modelio

package
v0.6.18 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Aug 22, 2026 License: MIT Imports: 6 Imported by: 0

Documentation

Overview

Package modelio provides Go bindings for the ModelIO framework.

Import, export, and manipulate 3D models using a common infrastructure that integrates MetalKit, GLKit, and SceneKit.

The Model I/O framework provides a system-level understanding of 3D model assets and related resources. You can use this framework to import and export assets from and to a variety of industry standard file formats supported by popular authoring tools and game engines. You can also use Model I/O to generate or process model and texture data—for example, to create subdivision surfaces, to bake ambient occlusion textures, or to generate light probes. Model I/O can share data buffers with the MetalKit, GLKit, and SceneKit frameworks to help you load, process, and render 3D assets efficiently.

3D Asset Basics

  • MDLAsset: An indexed container for 3D objects and associated information, such as transform hierarchies, meshes, cameras, and lights. (MDLProbePlacement)
  • MDLObject: The base class for objects that are part of a 3D asset, including meshes, cameras, and lights. (MDLAxisAlignedBoundingBox)
  • MDLSubmesh: A container for index buffer data and material information to be used in rendering all or part of a 3D object. (MDLIndexBitDepth, MDLGeometryType)
  • MDLNamed: The common interface for Model I/O objects that expose a human-readable name.

Managing Mesh Data

  • MDLMeshBuffer: The general interface for managing storage of vertex and index data used in loading, processing, and rendering meshes. (MDLMeshBufferType)
  • MDLMeshBufferAllocator: The general interface for managing allocation of data buffers to be used in loading, processing, and rendering meshes.
  • MDLMeshBufferZone: The general interface for logical pools of memory used in allocation of related mesh data buffers.
  • MDLVertexAttribute: A description of the format of per-vertex data for a single vertex attribute in a mesh object. (MDLVertexFormat)

Materials

Textures

Lights

  • MDLLight: The abstract superclass for objects that describe light sources in a scene. (MDLLightType)
  • MDLLightProbeIrradianceDataSource: Adopt this protocol to provide information for use in automatic placement of light probes around a scene.

Cameras

  • MDLCamera: A point of view for rendering a 3D scene, along with a set of parameters describing an intended appearance for rendering. (MDLCameraProjection)

Extensible Asset Format Support

  • MDLComponent: The base protocol for extensible file format support in Model I/O.
  • MDLObjectContainerComponent: The general interface for classes that can act as containers in an object hierarchy.
  • MDLTransformComponent: The general interface for classes that manage local coordinate space transforms for 3D objects

Volumetric Representations

Protocols

Code generated from Apple documentation. DO NOT EDIT.

Index

Constants

This section is empty.

Variables

View Source
var (
	// MDLVertexAttributeAnisotropy is the attribute data describes the degree to which a surface’s appearance changes in appearance when rotated about its normal vector.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeAnisotropy
	MDLVertexAttributeAnisotropy string
	// MDLVertexAttributeBinormal is the attribute data describes surface binormal vectors.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeBinormal
	MDLVertexAttributeBinormal string
	// MDLVertexAttributeBitangent is the attribute data describes surface bitangent vectors.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeBitangent
	MDLVertexAttributeBitangent string
	// MDLVertexAttributeColor is the attribute data describes vertex colors.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeColor
	MDLVertexAttributeColor string
	// MDLVertexAttributeEdgeCrease is the attribute data describes edges that should be left unmodified by surface subdivision operations.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeEdgeCrease
	MDLVertexAttributeEdgeCrease string
	// MDLVertexAttributeJointIndices is the attribute data describes the indices of bones or joints in a skeletal animation rig.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeJointIndices
	MDLVertexAttributeJointIndices string
	// MDLVertexAttributeJointWeights is the attribute data describes the influence factors of bones or joints on a vertex’s position for use in skeletal animation.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeJointWeights
	MDLVertexAttributeJointWeights string
	// MDLVertexAttributeNormal is the attribute data describes surface normal vectors.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeNormal
	MDLVertexAttributeNormal string
	// MDLVertexAttributeOcclusionValue is the attribute data describes per-vertex ambient occlusion values.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeOcclusionValue
	MDLVertexAttributeOcclusionValue string
	// MDLVertexAttributePosition is the attribute data describes vertex positions.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributePosition
	MDLVertexAttributePosition string
	// MDLVertexAttributeShadingBasisU is the attribute data describes the U component of a vector basis for use in shading.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeShadingBasisU
	MDLVertexAttributeShadingBasisU string
	// MDLVertexAttributeShadingBasisV is the attribute data describes the V component of a vector basis for use in shading.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeShadingBasisV
	MDLVertexAttributeShadingBasisV string
	// MDLVertexAttributeSubdivisionStencil is the attribute data describes which neighboring vertices influence the effect of surface subdivision on the area around a vertex.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeSubdivisionStencil
	MDLVertexAttributeSubdivisionStencil string
	// MDLVertexAttributeTangent is the attribute data describes surface tangent vectors.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeTangent
	MDLVertexAttributeTangent string
	// MDLVertexAttributeTextureCoordinate is the attribute data describes texture coordinates.
	//
	// See: https://developer.apple.com/documentation/ModelIO/MDLVertexAttributeTextureCoordinate
	MDLVertexAttributeTextureCoordinate string
	// KUTType3dObject is the Object file format (common extension `XCUIElementTypeObj`).
	//
	// See: https://developer.apple.com/documentation/ModelIO/kUTType3dObject
	KUTType3dObject string
	// KUTTypeAlembic is the Alembic file format (common extension `XCUIElementTypeAbc`).
	//
	// See: https://developer.apple.com/documentation/ModelIO/kUTTypeAlembic
	KUTTypeAlembic string
	// KUTTypePolygon is the Polygon file format (common extension `XCUIElementTypePly`).
	//
	// See: https://developer.apple.com/documentation/ModelIO/kUTTypePolygon
	KUTTypePolygon string
	// KUTTypeStereolithography is the Stereolithography file format (common extension `XCUIElementTypeStl`), also known as the Standard Tessellated Geometry format.
	//
	// See: https://developer.apple.com/documentation/ModelIO/kUTTypeStereolithography
	KUTTypeStereolithography string
	// KUTTypeUniversalSceneDescription is the Universal Scene Description file format (common extension `XCUIElementTypeUsd`).
	//
	// See: https://developer.apple.com/documentation/ModelIO/kUTTypeUniversalSceneDescription
	KUTTypeUniversalSceneDescription string
	// See: https://developer.apple.com/documentation/ModelIO/kUTTypeUniversalSceneDescriptionMobile
	KUTTypeUniversalSceneDescriptionMobile string
)

Functions

This section is empty.

Types

type MDLAnimatedValueInterpolation

type MDLAnimatedValueInterpolation uint

See: https://developer.apple.com/documentation/ModelIO/MDLAnimatedValueInterpolation

const (
	MDLAnimatedValueInterpolationConstant MDLAnimatedValueInterpolation = 0
	MDLAnimatedValueInterpolationLinear   MDLAnimatedValueInterpolation = 1
)

func (MDLAnimatedValueInterpolation) String

type MDLAssetResolver

type MDLAssetResolver interface {
	objectivec.IObject
}

MDLAssetResolver protocol.

See: https://developer.apple.com/documentation/ModelIO/MDLAssetResolver

type MDLAssetResolverObject

type MDLAssetResolverObject struct {
	objectivec.Object
}

MDLAssetResolverObject wraps an existing Objective-C object that conforms to the MDLAssetResolver protocol.

func MDLAssetResolverObjectFromID

func MDLAssetResolverObjectFromID(id objc.ID) MDLAssetResolverObject

MDLAssetResolverObjectFromID constructs a MDLAssetResolverObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLAssetResolverObject) BaseObject

func (o MDLAssetResolverObject) BaseObject() objectivec.Object

type MDLAxisAlignedBoundingBox

type MDLAxisAlignedBoundingBox struct {
	MaxBounds float32 // The corner of the bounding box with the highest x-, y-, and z-coordinate values.
	MinBounds float32 // The corner of the bounding box with the lowest x-, y-, and z-coordinate values.

}

MDLAxisAlignedBoundingBox - The minimal volume containing an object, used by the [boundingBox(atTime:)](<https://developer.apple.com/documentation/ModelIO/MDLObject/boundingBox(atTime:)>) method.

[Full Topic] [Full Topic]: https://developer.apple.com/documentation/ModelIO/MDLAxisAlignedBoundingBox

type MDLCameraProjection

type MDLCameraProjection uint

See: https://developer.apple.com/documentation/ModelIO/MDLCameraProjection

const (
	// MDLCameraProjectionOrthographic: An orthographic projection.
	MDLCameraProjectionOrthographic MDLCameraProjection = 1
	// MDLCameraProjectionPerspective: A perspective projection.
	MDLCameraProjectionPerspective MDLCameraProjection = 0
)

func (MDLCameraProjection) String

func (e MDLCameraProjection) String() string

type MDLComponent

type MDLComponent interface {
	objectivec.IObject
}

The base protocol for extensible file format support in Model I/O.

See: https://developer.apple.com/documentation/ModelIO/MDLComponent

type MDLComponentObject

type MDLComponentObject struct {
	objectivec.Object
}

MDLComponentObject wraps an existing Objective-C object that conforms to the MDLComponent protocol.

func MDLComponentObjectFromID

func MDLComponentObjectFromID(id objc.ID) MDLComponentObject

MDLComponentObjectFromID constructs a MDLComponentObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLComponentObject) BaseObject

func (o MDLComponentObject) BaseObject() objectivec.Object

type MDLDataPrecision

type MDLDataPrecision uint

See: https://developer.apple.com/documentation/ModelIO/MDLDataPrecision

const (
	MDLDataPrecisionDouble    MDLDataPrecision = 2
	MDLDataPrecisionFloat     MDLDataPrecision = 1
	MDLDataPrecisionUndefined MDLDataPrecision = 0
)

func (MDLDataPrecision) String

func (e MDLDataPrecision) String() string

type MDLGeometryType

type MDLGeometryType int

See: https://developer.apple.com/documentation/ModelIO/MDLGeometryType

const (
	// MDLGeometryTypeLines: Each pair of consecutive indices in the submesh refers to two vertices to be rendered as a line segment.
	MDLGeometryTypeLines MDLGeometryType = 1
	// MDLGeometryTypePoints: Each index in the submesh refers to a vertex to be rendered as a single point.
	MDLGeometryTypePoints MDLGeometryType = 0
	// MDLGeometryTypeQuads: Each set of four consecutive indices in the submesh refers to four vertices to be rendered as a quadrilateral.
	MDLGeometryTypeQuads MDLGeometryType = 4
	// MDLGeometryTypeTriangleStrips: The first three consecutive indices in the submesh refer to three vertices to be rendered as a triangle.
	MDLGeometryTypeTriangleStrips MDLGeometryType = 3
	// MDLGeometryTypeTriangles: Each set of three consecutive indices in the submesh refers to three vertices to be rendered as a triangle.
	MDLGeometryTypeTriangles MDLGeometryType = 2
	// MDLGeometryTypeVariableTopology: 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 uint

See: https://developer.apple.com/documentation/ModelIO/MDLIndexBitDepth

const (
	// MDLIndexBitDepthInvalid: The submesh has not been initialized or its data type is unknown.
	MDLIndexBitDepthInvalid MDLIndexBitDepth = 0
	// MDLIndexBitDepthUInt16: Each index in the submesh’s index buffer is a 16-bit integer.
	MDLIndexBitDepthUInt16 MDLIndexBitDepth = 16
	// MDLIndexBitDepthUInt32: Each index in the submesh’s index buffer is a 32-bit integer.
	MDLIndexBitDepthUInt32 MDLIndexBitDepth = 32
	// MDLIndexBitDepthUInt8: Each index in the submesh’s index buffer is an 8-bit integer.
	MDLIndexBitDepthUInt8  MDLIndexBitDepth = 8
	MDLIndexBitDepthUint16 MDLIndexBitDepth = 16
	MDLIndexBitDepthUint32 MDLIndexBitDepth = 32
	MDLIndexBitDepthUint8  MDLIndexBitDepth = 8
)

func (MDLIndexBitDepth) String

func (e MDLIndexBitDepth) String() string

type MDLJointAnimation

type MDLJointAnimation interface {
	objectivec.IObject
}

MDLJointAnimation protocol.

See: https://developer.apple.com/documentation/ModelIO/MDLJointAnimation

type MDLJointAnimationObject

type MDLJointAnimationObject struct {
	objectivec.Object
}

MDLJointAnimationObject wraps an existing Objective-C object that conforms to the MDLJointAnimation protocol.

func MDLJointAnimationObjectFromID

func MDLJointAnimationObjectFromID(id objc.ID) MDLJointAnimationObject

MDLJointAnimationObjectFromID constructs a MDLJointAnimationObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLJointAnimationObject) BaseObject

func (o MDLJointAnimationObject) BaseObject() objectivec.Object

type MDLLightProbeIrradianceDataSource

type MDLLightProbeIrradianceDataSource interface {
	objectivec.IObject
}

Adopt this protocol to provide information for use in automatic placement of light probes around a scene.

See: https://developer.apple.com/documentation/ModelIO/MDLLightProbeIrradianceDataSource

type MDLLightProbeIrradianceDataSourceObject

type MDLLightProbeIrradianceDataSourceObject struct {
	objectivec.Object
}

MDLLightProbeIrradianceDataSourceObject wraps an existing Objective-C object that conforms to the MDLLightProbeIrradianceDataSource protocol.

func MDLLightProbeIrradianceDataSourceObjectFromID

func MDLLightProbeIrradianceDataSourceObjectFromID(id objc.ID) MDLLightProbeIrradianceDataSourceObject

MDLLightProbeIrradianceDataSourceObjectFromID constructs a MDLLightProbeIrradianceDataSourceObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLLightProbeIrradianceDataSourceObject) BaseObject

type MDLLightType

type MDLLightType uint

See: https://developer.apple.com/documentation/ModelIO/MDLLightType

const (
	// MDLLightTypeAmbient: The light source should illuminate a scene evenly regardless of position or direction.
	MDLLightTypeAmbient MDLLightType = 1
	// MDLLightTypeDirectional: The light source illuminates a scene from a uniform direction regardless of its position.
	MDLLightTypeDirectional MDLLightType = 2
	// MDLLightTypeDiscArea: The light source illuminates a scene in all directions from an area in the shape of a disc.
	MDLLightTypeDiscArea MDLLightType = 6
	// MDLLightTypeEnvironment: The illumination from the light is determined by texture images representing a sample of the surrounding environment for a scene.
	MDLLightTypeEnvironment MDLLightType = 11
	// MDLLightTypeLinear: The light source illuminates a scene in all directions from an area in the shape of a line.
	MDLLightTypeLinear MDLLightType = 5
	// MDLLightTypePhotometric: The illumination from the light is determined by a photometric profile.
	MDLLightTypePhotometric MDLLightType = 9
	// MDLLightTypePoint: The light source illuminates a scene in all directions from a specific position.
	MDLLightTypePoint MDLLightType = 4
	// MDLLightTypeProbe: The illumination from the light is determined by texture images representing a sample of a scene at a specific point.
	MDLLightTypeProbe MDLLightType = 10
	// MDLLightTypeRectangularArea: The light source illuminates a scene in all directions from an area in the shape of a rectangle.
	MDLLightTypeRectangularArea MDLLightType = 7
	// MDLLightTypeSpot: The light source illuminates a scene from a specific position and direction.
	MDLLightTypeSpot MDLLightType = 3
	// MDLLightTypeSuperElliptical: The light source illuminates a scene in all directions from an area in the shape of a superellipse.
	MDLLightTypeSuperElliptical MDLLightType = 8
	// MDLLightTypeUnknown: The type of the light is unknown or has not been initialized.
	MDLLightTypeUnknown MDLLightType = 0
)

func (MDLLightType) String

func (e MDLLightType) String() string

type MDLMaterialFace

type MDLMaterialFace uint

See: https://developer.apple.com/documentation/ModelIO/MDLMaterialFace

const (
	MDLMaterialFaceBack        MDLMaterialFace = 1
	MDLMaterialFaceDoubleSided MDLMaterialFace = 2
	MDLMaterialFaceFront       MDLMaterialFace = 0
)

func (MDLMaterialFace) String

func (e MDLMaterialFace) String() string

type MDLMaterialMipMapFilterMode

type MDLMaterialMipMapFilterMode uint

See: https://developer.apple.com/documentation/ModelIO/MDLMaterialMipMapFilterMode

const (
	// MDLMaterialMipMapFilterModeLinear: Sampling a texture at a size between mipmap levels should linearly interpolate between mipmap levels.
	MDLMaterialMipMapFilterModeLinear MDLMaterialMipMapFilterMode = 1
	// MDLMaterialMipMapFilterModeNearest: Sampling a texture at a size between mipmap levels should return a texel value from the nearest mipmap level.
	MDLMaterialMipMapFilterModeNearest MDLMaterialMipMapFilterMode = 0
)

func (MDLMaterialMipMapFilterMode) String

type MDLMaterialPropertyType

type MDLMaterialPropertyType uint

See: https://developer.apple.com/documentation/ModelIO/MDLMaterialPropertyType

const (
	MDLMaterialPropertyTypeBuffer MDLMaterialPropertyType = 10
	// MDLMaterialPropertyTypeColor: The material property’s value is a uniform color.
	MDLMaterialPropertyTypeColor MDLMaterialPropertyType = 4
	// MDLMaterialPropertyTypeFloat: The material property’s value is a floating-point scalar.
	MDLMaterialPropertyTypeFloat MDLMaterialPropertyType = 5
	// MDLMaterialPropertyTypeFloat2: The material property’s value is a 2-component floating-point vector.
	MDLMaterialPropertyTypeFloat2 MDLMaterialPropertyType = 6
	// MDLMaterialPropertyTypeFloat3: The material property’s value is a 3-component floating-point vector.
	MDLMaterialPropertyTypeFloat3 MDLMaterialPropertyType = 7
	// MDLMaterialPropertyTypeFloat4: The material property’s value is a 4-component floating-point vector.
	MDLMaterialPropertyTypeFloat4 MDLMaterialPropertyType = 8
	// MDLMaterialPropertyTypeMatrix44: The material property’s value is a 4 x 4 floating-point matrix.
	MDLMaterialPropertyTypeMatrix44 MDLMaterialPropertyType = 9
	// MDLMaterialPropertyTypeNone: The material property’s value has not been initialized.
	MDLMaterialPropertyTypeNone MDLMaterialPropertyType = 0
	// MDLMaterialPropertyTypeString: The material’s value is a string.
	MDLMaterialPropertyTypeString MDLMaterialPropertyType = 1
	// MDLMaterialPropertyTypeTexture: The material property’s value is a  object that provides both a texture image and texture rendering parameters.
	MDLMaterialPropertyTypeTexture MDLMaterialPropertyType = 3
	// MDLMaterialPropertyTypeURL: The material property’s value is a URL—typically, a URL referencing a texture image.
	MDLMaterialPropertyTypeURL MDLMaterialPropertyType = 2
)

func (MDLMaterialPropertyType) String

func (e MDLMaterialPropertyType) String() string

type MDLMaterialSemantic

type MDLMaterialSemantic uint

See: https://developer.apple.com/documentation/ModelIO/MDLMaterialSemantic

const (
	// MDLMaterialSemanticAmbientOcclusion: The attenuation of ambient light due to local geometry variations on a surface.
	MDLMaterialSemanticAmbientOcclusion MDLMaterialSemantic = 22
	// MDLMaterialSemanticAmbientOcclusionScale: The scaling factor for ambient occlusion shading.
	MDLMaterialSemanticAmbientOcclusionScale MDLMaterialSemantic = 23
	// MDLMaterialSemanticAnisotropic: The degree to which specular highlights elongate in the direction of the local tangent basis.
	MDLMaterialSemanticAnisotropic MDLMaterialSemantic = 7
	// MDLMaterialSemanticAnisotropicRotation: The angle at which anisotropic effects are rotated relative to the local tangent basis.
	MDLMaterialSemanticAnisotropicRotation MDLMaterialSemantic = 8
	// MDLMaterialSemanticBaseColor: The inherent color of a surface, to be used as a modulator during shading.
	MDLMaterialSemanticBaseColor MDLMaterialSemantic = 0
	// MDLMaterialSemanticBump: The degree of perturbation in a material’s surface.
	MDLMaterialSemanticBump MDLMaterialSemantic = 14
	// MDLMaterialSemanticClearcoat: The intensity of a second specular highlight, similar to the gloss that results from a clear coat on an automotive finish.
	MDLMaterialSemanticClearcoat MDLMaterialSemantic = 11
	// MDLMaterialSemanticClearcoatGloss: The spread of a second specular highlight, similar to the gloss that results from a clear coat on an automotive finish.
	MDLMaterialSemanticClearcoatGloss MDLMaterialSemantic = 12
	// MDLMaterialSemanticDisplacement: The displacement of a material’s surface relative to the surface normal.
	MDLMaterialSemanticDisplacement MDLMaterialSemantic = 20
	// MDLMaterialSemanticDisplacementScale: The scaling factor for displacement of a material’s surface.
	MDLMaterialSemanticDisplacementScale MDLMaterialSemantic = 21
	// MDLMaterialSemanticEmission: The color emitted as radiance from a material’s surface.
	MDLMaterialSemanticEmission MDLMaterialSemantic = 13
	// MDLMaterialSemanticInterfaceIndexOfRefraction: The index of refraction for the medium surrounding a material.
	MDLMaterialSemanticInterfaceIndexOfRefraction MDLMaterialSemantic = 16
	// MDLMaterialSemanticMaterialIndexOfRefraction: The index of refraction for a material itself.
	MDLMaterialSemanticMaterialIndexOfRefraction MDLMaterialSemantic = 17
	// MDLMaterialSemanticMetallic: The degree to which a material appears as a dielectric surface (lower values) or as a metal (higher values).
	MDLMaterialSemanticMetallic MDLMaterialSemantic = 2
	// MDLMaterialSemanticNone: The material property’s  property has not been initialized.
	MDLMaterialSemanticNone MDLMaterialSemantic = 0x8000
	// MDLMaterialSemanticObjectSpaceNormal: The variation in the surface normal vectors in a material, relative to model coordinate space.
	MDLMaterialSemanticObjectSpaceNormal MDLMaterialSemantic = 18
	// MDLMaterialSemanticOpacity: The opacity of a material’s surface.
	MDLMaterialSemanticOpacity MDLMaterialSemantic = 15
	// MDLMaterialSemanticRoughness: The degree to which a material appears smooth, affecting both diffuse and specular response.
	MDLMaterialSemanticRoughness MDLMaterialSemantic = 6
	// MDLMaterialSemanticSheen: The intensity of highlights that appear only at glancing angles on a material’s surface.
	MDLMaterialSemanticSheen MDLMaterialSemantic = 9
	// MDLMaterialSemanticSheenTint: 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
	// MDLMaterialSemanticSpecular: The intensity of specular highlights that appear on the material’s surface.
	MDLMaterialSemanticSpecular MDLMaterialSemantic = 3
	// MDLMaterialSemanticSpecularExponent: The exponent to be used in Blinn-Phong approximation of the material’s specular response.
	MDLMaterialSemanticSpecularExponent MDLMaterialSemantic = 4
	// MDLMaterialSemanticSpecularTint: 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
	// MDLMaterialSemanticSubsurface: The degree to which light scatters under the surface of a material.
	MDLMaterialSemanticSubsurface MDLMaterialSemantic = 1
	// MDLMaterialSemanticTangentSpaceNormal: The variation in the surface normal vectors in a material, relative to surface tangent coordinate space.
	MDLMaterialSemanticTangentSpaceNormal MDLMaterialSemantic = 19
	// MDLMaterialSemanticUserDefined: The meaning of the material property’s value is not one of the standard semantic uses recognized by Model I/O.
	MDLMaterialSemanticUserDefined MDLMaterialSemantic = 0x8001
)

func (MDLMaterialSemantic) String

func (e MDLMaterialSemantic) String() string

type MDLMaterialTextureFilterMode

type MDLMaterialTextureFilterMode uint

See: https://developer.apple.com/documentation/ModelIO/MDLMaterialTextureFilterMode

const (
	// MDLMaterialTextureFilterModeLinear: Sampling at texture coordinates between texels should linearly interpolate between texel values.
	MDLMaterialTextureFilterModeLinear MDLMaterialTextureFilterMode = 1
	// MDLMaterialTextureFilterModeNearest: Sampling at texture coordinates between texels should return the value of the nearest texel.
	MDLMaterialTextureFilterModeNearest MDLMaterialTextureFilterMode = 0
)

func (MDLMaterialTextureFilterMode) String

type MDLMaterialTextureWrapMode

type MDLMaterialTextureWrapMode uint

See: https://developer.apple.com/documentation/ModelIO/MDLMaterialTextureWrapMode

const (
	// MDLMaterialTextureWrapModeClamp: Sampling at any texture coordinate outside the  to  range returns the texel color from the nearest edge.
	MDLMaterialTextureWrapModeClamp MDLMaterialTextureWrapMode = 0
	// MDLMaterialTextureWrapModeMirror: Sampling at texture coordinates outside the  to  range results in a mirrored tiling effect.
	MDLMaterialTextureWrapModeMirror MDLMaterialTextureWrapMode = 2
	// MDLMaterialTextureWrapModeRepeat: Sampling at texture coordinates outside the  to  range results in a repeated tiling effect.
	MDLMaterialTextureWrapModeRepeat MDLMaterialTextureWrapMode = 1
)

func (MDLMaterialTextureWrapMode) String

type MDLMeshBuffer

type MDLMeshBuffer interface {
	objectivec.IObject
	foundation.NSCopying
}

The general interface for managing storage of vertex and index data used in loading, processing, and rendering meshes.

See: https://developer.apple.com/documentation/ModelIO/MDLMeshBuffer

type MDLMeshBufferAllocator

type MDLMeshBufferAllocator interface {
	objectivec.IObject
}

The general interface for managing allocation of data buffers to be used in loading, processing, and rendering meshes.

See: https://developer.apple.com/documentation/ModelIO/MDLMeshBufferAllocator

type MDLMeshBufferAllocatorObject

type MDLMeshBufferAllocatorObject struct {
	objectivec.Object
}

MDLMeshBufferAllocatorObject wraps an existing Objective-C object that conforms to the MDLMeshBufferAllocator protocol.

func MDLMeshBufferAllocatorObjectFromID

func MDLMeshBufferAllocatorObjectFromID(id objc.ID) MDLMeshBufferAllocatorObject

MDLMeshBufferAllocatorObjectFromID constructs a MDLMeshBufferAllocatorObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLMeshBufferAllocatorObject) BaseObject

type MDLMeshBufferObject

type MDLMeshBufferObject struct {
	foundation.NSCopyingObject
}

MDLMeshBufferObject wraps an existing Objective-C object that conforms to the MDLMeshBuffer protocol.

func MDLMeshBufferObjectFromID

func MDLMeshBufferObjectFromID(id objc.ID) MDLMeshBufferObject

MDLMeshBufferObjectFromID constructs a MDLMeshBufferObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLMeshBufferObject) BaseObject

func (o MDLMeshBufferObject) BaseObject() objectivec.Object

type MDLMeshBufferType

type MDLMeshBufferType uint

See: https://developer.apple.com/documentation/ModelIO/MDLMeshBufferType

const (
	MDLMeshBufferTypeCustom MDLMeshBufferType = 3
	// MDLMeshBufferTypeIndex: The buffer contains index data for a  object.
	MDLMeshBufferTypeIndex MDLMeshBufferType = 2
	// MDLMeshBufferTypeVertex: The buffer contains per-vertex data for one or more vertex attributes of a  object.
	MDLMeshBufferTypeVertex MDLMeshBufferType = 1
)

func (MDLMeshBufferType) String

func (e MDLMeshBufferType) String() string

type MDLMeshBufferZone

type MDLMeshBufferZone interface {
	objectivec.IObject
}

The general interface for logical pools of memory used in allocation of related mesh data buffers.

See: https://developer.apple.com/documentation/ModelIO/MDLMeshBufferZone

type MDLMeshBufferZoneObject

type MDLMeshBufferZoneObject struct {
	objectivec.Object
}

MDLMeshBufferZoneObject wraps an existing Objective-C object that conforms to the MDLMeshBufferZone protocol.

func MDLMeshBufferZoneObjectFromID

func MDLMeshBufferZoneObjectFromID(id objc.ID) MDLMeshBufferZoneObject

MDLMeshBufferZoneObjectFromID constructs a MDLMeshBufferZoneObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLMeshBufferZoneObject) BaseObject

func (o MDLMeshBufferZoneObject) BaseObject() objectivec.Object

type MDLNamed

type MDLNamed interface {
	objectivec.IObject
}

The common interface for Model I/O objects that expose a human-readable name.

See: https://developer.apple.com/documentation/ModelIO/MDLNamed

type MDLNamedObject

type MDLNamedObject struct {
	objectivec.Object
}

MDLNamedObject wraps an existing Objective-C object that conforms to the MDLNamed protocol.

func MDLNamedObjectFromID

func MDLNamedObjectFromID(id objc.ID) MDLNamedObject

MDLNamedObjectFromID constructs a MDLNamedObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLNamedObject) BaseObject

func (o MDLNamedObject) BaseObject() objectivec.Object

type MDLObjectContainerComponent

type MDLObjectContainerComponent interface {
	objectivec.IObject
	MDLComponent
	foundation.NSFastEnumeration
}

The general interface for classes that can act as containers in an object hierarchy.

See: https://developer.apple.com/documentation/ModelIO/MDLObjectContainerComponent

type MDLObjectContainerComponentObject

type MDLObjectContainerComponentObject struct {
	foundation.NSFastEnumerationObject
}

MDLObjectContainerComponentObject wraps an existing Objective-C object that conforms to the MDLObjectContainerComponent protocol.

func MDLObjectContainerComponentObjectFromID

func MDLObjectContainerComponentObjectFromID(id objc.ID) MDLObjectContainerComponentObject

MDLObjectContainerComponentObjectFromID constructs a MDLObjectContainerComponentObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLObjectContainerComponentObject) BaseObject

type MDLProbePlacement

type MDLProbePlacement int

See: https://developer.apple.com/documentation/ModelIO/MDLProbePlacement

const (
	// MDLProbePlacementIrradianceDistribution: 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
	// MDLProbePlacementUniformGrid: 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
)

func (MDLProbePlacement) String

func (e MDLProbePlacement) String() string

type MDLTextureChannelEncoding

type MDLTextureChannelEncoding int

See: https://developer.apple.com/documentation/ModelIO/MDLTextureChannelEncoding

const (
	// MDLTextureChannelEncodingFloat16: Each channel value per texel is a 16-bit floating-point value.
	MDLTextureChannelEncodingFloat16   MDLTextureChannelEncoding = 0x102
	MDLTextureChannelEncodingFloat16SR MDLTextureChannelEncoding = 0x302
	// MDLTextureChannelEncodingFloat32: Each channel value per texel is a 32-bit floating-point value.
	MDLTextureChannelEncodingFloat32 MDLTextureChannelEncoding = 0x104
	// MDLTextureChannelEncodingUInt16: Each channel value per texel is a 16-bit unsigned integer.
	MDLTextureChannelEncodingUInt16 MDLTextureChannelEncoding = 2
	// MDLTextureChannelEncodingUInt24: Each channel value per texel is a 24-bit unsigned integer.
	MDLTextureChannelEncodingUInt24 MDLTextureChannelEncoding = 3
	// MDLTextureChannelEncodingUInt32: Each channel value per texel is a 32-bit unsigned integer.
	MDLTextureChannelEncodingUInt32 MDLTextureChannelEncoding = 4
	// MDLTextureChannelEncodingUInt8: Each channel value per texel is an 8-bit unsigned integer.
	MDLTextureChannelEncodingUInt8  MDLTextureChannelEncoding = 1
	MDLTextureChannelEncodingUint16 MDLTextureChannelEncoding = 2
	MDLTextureChannelEncodingUint24 MDLTextureChannelEncoding = 3
	MDLTextureChannelEncodingUint32 MDLTextureChannelEncoding = 4
	MDLTextureChannelEncodingUint8  MDLTextureChannelEncoding = 1
)

func (MDLTextureChannelEncoding) String

func (e MDLTextureChannelEncoding) String() string

type MDLTransformComponent

type MDLTransformComponent interface {
	objectivec.IObject
	MDLComponent
}

The general interface for classes that manage local coordinate space transforms for 3D objects

See: https://developer.apple.com/documentation/ModelIO/MDLTransformComponent

type MDLTransformComponentObject

type MDLTransformComponentObject struct {
	objectivec.Object
}

MDLTransformComponentObject wraps an existing Objective-C object that conforms to the MDLTransformComponent protocol.

func MDLTransformComponentObjectFromID

func MDLTransformComponentObjectFromID(id objc.ID) MDLTransformComponentObject

MDLTransformComponentObjectFromID constructs a MDLTransformComponentObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLTransformComponentObject) BaseObject

type MDLTransformOp

type MDLTransformOp interface {
	objectivec.IObject
}

MDLTransformOp protocol.

See: https://developer.apple.com/documentation/ModelIO/MDLTransformOp

type MDLTransformOpObject

type MDLTransformOpObject struct {
	objectivec.Object
}

MDLTransformOpObject wraps an existing Objective-C object that conforms to the MDLTransformOp protocol.

func MDLTransformOpObjectFromID

func MDLTransformOpObjectFromID(id objc.ID) MDLTransformOpObject

MDLTransformOpObjectFromID constructs a MDLTransformOpObject from an objc.ID. The object is determined to conform to the protocol at runtime.

func (MDLTransformOpObject) BaseObject

func (o MDLTransformOpObject) BaseObject() objectivec.Object

type MDLTransformOpRotationOrder

type MDLTransformOpRotationOrder uint

See: https://developer.apple.com/documentation/ModelIO/MDLTransformOpRotationOrder

const (
	MDLTransformOpRotationOrderXYZ MDLTransformOpRotationOrder = 1
	MDLTransformOpRotationOrderXZY MDLTransformOpRotationOrder = 2
	MDLTransformOpRotationOrderYXZ MDLTransformOpRotationOrder = 3
	MDLTransformOpRotationOrderYZX MDLTransformOpRotationOrder = 4
	MDLTransformOpRotationOrderZXY MDLTransformOpRotationOrder = 5
	MDLTransformOpRotationOrderZYX MDLTransformOpRotationOrder = 6
)

func (MDLTransformOpRotationOrder) String

type MDLVertexFormat

type MDLVertexFormat uint

See: https://developer.apple.com/documentation/ModelIO/MDLVertexFormat

const (
	// MDLVertexFormatChar: The attribute value for each vertex is a scalar of signed 8-bit integer type.
	MDLVertexFormatChar MDLVertexFormat = 131073
	// MDLVertexFormatChar2: The attribute value for each vertex is a vector with 2 components, each of signed 8-bit integer type.
	MDLVertexFormatChar2 MDLVertexFormat = 131074
	// MDLVertexFormatChar2Normalized: 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
	// MDLVertexFormatChar3: The attribute value for each vertex is a vector with 3 components, each of signed 8-bit integer type.
	MDLVertexFormatChar3 MDLVertexFormat = 131075
	// MDLVertexFormatChar3Normalized: 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
	// MDLVertexFormatChar4: The attribute value for each vertex is a vector with 4 components, each of signed 8-bit integer type.
	MDLVertexFormatChar4 MDLVertexFormat = 131076
	// MDLVertexFormatChar4Normalized: 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
	// MDLVertexFormatCharBits: A bit mask for vertex attributes whose components are in 8-bit signed integer format.
	MDLVertexFormatCharBits MDLVertexFormat = 0x20000
	// MDLVertexFormatCharNormalized: The attribute value for each vertex is a normalized scalar of signed 8-bit integer type.
	MDLVertexFormatCharNormalized MDLVertexFormat = 262145
	// MDLVertexFormatCharNormalizedBits: A bit mask for vertex attributes whose components are in 8-bit signed normalized integer format.
	MDLVertexFormatCharNormalizedBits MDLVertexFormat = 0x40000
	// MDLVertexFormatFloat: The attribute value for each vertex is a scalar of 32-bit floating-point type.
	MDLVertexFormatFloat MDLVertexFormat = 786433
	// MDLVertexFormatFloat2: The attribute value for each vertex is a vector with 2 components, each of 32-bit floating-point type.
	MDLVertexFormatFloat2 MDLVertexFormat = 786434
	// MDLVertexFormatFloat3: The attribute value for each vertex is a vector with 3 components, each of 32-bit floating-point type.
	MDLVertexFormatFloat3 MDLVertexFormat = 786435
	// MDLVertexFormatFloat4: The attribute value for each vertex is a vector with 4 components, each of 32-bit floating-point type.
	MDLVertexFormatFloat4 MDLVertexFormat = 786436
	// MDLVertexFormatFloatBits: A bit mask for vertex attributes whose components are in 32-bit floating-point format.
	MDLVertexFormatFloatBits MDLVertexFormat = 0xc0000
	// MDLVertexFormatHalf: The attribute value for each vertex is a scalar of 16-bit floating-point type.
	MDLVertexFormatHalf MDLVertexFormat = 720897
	// MDLVertexFormatHalf2: The attribute value for each vertex is a vector with 2 components, each of 16-bit floating-point type.
	MDLVertexFormatHalf2 MDLVertexFormat = 720898
	// MDLVertexFormatHalf3: The attribute value for each vertex is a vector with 3 components, each of 16-bit floating-point type.
	MDLVertexFormatHalf3 MDLVertexFormat = 720899
	// MDLVertexFormatHalf4: The attribute value for each vertex is a vector with 4 components, each of 16-bit floating-point type.
	MDLVertexFormatHalf4 MDLVertexFormat = 720900
	// MDLVertexFormatHalfBits: A bit mask for vertex attributes whose components are in 16-bit floating-point format.
	MDLVertexFormatHalfBits MDLVertexFormat = 0xb0000
	// MDLVertexFormatInt: The attribute value for each vertex is a scalar of signed 32-bit integer type.
	MDLVertexFormatInt MDLVertexFormat = 655361
	// MDLVertexFormatInt1010102Normalized: The attribute value for each vertex is a packed vector with 4 components of signed integer type.
	MDLVertexFormatInt1010102Normalized MDLVertexFormat = 659460
	// MDLVertexFormatInt2: The attribute value for each vertex is a vector with 2 components, each of signed 32-bit integer type.
	MDLVertexFormatInt2 MDLVertexFormat = 655362
	// MDLVertexFormatInt3: The attribute value for each vertex is a vector with 3 components, each of signed 32-bit integer type.
	MDLVertexFormatInt3 MDLVertexFormat = 655363
	// MDLVertexFormatInt4: The attribute value for each vertex is a vector with 4 components, each of signed 32-bit integer type.
	MDLVertexFormatInt4 MDLVertexFormat = 655364
	// MDLVertexFormatIntBits: A bit mask for vertex attributes whose components are in 32-bit signed integer format.
	MDLVertexFormatIntBits MDLVertexFormat = 0xa0000
	// MDLVertexFormatInvalid: The vertex attribute has just been initialized or its format is unknown.
	MDLVertexFormatInvalid MDLVertexFormat = 0
	// MDLVertexFormatPackedBit: A bit mask for vertex attributes in packed vector formats.
	MDLVertexFormatPackedBit MDLVertexFormat = 0x1000
	// MDLVertexFormatShort: The attribute value for each vertex is a scalar of signed 16-bit integer type.
	MDLVertexFormatShort MDLVertexFormat = 393217
	// MDLVertexFormatShort2: The attribute value for each vertex is a vector with 2 components, each of signed 16-bit integer type.
	MDLVertexFormatShort2 MDLVertexFormat = 393218
	// MDLVertexFormatShort2Normalized: 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
	// MDLVertexFormatShort3: The attribute value for each vertex is a vector with 3 components, each of signed 16-bit integer type.
	MDLVertexFormatShort3 MDLVertexFormat = 393219
	// MDLVertexFormatShort3Normalized: 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
	// MDLVertexFormatShort4: The attribute value for each vertex is a vector with 4 components, each of signed 16-bit integer type.
	MDLVertexFormatShort4 MDLVertexFormat = 393220
	// MDLVertexFormatShort4Normalized: 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
	// MDLVertexFormatShortBits: A bit mask for vertex attributes whose components are in 16-bit signed integer format.
	MDLVertexFormatShortBits MDLVertexFormat = 0x60000
	// MDLVertexFormatShortNormalized: The attribute value for each vertex is a normalized scalar of signed 16-bit integer type.
	MDLVertexFormatShortNormalized MDLVertexFormat = 524289
	// MDLVertexFormatShortNormalizedBits: A bit mask for vertex attributes whose components are in 16-bit signed normalized integer format.
	MDLVertexFormatShortNormalizedBits MDLVertexFormat = 0x80000
	// MDLVertexFormatUChar: The attribute value for each vertex is a scalar of unsigned 8-bit integer type.
	MDLVertexFormatUChar MDLVertexFormat = 65537
	// MDLVertexFormatUChar2: The attribute value for each vertex is a vector with 2 components, each of unsigned 8-bit integer type.
	MDLVertexFormatUChar2 MDLVertexFormat = 65538
	// MDLVertexFormatUChar2Normalized: 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
	// MDLVertexFormatUChar3: The attribute value for each vertex is a vector with 3 components, each of unsigned 8-bit integer type.
	MDLVertexFormatUChar3 MDLVertexFormat = 65539
	// MDLVertexFormatUChar3Normalized: 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
	// MDLVertexFormatUChar4: The attribute value for each vertex is a vector with 4 components, each of unsigned 8-bit integer type.
	MDLVertexFormatUChar4 MDLVertexFormat = 65540
	// MDLVertexFormatUChar4Normalized: 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
	// MDLVertexFormatUCharBits: A bit mask for vertex attributes whose components are in 8-bit unsigned integer format.
	MDLVertexFormatUCharBits MDLVertexFormat = 0x10000
	// MDLVertexFormatUCharNormalized: The attribute value for each vertex is a normalized scalar of unsigned 8-bit integer type.
	MDLVertexFormatUCharNormalized MDLVertexFormat = 196609
	// MDLVertexFormatUCharNormalizedBits: A bit mask for vertex attributes whose components are in 8-bit unsigned normalized integer format.
	MDLVertexFormatUCharNormalizedBits MDLVertexFormat = 0x30000
	// MDLVertexFormatUInt: The attribute value for each vertex is a scalar of unsigned 32-bit integer type.
	MDLVertexFormatUInt MDLVertexFormat = 589825
	// MDLVertexFormatUInt1010102Normalized: The attribute value for each vertex is a packed vector with 4 components of unsigned integer type.
	MDLVertexFormatUInt1010102Normalized MDLVertexFormat = 593924
	// MDLVertexFormatUInt2: The attribute value for each vertex is a vector with 2 components, each of unsigned 32-bit integer type.
	MDLVertexFormatUInt2 MDLVertexFormat = 589826
	// MDLVertexFormatUInt3: The attribute value for each vertex is a vector with 3 components, each of unsigned 32-bit integer type.
	MDLVertexFormatUInt3 MDLVertexFormat = 589827
	// MDLVertexFormatUInt4: The attribute value for each vertex is a vector with 4 components, each of unsigned 32-bit integer type.
	MDLVertexFormatUInt4 MDLVertexFormat = 589828
	// MDLVertexFormatUIntBits: A bit mask for vertex attributes whose components are in 32-bit unsigned integer format.
	MDLVertexFormatUIntBits MDLVertexFormat = 0x90000
	// MDLVertexFormatUShort: The attribute value for each vertex is a scalar of unsigned 16-bit integer type.
	MDLVertexFormatUShort MDLVertexFormat = 327681
	// MDLVertexFormatUShort2: The attribute value for each vertex is a vector with 2 components, each of unsigned 16-bit integer type.
	MDLVertexFormatUShort2 MDLVertexFormat = 327682
	// MDLVertexFormatUShort2Normalized: 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
	// MDLVertexFormatUShort3: The attribute value for each vertex is a vector with 3 components, each of unsigned 16-bit integer type.
	MDLVertexFormatUShort3 MDLVertexFormat = 327683
	// MDLVertexFormatUShort3Normalized: 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
	// MDLVertexFormatUShort4: The attribute value for each vertex is a vector with 4 components, each of unsigned 16-bit integer type.
	MDLVertexFormatUShort4 MDLVertexFormat = 327684
	// MDLVertexFormatUShort4Normalized: 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
	// MDLVertexFormatUShortBits: A bit mask for vertex attributes whose components are in 16-bit unsigned integer format.
	MDLVertexFormatUShortBits MDLVertexFormat = 0x50000
	// MDLVertexFormatUShortNormalized: The attribute value for each vertex is a normalized scalar of unsigned 16-bit integer type.
	MDLVertexFormatUShortNormalized MDLVertexFormat = 458753
	// MDLVertexFormatUShortNormalizedBits: A bit mask for vertex attributes whose components are in 16-bit unsigned normalized integer format.
	MDLVertexFormatUShortNormalizedBits MDLVertexFormat = 0x70000
)

func (MDLVertexFormat) String

func (e MDLVertexFormat) String() string

type MDLVoxelIndex

type MDLVoxelIndex = int32

MDLVoxelIndex is a 4-component vector encoding the location of a voxel in a voxel array and describing its relation to an object’s volume.

See: https://developer.apple.com/documentation/ModelIO/MDLVoxelIndex

type MDLVoxelIndexExtent

type MDLVoxelIndexExtent struct {
	MinimumExtent MDLVoxelIndex // The lowest x, y, and z coordinates in the volume.
	MaximumExtent MDLVoxelIndex // The highest x, y, and z coordinates in the volume.

}

MDLVoxelIndexExtent - The corner voxel indices defining a solid rectangular volume of voxels. Used by the [voxelIndexExtent](<https://developer.apple.com/documentation/ModelIO/MDLVoxelArray/voxelIndexExtent>) property and [voxels(within:)](<https://developer.apple.com/documentation/ModelIO/MDLVoxelArray/voxels(within:)>) method.

[Full Topic] [Full Topic]: https://developer.apple.com/documentation/ModelIO/MDLVoxelIndexExtent

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL