Whitespace cleanup.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@859 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
6744cb32bc
commit
3bf11785c8
|
@ -214,57 +214,57 @@ extern ( C ) {
|
|||
// Note: The AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) macro from the C headers is
|
||||
// missing since there is probably not much use for it when just reading
|
||||
// scene files.
|
||||
|
||||
|
||||
/**
|
||||
* NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores
|
||||
* per-vertex animations for a particular frame.
|
||||
*
|
||||
*
|
||||
* You may think of an <code>aiAnimMesh</code> as a `patch` for the host
|
||||
* mesh, which replaces only certain vertex data streams at a particular
|
||||
* time.
|
||||
*
|
||||
*
|
||||
* Each mesh stores n attached attached meshes (<code>aiMesh.mAnimMeshes</code>).
|
||||
* The actual relationship between the time line and anim meshes is
|
||||
* The actual relationship between the time line and anim meshes is
|
||||
* established by #aiMeshAnim, which references singular mesh attachments
|
||||
* by their ID and binds them to a time offset.
|
||||
*/
|
||||
struct aiAnimMesh {
|
||||
/**
|
||||
* Replacement for aiMesh.mVertices.
|
||||
*
|
||||
* If this array is non-null, it *must* contain mNumVertices entries.
|
||||
* The corresponding array in the host mesh must be non-null as well -
|
||||
* animation meshes may neither add or nor remove vertex components (if
|
||||
* a replacement array is NULL and the corresponding source array is
|
||||
* not, the source data is taken instead).
|
||||
*/
|
||||
aiVector3D* mVertices;
|
||||
/**
|
||||
* Replacement for aiMesh.mVertices.
|
||||
*
|
||||
* If this array is non-null, it *must* contain mNumVertices entries.
|
||||
* The corresponding array in the host mesh must be non-null as well -
|
||||
* animation meshes may neither add or nor remove vertex components (if
|
||||
* a replacement array is NULL and the corresponding source array is
|
||||
* not, the source data is taken instead).
|
||||
*/
|
||||
aiVector3D* mVertices;
|
||||
|
||||
/// Replacement for <code>aiMesh.mNormals</code>.
|
||||
aiVector3D* mNormals;
|
||||
/// Replacement for <code>aiMesh.mNormals</code>.
|
||||
aiVector3D* mNormals;
|
||||
|
||||
/// Replacement for <code>aiMesh.mTangents</code>.
|
||||
aiVector3D* mTangents;
|
||||
/// Replacement for <code>aiMesh.mTangents</code>.
|
||||
aiVector3D* mTangents;
|
||||
|
||||
/// Replacement for <code>aiMesh.mBitangents</code>.
|
||||
aiVector3D* mBitangents;
|
||||
/// Replacement for <code>aiMesh.mBitangents</code>.
|
||||
aiVector3D* mBitangents;
|
||||
|
||||
/// Replacement for <code>aiMesh.mColors</code>.
|
||||
aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
|
||||
/// Replacement for <code>aiMesh.mColors</code>.
|
||||
aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
|
||||
|
||||
/// Replacement for <code>aiMesh.mTextureCoords</code>.
|
||||
aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
|
||||
/// Replacement for <code>aiMesh.mTextureCoords</code>.
|
||||
aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
|
||||
|
||||
/**
|
||||
* The number of vertices in the aiAnimMesh, and thus the length of all
|
||||
* the member arrays.
|
||||
*
|
||||
* This has always the same value as the mNumVertices property in the
|
||||
* corresponding aiMesh. It is duplicated here merely to make the length
|
||||
* of the member arrays accessible even if the aiMesh is not known, e.g.
|
||||
* from language bindings.
|
||||
*/
|
||||
uint mNumVertices;
|
||||
/**
|
||||
* The number of vertices in the aiAnimMesh, and thus the length of all
|
||||
* the member arrays.
|
||||
*
|
||||
* This has always the same value as the mNumVertices property in the
|
||||
* corresponding aiMesh. It is duplicated here merely to make the length
|
||||
* of the member arrays accessible even if the aiMesh is not known, e.g.
|
||||
* from language bindings.
|
||||
*/
|
||||
uint mNumVertices;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -449,15 +449,15 @@ extern ( C ) {
|
|||
* - Vertex animations refer to meshes by their names.
|
||||
*/
|
||||
aiString mName;
|
||||
|
||||
|
||||
/// NOT CURRENTLY IN USE. The number of attachment meshes.
|
||||
uint mNumAnimMeshes;
|
||||
|
||||
/**
|
||||
/**
|
||||
* NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-
|
||||
* based animation.
|
||||
*
|
||||
* Attachment meshes carry replacement data for some of the mesh's
|
||||
* based animation.
|
||||
*
|
||||
* Attachment meshes carry replacement data for some of the mesh's
|
||||
* vertex components (usually positions, normals).
|
||||
*/
|
||||
aiAnimMesh** mAnimMeshes;
|
||||
|
|
Loading…
Reference in New Issue