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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.

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