Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Types
| All Types | Classes | Interfaces | Enumerations |
| Name | Description | |
|---|---|---|
| accessor |
The accessor element declares an access pattern to one of the array elements: float_array, int_array,
Name_array, bool_array, and IDREF_array.
The accessor element describes access to arrays that are organized in either an interleaved or non-interleaved manner,
depending on the offset and stride attributes.
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| fx_surface_init_cube_common..::..AllCube |
Init the entire surface with one compound image such as DDS.
| |
| fx_surface_init_planar_common..::..AllPlanar |
Init the entire surface with one compound image such as DDS.
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| fx_surface_init_volume_common..::..AllVolume |
Init the entire surface with one compound image such as DDS.
| |
| light..::..Technique_common_Light..::..Ambient |
The ambient element declares the parameters required to describe an ambient light source.
An ambient light is one that lights everything evenly, regardless of location or orientation.
| |
| rigid_constraint..::..Technique_common_RigidConstraint..::..Spring..::..Angular |
The angular spring properties.
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| animation |
The animation element categorizes the declaration of animation information.
The animation hierarchy contains elements that describe the animation`s key-frame data and sampler functions,
ordered in such a way to group together animations that should be executed together.
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| animation_clip |
The animation_clip element defines a section of the animation curves to be used together as an animation clip.
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| asset |
The asset element defines asset management information regarding its parent element.
| |
| rigid_constraint..::..Attachment |
Defines an attachment to a rigid-body or a node.
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| instance_material..::..Bind |
The bind element binds values to effect parameters upon instantiation.
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| bind_material |
Bind a specific material to a piece of geometry, binding varying and uniform parameters at the same time.
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| instance_material..::..Bind_vertex_input |
The bind_vertex_input element binds vertex inputs to effect parameters upon instantiation.
| |
| effect..::..Fx_profile_abstract..::..Profile_COMMON..::..Technique..::..Blinn |
Used inside a [profile_COMMON] effect, declares a fixed-function pipeline
that produces a specularly shaded surface that reflects ambient, diffuse, and specular reflection,
where the specular reflection is shaded according to the Blinn BRDF approximation.
| |
| bool_array |
The bool_array element declares the storage for a homogenous array of boolean values.
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| box |
An axis-aligned, centered box primitive.
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| camera |
The camera element declares a view into the scene hierarchy or scene graph.
The camera contains elements that describe the camera`s optics and imager.
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| capsule |
A capsule primitive that is centered on and aligned with the local Y axis.
| |
| channel |
The channel element declares an output channel of an animation.
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| ColladaDocument |
The COLLADA element declares the root of the document that comprises some of the content in the COLLADA schema.
| |
| common_color_or_texture_type..::..Color |
Describes the value which is a literal color, specified by four floatingpoint numbers in RGBA order.
| |
| common_color_or_texture_type |
A type that describes color attributes of fixed-function shader elements inside [profile_COMMON] effects.
| |
| common_float_or_param_type |
A type that describes the scalar attributes of fixed-function shader elements inside [profile_COMMON] effects.
| |
| common_newparam_type |
An element of type Common_newparam_type
| |
| common_transparent_type |
An element of type Common_transparent_type
| |
| effect..::..Fx_profile_abstract..::..Profile_COMMON..::..Technique..::..Constant |
Used inside a [profile_COMMON] effect, declares a fixed-function pipeline that produces a constantly
shaded surface that is independent of lighting.
| |
| asset..::..Contributor |
The contributor element defines authoring information for asset management.
| |
| spline..::..Control_vertices |
The control vertices element must occur exactly one time.
It is used to describe the CVs of the spline.
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| controller |
The controller element categorizes the declaration of generic control information.
A controller is a device or mechanism that manages and directs the operations of another object.
| |
| convex_mesh |
The definition of the convex_mesh element is identical to the mesh element
with the exception that instead of a complete description (source, vertices, polygons etc.),
it may simply point to another geometry to derive its shape.
The latter case means that the convex hull of that geometry should be computed and is indicated by the optional `convex_hull_of` attribute.
| |
| fx_sampler..::..CUBE_common |
A texture sampler for cube maps.
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| cylinder |
A cylinder primitive that is centered on, and aligned with the local Y axis.
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| fx_sampler..::..DEPTH_common |
A texture sampler for depth maps.
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| light..::..Technique_common_Light..::..Directional |
The directional element declares the parameters required to describe a directional light source.
A directional light is one that lights everything from the same direction, regardless of location.
The light??™s default direction vector in local coordinates is [0,0,-1], pointing down the -Z axis.
The actual direction of the light is defined by the transform of the node where the light is instantiated.
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| rigid_body..::..Technique_common_RigidBody..::..Dynamic |
If false, the rigid_body is not moveable.
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| instance_rigid_body..::..Technique_common_RigidBodyInstance..::..DynamicInstance | ||
| effect |
A self contained description of a shader effect.
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| ellipsoid | ||
| rigid_constraint..::..Technique_common_RigidConstraint..::..Enabled |
If false, the constraint doesn`t exert any force or influence on the rigid bodies.
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| visual_scene..::..Evaluate_scene |
The evaluate_scene element declares information specifying a specific way to evaluate this visual_scene.
There may be any number of evaluate_scene elements.
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| extra |
The extra element declares additional information regarding its parent element.
| |
| fx_surface_init_cube_common..::..Face |
Init each face mipchain with one compound image such as DDS.
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| common_float_or_param_type..::..Float |
Describes The value represented by a literal floating-point scalar,
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| float_array |
The float_array element declares the storage for a homogenous array of floating point values.
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| force_field |
A general container for force-fields.
At the moment, it only has techniques and extra elements.
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| fx_annotate_common | ||
| fx_include_common |
The include element is used to import source code or precompiled binary shaders into the FX Runtime by referencing an external resource.
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| fx_modifier_enum_common | ||
| fx_newparam_common |
This element creates a new, named param object in the FX Runtime, assigns it a type, an initial value, and additional attributes at declaration time.
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| fx_opaque_enum | ||
| effect..::..Fx_profile_abstract |
The fx_profile_abstract element is only used as a substitution group hook for COLLADA FX profiles.
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| fx_sampler | ||
| fx_sampler_filter_common | ||
| fx_sampler_wrap_common | ||
| fx_sampler1D_common |
A one-dimensional texture sampler.
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| fx_sampler2D_common |
A two-dimensional texture sampler.
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| fx_sampler3D_common |
A three-dimensional texture sampler.
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| fx_surface_common |
The fx_surface_common type is used to declare a resource that can be used both as the source
for texture samples and as the target of a rendering pass.
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| fx_surface_face_enum | ||
| fx_surface_format_hint_channels_enum |
The per-texel layout of the format.
The length of the string indicate how many channels there are and the letter respresents the name of the channel.
There are typically 0 to 4 channels.
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| fx_surface_format_hint_common |
If the exact format cannot be resolve via other methods then the format_hint will describe the important
features of the format so that the application may select a compatable or close format.
| |
| fx_surface_format_hint_option_enum |
Additional hints about data relationships and other things to help the application pick the best format.
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| fx_surface_format_hint_precision_enum |
Each channel of the texel has a precision.
Typically these are all linked together. An exact format lay lower the precision of an individual channel
but applying a higher precision by linking the channels together may still convey the same information.
| |
| fx_surface_format_hint_range_enum |
Each channel represents a range of values.
Some example ranges are signed or unsigned integers, or between between a clamped range such as 0.0f to 1.0f,
or high dynamic range via floating point
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| fx_surface_init_cube_common |
An element of type Fx_surface_init_cube_common.
| |
| fx_surface_init_from_common |
This element is an IDREF which specifies the image to use to initialize a specific mip of a 1D or 2D surface, 3D slice, or Cube face.
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| fx_surface_init_planar_common |
An element of type Fx_surface_init_planar_common
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| fx_surface_init_volume_common |
An element of type Fx_surface_init_volume_common.
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| fx_surface_type_enum | ||
| geometry |
Geometry describes the visual shape and appearance of an object in the scene.
The geometry element categorizes the declaration of geometric information.
Geometry is a branch of mathematics that deals with the measurement, properties,
and relationships of points, lines, angles, surfaces, and solids.
| |
| GeometryData | ||
| ColladaDocument..::..Helper |
Helper methods class
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| rigid_body..::..Technique_common_RigidBody..::..Shape..::..Hollow |
If true, the mass is distributed along the surface of the shape.
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| instance_rigid_body..::..Technique_common_RigidBodyInstance..::..ShapeInstance..::..HollowInstance | ||
| IArray |
Base interace for a homogenous colada array
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| IDREF_array |
The IDREF_array element declares the storage for a homogenous array of ID reference values.
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| IGeomInstance | ||
| IInstanceElement | ||
| image |
The image element declares the storage for the graphical representation of an object.
The image element best describes raster image data, but can conceivably handle other forms of imagery.
The image elements allows for specifying an external image file with the init_from element or
embed image data with the data element.
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| camera..::..Imager |
Imagers represent the image sensor of a camera (for example film or CCD).
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| InputGlobal |
The InputGlobal type is used to represent inputs that can reference external resources.
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| InputLocal |
The InputLocal type is used to represent inputs that can only reference resources declared in the same document.
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| InputLocalOffset |
The InputLocalOffset type is used to represent indexed inputs that can only reference resources declared in the same document.
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| instance_animation |
Declares the instantiation of a COLLADA animation resource.
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| instance_camera |
Declares the instantiation of a COLLADA camera resource.
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| instance_controller |
The instance_controller element declares the instantiation of a COLLADA controller resource.
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| instance_effect |
The instance_effect element declares the instantiation of a COLLADA effect resource.
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| instance_force_field |
Declares the instantiation of a COLLADA force field resource.
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| instance_geometry |
The instance_geometry element declares the instantiation of a COLLADA geometry resource.
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| instance_light |
Declares the instantiation of a COLLADA light resource.
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| instance_material |
The instance_material element declares the instantiation of a COLLADA material resource.
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| instance_node |
Declares the instantiation of a COLLADA node resource.
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| instance_physics_material |
Declares the instantiation of a COLLADA physics material resource.
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| instance_physics_model |
This element allows instancing physics model within another physics model, or in a physics scene.
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| instance_physics_scene |
Declares the instantiation of a COLLADA physics scene resource.
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| instance_rigid_body |
This element allows instancing a rigid_body within an instance_physics_model.
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| instance_rigid_constraint |
This element allows instancing a rigid_constraint within an instance_physics_model.
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| instance_visual_scene |
Declares the instantiation of a COLLADA visual scene resource.
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| int_array |
The int_array element declares the storage for a homogenous array of integer values.
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| rigid_constraint..::..Technique_common_RigidConstraint..::..Interpenetrate |
Indicates whether the attached rigid bodies may inter-penetrate.
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| ItemChoiceType | ||
| ItemsChoiceType | ||
| ItemsChoiceType1 | ||
| ItemsChoiceType2 | ||
| IUniqueId | ||
| skin..::..Joints |
The joints element associates joint, or skeleton, nodes with attribute data.
In COLLADA, this is specified by the inverse bind matrix of each joint (influence) in the skeleton.
| |
| effect..::..Fx_profile_abstract..::..Profile_COMMON..::..Technique..::..Lambert |
Used inside a [profile_COMMON] effect, declares a fixed-function pipeline that produces a constantly
shaded surface that is independent of lighting.
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| library_animation_clips |
The library_animation_clips element declares a module of animation_clip elements.
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| library_animations |
The library_animations element declares a module of animation elements.
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| library_cameras |
The library_cameras element declares a module of camera elements.
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| library_controllers |
The library_controllers element declares a module of controller elements.
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| library_effects |
The library_effects element declares a module of effect elements.
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| library_force_fields |
The library_force_fields element declares a module of force_field elements.
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| library_geometries |
The library_geometries element declares a module of geometry elements.
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| library_images |
The library_images element declares a module of image elements.
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| library_lights |
The library_lights element declares a module of light elements.
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| library_materials |
The library_materials element declares a module of material elements.
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| library_nodes |
The library_nodes element declares a module of node elements.
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| library_physics_materials |
The library_physics_materials element declares a module of physics_material elements.
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| library_physics_models |
The library_physics_models element declares a module of physics_model elements.
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| library_physics_scenes |
The library_physics_scenes element declares a module of physics_scene elements.
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| library_visual_scenes |
The library_visual_scenes element declares a module of visual_scene elements.
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| light |
The light element declares a light source that illuminates the scene.
Light sources have many different properties and radiate light in many different patterns and frequencies.
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| rigid_constraint..::..Technique_common_RigidConstraint..::..Limits |
The limits element provides a flexible way to specify the constraint limits (degrees of freedom and ranges).
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| rigid_constraint..::..Technique_common_RigidConstraint..::..Limits..::..Linear_Limits |
The linear element describes linear (translational) limits along each axis.
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| rigid_constraint..::..Technique_common_RigidConstraint..::..Spring..::..Linear_Spring |
The linear spring properties.
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| lines |
The lines element provides the information needed to bind vertex attributes together and then organize those vertices into individual lines.
Each line described by the mesh has two vertices. The first line is formed from first and second vertices.
The second line is formed from the third and fourth vertices and so on.
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| linestrips |
The linestrips element provides the information needed to bind vertex attributes together
and then organize those vertices into connected line-strips.
Each line-strip described by the mesh has an arbitrary number of vertices.
Each line segment within the line-strip is formed from the current vertex and the preceding vertex.
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| lookat |
The lookat element contains a position and orientation transformation suitable for aiming a camera.
The lookat element contains three mathematical vectors within it that describe:
1.The position of the object;
2.The position of the interest point;
3.The direction that points up.
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| material |
Material describes the visual appearance of a geometric object.
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| matrix |
Matrix transformations embody mathematical changes to points within a coordinate systems or the coordinate system itself.
The matrix element contains a 4-by-4 matrix of floating-point values.
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| mesh |
The mesh element contains vertex and primitive information sufficient to describe basic geometric meshes.
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| morph..::..MethodType | ||
| morph | ||
| Name_array |
The Name_array element declares the storage for a homogenous array of Name string values.
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| node |
Nodes embody the hierarchical relationship of elements in the scene.
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| node..::..NodeType | ||
| camera..::..Optics |
Optics represents the apparatus on a camera that projects the image onto the image sensor.
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| camera..::..Optics..::..Technique_common_Camera..::..Orthographic |
The orthographic element describes the field of view of an orthographic camera.
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| param |
The param element declares parametric information regarding its parent element.
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| common_color_or_texture_type..::..ParamColor |
Describes defined parameter in the current scope that can be cast directly to a [float4].
| |
| common_float_or_param_type..::..ParamFloat |
Describes The value represented by a reference to a previously defined parameter
that can be directly cast to a floatingpoint scalar.
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| camera..::..Optics..::..Technique_common_Camera..::..Perspective |
The perspective element describes the optics of a perspective camera.
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| polygons..::..PH |
The ph element descripes a polygon with holes.
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| effect..::..Fx_profile_abstract..::..Profile_COMMON..::..Technique..::..Phong |
Used inside a [profile_COMMON] effect, declares a fixed-function pipeline that produces
a specularly shaded surface that reflects ambient, diffuse, and specular reflection,
where the specular reflection is shaded according the Phong BRDF approximation.
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| physics_material |
This element defines the physical properties of an object.
It contains a technique/profile with parameters.
The COMMON profile defines the built-in names, such as static_friction.
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| physics_model |
This element allows for building complex combinations of rigid-bodies and constraints that may be instantiated multiple times.
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| physics_scene | ||
| plane |
An infinite plane primitive.
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| light..::..Technique_common_Light..::..Point |
The point element declares the parameters required to describe a point light source.
A point light source radiates light in all directions from a known location in space.
The intensity of a point light source is attenuated as the distance to the light source increases.
The position of the light is defined by the transform of the node in which it is instantiated.
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| polygons |
The polygons element provides the information needed to bind vertex attributes together
and then organize those vertices into individual polygons.
The polygons described can contain arbitrary numbers of vertices.
These polygons may be self intersecting and may also contain holes.
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| polylist |
The polylist element provides the information needed to bind vertex attributes together
and then organize those vertices into individual polygons.
The polygons described in polylist can contain arbitrary numbers of vertices.
Unlike the polygons element, the polylist element cannot contain polygons with holes.
| |
| fx_surface_init_cube_common..::..PrimaryCube |
Init all primary mip level 0 subsurfaces with one compound image such as DDS.
Use of this element expects that the surface has element mip_levels=0 or mipmap_generate.
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| fx_surface_init_volume_common..::..PrimaryVolume |
Init mip level 0 of the surface with one compound image such as DDS.
Use of this element expects that the surface has element mip_levels=0 or mipmap_generate
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| effect..::..Fx_profile_abstract..::..Profile_COMMON |
Opens a block of COMMON platform-specific data types and technique declarations.
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| fx_sampler..::..RECT_common |
A two-dimensional texture sampler.
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| rigid_constraint..::..Ref_attachment |
Defines the attachment (to a rigid_body or a node) to be used as the reference-frame.
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| visual_scene..::..Evaluate_scene..::..Render |
The render element describes one effect pass to evaluate the scene.
There must be at least one render element.
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| rigid_body |
This element allows for describing simulated bodies that do not deform.
These bodies may or may not be connected by constraints (hinge, ball-joint etc.).
Rigid-bodies, constraints etc. are encapsulated in physics_model elements to allow for instantiating complex models.
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| rigid_constraint |
This element allows for connecting components, such as rigid_body into complex physics models with moveable parts.
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| rotate |
The rotate element contains an angle and a mathematical vector that represents the axis of rotation.
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| sampler |
The sampler element declares an N-dimensional function used for animation.
Animation function curves are represented by 1-D sampler elements in COLLADA.
The sampler defines sampling points and how to interpolate between them.
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| ColladaDocument..::..Scene |
The scene embodies the entire set of information that can be visualized from the contents of a COLLADA resource.
The scene element declares the base of the scene hierarchy or scene graph.
The scene contains elements that comprise much of the visual and transformational information content as created by the authoring tools.
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| instance_effect..::..Setparam |
Assigns a new value to a previously defined parameter.
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| rigid_body..::..Technique_common_RigidBody..::..Shape |
This element allows for describing components of a rigid_body.
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| instance_rigid_body..::..Technique_common_RigidBodyInstance..::..ShapeInstance | ||
| skew |
The skew element contains an angle and two mathematical vectors that represent the axis of rotation and the axis of translation.
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| skin |
The skin element contains vertex and primitive information sufficient to describe blend-weight skinning.
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| source |
The source element declares a data repository that provides values according to the semantics of an input element that refers to it.
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| sphere |
A centered sphere primitive.
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| spline |
The spline element contains control vertex information sufficient to describe basic splines.
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| light..::..Technique_common_Light..::..Spot |
The spot element declares the parameters required to describe a spot light source.
A spot light source radiates light in one direction from a known location in space.
The light radiates from the spot light source in a cone shape.
The intensity of the light is attenuated as the radiation angle increases away from the direction of
the light source. The intensity of a spot light source is also attenuated as the distance to the
light source increases. The position of the light is defined by the transform of the node in which
it is instantiated. The light??™s default direction vector in local coordinates is [0,0,-1],
pointing down the -Z axis. The actual direction of the light is defined by the transform of the
node where the light is instantiated.
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| rigid_constraint..::..Technique_common_RigidConstraint..::..Spring |
Spring, based on distance (`LINEAR`) or angle (`ANGULAR`).
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| rigid_constraint..::..Technique_common_RigidConstraint..::..Limits..::..Swing_cone_and_twist |
The swing_cone_and_twist element describes the angular limits along each rotation axis in degrees.
The the X and Y limits describe a ???swing cone??? and the Z limits describe the `twist angle` range
| |
| tapered_capsule |
A tapered capsule primitive that is centered on, and aligned with, the local Y axis.
| |
| tapered_cylinder |
A tapered cylinder primitive that is centered on and aligned with the local Y axis.
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| TargetableFloat |
The TargetableFloat type is used to represent elements which contain a single float value which can be targeted for animation.
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| TargetableFloat3 |
The TargetableFloat3 type is used to represent elements which contain a float3 value which can be targeted for animation.
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| morph..::..Targets |
The targets element declares the morph targets, their weights and any user defined attributes associated with them.
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| technique |
The technique element declares the information used to process some portion of the content.
Each technique conforms to an associated profile. Techniques generally act as a switch.
If more than one is present for a particular portion of content, on import, one or the other is picked,
but usually not both. Selection should be based on which profile the importing application can support.
Techniques contain application data and programs, making them assets that can be managed as a unit.
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| effect..::..Fx_profile_abstract..::..Profile_COMMON..::..Technique |
Holds a description of the textures, samplers, shaders, parameters, and passes
necessary for rendering this effect using one method.
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| camera..::..Optics..::..Technique_common_Camera |
The technique_common element specifies the optics information for the common profile which all COLLADA implementations need to support.
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| light..::..Technique_common_Light |
The technique_common element specifies the light information for the common profile which all COLLADA implementations need to support.
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| physics_material..::..Technique_common_PhysMat |
The technique_common element specifies the physics_material information for the common profile which all COLLADA implementations need to support.
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| physics_scene..::..Technique_common_PhysScene |
The technique_common element specifies the physics_scene information for the common profile which all COLLADA implementations need to support.
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| rigid_body..::..Technique_common_RigidBody |
The technique_common element specifies the rigid_body information for the common profile which all COLLADA implementations need to support.
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| instance_rigid_body..::..Technique_common_RigidBodyInstance |
The technique_common element specifies the instance_rigid_body information for the common profile which all COLLADA implementations need to support.
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| rigid_constraint..::..Technique_common_RigidConstraint |
The technique_common element specifies the rigid_constraint information for the common profile which all COLLADA implementations need to support.
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| source..::..Technique_common_Source |
The technique common specifies the common method for accessing this source element's data.
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| instance_effect..::..Technique_hint |
Add a hint for a platform of which technique to use in this effect.
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| common_color_or_texture_type..::..Texture |
The value is specified by a reference to a previously defined [sampler2D] object.
The texcoord attribute provides a semantic token, which will be referenced
within [bind_material] to bind an array of texcoords from a [geometry] instance to the [texture_unit].
| |
| triangles |
The triangles element provides the information needed to bind vertex attributes together
and then organize those vertices into individual triangles.
Each triangle described by the mesh has three vertices.
The first triangle is formed from the first, second, and third vertices.
The second triangle is formed from the fourth, fifth, and sixth vertices, and so on.
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| trifans |
The trifans element provides the information needed to bind vertex attributes together
and then organize those vertices into connected triangles.
Each triangle described by the mesh has three vertices.
The first triangle is formed from first, second, and third vertices.
Each subsequent triangle is formed from the current vertex, reusing the first and the previous vertices.
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| tristrips |
The tristrips element provides the information needed to bind vertex attributes together
and then organize those vertices into connected triangles.
Each triangle described by the mesh has three vertices.
The first triangle is formed from first, second, and third vertices.
Each subsequent triangle is formed from the current vertex, reusing the previous two vertices.
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| asset..::..Unit |
The unit element contains descriptive information about unit of measure.
It has attributes for the name of the unit and the measurement with respect to the meter.
The unit element may appear zero or one time.
| |
| UpAxisType |
The up_axis element contains descriptive information about coordinate system of the geometric data.
All coordinates are right-handed by definition. This element specifies which axis is considered up.
The default is the Y-axis. The up_axis element may appear zero or one time.
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| VersionType | ||
| skin..::..Vertex_weights |
Describes the combination of joints and weights used by a skin.
The vertex_weights element associates a set of joint-weight pairs with each vertex in the base mesh.
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| vertices |
The vertices element declares the attributes and identity of mesh-vertices.
The vertices element describes mesh-vertices in a mesh geometry.
The mesh-vertices represent the position (identity) of the vertices comprising the mesh and
other vertex attributes that are invariant to tessellation.
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| visual_scene |
The visual_scene element declares the base of the visual_scene hierarchy or scene graph.
The scene contains elements that comprise much of the visual and transformational information content as
created by the authoring tools.
|