Namespace Fusee.Serialization.V1
Classes
AlbedoChannel
Part of the FusMaterialStandard defining material settings. Used in the different lighting calculation components.
BRDFChannel
Contains information needed for a physically-based lighting calculation using a bidirectional reflectance distribution function.
FusAnimation
Contains animation data. Generally, a list of animation tracks
FusAnimationKeyBase
Base class to hold a single animation key. Derived types specify the type of the value controlled by the keys.
FusAnimationKeyDouble
Animation key storing double values.
FusAnimationKeyFloat
Animation key storing float values.
FusAnimationKeyFloat2
Animation key storing float2 values.
FusAnimationKeyFloat3
Animation key storing float3 values.
FusAnimationKeyFloat4
Animation key storing float4 values.
FusAnimationKeyInt
Animation key storing integer values.
FusAnimationTrack
Stores data about a single animation track (mainly a list of keyframes)
FusBone
Marker component (contains no data). If contained within a node, the node serves as a bone in a bone animation.
FusCamera
Not yet completely implemented - Projection serialization currently not used. TODO (MR): check with/against blender
FusCanvasTransform
Building block to set up User Interface hierarchies. Use this as your first element in the Interface hierarchy.
FusComponent
Base class for components. Each node (FusNode) contains a list of components of various types.
FusLight
Contains light information. If contained in a node, the node serves as a light object. If possible, avoid adding or removing these at runtime, instead create all you need and set active or inactive. The Position and Direction of a Light gets calculated internally, depending on the parent transform components, found in the scene graph.
FusMaterialBase
Material definition. If contained within a node, the node's (and potentially child node's) geometry is rendered with the specifies material. This base material does not contain any information about specular reflection calculation.
FusMaterialBRDF
Material definition. If contained within a node, the node's (and potentially child node's) geometry is rendered with the specifies material. The BRDF material contains information needed for a physically-based lighting calculation using a bidirectional reflectance distribution function.
FusMaterialDiffuseBRDF
Material definition. If contained within a node, the node's (and potentially child node's) geometry is rendered with the specifies material. Used to add Lambertian or Oren-Nayar diffuse reflection.
FusMaterialGlossyBRDF
Material definition. If contained within a node, the node's (and potentially child node's) geometry is rendered with the specifies material. Used to add reflection with microfacet distribution, used for materials such as metal or mirrors. NOTE: At the moment FUSEE lacks an implementation of the reflection calculation.
FusMaterialStandard
Material definition. If contained within a node, the node's (and potentially child node's) geometry is rendered with the specified material. The standard material contains information needed to calculate specular reflection based on Shininess and Intensity (= strength).
FusMesh
Contains 3D geometry information (Vertices, Triangles, Normals, UVs, ...).
FusNode
Nodes are the building blocks for scene graphs within .fus files.
FusRectTransform
Building block to set up User Interface hierarchies.
FusScene
.fus File contents making up a scene.
FusTransform
Transformation (position, orientation and size) of the node.
FusWeight
Defines a weight map. Basically a table with a row for each vertex and a column for each bone controlling the geometry.
FusXForm
Placeholder for later implemented UI Elements such as buttons, images, slider etc.
FusXFormText
Enables the scene renderer to treat GUI text differently.
JointWeightColumn
DEPRECATED
NormapMapChannel
If used, the material shows bumps defined by a normal map (a texture in RGB).
SpecularChannel
The specular channel definition.
VertexWeightList
A single row of the weight table. Stored in a way respecting sparse data (only few bones control a vertex).
Structs
VertexWeight
A single entry of a weight table row.
Enums
CanvasRenderMode
The available render modes.
Distribution
The available microfacet distribution functions.
FusHorizontalTextAlignment
Defines the alignment in y direction.
FusVerticalTextAlignment
Defines the alignment in y direction.
LerpType
Symbolic value describing the type of Lerp (linear interpolation) to perform.
ProjectionMethod
Used to define the Projection method of a FusCamera. Defines how the projection matrix is calculated.
TypeId
Symbolic value describing the data type of stored values.