| struct BoundingBox |
Represents an axis-aligned bounding box that encloses the vertices of a mesh or of a model. |
| abstract class Camera |
Serves as the base class for cameras that define the view of a scene. |
| class CameraDirectionalLight |
Represents a directional light that points along the camera's viewing direction, so that it always illuminates the visible side of a surface. |
| class CameraPointLight |
Represents a point light that follows the camera, so that the scene stays evenly lit as the camera moves. |
| enum CameraPosition |
Lists values that specify the direction from which the camera views the scene by default. |
| enum CompositionMode |
Lists values that specify how the rendered image is combined with the Avalonia compositor. |
| enum CoordinateSystem |
Lists values that specify the handedness of the coordinate system in which scene geometry is defined. |
| enum CullMode |
Lists values that specify which triangle faces are discarded before rasterization. |
| class DirectionalLight |
Represents a light that illuminates the scene with parallel rays, as sunlight or moonlight does. |
| abstract class DirectionLightBase |
Serves as the base class for lights that emit parallel rays in a single direction. |
| enum ElementSelectionMode |
Lists values that specify which scene element the control highlights and selects under the pointer. |
| class GeometryModel3D |
Represents an object displayed in a scene. The object combines one or more meshes and is added to the collection of models shown by the control. |
| class Gizmo |
Represents the orientation indicator that a Graphics3DControl renders in one of its corners to show the direction of the parent control's camera. When the control has no models of its own, the gizmo draws coordinate axes labeled X, Y, and Z. |
| class Graphics3DCollection<T> |
Represents a collection of elements that a 3D graphics control uses to hold its models, materials, and lights. The collection mirrors the source assigned to the items source property of its owner, so items added to, or removed from, that source appear in the collection immediately. |
| class Graphics3DControl |
Renders interactive 3D models with the Vulkan API and lets the user navigate the scene with the mouse and the keyboard. |
| abstract class Graphics3DControlBase |
Serves as the base class for controls that render 3D models with the Vulkan API. It exposes the collections of models and materials that the renderer uploads to the graphics device. |
| class Graphics3DKeyBinding |
Binds a keyboard gesture to a camera navigation command or to a control command. |
| class Graphics3DKeyBindings |
Represents the set of keyboard bindings that drive the control's camera and other commands. |
| class IsometricCamera |
Represents a camera that projects the scene orthographically, as if the viewer were infinitely far away. Use it for isometric views and technical drawings. |
| abstract class Light |
Serves as the base class for lights that illuminate a scene. |
| abstract class Material |
Serves as the base class for materials that define how a mesh is shaded. |
| enum MeshFillType |
Lists values that specify how a mesh interprets its indices to form drawing primitives. |
| class MeshGeometry3D |
Represents the geometry of a single mesh, which consists of a vertex buffer and a buffer of primitive indices. |
| enum MultisamplingMode |
Lists values that specify the number of samples per pixel used for multisample antialiasing. |
| class PerspectiveCamera |
Represents a camera that projects the scene in perspective, so that objects farther from the camera appear smaller. |
| class PointLight |
Represents a point light that stays at a fixed position in the scene. |
| abstract class PointLightBase |
Serves as the base class for lights that emit in every direction from a single point. |
| struct RaycastHitTestResult |
Represents the scene element found by a ray cast, together with the distance from the ray's origin. |
| class SelectableElement |
Serves as the base class for scene elements that the control can highlight and select with the pointer. |
| class SimplePbrMaterial |
Represents a material that is defined by a single base color and by scalar shading parameters, instead of by textures. |
| class Skybox |
Represents the cube map environment used for image-based lighting and as the background of a scene. The control converts the six face images into a prefiltered environment map. |
| class TexturedPbrMaterial |
Represents a material that is defined by textures, instead of by scalar shading parameters. |