+ add Delphi Units to access the C DLL interface to /port. Thansk to Ed Diana for the patch. This relates to tracker id [3212646] (https://sourceforge.net/tracker/?func=detail&aid=3212646&group_id=226462&atid=1067634)
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@945 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
2c83543b39
commit
473dae7876
5
CREDITS
5
CREDITS
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@ -110,5 +110,8 @@ Contributes a obj-fileparser fix: missing tokens in the obj-token list.
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- Roman Kharitonov
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Contributes a fix for the configure script environment.
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-rdb
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- Ed Diana
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Contributed AssimpDelphi (/port/AssimpDelphi).
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- rdb
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Contributes a bundle of fixes and improvments for the bsp-importer.
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@ -0,0 +1,6 @@
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This is a set of Delphi units for using the Assimp C DLL. This was created for use with Delphi 7, but should be usable as-is or with minimal modifications with later Delphi versions.
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This set of headers is enough to load and display a model with external textures. Since I'm not familiar with animated models and some of the other functionality of the assimp library, I did not convert the headers for those features.
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See http://sourceforge.net/tracker/?func=detail&aid=3212646&group_id=226462&atid=1067634 for the original patch
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@ -0,0 +1,17 @@
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unit aiColor4D;
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interface
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const AI_MAX_NUMBER_OF_COLOR_SETS = $04;
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type TaiColor4D = packed record
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r, g, b, a: single;
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end;
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type PaiColor4D = ^TaiColor4D;
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type TaiColor4DArray = array[0..0] of TaiColor4D;
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type PTaiColor4DArray = ^TaiColor4DArray;
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implementation
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end.
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@ -0,0 +1,153 @@
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unit aiMaterial;
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interface
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uses aiTypes, aiVector2D, aiVector3D;
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{This following directive causes enums to be stored as double words (32bit), to be compatible with
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the assimp C Dll}
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{$Z4}
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type TaiTextureOp = (
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aiTextureOp_Multiply = $0,
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aiTextureOp_Add = $1,
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aiTextureOp_Subtract = $2,
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aiTextureOp_Divide = $3,
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aiTextureOp_SmoothAdd = $4,
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aiTextureOp_SignedAdd = $5
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//_aiTextureOp_Force32Bit = 0x9fffffff
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);
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type TaiTextureMapMode = (
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aiTextureMapMode_Wrap = $0,
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aiTextureMapMode_Clamp = $1,
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aiTextureMapMode_Decal = $3,
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aiTextureMapMode_Mirror = $2
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//_aiTextureMapMode_Force32Bit = 0x9fffffff
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);
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type TaiTextureMapping = (
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aiTextureMapping_UV = $0,
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aiTextureMapping_SPHERE = $1,
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aiTextureMapping_CYLINDER = $2,
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aiTextureMapping_BOX = $3,
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aiTextureMapping_PLANE = $4,
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aiTextureMapping_OTHER = $5
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//_aiTextureMapping_Force32Bit = 0x9fffffff
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);
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type TaiTextureType = (
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aiTextureType_NONE = $0,
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aiTextureType_DIFFUSE = $1,
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aiTextureType_SPECULAR = $2,
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aiTextureType_AMBIENT = $3,
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aiTextureType_EMISSIVE = $4,
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aiTextureType_HEIGHT = $5,
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aiTextureType_NORMALS = $6,
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aiTextureType_SHININESS = $7,
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aiTextureType_OPACITY = $8,
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aiTextureType_DISPLACEMENT = $9,
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aiTextureType_LIGHTMAP = $A,
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aiTextureType_REFLECTION = $B,
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aiTextureType_UNKNOWN = $C
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//_aiTextureType_Force32Bit = 0x9fffffff
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);
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const AI_TEXTURE_TYPE_MAX = aiTextureType_UNKNOWN;
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type TaiShadingMode = (
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aiShadingMode_Flat = $1,
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aiShadingMode_Gouraud = $2,
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aiShadingMode_Phong = $3,
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aiShadingMode_Blinn = $4,
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aiShadingMode_Toon = $5,
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aiShadingMode_OrenNayar = $6,
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aiShadingMode_Minnaert = $7,
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aiShadingMode_CookTorrance = $8,
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aiShadingMode_NoShading = $9,
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aiShadingMode_Fresnel = $A
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//_aiShadingMode_Force32Bit = 0x9fffffff
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);
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type TaiTextureFlags = (
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aiTextureFlags_Invert = $1,
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aiTextureFlags_UseAlpha = $2,
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aiTextureFlags_IgnoreAlpha = $4
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//_aiTextureFlags_Force32Bit = 0x9fffffff
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);
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type TaiBlendMode = (
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aiBlendMode_Default = $0,
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aiBlendMode_Additive = $1
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//_aiBlendMode_Force32Bit = 0x9fffffff
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);
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type TaiUVTransform = packed record
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mTranslation: TaiVector2D;
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mScaling: TaiVector2D;
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mRotation: single;
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end;
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type TaiPropertyTypeInfo = (
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aiPTI_Float = $1,
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aiPTI_String = $3,
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aiPTI_Integer = $4,
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aiPTI_Buffer = $5
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// _aiPTI_Force32Bit = 0x9fffffff
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);
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type TaiMaterialProperty = packed record
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mKey: aiString;
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mSemantic: Cardinal;
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mIndex: Cardinal;
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mDataLength: Cardinal;
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mType: TaiPropertyTypeInfo;
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mData: PChar;
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end;
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type PaiMaterialProperty = ^TaiMaterialProperty;
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type TaiMaterial = packed record
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mProperties: pointer;
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mNumProperties: Cardinal;
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mNumAllocated: Cardinal;
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end;
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type PaiMaterial = ^TaiMaterial;
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type PaiMaterialArray = array[0..0] of PaiMaterial;
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type PPaiMaterialArray = ^PaiMaterialArray;
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const AI_MATKEY_NAME = '?mat.name';
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const AI_MATKEY_TWOSIDED = '$mat.twosided';
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const AI_MATKEY_SHADING_MODEL = '$mat.shadingm';
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const AI_MATKEY_ENABLE_WIREFRAME = '$mat.wireframe';
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const AI_MATKEY_BLEND_FUNC = '$mat.blend';
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const AI_MATKEY_OPACITY = '$mat.opacity';
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const AI_MATKEY_BUMPSCALING = '$mat.bumpscaling';
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const AI_MATKEY_SHININESS = '$mat.shininess';
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const AI_MATKEY_REFLECTIVITY = '$mat.reflectivity';
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const AI_MATKEY_SHININESS_STRENGTH = '$mat.shinpercent';
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const AI_MATKEY_REFRACTI = '$mat.refracti';
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const AI_MATKEY_COLOR_DIFFUSE = '$clr.diffuse';
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const AI_MATKEY_COLOR_AMBIENT = '$clr.ambient';
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const AI_MATKEY_COLOR_SPECULAR = '$clr.specular';
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const AI_MATKEY_COLOR_EMISSIVE = '$clr.emissive';
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const AI_MATKEY_COLOR_TRANSPARENT = '$clr.transparent';
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const AI_MATKEY_COLOR_REFLECTIVE = '$clr.reflective';
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const AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = '?bg.global';
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const _AI_MATKEY_TEXTURE_BASE = '$tex.file';
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const _AI_MATKEY_UVWSRC_BASE = '$tex.uvwsrc';
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const _AI_MATKEY_TEXOP_BASE = '$tex.op';
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const _AI_MATKEY_MAPPING_BASE = '$tex.mapping';
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const _AI_MATKEY_TEXBLEND_BASE = '$tex.blend';
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const _AI_MATKEY_MAPPINGMODE_U_BASE = '$tex.mapmodeu';
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const _AI_MATKEY_MAPPINGMODE_V_BASE = '$tex.mapmodev';
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const _AI_MATKEY_TEXMAP_AXIS_BASE = '$tex.mapaxis';
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const _AI_MATKEY_UVTRANSFORM_BASE = '$tex.uvtrafo';
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const _AI_MATKEY_TEXFLAGS_BASE = '$tex.flags';
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implementation
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end.
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@ -0,0 +1,16 @@
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unit aiMatrix3x3;
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interface
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type TaiMatrix3x3 = packed record
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a1, a2, a3, a4: single;
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b1, b2, b3, b4: single;
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c1, c2, c3, c4: single;
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end;
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PaiMatrix3x3 = ^TaiMatrix3x3;
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implementation
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end.
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@ -0,0 +1,16 @@
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unit aiMatrix4x4;
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interface
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type TaiMatrix4x4 = packed record
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a1, a2, a3, a4: single;
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b1, b2, b3, b4: single;
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c1, c2, c3, c4: single;
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d1, d2, d3, d4: single;
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end;
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PaiMatrix4x4 = ^TaiMatrix4x4;
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implementation
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end.
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@ -0,0 +1,71 @@
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unit aiMesh;
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interface
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uses aiTypes, aiMatrix4x4, aiVector3D, aiColor4D;
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const
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AI_MAX_NUMBER_OF_COLOR_SETS = $4;
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AI_MAX_NUMBER_OF_TEXTURECOORDS = $4;
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type TaiFace = packed record
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mNumIndicies: cardinal;
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mIndices: PCardinalArray;
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end;
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type PaiFace = ^TaiFace;
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type PaiFaceArray = array [0..0] of PaiFace;
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type TaiFaceArray = array [0..0] of TaiFace;
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type PTaiFaceArray = ^TaiFaceArray;
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type TaiVertexWeight = packed record
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mVertexId: cardinal;
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mWeight: single;
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end;
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type TaiBone = packed record
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mName: aiString;
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mNumWeights: cardinal;
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mWeights: Pointer;
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mOffsetMatrix: TaiMatrix4x4;
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end;
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type PaiBone = ^TaiBone;
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type TaiPrimitiveType =
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(
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aiPrimitiveType_POINT = $1,
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aiPrimitiveType_LINE = $2,
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aiPrimitiveType_TRIANGLE = $4,
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aiPrimitiveType_POLYGON = $8
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//,_aiPrimitiveType_Force32Bit = $9fffffff
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);
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type TaiMesh = packed record
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mPrimitiveTypes: cardinal;
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mNumVertices: cardinal;
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mNumFaces: cardinal;
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mVertices: PTaiVector3DArray;
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mNormals: PTaiVector3DArray;
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mTangents: PaiVector3DArray;
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mBitangents: PaiVector3DArray;
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mColors: array[0..3] of PTaiColor4Darray; //array [0..3] of PaiColor4DArray; //array of 4
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mTextureCoords: array [0..3] of PTaiVector3DArray; //array of 4
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mNumUVComponents: array[0..AI_MAX_NUMBER_OF_TEXTURECOORDS -1] of cardinal;
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mFaces: PTaiFaceArray;
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mNumBones: cardinal;
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mBones: PaiBone;
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mMaterialIndex: cardinal;
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mName: aiString;
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mNumAniMeshes: cardinal;
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mAniMeshes: pointer;
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end;
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type PaiMesh = ^TaiMesh;
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type PPaiMesh = ^PaiMesh;
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type PaiMeshArray = array [0..0] of PaiMesh;
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type PPaiMeshArray = ^PaiMeshArray;
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implementation
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end.
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unit aiQuaternion;
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interface
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type TaiQuaternion = packed record
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w, x, y, z: single;
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end;
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type PaiQuaternion = ^TaiQuaternion;
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implementation
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end.
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unit aiScene;
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interface
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uses aiTypes, aiMatrix4x4, aiMesh, aiMaterial, aiTexture;
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type
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PaiNode = ^TaiNode;
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PPaiNode = ^PaiNode;
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PaiNodeArray = array[0..0] of PaiNode;
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PPaiNodeArray = ^PaiNodeArray;
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TaiNode = packed record
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mName: aiString;
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mTransformation: TaiMatrix4x4;
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mParent: PPaiNode;
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mNumChildren: cardinal;
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mChildren: PPaiNodeArray;
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mNumMeshes: cardinal;
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mMeshes: PCardinalArray;
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end;
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type TaiScene = packed record
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mFlags: cardinal;
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mRootNode: PaiNode;
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mNumMeshes: Cardinal;
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mMeshes: PPaiMeshArray; //?
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mNumMaterials: Cardinal;
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mMaterials: PPaiMaterialArray;
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mNumAnimations: Cardinal;
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mAnimations: Pointer;
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mNumTextures: Cardinal;
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mTextures: PPaiTextureArray;
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mNumLights: Cardinal;
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mLights: Pointer;
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mNumCameras: Cardinal;
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mCameras: Pointer;
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end;
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type PaiScene = ^TaiScene;
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implementation
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end.
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unit aiTexture;
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interface
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type TaiTexel = packed record
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b, g, r, a: byte;
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end;
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PaiTexel = ^TaiTexel;
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TaiTexelArray = array[0..0] of TaiTexel;
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PaiTexelArray = ^TaiTexelArray;
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type TaiTexture = packed record
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mWidth: Cardinal; //width in pixels, OR total embedded file size if texture is a jpg/png/etc
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mHeight: Cardinal; //0 if texture is an embedded file
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achFormatHint: array[0..3] of byte;
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pcData: PaiTexelArray;
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end;
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PaiTexture = ^TaiTexture;
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PaiTextureArray = array [0..0] of PaiTexture;
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PPaiTextureArray = ^PaiTextureArray;
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implementation
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end.
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@ -0,0 +1,53 @@
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unit aiTypes;
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interface
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//added for Delphi interface
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type
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TCardinalArray = array [0..0] of Cardinal;
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PCardinalArray = ^TCardinalArray;
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TSingleArray = array[0..0] of Single;
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PSingleArray = ^TSingleArray;
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type aiString = packed record
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length: Cardinal;
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data: array [0..1023] of char;
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end;
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type PaiString = ^aiString;
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type aiReturn = (
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aiReturn_SUCCESS = $0,
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aiReturn_FAILURE = -$1,
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aiReturn_OUTOFMEMORY = -$3,
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_AI_ENFORCE_ENUM_SIZE = $7fffffff
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);
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const AI_SUCCESS = aiReturn_SUCCESS;
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const AI_FAILURE = aiReturn_FAILURE;
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const AI_OUTOFMEMORY = aiReturn_OUTOFMEMORY;
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function aiStringToDelphiString( a: aiString): AnsiString;
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implementation
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function aiStringToDelphiString( a: aiString): AnsiString;
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var
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i: integer;
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begin
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result := '';
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if a.length > 0 then
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begin
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SetLength( result, a.length);
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for i := 1 to a.length do
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begin
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result[i] := a.data[i-1];
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end;
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end;
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end;
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end.
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unit aiVector2D;
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interface
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type TaiVector2D = packed record
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x, y: single;
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end;
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type PaiVector2D = ^TaiVector2D;
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implementation
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||||
end.
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unit aiVector3D;
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interface
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type TaiVector3D = packed record
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x, y, z: single;
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end;
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type PaiVector3D = ^TaiVector3D;
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type PaiVector3DArray = array [0..0] of PaiVector3D;
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type TaiVector3DArray = array[0..0] of TaiVector3D;
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type PTaiVector3DArray = ^TaiVector3DArray;
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implementation
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end.
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@ -0,0 +1,58 @@
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unit assimp;
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interface
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uses aiTypes, aiMatrix4x4, aiMatrix3x3, aiMesh, aiScene, aiMaterial, aiColor4d, aiVector3D;
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const ASSIMP_DLL = 'assimp32.dll';
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function aiImportFile(filename: pchar; pFlags: integer): PaiScene; cdecl; external ASSIMP_DLL;
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procedure aiReleaseImport( pScene: pointer); cdecl; external ASSIMP_DLL;
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function aiGetErrorString(): PChar; cdecl; external ASSIMP_DLL;
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//procedure aiDecomposeMatrix( var mat: TaiMatrix4x4; var scaling: TaiVector3D; var rotation: TaiQuaternion; var position: TaiVector3D); cdecl; external ASSIMP_DLL;
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procedure aiTransposeMatrix4( var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
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procedure aiTransposeMatrix3( var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
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procedure aiTransformVecByMatrix3( var vec: TaiVector3D; var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
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procedure aiTransformVecByMatrix4( var vec: TaiVector3D; var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
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procedure aiMultiplyMatrix4(var dst: TaiMatrix4x4; var src: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
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procedure aiMultiplyMatrix3(var dst: TaiMatrix3x3; var src: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
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|
||||
procedure aiIdentityMatrix3(var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
|
||||
procedure aiIdentityMatrix4(var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
|
||||
|
||||
|
||||
//----- from aiMaterial.h
|
||||
function aiGetMaterialProperty( pMat: PaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; pPropOut: pointer): aiReturn; cdecl; external ASSIMP_DLL;
|
||||
function aiGetMaterialFloatArray( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single; var pMax: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
|
||||
function aiGetMaterialFloat( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single): aiReturn;
|
||||
function aiGetMaterialIntegerArray(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Integer; var pMax: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
|
||||
function aiGetMaterialInteger(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Integer): aiReturn;
|
||||
function aiGetMaterialColor(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: TaiColor4d): aiReturn; cdecl; external ASSIMP_DLL;
|
||||
function aiGetMaterialString(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: aiString): aiReturn; cdecl; external ASSIMP_DLL;
|
||||
function aiGetMaterialTextureCount(var pMat: TaiMaterial; nType: TaiTextureType): Cardinal; cdecl; external ASSIMP_DLL;
|
||||
function aiGetMaterialTexture(var mat: TaiMaterial; nType: TaiTextureType; nIndex: Cardinal; var path: aiString; var mapping: TaiTextureMapping; var uvindex: Cardinal; var blend: single; var op: TaiTextureOp; var mapmode: TaiTextureMapMode; var flags: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
|
||||
|
||||
|
||||
|
||||
implementation
|
||||
|
||||
function aiGetMaterialFloat( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single): aiReturn;
|
||||
var
|
||||
n: cardinal;
|
||||
begin
|
||||
n := 0;
|
||||
result := aiGetMaterialFloatArray( pMat, pKey, nType, nIndex, pOut, n);
|
||||
end;
|
||||
|
||||
function aiGetMaterialInteger(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: integer): aiReturn;
|
||||
var
|
||||
n: cardinal;
|
||||
begin
|
||||
n := 0;
|
||||
result := aiGetMaterialIntegerArray( pMat, pKey, nType, nIndex, pOut, n);
|
||||
end;
|
||||
|
||||
end.
|
Loading…
Reference in New Issue