLTransformStack) TransformOps ¶
func (o *MDLTransformStack) TransformOps() *foundation.NSArray[MDLTransformOp]
type MDLTransformTranslateOp ¶
type MDLTransformTranslateOp struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdltransformtranslateop
func MDLTransformTranslateOpFromID ¶
func MDLTransformTranslateOpFromID(id objc.ID) *MDLTransformTranslateOp
func (*MDLTransformTranslateOp) AnimatedValue ¶
func (o *MDLTransformTranslateOp) AnimatedValue() *MDLAnimatedVector3
func (*MDLTransformTranslateOp) Name ¶
func (o *MDLTransformTranslateOp) Name() *foundation.NSString
type MDLURLTexture ¶
type MDLURLTexture struct {
MDLTexture
}
A lightweight reference to a URL from which to load texture data.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlurltexture
func MDLURLTextureFromID ¶
func MDLURLTextureFromID(id objc.ID) *MDLURLTexture
func (*MDLURLTexture) InitWithURLName ¶
func (o *MDLURLTexture) InitWithURLName(uRL *foundation.NSURL, name *foundation.NSString) *MDLURLTexture
Initializes a texture that loads its texel data from a file at the specified URL.
func (*MDLURLTexture) SetURL ¶
func (o *MDLURLTexture) SetURL(uRL *foundation.NSURL)
func (*MDLURLTexture) URL ¶
func (o *MDLURLTexture) URL() *foundation.NSURL
type MDLUtility ¶
type MDLUtility struct {
foundation.NSObject
}
Apple documentation: https://developer.apple.com/documentation/modelio/mdlutility
func MDLUtilityFromID ¶
func MDLUtilityFromID(id objc.ID) *MDLUtility
type MDLVertexAttribute ¶
type MDLVertexAttribute struct {
foundation.NSObject
}
A description of the format of per-vertex data for a single vertex attribute in a mesh object.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlvertexattribute
func MDLVertexAttributeFromID ¶
func MDLVertexAttributeFromID(id objc.ID) *MDLVertexAttribute
func (*MDLVertexAttribute) BufferIndex ¶
func (o *MDLVertexAttribute) BufferIndex() uint
@property bufferIndex @abstract index of the buffer in mesh's vertexBuffer array in which this attribute resides
func (*MDLVertexAttribute) Format ¶
func (o *MDLVertexAttribute) Format() MDLVertexFormat
@property format @abstract Format (including number of components) of the attribute @discussion If the value is MDLVertexFormatInvalid. Other values of this object will be ignored when setting the MDLVertexDescriptor object in a Mesh. The initial value is MDLVertexFormatInvalid.
func (*MDLVertexAttribute) InitWithNameFormatOffsetBufferIndex ¶
func (o *MDLVertexAttribute) InitWithNameFormatOffsetBufferIndex(name *foundation.NSString, format MDLVertexFormat, offset uint, bufferIndex uint) *MDLVertexAttribute
Initializes a vertex attribute object with the specified property values.
func (*MDLVertexAttribute) InitializationValue ¶
func (o *MDLVertexAttribute) InitializationValue() unsafe.Pointer
@property initializationValue @abstract Value to initialize the attribute to in the vertex buffer if no values @discussion This values of this vector will be set in attribute in the vertex attribute if the attribute did not previously exist in the mesh when setting the MDLVertexDescriptor in the mesh. Components of this vector will also be set in The initial value of initializationValue is (0, 0, 0, 1).
func (*MDLVertexAttribute) Name ¶
func (o *MDLVertexAttribute) Name() *foundation.NSString
@property name @abstract Identifying name of the attribute derived from model file, or one of the predefined MDLVertexAttribute strings
func (*MDLVertexAttribute) Offset ¶
func (o *MDLVertexAttribute) Offset() uint
@property offset @abstract offset in bytes of the attrbute in each element of the vertex buffer
func (*MDLVertexAttribute) SetBufferIndex ¶
func (o *MDLVertexAttribute) SetBufferIndex(bufferIndex uint)
func (*MDLVertexAttribute) SetFormat ¶
func (o *MDLVertexAttribute) SetFormat(format MDLVertexFormat)
func (*MDLVertexAttribute) SetInitializationValue ¶
func (o *MDLVertexAttribute) SetInitializationValue(initializationValue unsafe.Pointer)
func (*MDLVertexAttribute) SetName ¶
func (o *MDLVertexAttribute) SetName(name *foundation.NSString)
func (*MDLVertexAttribute) SetOffset ¶
func (o *MDLVertexAttribute) SetOffset(offset uint)
func (*MDLVertexAttribute) SetTime ¶
func (o *MDLVertexAttribute) SetTime(time_ float64)
func (*MDLVertexAttribute) Time ¶
func (o *MDLVertexAttribute) Time() float64
@property time @abstract the time the attribute is intended for. @discussion morph targets would store their times here
type MDLVertexAttributeData ¶
type MDLVertexAttributeData struct {
foundation.NSObject
}
An object that provides convenience access to vertex data for a specific vertex attribute of a mesh.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlvertexattributedata
func MDLVertexAttributeDataFromID ¶
func MDLVertexAttributeDataFromID(id objc.ID) *MDLVertexAttributeData
func (*MDLVertexAttributeData) BufferSize ¶
func (o *MDLVertexAttributeData) BufferSize() uint
func (*MDLVertexAttributeData) DataStart ¶
func (o *MDLVertexAttributeData) DataStart() unsafe.Pointer
func (*MDLVertexAttributeData) Format ¶
func (o *MDLVertexAttributeData) Format() MDLVertexFormat
func (*MDLVertexAttributeData) Map ¶
func (o *MDLVertexAttributeData) Map() *MDLMeshBufferMap
func (*MDLVertexAttributeData) SetBufferSize ¶
func (o *MDLVertexAttributeData) SetBufferSize(bufferSize uint)
func (*MDLVertexAttributeData) SetDataStart ¶
func (o *MDLVertexAttributeData) SetDataStart(dataStart unsafe.Pointer)
func (*MDLVertexAttributeData) SetFormat ¶
func (o *MDLVertexAttributeData) SetFormat(format MDLVertexFormat)
func (*MDLVertexAttributeData) SetMap ¶
func (o *MDLVertexAttributeData) SetMap(map_ *MDLMeshBufferMap)
func (*MDLVertexAttributeData) SetStride ¶
func (o *MDLVertexAttributeData) SetStride(stride uint)
func (*MDLVertexAttributeData) Stride ¶
func (o *MDLVertexAttributeData) Stride() uint
type MDLVertexBufferLayout ¶
type MDLVertexBufferLayout struct {
foundation.NSObject
}
A MDLVertexBufferLayout object describes layout information for a vertex buffer in a MDLMesh object. A collection of vertex layer objects, vertex attribute objects, and additional information forms a MDLVertexDescriptor object, which completely describes the layout of vertex buffers for a mesh.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlvertexbufferlayout
func MDLVertexBufferLayoutFromID ¶
func MDLVertexBufferLayoutFromID(id objc.ID) *MDLVertexBufferLayout
func (*MDLVertexBufferLayout) InitWithStride ¶
func (o *MDLVertexBufferLayout) InitWithStride(stride uint) *MDLVertexBufferLayout
func (*MDLVertexBufferLayout) SetStride ¶
func (o *MDLVertexBufferLayout) SetStride(stride uint)
func (*MDLVertexBufferLayout) Stride ¶
func (o *MDLVertexBufferLayout) Stride() uint
type MDLVertexDescriptor ¶
type MDLVertexDescriptor struct {
foundation.NSObject
}
A description of the structure, format, and layout for vertex data buffers associated with a mesh.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlvertexdescriptor
func MDLVertexDescriptorFromID ¶
func MDLVertexDescriptorFromID(id objc.ID) *MDLVertexDescriptor
func (*MDLVertexDescriptor) AddOrReplaceAttribute ¶
func (o *MDLVertexDescriptor) AddOrReplaceAttribute(attribute *MDLVertexAttribute)
Adds the specified vertex attribute to the vertex descriptor, replacing any existing attribute with the same name.
func (*MDLVertexDescriptor) AttributeNamed ¶
func (o *MDLVertexDescriptor) AttributeNamed(name *foundation.NSString) *MDLVertexAttribute
Returns the vertex attribute with the specified name in the vertex descriptor.
func (*MDLVertexDescriptor) Attributes ¶
func (o *MDLVertexDescriptor) Attributes() *foundation.NSMutableArray[*MDLVertexAttribute]
@property attributes @abstract An array of MDLVertexAttribute objects @discussion ay describing the current attribute state of vertex buffers in an MDLMesh mesh
func (*MDLVertexDescriptor) InitWithVertexDescriptor ¶
func (o *MDLVertexDescriptor) InitWithVertexDescriptor(vertexDescriptor *MDLVertexDescriptor) *MDLVertexDescriptor
Creates a new vertex descriptor by performing a deep copy of the specified vertex descriptor.
func (*MDLVertexDescriptor) Layouts ¶
func (o *MDLVertexDescriptor) Layouts() *foundation.NSMutableArray[*MDLVertexBufferLayout]
@property layouts @abstract An array of MDLVertexBufferLayout @discussion An array describing the current layout state of vertex buffers in an MDLMesh mesh
func (*MDLVertexDescriptor) RemoveAttributeNamed ¶
func (o *MDLVertexDescriptor) RemoveAttributeNamed(name *foundation.NSString)
@method removeAttributeNamed: @abstract Remove the named attribute if it exists
func (*MDLVertexDescriptor) Reset ¶
func (o *MDLVertexDescriptor) Reset()
Resets a vertex descriptor to its default state.
func (*MDLVertexDescriptor) SetAttributes ¶
func (o *MDLVertexDescriptor) SetAttributes(attributes *foundation.NSMutableArray[*MDLVertexAttribute])
func (*MDLVertexDescriptor) SetLayouts ¶
func (o *MDLVertexDescriptor) SetLayouts(layouts *foundation.NSMutableArray[*MDLVertexBufferLayout])
func (*MDLVertexDescriptor) SetPackedOffsets ¶
func (o *MDLVertexDescriptor) SetPackedOffsets()
Sets the offset for each vertex attribute to the minimum value to pack vertex data together in a single buffer.
func (*MDLVertexDescriptor) SetPackedStrides ¶
func (o *MDLVertexDescriptor) SetPackedStrides()
Sets the stride for each vertex layout to the minimum value to pack vertex data together in a single buffer.
type MDLVertexFormat ¶
type MDLVertexFormat uint64
Descriptions of the data size and layout for a vertex attribute, used by the format property.
const ( // The vertex attribute has just been initialized or its format is unknown. MDLVertexFormatInvalid MDLVertexFormat = 0 // A bit mask for vertex attributes in packed vector formats. MDLVertexFormatPackedBit MDLVertexFormat = 4096 // A bit mask for vertex attributes whose components are in 8-bit unsigned integer format. MDLVertexFormatUCharBits MDLVertexFormat = 65536 // A bit mask for vertex attributes whose components are in 8-bit signed integer format. MDLVertexFormatCharBits MDLVertexFormat = 131072 // A bit mask for vertex attributes whose components are in 8-bit unsigned normalized integer format. MDLVertexFormatUCharNormalizedBits MDLVertexFormat = 196608 // A bit mask for vertex attributes whose components are in 8-bit signed normalized integer format. MDLVertexFormatCharNormalizedBits MDLVertexFormat = 262144 // A bit mask for vertex attributes whose components are in 16-bit unsigned integer format. MDLVertexFormatUShortBits MDLVertexFormat = 327680 // A bit mask for vertex attributes whose components are in 16-bit signed integer format. MDLVertexFormatShortBits MDLVertexFormat = 393216 // A bit mask for vertex attributes whose components are in 16-bit unsigned normalized integer format. MDLVertexFormatUShortNormalizedBits MDLVertexFormat = 458752 // A bit mask for vertex attributes whose components are in 16-bit signed normalized integer format. MDLVertexFormatShortNormalizedBits MDLVertexFormat = 524288 // A bit mask for vertex attributes whose components are in 32-bit unsigned integer format. MDLVertexFormatUIntBits MDLVertexFormat = 589824 // A bit mask for vertex attributes whose components are in 32-bit signed integer format. MDLVertexFormatIntBits MDLVertexFormat = 655360 // A bit mask for vertex attributes whose components are in 16-bit floating-point format. MDLVertexFormatHalfBits MDLVertexFormat = 720896 // A bit mask for vertex attributes whose components are in 32-bit floating-point format. MDLVertexFormatFloatBits MDLVertexFormat = 786432 // The attribute value for each vertex is a scalar of unsigned 8-bit integer type. MDLVertexFormatUChar MDLVertexFormat = 65537 // The attribute value for each vertex is a vector with 2 components, each of unsigned 8-bit integer type. MDLVertexFormatUChar2 MDLVertexFormat = 65538 // The attribute value for each vertex is a vector with 3 components, each of unsigned 8-bit integer type. MDLVertexFormatUChar3 MDLVertexFormat = 65539 // The attribute value for each vertex is a vector with 4 components, each of unsigned 8-bit integer type. MDLVertexFormatUChar4 MDLVertexFormat = 65540 // The attribute value for each vertex is a scalar of signed 8-bit integer type. MDLVertexFormatChar MDLVertexFormat = 131073 // The attribute value for each vertex is a vector with 2 components, each of signed 8-bit integer type. MDLVertexFormatChar2 MDLVertexFormat = 131074 // The attribute value for each vertex is a vector with 3 components, each of signed 8-bit integer type. MDLVertexFormatChar3 MDLVertexFormat = 131075 // The attribute value for each vertex is a vector with 4 components, each of signed 8-bit integer type. MDLVertexFormatChar4 MDLVertexFormat = 131076 // The attribute value for each vertex is a normalized scalar of unsigned 8-bit integer type. MDLVertexFormatUCharNormalized MDLVertexFormat = 196609 // The attribute value for each vertex is a vector with 2 components, each with a normalized value of unsigned 8-bit integer type. MDLVertexFormatUChar2Normalized MDLVertexFormat = 196610 // The attribute value for each vertex is a vector with 3 components, each with a normalized value of unsigned 8-bit integer type. MDLVertexFormatUChar3Normalized MDLVertexFormat = 196611 // The attribute value for each vertex is a vector with 4 components, each with a normalized value of unsigned 8-bit integer type. MDLVertexFormatUChar4Normalized MDLVertexFormat = 196612 // The attribute value for each vertex is a normalized scalar of signed 8-bit integer type. MDLVertexFormatCharNormalized MDLVertexFormat = 262145 // The attribute value for each vertex is a vector with 2 components, each with a normalized value of signed 8-bit integer type. MDLVertexFormatChar2Normalized MDLVertexFormat = 262146 // The attribute value for each vertex is a vector with 3 components, each with a normalized value of signed 8-bit integer type. MDLVertexFormatChar3Normalized MDLVertexFormat = 262147 // The attribute value for each vertex is a vector with 4 components, each with a normalized value of signed 8-bit integer type. MDLVertexFormatChar4Normalized MDLVertexFormat = 262148 // The attribute value for each vertex is a scalar of unsigned 16-bit integer type. MDLVertexFormatUShort MDLVertexFormat = 327681 // The attribute value for each vertex is a vector with 2 components, each of unsigned 16-bit integer type. MDLVertexFormatUShort2 MDLVertexFormat = 327682 // The attribute value for each vertex is a vector with 3 components, each of unsigned 16-bit integer type. MDLVertexFormatUShort3 MDLVertexFormat = 327683 // The attribute value for each vertex is a vector with 4 components, each of unsigned 16-bit integer type. MDLVertexFormatUShort4 MDLVertexFormat = 327684 // The attribute value for each vertex is a scalar of signed 16-bit integer type. MDLVertexFormatShort MDLVertexFormat = 393217 // The attribute value for each vertex is a vector with 2 components, each of signed 16-bit integer type. MDLVertexFormatShort2 MDLVertexFormat = 393218 // The attribute value for each vertex is a vector with 3 components, each of signed 16-bit integer type. MDLVertexFormatShort3 MDLVertexFormat = 393219 // The attribute value for each vertex is a vector with 4 components, each of signed 16-bit integer type. MDLVertexFormatShort4 MDLVertexFormat = 393220 // The attribute value for each vertex is a normalized scalar of unsigned 16-bit integer type. MDLVertexFormatUShortNormalized MDLVertexFormat = 458753 // The attribute value for each vertex is a vector with 2 components, each with a normalized value of unsigned 16-bit integer type. MDLVertexFormatUShort2Normalized MDLVertexFormat = 458754 // The attribute value for each vertex is a vector with 3 components, each with a normalized value of unsigned 16-bit integer type. MDLVertexFormatUShort3Normalized MDLVertexFormat = 458755 // The attribute value for each vertex is a vector with 4 components, each with a normalized value of unsigned 16-bit integer type. MDLVertexFormatUShort4Normalized MDLVertexFormat = 458756 // The attribute value for each vertex is a normalized scalar of signed 16-bit integer type. MDLVertexFormatShortNormalized MDLVertexFormat = 524289 // The attribute value for each vertex is a vector with 2 components, each with a normalized value of signed 16-bit integer type. MDLVertexFormatShort2Normalized MDLVertexFormat = 524290 // The attribute value for each vertex is a vector with 3 components, each with a normalized value of signed 16-bit integer type. MDLVertexFormatShort3Normalized MDLVertexFormat = 524291 // The attribute value for each vertex is a vector with 4 components, each with a normalized value of signed 16-bit integer type. MDLVertexFormatShort4Normalized MDLVertexFormat = 524292 // The attribute value for each vertex is a scalar of unsigned 32-bit integer type. MDLVertexFormatUInt MDLVertexFormat = 589825 // The attribute value for each vertex is a vector with 2 components, each of unsigned 32-bit integer type. MDLVertexFormatUInt2 MDLVertexFormat = 589826 // The attribute value for each vertex is a vector with 3 components, each of unsigned 32-bit integer type. MDLVertexFormatUInt3 MDLVertexFormat = 589827 // The attribute value for each vertex is a vector with 4 components, each of unsigned 32-bit integer type. MDLVertexFormatUInt4 MDLVertexFormat = 589828 // The attribute value for each vertex is a scalar of signed 32-bit integer type. MDLVertexFormatInt MDLVertexFormat = 655361 // The attribute value for each vertex is a vector with 2 components, each of signed 32-bit integer type. MDLVertexFormatInt2 MDLVertexFormat = 655362 // The attribute value for each vertex is a vector with 3 components, each of signed 32-bit integer type. MDLVertexFormatInt3 MDLVertexFormat = 655363 // The attribute value for each vertex is a vector with 4 components, each of signed 32-bit integer type. MDLVertexFormatInt4 MDLVertexFormat = 655364 // The attribute value for each vertex is a scalar of 16-bit floating-point type. MDLVertexFormatHalf MDLVertexFormat = 720897 // The attribute value for each vertex is a vector with 2 components, each of 16-bit floating-point type. MDLVertexFormatHalf2 MDLVertexFormat = 720898 // The attribute value for each vertex is a vector with 3 components, each of 16-bit floating-point type. MDLVertexFormatHalf3 MDLVertexFormat = 720899 // The attribute value for each vertex is a vector with 4 components, each of 16-bit floating-point type. MDLVertexFormatHalf4 MDLVertexFormat = 720900 // The attribute value for each vertex is a scalar of 32-bit floating-point type. MDLVertexFormatFloat MDLVertexFormat = 786433 // The attribute value for each vertex is a vector with 2 components, each of 32-bit floating-point type. MDLVertexFormatFloat2 MDLVertexFormat = 786434 // The attribute value for each vertex is a vector with 3 components, each of 32-bit floating-point type. MDLVertexFormatFloat3 MDLVertexFormat = 786435 // The attribute value for each vertex is a vector with 4 components, each of 32-bit floating-point type. MDLVertexFormatFloat4 MDLVertexFormat = 786436 // The attribute value for each vertex is a packed vector with 4 components of signed integer type. The first three components are 10 bits each, and the fourth component is 2 bits. MDLVertexFormatInt1010102Normalized MDLVertexFormat = 659460 // The attribute value for each vertex is a packed vector with 4 components of unsigned integer type. The first three components are 10 bits each, and the fourth component is 2 bits. MDLVertexFormatUInt1010102Normalized MDLVertexFormat = 593924 )
func (MDLVertexFormat) String ¶
func (e MDLVertexFormat) String() string
type MDLVoxelArray ¶
type MDLVoxelArray struct {
MDLObject
}
A model of a 3D object’s solid volume as a collection of voxels, or cubic units.
Apple documentation: https://developer.apple.com/documentation/modelio/mdlvoxelarray
func MDLVoxelArrayFromID ¶
func MDLVoxelArrayFromID(id objc.ID) *MDLVoxelArray
func (*MDLVoxelArray) BoundingBox ¶
func (o *MDLVoxelArray) BoundingBox() MDLAxisAlignedBoundingBox
The extent of the voxel grid in Cartesian space
func (*MDLVoxelArray) CoarseMesh ¶
func (o *MDLVoxelArray) CoarseMesh() *MDLMesh
Creates a coarse mesh from the voxel grid
func (*MDLVoxelArray) CoarseMeshUsingAllocator ¶
func (o *MDLVoxelArray) CoarseMeshUsingAllocator(allocator MDLMeshBufferAllocator) *MDLMesh
func (*MDLVoxelArray) ConvertToSignedShellField ¶
func (o *MDLVoxelArray) ConvertToSignedShellField()
Converts volume grid into a signed shell field by surrounding the surface voxels, which have shell level values of zero, by an inner layer of voxels with shell level values of negative one and an outer layer of voxels with shell level values of positive one. The volume model must be closed in order to generate a signed shell field.
func (*MDLVoxelArray) DifferenceWithVoxels ¶
func (o *MDLVoxelArray) DifferenceWithVoxels(voxels *MDLVoxelArray)
Reduces the voxel array to cover only the portion of its volume not covered by another voxel array.
func (*MDLVoxelArray) IndexOfSpatialLocation ¶
func (o *MDLVoxelArray) IndexOfSpatialLocation(location unsafe.Pointer) unsafe.Pointer
Returns voxel information corresponding to the specified point in the world coordinate space of the asset from which the voxel array was created.
func (*MDLVoxelArray) InitWithAssetDivisionsInteriorNBWidthExteriorNBWidthPatchRadius ¶
func (o *MDLVoxelArray) InitWithAssetDivisionsInteriorNBWidthExteriorNBWidthPatchRadius(asset *MDLAsset, divisions int, interiorNBWidth float32, exteriorNBWidth float32, patchRadius float32) *MDLVoxelArray
Initializes a voxel array that models the volume of 3D objects in the specified asset, creating voxel shells for the specified distances from the object’s surface. Deprecated: since macOS 10.12.
func (*MDLVoxelArray) InitWithAssetDivisionsInteriorShellsExteriorShellsPatchRadius ¶
func (o *MDLVoxelArray) InitWithAssetDivisionsInteriorShellsExteriorShellsPatchRadius(asset *MDLAsset, divisions int, interiorShells int, exteriorShells int, patchRadius float32) *MDLVoxelArray
Initializes a voxel array that models the volume of 3D objects in the specified asset and creates the specified number of voxel shells. Deprecated: since macOS 10.12.
func (*MDLVoxelArray) InitWithAssetDivisionsPatchRadius ¶
func (o *MDLVoxelArray) InitWithAssetDivisionsPatchRadius(asset *MDLAsset, divisions int, patchRadius float32) *MDLVoxelArray
Initialize a voxel grid from an MDLAsset. Attempts to create a closed volume model by applying "patches" of radius patchRadius to any holes found in the orginal mesh. Choose a patch radius that will be large enough to fill in the largest hole in the model.
func (*MDLVoxelArray) InitWithDataBoundingBoxVoxelExtent ¶
func (o *MDLVoxelArray) InitWithDataBoundingBoxVoxelExtent(voxelData *foundation.NSData, boundingBox MDLAxisAlignedBoundingBox, voxelExtent float32) *MDLVoxelArray
Initializes a voxel array with the specified voxel data.
func (*MDLVoxelArray) IntersectWithVoxels ¶
func (o *MDLVoxelArray) IntersectWithVoxels(voxels *MDLVoxelArray)
Reduces the voxel array to cover only the volume within both it and another voxel array.
func (*MDLVoxelArray) IsValidSignedShellField ¶
func (o *MDLVoxelArray) IsValidSignedShellField() bool
Returns whether or not the volume grid is in a valid signed shell field form. This property will be set to YES after calling generateSignedShellField. All other methods that modify the voxel grid will cause this property to be set to NO. Setting shellFieldInteriorThickness and shellFieldExteriorThickness will not affect the value of this property.
func (*MDLVoxelArray) MeshUsingAllocator ¶
func (o *MDLVoxelArray) MeshUsingAllocator(allocator MDLMeshBufferAllocator) *MDLMesh
Generates a closed polygon mesh around the volume of space the voxel array describes.
func (*MDLVoxelArray) SetShellFieldExteriorThickness ¶
func (o *MDLVoxelArray) SetShellFieldExteriorThickness(shellFieldExteriorThickness float32)
func (*MDLVoxelArray) SetShellFieldInteriorThickness ¶
func (o *MDLVoxelArray) SetShellFieldInteriorThickness(shellFieldInteriorThickness float32)
func (*MDLVoxelArray) SetVoxelAtIndex ¶
func (o *MDLVoxelArray) SetVoxelAtIndex(index unsafe.Pointer)
Sets voxel characteristics at the specified index in the array.
func (*MDLVoxelArray) SetVoxelsForMeshDivisionsInteriorNBWidthExteriorNBWidthPatchRadius ¶
func (o *MDLVoxelArray) SetVoxelsForMeshDivisionsInteriorNBWidthExteriorNBWidthPatchRadius(mesh *MDLMesh, divisions int, interiorNBWidth float32, exteriorNBWidth float32, patchRadius float32)
Sets voxel values in the array to model the volume of the specified mesh and creates voxel shells for the specified distances from the object’s surface. Deprecated: since macOS 10.12.
func (*MDLVoxelArray) SetVoxelsForMeshDivisionsInteriorShellsExteriorShellsPatchRadius ¶
func (o *MDLVoxelArray) SetVoxelsForMeshDivisionsInteriorShellsExteriorShellsPatchRadius(mesh *MDLMesh, divisions int, interiorShells int, exteriorShells int, patchRadius float32)
Sets voxel values in the array to model the volume of the specified mesh and creates the specified number of voxel shells. Deprecated: since macOS 10.12.
func (*MDLVoxelArray) SetVoxelsForMeshDivisionsPatchRadius ¶
func (o *MDLVoxelArray) SetVoxelsForMeshDivisionsPatchRadius(mesh *MDLMesh, divisions int, patchRadius float32)
Set voxels corresponding to a mesh. Routine will attempt to create a closed volume model by applying "patches" of a given radius to any holes it may find in the mesh.
func (*MDLVoxelArray) ShellFieldExteriorThickness ¶
func (o *MDLVoxelArray) ShellFieldExteriorThickness() float32
If voxel grid is in a valid signed shell field form, sets the exterior thickness to the desired width, as measured from the model surface. If the voxel grid is not in a valid signed shell field form, the value of this property is zero.
func (*MDLVoxelArray) ShellFieldInteriorThickness ¶
func (o *MDLVoxelArray) ShellFieldInteriorThickness() float32
If voxel grid is in a valid signed shell field form, sets the interior thickness to the desired width, as measured from the model surface. If the voxel grid is not in a valid signed shell field form, the value of this property is zero.
func (*MDLVoxelArray) SpatialLocationOfIndex ¶
func (o *MDLVoxelArray) SpatialLocationOfIndex(index unsafe.Pointer) unsafe.Pointer
Returns the location of the specified voxel in world coordinate space.
func (*MDLVoxelArray) UnionWithVoxels ¶
func (o *MDLVoxelArray) UnionWithVoxels(voxels *MDLVoxelArray)
Extends the voxel array to also cover the volume of the specified voxel array.
func (*MDLVoxelArray) VoxelBoundingBoxAtIndex ¶
func (o *MDLVoxelArray) VoxelBoundingBoxAtIndex(index unsafe.Pointer) MDLAxisAlignedBoundingBox
Returns the extent of the specified voxel’s volume in the world coordinate space of the asset from which the voxel array was created.
func (*MDLVoxelArray) VoxelExistsAtIndexAllowAnyXAllowAnyYAllowAnyZAllowAnyShell ¶
func (o *MDLVoxelArray) VoxelExistsAtIndexAllowAnyXAllowAnyYAllowAnyZAllowAnyShell(index unsafe.Pointer, allowAnyX bool, allowAnyY bool, allowAnyZ bool, allowAnyShell bool) bool
Returns a Boolean value indicating whether the voxel array contains voxel data for the specified index.
func (*MDLVoxelArray) VoxelIndexExtent ¶
func (o *MDLVoxelArray) VoxelIndexExtent() MDLVoxelIndexExtent
The extent of the voxel grid in index space
func (*MDLVoxelArray) VoxelIndices ¶
func (o *MDLVoxelArray) VoxelIndices() *foundation.NSData
Returns a data object containing all voxels within the voxel array.
func (*MDLVoxelArray) VoxelsWithinExtent ¶
func (o *MDLVoxelArray) VoxelsWithinExtent(extent MDLVoxelIndexExtent) *foundation.NSData
Returns a data object containing all voxels within the specified volume.
type MDLVoxelIndexExtent ¶
The corner voxel indices defining a solid rectangular volume of voxels. Used by the voxelIndexExtent property and voxelsWithinExtent: method.
type MDLabelDomain ¶
type MDLabelDomain int64
@typedef MDLabelDomain @abstract These constants are used to specify a domain to MDLabelCreate().
const ( KMDLabelUserDomain MDLabelDomain = 0 KMDLabelLocalDomain MDLabelDomain = 1 )
func (MDLabelDomain) String ¶
func (e MDLabelDomain) String() string
type MDQueryOptionFlags ¶
type MDQueryOptionFlags int64
const ( KMDQuerySynchronous MDQueryOptionFlags = 1 KMDQueryWantsUpdates MDQueryOptionFlags = 4 KMDQueryAllowFSTranslation MDQueryOptionFlags = 8 )
func (MDQueryOptionFlags) String ¶
func (e MDQueryOptionFlags) String() string
type MDQuerySortOptionFlags ¶
type MDQuerySortOptionFlags int64
@enum MDQuerySortOptionFlags @constant kMDQueryReverseSortOrderFlag Sort the attribute in reverse order.
const (
KMDQueryReverseSortOrderFlag MDQuerySortOptionFlags = 1
)
func (MDQuerySortOptionFlags) String ¶
func (e MDQuerySortOptionFlags) String() string
type Mach_vm_range_flags_t ¶
type Mach_vm_range_flags_t int64
const (
MACH_VM_RANGE_NONE Mach_vm_range_flags_t = 0
)
func (Mach_vm_range_flags_t) String ¶
func (e Mach_vm_range_flags_t) String() string
type Mach_vm_range_flavor_t ¶
type Mach_vm_range_flavor_t int64
const ( MACH_VM_RANGE_FLAVOR_INVALID Mach_vm_range_flavor_t = 0 MACH_VM_RANGE_FLAVOR_V1 Mach_vm_range_flavor_t = 1 )
func (Mach_vm_range_flavor_t) String ¶
func (e Mach_vm_range_flavor_t) String() string
type Mach_vm_range_tag_t ¶
type Mach_vm_range_tag_t int64
const ( MACH_VM_RANGE_DEFAULT Mach_vm_range_tag_t = 0 MACH_VM_RANGE_DATA Mach_vm_range_tag_t = 1 MACH_VM_RANGE_FIXED Mach_vm_range_tag_t = 2 )
func (Mach_vm_range_tag_t) String ¶
func (e Mach_vm_range_tag_t) String() string
type Mpo_flags_t ¶
type Mpo_flags_t int64
const ( MPO_PORT Mpo_flags_t = 0 MPO_SERVICE_PORT Mpo_flags_t = 1024 MPO_CONNECTION_PORT Mpo_flags_t = 2048 MPO_REPLY_PORT Mpo_flags_t = 4096 MPO_WEAK_REPLY_PORT Mpo_flags_t = 16384 MPO_NOTIFICATION_PORT Mpo_flags_t = 17408 MPO_EXCEPTION_PORT Mpo_flags_t = 32768 MPO_CONNECTION_PORT_WITH_PORT_ARRAY Mpo_flags_t = 65536 )
func (Mpo_flags_t) String ¶
func (e Mpo_flags_t) String() string
type NXMouseButton ¶
type NXMouseButton int64
const ( NX_OneButton NXMouseButton = 0 NX_LeftButton NXMouseButton = 1 NX_RightButton NXMouseButton = 2 )
func (NXMouseButton) String ¶
func (e NXMouseButton) String() string
type Os_clockid_t ¶
type Os_clockid_t int64
const (
OS_CLOCK_MACH_ABSOLUTE_TIME Os_clockid_t = 32
)
func (Os_clockid_t) String ¶
func (e Os_clockid_t) String() string
type Ptrauth_key ¶
type Ptrauth_key int64
const ( Ptrauth_key_none Ptrauth_key = -1 Ptrauth_key_asia Ptrauth_key = 0 Ptrauth_key_asib Ptrauth_key = 1 Ptrauth_key_asda Ptrauth_key = 2 Ptrauth_key_asdb Ptrauth_key = 3 Ptrauth_key_process_independent_code Ptrauth_key = 0 Ptrauth_key_process_dependent_code Ptrauth_key = 1 Ptrauth_key_process_independent_data Ptrauth_key = 2 Ptrauth_key_process_dependent_data Ptrauth_key = 3 Ptrauth_key_return_address Ptrauth_key = 1 Ptrauth_key_frame_pointer Ptrauth_key = 3 Ptrauth_key_function_pointer Ptrauth_key = 0 Ptrauth_key_block_function Ptrauth_key = 0 Ptrauth_key_cxx_vtable_pointer Ptrauth_key = 2 Ptrauth_key_method_list_pointer Ptrauth_key = 2 Ptrauth_key_objc_isa_pointer Ptrauth_key = 2 Ptrauth_key_objc_super_pointer Ptrauth_key = 2 Ptrauth_key_objc_sel_pointer Ptrauth_key = 3 Ptrauth_key_objc_class_ro_pointer Ptrauth_key = 2 Ptrauth_key_block_descriptor_pointer Ptrauth_key = 2 Ptrauth_key_init_fini_pointer Ptrauth_key = 0 )
func (Ptrauth_key) String ¶
func (e Ptrauth_key) String() string
type Qos_class_t ¶
type Qos_class_t uint32
const ( QOS_CLASS_USER_INTERACTIVE Qos_class_t = 33 QOS_CLASS_USER_INITIATED Qos_class_t = 25 QOS_CLASS_DEFAULT Qos_class_t = 21 QOS_CLASS_UTILITY Qos_class_t = 17 QOS_CLASS_BACKGROUND Qos_class_t = 9 QOS_CLASS_UNSPECIFIED Qos_class_t = 0 )
func (Qos_class_t) String ¶
func (e Qos_class_t) String() string
type Virtual_memory_guard_exception_code_t ¶
type Virtual_memory_guard_exception_code_t int64
const ( KGUARD_EXC_DEALLOC_GAP Virtual_memory_guard_exception_code_t = 1 KGUARD_EXC_RECLAIM_COPYIO_FAILURE Virtual_memory_guard_exception_code_t = 2 KGUARD_EXC_RECLAIM_INDEX_FAILURE Virtual_memory_guard_exception_code_t = 4 KGUARD_EXC_RECLAIM_DEALLOCATE_FAILURE Virtual_memory_guard_exception_code_t = 8 KGUARD_EXC_RECLAIM_ACCOUNTING_FAILURE Virtual_memory_guard_exception_code_t = 9 KGUARD_EXC_SEC_IOPL_ON_EXEC_PAGE Virtual_memory_guard_exception_code_t = 10 KGUARD_EXC_SEC_EXEC_ON_IOPL_PAGE Virtual_memory_guard_exception_code_t = 11 KGUARD_EXC_SEC_UPL_WRITE_ON_EXEC_REGION Virtual_memory_guard_exception_code_t = 12 KGUARD_EXC_LARGE_ALLOCATION_TELEMETRY Virtual_memory_guard_exception_code_t = 13 KGUARD_EXC_SEC_ACCESS_FAULT Virtual_memory_guard_exception_code_t = 98 KGUARD_EXC_SEC_ASYNC_ACCESS_FAULT Virtual_memory_guard_exception_code_t = 99 KGUARD_EXC_SEC_COPY_DENIED Virtual_memory_guard_exception_code_t = 100 KGUARD_EXC_SEC_SHARING_DENIED Virtual_memory_guard_exception_code_t = 101 KGUARD_EXC_MTE_SYNC_FAULT Virtual_memory_guard_exception_code_t = 200 KGUARD_EXC_MTE_ASYNC_USER_FAULT Virtual_memory_guard_exception_code_t = 201 KGUARD_EXC_MTE_ASYNC_KERN_FAULT Virtual_memory_guard_exception_code_t = 202 KGUARD_EXC_GUARD_OBJECT_ASYNC_USER_FAULT Virtual_memory_guard_exception_code_t = 203 KGUARD_EXC_GUARD_OBJECT_ASYNC_KERN_FAULT Virtual_memory_guard_exception_code_t = 204 )
func (Virtual_memory_guard_exception_code_t) String ¶
func (e Virtual_memory_guard_exception_code_t) String() string
type Xpc_listener_create_flags_t ¶
type Xpc_listener_create_flags_t int64
const ( XPC_LISTENER_CREATE_NONE Xpc_listener_create_flags_t = 0 XPC_LISTENER_CREATE_INACTIVE Xpc_listener_create_flags_t = 1 XPC_LISTENER_CREATE_FORCE_MACH Xpc_listener_create_flags_t = 2 XPC_LISTENER_CREATE_FORCE_XPCSERVICE Xpc_listener_create_flags_t = 4 )
func (Xpc_listener_create_flags_t) String ¶
func (e Xpc_listener_create_flags_t) String() string
type Xpc_session_create_flags_t ¶
type Xpc_session_create_flags_t int64
const ( XPC_SESSION_CREATE_NONE Xpc_session_create_flags_t = 0 XPC_SESSION_CREATE_INACTIVE Xpc_session_create_flags_t = 1 XPC_SESSION_CREATE_MACH_PRIVILEGED Xpc_session_create_flags_t = 2 )
func (Xpc_session_create_flags_t) String ¶
func (e Xpc_session_create_flags_t) String() string
Source Files
¶
- MDLAnimatedMatrix4x4.go
- MDLAnimatedQuaternion.go
- MDLAnimatedQuaternionArray.go
- MDLAnimatedScalar.go
- MDLAnimatedScalarArray.go
- MDLAnimatedValue.go
- MDLAnimatedVector2.go
- MDLAnimatedVector3.go
- MDLAnimatedVector3Array.go
- MDLAnimatedVector4.go
- MDLAnimationBindComponent.go
- MDLAreaLight.go
- MDLAsset.go
- MDLBundleAssetResolver.go
- MDLCamera.go
- MDLCheckerboardTexture.go
- MDLColorSwatchTexture.go
- MDLLight.go
- MDLLightProbe.go
- MDLMaterial.go
- MDLMaterialProperty.go
- MDLMaterialPropertyConnection.go
- MDLMaterialPropertyGraph.go
- MDLMaterialPropertyNode.go
- MDLMatrix4x4Array.go
- MDLMesh.go
- MDLMeshBufferData.go
- MDLMeshBufferDataAllocator.go
- MDLMeshBufferMap.go
- MDLMeshBufferZoneDefault.go
- MDLNoiseTexture.go
- MDLNormalMapTexture.go
- MDLObject.go
- MDLObjectContainer.go
- MDLPackedJointAnimation.go
- MDLPathAssetResolver.go
- MDLPhotometricLight.go
- MDLPhysicallyPlausibleLight.go
- MDLPhysicallyPlausibleScatteringFunction.go
- MDLRelativeAssetResolver.go
- MDLScatteringFunction.go
- MDLSkeleton.go
- MDLSkyCubeTexture.go
- MDLStereoscopicCamera.go
- MDLSubmesh.go
- MDLSubmeshTopology.go
- MDLTexture.go
- MDLTextureFilter.go
- MDLTextureSampler.go
- MDLTransform.go
- MDLTransformMatrixOp.go
- MDLTransformOrientOp.go
- MDLTransformRotateOp.go
- MDLTransformRotateXOp.go
- MDLTransformRotateYOp.go
- MDLTransformRotateZOp.go
- MDLTransformScaleOp.go
- MDLTransformStack.go
- MDLTransformTranslateOp.go
- MDLURLTexture.go
- MDLUtility.go
- MDLVertexAttribute.go
- MDLVertexAttributeData.go
- MDLVertexBufferLayout.go
- MDLVertexDescriptor.go
- MDLVoxelArray.go
- doc.go
- modelio_enums.go
- modelio_externs.go
- modelio_protocols.go
- modelio_runtime.go
- modelio_structs.go