Fixed many doxygen errors
parent
231e27cc0b
commit
7bab42f55f
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@ -37,7 +37,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file DefaultLogger.h
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/** @file DefaultLogger.hpp
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*/
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#ifndef INCLUDED_AI_DEFAULTLOGGER
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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file export.hpp
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/** @file Exporter.hpp
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* @brief Defines the CPP-API for the Assimp export interface
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*/
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#ifndef AI_EXPORT_HPP_INC
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@ -181,7 +181,7 @@ public:
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* about the output data flow of the export process.
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* @param pBlob A data blob obtained from a previous call to #aiExportScene. Must not be NULL.
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* @param pPath Full target file name. Target must be accessible.
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* @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated
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* @param pPreprocessing Accepts any choice of the #aiPostProcessSteps enumerated
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* flags, but in reality only a subset of them makes sense here. Specifying
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* 'preprocessing' flags is useful if the input scene does not conform to
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* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
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@ -38,7 +38,7 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file IOStream.h
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/** @file IOStream.hpp
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* @brief File I/O wrappers for C++.
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*/
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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file IOSystem.h
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/** @file IOSystem.hpp
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* @brief File system wrapper for C++. Inherit this class to supply
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* custom file handling logic to the Import library.
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*/
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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file assimp.hpp
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/** @file Importer.hpp
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* @brief Defines the C++-API to the Open Asset Import Library.
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*/
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#ifndef INCLUDED_AI_ASSIMP_HPP
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@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file LogStream.h
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/** @file LogStream.hpp
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* @brief Abstract base class 'LogStream', representing an output log stream.
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*/
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#ifndef INCLUDED_AI_LOGSTREAM_H
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@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file NullLogger.h
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/** @file NullLogger.hpp
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* @brief Dummy logger
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*/
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@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file ProgressHandler.h
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/** @file ProgressHandler.hpp
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* @brief Abstract base class 'ProgressHandler'.
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*/
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#ifndef INCLUDED_AI_PROGRESSHANDLER_H
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@ -1,4 +1,4 @@
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/** @file assert.h
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/** @file ai_assert.h
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*/
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#ifndef AI_DEBUG_H_INC
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#define AI_DEBUG_H_INC
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@ -122,10 +122,7 @@ ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn);
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* @param pFormatId ID string to specify to which format you want to export to. Use
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* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
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* @param pFileName Output file to write
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* @param pIO custom IO implementation to be used. Use this if you use your own storage methods.
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* If none is supplied, a default implementation using standard file IO is used. Note that
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* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
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* @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated
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* @param pPreprocessing Accepts any choice of the #aiPostProcessSteps enumerated
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* flags, but in reality only a subset of them makes sense here. Specifying
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* 'preprocessing' flags is useful if the input scene does not conform to
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* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
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@ -183,7 +180,7 @@ ASSIMP_API aiReturn aiExportSceneEx( const C_STRUCT aiScene* pScene,
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// --------------------------------------------------------------------------------
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/** Describes a blob of exported scene data. Use #aiExportSceneToBlob() to create a blob containing an
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* exported scene. The memory referred by this structure is owned by Assimp. Use #aiReleaseExportedFile()
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* exported scene. The memory referred by this structure is owned by Assimp.
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* to free its resources. Don't try to free the memory on your side - it will crash for most build configurations
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* due to conflicting heaps.
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*
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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file aiFileIO.h
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/** @file cfileio.h
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* @brief Defines generic C routines to access memory-mapped files
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*/
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#ifndef AI_FILEIO_H_INC
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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file assimp.h
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/** @file cimport.h
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* @brief Defines the C-API to the Open Asset Import Library.
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*/
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#ifndef AI_ASSIMP_H_INC
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@ -139,7 +139,17 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
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// --------------------------------------------------------------------------------
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/** Same as #aiImportFileEx, but adds an extra parameter containing importer settings.
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*
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* @param pFile Path and filename of the file to be imported,
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* expected to be a null-terminated c-string. NULL is not a valid value.
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* @param pFlags Optional post processing steps to be executed after
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* a successful import. Provide a bitwise combination of the
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* #aiPostProcessSteps flags.
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* @param pFS aiFileIO structure. Will be used to open the model file itself
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* and any other files the loader needs to open. Pass NULL to use the default
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* implementation.
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* @param pProps #aiPropertyStore instance containing import settings.
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* @return Pointer to the imported data or NULL if the import failed.
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* @note Include <aiFileIO.h> for the definition of #aiFileIO.
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* @see aiImportFileEx
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*/
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ASSIMP_API const C_STRUCT aiScene* aiImportFileExWithProperties(
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@ -188,7 +198,29 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
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// --------------------------------------------------------------------------------
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/** Same as #aiImportFileFromMemory, but adds an extra parameter containing importer settings.
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*
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* @param pBuffer Pointer to the file data
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* @param pLength Length of pBuffer, in bytes
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* @param pFlags Optional post processing steps to be executed after
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* a successful import. Provide a bitwise combination of the
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* #aiPostProcessSteps flags. If you wish to inspect the imported
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* scene first in order to fine-tune your post-processing setup,
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* consider to use #aiApplyPostProcessing().
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* @param pHint An additional hint to the library. If this is a non empty string,
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* the library looks for a loader to support the file extension specified by pHint
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* and passes the file to the first matching loader. If this loader is unable to
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* completely the request, the library continues and tries to determine the file
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* format on its own, a task that may or may not be successful.
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* Check the return value, and you'll know ...
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* @param pProps #aiPropertyStore instance containing import settings.
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* @return A pointer to the imported data, NULL if the import failed.
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*
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* @note This is a straightforward way to decode models from memory
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* buffers, but it doesn't handle model formats that spread their
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* data across multiple files or even directories. Examples include
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* OBJ or MD3, which outsource parts of their material info into
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* external scripts. If you need full functionality, provide
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* a custom IOSystem to make Assimp find these files and use
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* the regular aiImportFileEx()/aiImportFileExWithProperties() API.
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* @see aiImportFileFromMemory
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*/
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ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemoryWithProperties(
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@ -210,7 +242,7 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemoryWithProperties(
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* meaning this is still the same #aiScene which you passed for pScene. However,
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* _if_ post-processing failed, the scene could now be NULL. That's quite a rare
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* case, post processing steps are not really designed to 'fail'. To be exact,
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* the #aiProcess_ValidateDS flag is currently the only post processing step
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* the #aiProcess_ValidateDataStructure flag is currently the only post processing step
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* which can actually cause the scene to be reset to NULL.
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*/
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ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
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@ -266,7 +298,7 @@ ASSIMP_API void aiEnableVerboseLogging(aiBool d);
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// --------------------------------------------------------------------------------
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/** Detach a custom log stream from the libraries' logging system.
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*
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* This is the counterpart of #aiAttachPredefinedLogStream. If you attached a stream,
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* This is the counterpart of #aiAttachLogStream. If you attached a stream,
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* don't forget to detach it again.
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* @param stream The log stream to be detached.
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* @return AI_SUCCESS if the log stream has been detached successfully.
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@ -356,8 +388,9 @@ ASSIMP_API void aiReleasePropertyStore(C_STRUCT aiPropertyStore* p);
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* interface, properties are always shared by all imports. It is not possible to
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* specify them per import.
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*
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* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
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* @param szName Name of the configuration property to be set. All supported
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* public properties are defined in the config.h header file (#AI_CONFIG_XXX).
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* public properties are defined in the config.h header file (AI_CONFIG_XXX).
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* @param value New value for the property
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*/
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ASSIMP_API void aiSetImportPropertyInteger(
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* interface, properties are always shared by all imports. It is not possible to
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* specify them per import.
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*
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* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
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* @param szName Name of the configuration property to be set. All supported
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* public properties are defined in the config.h header file (#AI_CONFIG_XXX).
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* public properties are defined in the config.h header file (AI_CONFIG_XXX).
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* @param value New value for the property
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*/
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ASSIMP_API void aiSetImportPropertyFloat(
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* interface, properties are always shared by all imports. It is not possible to
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* specify them per import.
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*
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* @param property store to modify. Use #aiCreatePropertyStore to obtain a store.
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* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
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* @param szName Name of the configuration property to be set. All supported
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* public properties are defined in the config.h header file (#AI_CONFIG_XXX).
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* @param value New value for the property
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* public properties are defined in the config.h header file (AI_CONFIG_XXX).
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* @param st New value for the property
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*/
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ASSIMP_API void aiSetImportPropertyString(
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C_STRUCT aiPropertyStore* store,
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* interface, properties are always shared by all imports. It is not possible to
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* specify them per import.
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*
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* @param property store to modify. Use #aiCreatePropertyStore to obtain a store.
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* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
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* @param szName Name of the configuration property to be set. All supported
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* public properties are defined in the config.h header file (#AI_CONFIG_XXX).
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* @param value New value for the property
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* public properties are defined in the config.h header file (AI_CONFIG_XXX).
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* @param mat New value for the property
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*/
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ASSIMP_API void aiSetImportPropertyMatrix(
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C_STRUCT aiPropertyStore* store,
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@ -38,7 +38,7 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file aiColor4D.h
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/** @file color4.h
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* @brief RGBA color structure, including operators when compiling in C++
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*/
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#ifndef AI_COLOR4D_H_INC
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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file aiColor4D.inl
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/** @file color4.inl
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* @brief Inline implementation of aiColor4t<TReal> operators
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*/
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#ifndef AI_COLOR4D_INL_INC
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@ -209,7 +209,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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"PP_RRM_EXCLUDE_LIST"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_PretransformVertices step to
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/** @brief Configures the #aiProcess_PreTransformVertices step to
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* keep the scene hierarchy. Meshes are moved to worldspace, but
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* no optimization is performed (read: meshes with equal materials are not
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* joined. The total number of meshes won't change).
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@ -224,7 +224,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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"PP_PTV_KEEP_HIERARCHY"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_PretransformVertices step to normalize
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/** @brief Configures the #aiProcess_PreTransformVertices step to normalize
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* all vertex components into the [-1,1] range. That is, a bounding box
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* for the whole scene is computed, the maximum component is taken and all
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* meshes are scaled appropriately (uniformly of course!).
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"PP_PTV_NORMALIZE"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_PretransformVertices step to use
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/** @brief Configures the #aiProcess_PreTransformVertices step to use
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* a users defined matrix as the scene root node transformation before
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* transforming vertices.
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* Property type: bool. Default value: false.
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@ -243,7 +243,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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"PP_PTV_ADD_ROOT_TRANSFORMATION"
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// ---------------------------------------------------------------------------
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/** @brief Configures the #aiProcess_PretransformVertices step to use
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/** @brief Configures the #aiProcess_PreTransformVertices step to use
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* a users defined matrix as the scene root node transformation before
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* transforming vertices. This property correspond to the 'a1' component
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* of the transformation matrix.
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@ -376,7 +376,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// ---------------------------------------------------------------------------
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/** @brief Enumerates components of the aiScene and aiMesh data structures
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* that can be excluded from the import using the #aiPrpcess_RemoveComponent step.
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* that can be excluded from the import using the #aiProcess_RemoveComponent step.
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*
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* See the documentation to #aiProcess_RemoveComponent for more details.
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*/
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@ -715,7 +715,7 @@ enum aiComponent
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/** @brief Tells the MD3 loader which skin files to load.
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*
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* When loading MD3 files, Assimp checks whether a file
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* <md3_file_name>_<skin_name>.skin is existing. These files are used by
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* [md3_file_name]_[skin_name].skin is existing. These files are used by
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* Quake III to be able to assign different skins (e.g. red and blue team)
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* to models. 'default', 'red', 'blue' are typical skin names.
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* Property type: String. Default value: "default".
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* MD3 file. This can also be a search path.
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*
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* By default Assimp's behaviour is as follows: If a MD3 file
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* <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
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* <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
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* loaded, the library tries to locate the corresponding shader file in
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* <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this
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* <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
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* behaviour. It can either specify a full path to the shader to be loaded
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* or alternatively the path (relative or absolute) to the directory where
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* the shaders for all MD3s to be loaded reside. Assimp attempts to open
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* <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
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* is the fallback file. Note that <dir> should have a terminal (back)slash.
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* <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
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* is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
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* Property type: String. Default value: n/a.
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*/
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#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
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/** @brief Ogre Importer detect the texture usage from its filename.
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*
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* Ogre material texture units do not define texture type, the textures usage
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* depends on the used shader or Ogres fixed pipeline. If this config property
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* depends on the used shader or Ogre's fixed pipeline. If this config property
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* is true Assimp will try to detect the type from the textures filename postfix:
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* _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
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* _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
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* and _occlusion for light map, _disp and _displacement for displacement map.
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* The matching is case insensitive. Post fix is taken between last "_" and last ".".
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* The matching is case insensitive. Post fix is taken between the last
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* underscore and the last period.
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* Default behavior is to detect type from lower cased texture unit name by
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* matching against: normalmap, specularmap, lightmap and displacementmap.
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* For both cases if no match is found aiTextureType_DIFFUSE is used.
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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file aiDefines.h
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/** @file defs.h
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* @brief Assimp build configuration setup. See the notes in the comment
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* blocks to find out how to customize _your_ Assimp build.
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*/
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@ -98,8 +98,7 @@ struct aiImporterDesc
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/** Implementation comments, i.e. unimplemented features*/
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const char* mComments;
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/** Any combination of the #aiLoaderFlags enumerated values.
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These flags indicate some characteristics common to many
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/** These flags indicate some characteristics common to many
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importers. */
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unsigned int mFlags;
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@ -95,14 +95,9 @@ enum aiTextureOp
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aiTextureOp_SignedAdd = 0x5,
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/** @cond never
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* This value is not used. It forces the compiler to use at least
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* 32 Bit integers to represent this enum.
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*/
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#ifndef SWIG
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_aiTextureOp_Force32Bit = INT_MAX
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#endif
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//! @endcond
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};
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// ---------------------------------------------------------------------------
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@ -131,14 +126,9 @@ enum aiTextureMapMode
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*/
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aiTextureMapMode_Mirror = 0x2,
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|
||||
/** @cond never
|
||||
* This value is not used. It forces the compiler to use at least
|
||||
* 32 Bit integers to represent this enum.
|
||||
*/
|
||||
#ifndef SWIG
|
||||
_aiTextureMapMode_Force32Bit = INT_MAX
|
||||
#endif
|
||||
//! @endcond
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
@ -176,14 +166,9 @@ enum aiTextureMapping
|
|||
aiTextureMapping_OTHER = 0x5,
|
||||
|
||||
|
||||
/** @cond never
|
||||
* This value is not used. It forces the compiler to use at least
|
||||
* 32 Bit integers to represent this enum.
|
||||
*/
|
||||
#ifndef SWIG
|
||||
_aiTextureMapping_Force32Bit = INT_MAX
|
||||
#endif
|
||||
//! @endcond
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
@ -296,14 +281,9 @@ enum aiTextureType
|
|||
aiTextureType_UNKNOWN = 0xC,
|
||||
|
||||
|
||||
/** @cond never
|
||||
* This value is not used. It forces the compiler to use at least
|
||||
* 32 Bit integers to represent this enum.
|
||||
*/
|
||||
#ifndef SWIG
|
||||
_aiTextureType_Force32Bit = INT_MAX
|
||||
#endif
|
||||
//! @endcond
|
||||
};
|
||||
|
||||
#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
|
||||
|
@ -374,14 +354,9 @@ enum aiShadingMode
|
|||
aiShadingMode_Fresnel = 0xa,
|
||||
|
||||
|
||||
/** @cond never
|
||||
* This value is not used. It forces the compiler to use at least
|
||||
* 32 Bit integers to represent this enum.
|
||||
*/
|
||||
#ifndef SWIG
|
||||
_aiShadingMode_Force32Bit = INT_MAX
|
||||
#endif
|
||||
//! @endcond
|
||||
};
|
||||
|
||||
|
||||
|
@ -420,14 +395,9 @@ enum aiTextureFlags
|
|||
*/
|
||||
aiTextureFlags_IgnoreAlpha = 0x4,
|
||||
|
||||
/** @cond never
|
||||
* This value is not used. It forces the compiler to use at least
|
||||
* 32 Bit integers to represent this enum.
|
||||
*/
|
||||
#ifndef SWIG
|
||||
_aiTextureFlags_Force32Bit = INT_MAX
|
||||
#endif
|
||||
//! @endcond
|
||||
};
|
||||
|
||||
|
||||
|
@ -442,8 +412,8 @@ enum aiTextureFlags
|
|||
* @code
|
||||
* SourceColor * SourceBlend + DestColor * DestBlend
|
||||
* @endcode
|
||||
* where <DestColor> is the previous color in the framebuffer at this
|
||||
* position and <SourceColor> is the material colro before the transparency
|
||||
* where DestColor is the previous color in the framebuffer at this
|
||||
* position and SourceColor is the material colro before the transparency
|
||||
* calculation.<br>
|
||||
* This corresponds to the #AI_MATKEY_BLEND_FUNC property.
|
||||
*/
|
||||
|
@ -469,14 +439,9 @@ enum aiBlendMode
|
|||
// we don't need more for the moment, but we might need them
|
||||
// in future versions ...
|
||||
|
||||
/** @cond never
|
||||
* This value is not used. It forces the compiler to use at least
|
||||
* 32 Bit integers to represent this enum.
|
||||
*/
|
||||
#ifndef SWIG
|
||||
_aiBlendMode_Force32Bit = INT_MAX
|
||||
#endif
|
||||
//! @endcond
|
||||
};
|
||||
|
||||
|
||||
|
@ -862,7 +827,9 @@ public:
|
|||
/** @brief Remove a given key from the list.
|
||||
*
|
||||
* The function fails if the key isn't found
|
||||
* @param pKey Key to be deleted */
|
||||
* @param pKey Key to be deleted
|
||||
* @param type Set by the AI_MATKEY_XXX macro
|
||||
* @param index Set by the AI_MATKEY_XXX macro */
|
||||
aiReturn RemoveProperty (const char* pKey,
|
||||
unsigned int type = 0,
|
||||
unsigned int index = 0);
|
||||
|
@ -1330,6 +1297,8 @@ extern "C" {
|
|||
#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
|
||||
AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
|
||||
|
||||
//! @endcond
|
||||
//!
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Retrieve a material property with a specific key from the material
|
||||
*
|
||||
|
@ -1537,6 +1506,7 @@ ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMa
|
|||
* Pass NULL if you're not interested in this information. Otherwise,
|
||||
* pass a pointer to an array of two aiTextureMapMode's (one for each
|
||||
* axis, UV order).
|
||||
* @param[out] flags Receives the the texture flags.
|
||||
* @return AI_SUCCESS on success, otherwise something else. Have fun.*/
|
||||
// ---------------------------------------------------------------------------
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiMaterial.inl
|
||||
/** @file material.inl
|
||||
* @brief Defines the C++ getters for the material system
|
||||
*/
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiMatrix3x3.inl
|
||||
/** @file matrix3x3.inl
|
||||
* @brief Inline implementation of the 3x3 matrix operators
|
||||
*/
|
||||
#ifndef AI_MATRIX3x3_INL_INC
|
||||
|
|
|
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiMatrix4x4t<TReal>.inl
|
||||
/** @file matrix4x4.inl
|
||||
* @brief Inline implementation of the 4x4 matrix operators
|
||||
*/
|
||||
#ifndef AI_MATRIX4x4_INL_INC
|
||||
|
@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include "quaternion.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
#include <limits>
|
||||
#include <cmath>
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
|
|
|
@ -668,8 +668,7 @@ struct aiMesh
|
|||
}
|
||||
|
||||
//! Check whether the mesh contains positions. Provided no special
|
||||
//! scene flags are set (such as #AI_SCENE_FLAGS_ANIM_SKELETON_ONLY),
|
||||
//! this will always be true
|
||||
//! scene flags are set, this will always be true
|
||||
bool HasPositions() const
|
||||
{ return mVertices != NULL && mNumVertices > 0; }
|
||||
|
||||
|
|
|
@ -282,7 +282,7 @@ enum aiPostProcessSteps
|
|||
/** <hr>Searches for redundant/unreferenced materials and removes them.
|
||||
*
|
||||
* This is especially useful in combination with the
|
||||
* #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
|
||||
* #aiProcess_PreTransformVertices and #aiProcess_OptimizeMeshes flags.
|
||||
* Both join small meshes with equal characteristics, but they can't do
|
||||
* their work if two meshes have different materials. Because several
|
||||
* material settings are lost during Assimp's import filters,
|
||||
|
@ -335,7 +335,7 @@ enum aiPostProcessSteps
|
|||
* To have the degenerate stuff not only detected and collapsed but
|
||||
* removed, try one of the following procedures:
|
||||
* <br><b>1.</b> (if you support lines and points for rendering but don't
|
||||
* want the degenerates)</br>
|
||||
* want the degenerates)<br>
|
||||
* <ul>
|
||||
* <li>Specify the #aiProcess_FindDegenerates flag.
|
||||
* </li>
|
||||
|
@ -345,7 +345,7 @@ enum aiPostProcessSteps
|
|||
* pipeline steps.
|
||||
* </li>
|
||||
* </ul>
|
||||
* <br><b>2.</b>(if you don't support lines and points at all)</br>
|
||||
* <br><b>2.</b>(if you don't support lines and points at all)<br>
|
||||
* <ul>
|
||||
* <li>Specify the #aiProcess_FindDegenerates flag.
|
||||
* </li>
|
||||
|
@ -550,7 +550,7 @@ enum aiPostProcessSteps
|
|||
|
||||
|
||||
// ---------------------------------------------------------------------------------------
|
||||
/** @def aiProcessPreset_TargetRealtimeUse_Fast
|
||||
/** @def aiProcessPreset_TargetRealtime_Fast
|
||||
* @brief Default postprocess configuration optimizing the data for real-time rendering.
|
||||
*
|
||||
* Applications would want to use this preset to load models on end-user PCs,
|
||||
|
|
|
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiQuaterniont.inl
|
||||
/** @file quaternion.inl
|
||||
* @brief Inline implementation of aiQuaterniont<TReal> operators
|
||||
*/
|
||||
#ifndef AI_QUATERNION_INL_INC
|
||||
|
|
|
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiScene.h
|
||||
/** @file scene.h
|
||||
* @brief Defines the data structures in which the imported scene is returned.
|
||||
*/
|
||||
#ifndef __AI_SCENE_H_INC__
|
||||
|
@ -182,8 +182,6 @@ struct aiNode
|
|||
}
|
||||
|
||||
|
||||
/** @override
|
||||
*/
|
||||
inline const aiNode* FindNode(const char* name) const
|
||||
{
|
||||
if (!::strcmp( mName.data,name))return this;
|
||||
|
@ -217,7 +215,7 @@ struct aiNode
|
|||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
/** @def AI_SCENE_FLAGS_INCOMPLETE
|
||||
/**
|
||||
* Specifies that the scene data structure that was imported is not complete.
|
||||
* This flag bypasses some internal validations and allows the import
|
||||
* of animation skeletons, material libraries or camera animation paths
|
||||
|
@ -225,14 +223,14 @@ struct aiNode
|
|||
*/
|
||||
#define AI_SCENE_FLAGS_INCOMPLETE 0x1
|
||||
|
||||
/** @def AI_SCENE_FLAGS_VALIDATED
|
||||
/**
|
||||
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
|
||||
* if the validation is successful. In a validated scene you can be sure that
|
||||
* any cross references in the data structure (e.g. vertex indices) are valid.
|
||||
*/
|
||||
#define AI_SCENE_FLAGS_VALIDATED 0x2
|
||||
|
||||
/** @def AI_SCENE_FLAGS_VALIDATION_WARNING
|
||||
/**
|
||||
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
|
||||
* if the validation is successful but some issues have been found.
|
||||
* This can for example mean that a texture that does not exist is referenced
|
||||
|
@ -242,7 +240,7 @@ struct aiNode
|
|||
*/
|
||||
#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
|
||||
|
||||
/** @def AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
|
||||
/**
|
||||
* This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
|
||||
* It indicates that the vertices of the output meshes aren't in the internal
|
||||
* verbose format anymore. In the verbose format all vertices are unique,
|
||||
|
@ -250,7 +248,7 @@ struct aiNode
|
|||
*/
|
||||
#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
|
||||
|
||||
/** @def AI_SCENE_FLAGS_TERRAIN
|
||||
/**
|
||||
* Denotes pure height-map terrain data. Pure terrains usually consist of quads,
|
||||
* sometimes triangles, in a regular grid. The x,y coordinates of all vertex
|
||||
* positions refer to the x,y coordinates on the terrain height map, the z-axis
|
||||
|
|
|
@ -241,7 +241,7 @@ struct aiColor3D
|
|||
* For most applications, it will be absolutely sufficient to interpret the
|
||||
* aiString as ASCII data and work with it as one would work with a plain char*.
|
||||
* Windows users in need of proper support for i.e asian characters can use the
|
||||
* #MultiByteToWideChar(), #WideCharToMultiByte() WinAPI functionality to convert the
|
||||
* MultiByteToWideChar(), WideCharToMultiByte() WinAPI functionality to convert the
|
||||
* UTF-8 strings to their working character set (i.e. MBCS, WideChar).
|
||||
*
|
||||
* We use this representation instead of std::string to be C-compatible. The
|
||||
|
@ -388,6 +388,8 @@ typedef enum aiReturn
|
|||
* Force 32-bit size enum
|
||||
*/
|
||||
_AI_ENFORCE_ENUM_SIZE = 0x7fffffff
|
||||
|
||||
/// @endcond
|
||||
} aiReturn; // !enum aiReturn
|
||||
|
||||
// just for backwards compatibility, don't use these constants anymore
|
||||
|
@ -414,13 +416,14 @@ enum aiOrigin
|
|||
* Force 32-bit size enum
|
||||
*/
|
||||
_AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
|
||||
|
||||
/// @endcond
|
||||
}; // !enum aiOrigin
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
/** @brief Enumerates predefined log streaming destinations.
|
||||
* Logging to these streams can be enabled with a single call to
|
||||
* #LogStream::createDefaultStream or #aiAttachPredefinedLogStream(),
|
||||
* respectively.
|
||||
* #LogStream::createDefaultStream.
|
||||
*/
|
||||
enum aiDefaultLogStream
|
||||
{
|
||||
|
@ -442,6 +445,7 @@ enum aiDefaultLogStream
|
|||
* Force 32-bit size enum
|
||||
*/
|
||||
_AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
|
||||
/// @endcond
|
||||
}; // !enum aiDefaultLogStream
|
||||
|
||||
// just for backwards compatibility, don't use these constants anymore
|
||||
|
|
|
@ -38,18 +38,18 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
/** @file aiVector2t.h
|
||||
/** @file vector2.h
|
||||
* @brief 2D vector structure, including operators when compiling in C++
|
||||
*/
|
||||
#ifndef AI_VECTOR2D_H_INC
|
||||
#define AI_VECTOR2D_H_INC
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
# include <cmath>
|
||||
#else
|
||||
# include <math.h>
|
||||
#endif
|
||||
|
||||
|
||||
#include "./Compiler/pushpack1.h"
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
|
|
|
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiVector2D.inl
|
||||
/** @file vector2.inl
|
||||
* @brief Inline implementation of aiVector2t<TReal> operators
|
||||
*/
|
||||
#ifndef AI_VECTOR2D_INL_INC
|
||||
|
|
|
@ -38,18 +38,18 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
/** @file aiVector3D.h
|
||||
/** @file vector3.h
|
||||
* @brief 3D vector structure, including operators when compiling in C++
|
||||
*/
|
||||
#ifndef AI_VECTOR3D_H_INC
|
||||
#define AI_VECTOR3D_H_INC
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
# include <cmath>
|
||||
#else
|
||||
# include <math.h>
|
||||
#endif
|
||||
|
||||
|
||||
#include "./Compiler/pushpack1.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiVector3D.inl
|
||||
/** @file vector3.inl
|
||||
* @brief Inline implementation of aiVector3t<TReal> operators
|
||||
*/
|
||||
#ifndef AI_VECTOR3D_INL_INC
|
||||
|
|
|
@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiVersion.h
|
||||
/** @file version.h
|
||||
* @brief Functions to query the version of the Assimp runtime, check
|
||||
* compile flags, ...
|
||||
*/
|
||||
|
|
Loading…
Reference in New Issue