nyx_py_sdk#
Nyx SDK Python bindings for authoring and serializing scene assets.
Functions
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Serialize 'scene' to JSON and write it to 'path'. |
Convert a float3 from the Y-up (variant A) convention to a Z-up coordinate system. |
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Convert a float3 from a Z-up coordinate system to the Y-up (variant A) convention. |
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Return a fresh 64-bit UUID from the SDK's global generator. |
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Load a JSON scene file from 'path' into the given SceneAsset. |
Return the conjugate of a quaternion (negated imaginary part). |
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Return the Hamilton product a * b of two quaternions. |
Reorder a quaternion stored as (w, x, y, z) into the (x, y, z, w) convention used by this SDK. |
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Reorder a quaternion stored as (x, y, z, w) into the (w, x, y, z) convention. |
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Convert a quaternion from the Y-up (variant A) convention to a Z-up coordinate system. |
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Convert a quaternion from a Z-up coordinate system to the Y-up (variant A) convention. |
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Shutdown the Nyx SDK |
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Initialize the Nyx SDK's global memory and string-cache subsystems. |
Classes
An animation track bound to a target asset by UUID. |
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A view of the scene defined by a transform, projection and post-processing settings. |
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Kind of property animated by an AnimationAsset. |
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Post-process anti-aliasing technique. |
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Shape of an area light. |
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Pixel layout used by an environment map texture. |
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Kind of instance, which selects the active type-specific fields on InstanceAsset. |
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Representation used by a LightFieldAsset. |
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Kind of light source. |
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Photometric unit used to interpret the light intensity. |
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Alpha clipping mode used by a material. |
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Optional shading feature set enabled on a material. |
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Opacity mode used by a material. |
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Bit flags identifying which fields of a MaterialAsset are explicitly set. |
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Face culling mode used by a material. |
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How shading normals on back faces are derived from the front-face normal. |
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Built-in analytic primitive type. |
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Tone mapping operator applied to the final image. |
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Image-based environment map providing infinite-distance lighting. |
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A single keyframe of an animation. |
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An instance placed in the scene. |
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A scene light. |
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A captured radiance field placed in the scene. |
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A physically-based material description. |
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Top-level scene container holding all instances, lights, cameras, environment maps, animations and light fields. |
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Transform sample at a single animation frame. |
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Two-component single-precision float vector (x, y). |
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Three-component single-precision float vector (x, y, z). |
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Four-component single-precision float vector (x, y, z, w). |
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Quaternion stored as (x, y, z, w) with w as the scalar component. |
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Two-component unsigned integer vector (x, y). |
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Three-component unsigned integer vector (x, y, z). |
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Four-component unsigned integer vector (x, y, z, w). |