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 ¶
- MDLMaterialProperty: A definition for one specific aspect of the rendering parameters for a material. (MDLMaterialSemantic, MDLMaterialPropertyType)
Textures ¶
- MDLTexture: A source of texel data to be used in rendering material surface appearances. (MDLTextureChannelEncoding)
- MDLTextureFilter: A description of filtering modes for a renderer to use when sampling from a texture. (MDLMaterialTextureWrapMode, MDLMaterialTextureFilterMode, MDLMaterialMipMapFilterMode)
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 ¶
- MDLVoxelArray: A model of a 3D object’s solid volume as a collection of , or cubic units. (MDLVoxelIndex, MDLVoxelIndexExtent)
Protocols ¶
Code generated from Apple documentation. DO NOT EDIT.
Index ¶
- Variables
- type MDLAnimatedValueInterpolation
- type MDLAssetResolver
- type MDLAssetResolverObject
- type MDLAxisAlignedBoundingBox
- type MDLCameraProjection
- type MDLComponent
- type MDLComponentObject
- type MDLDataPrecision
- type MDLGeometryType
- type MDLIndexBitDepth
- type MDLJointAnimation
- type MDLJointAnimationObject
- type MDLLightProbeIrradianceDataSource
- type MDLLightProbeIrradianceDataSourceObject
- type MDLLightType
- type MDLMaterialFace
- type MDLMaterialMipMapFilterMode
- type MDLMaterialPropertyType
- type MDLMaterialSemantic
- type MDLMaterialTextureFilterMode
- type MDLMaterialTextureWrapMode
- type MDLMeshBuffer
- type MDLMeshBufferAllocator
- type MDLMeshBufferAllocatorObject
- type MDLMeshBufferObject
- type MDLMeshBufferType
- type MDLMeshBufferZone
- type MDLMeshBufferZoneObject
- type MDLNamed
- type MDLNamedObject
- type MDLObjectContainerComponent
- type MDLObjectContainerComponentObject
- type MDLProbePlacement
- type MDLTextureChannelEncoding
- type MDLTransformComponent
- type MDLTransformComponentObject
- type MDLTransformOp
- type MDLTransformOpObject
- type MDLTransformOpRotationOrder
- type MDLVertexFormat
- type MDLVoxelIndex
- type MDLVoxelIndexExtent
Constants ¶
This section is empty.
Variables ¶
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 ¶
func (e MDLAnimatedValueInterpolation) String() 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 ¶
func (o MDLLightProbeIrradianceDataSourceObject) BaseObject() objectivec.Object
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 ¶
func (e MDLMaterialMipMapFilterMode) String() 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 ¶
func (e MDLMaterialTextureFilterMode) String() 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 ¶
func (e MDLMaterialTextureWrapMode) String() 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 ¶
func (o MDLMeshBufferAllocatorObject) BaseObject() objectivec.Object
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 ¶
func (o MDLObjectContainerComponentObject) BaseObject() objectivec.Object
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 ¶
func (o MDLTransformComponentObject) BaseObject() objectivec.Object
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 ¶
func (e MDLTransformOpRotationOrder) String() 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
Source Files
¶
- doc.gen.go
- enums.gen.go
- functions.gen.go
- generate.go
- global_vars.gen.go
- mdl_asset_resolver_protocol.gen.go
- mdl_component_protocol.gen.go
- mdl_joint_animation_protocol.gen.go
- mdl_light_probe_irradiance_data_source_protocol.gen.go
- mdl_mesh_buffer_allocator_protocol.gen.go
- mdl_mesh_buffer_protocol.gen.go
- mdl_mesh_buffer_zone_protocol.gen.go
- mdl_named_protocol.gen.go
- mdl_object_container_component_protocol.gen.go
- mdl_transform_component_protocol.gen.go
- mdl_transform_op_protocol.gen.go
- typedefs.gen.go
- types.gen.go
- undefined_types.gen.go