Merge pull request #466 from mbp566/master

Fixed many doxygen errors
pull/469/head
Alexander Gessler 2015-02-18 12:15:33 +01:00
commit 7c38a33225
31 changed files with 115 additions and 113 deletions

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@ -37,7 +37,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
/** @file DefaultLogger.h /** @file DefaultLogger.hpp
*/ */
#ifndef INCLUDED_AI_DEFAULTLOGGER #ifndef INCLUDED_AI_DEFAULTLOGGER

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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file export.hpp /** @file Exporter.hpp
* @brief Defines the CPP-API for the Assimp export interface * @brief Defines the CPP-API for the Assimp export interface
*/ */
#ifndef AI_EXPORT_HPP_INC #ifndef AI_EXPORT_HPP_INC
@ -181,7 +181,7 @@ public:
* about the output data flow of the export process. * about the output data flow of the export process.
* @param pBlob A data blob obtained from a previous call to #aiExportScene. Must not be NULL. * @param pBlob A data blob obtained from a previous call to #aiExportScene. Must not be NULL.
* @param pPath Full target file name. Target must be accessible. * @param pPath Full target file name. Target must be accessible.
* @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated * @param pPreprocessing Accepts any choice of the #aiPostProcessSteps enumerated
* flags, but in reality only a subset of them makes sense here. Specifying * flags, but in reality only a subset of them makes sense here. Specifying
* 'preprocessing' flags is useful if the input scene does not conform to * 'preprocessing' flags is useful if the input scene does not conform to
* Assimp's default conventions as specified in the @link data Data Structures Page @endlink. * 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
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file IOStream.h /** @file IOStream.hpp
* @brief File I/O wrappers for C++. * @brief File I/O wrappers for C++.
*/ */

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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file IOSystem.h /** @file IOSystem.hpp
* @brief File system wrapper for C++. Inherit this class to supply * @brief File system wrapper for C++. Inherit this class to supply
* custom file handling logic to the Import library. * custom file handling logic to the Import library.
*/ */

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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file assimp.hpp /** @file Importer.hpp
* @brief Defines the C++-API to the Open Asset Import Library. * @brief Defines the C++-API to the Open Asset Import Library.
*/ */
#ifndef INCLUDED_AI_ASSIMP_HPP #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.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
/** @file LogStream.h /** @file LogStream.hpp
* @brief Abstract base class 'LogStream', representing an output log stream. * @brief Abstract base class 'LogStream', representing an output log stream.
*/ */
#ifndef INCLUDED_AI_LOGSTREAM_H #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.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
/** @file NullLogger.h /** @file NullLogger.hpp
* @brief Dummy logger * @brief Dummy logger
*/ */

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@ -38,7 +38,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------- ----------------------------------------------------------------------
*/ */
/** @file ProgressHandler.h /** @file ProgressHandler.hpp
* @brief Abstract base class 'ProgressHandler'. * @brief Abstract base class 'ProgressHandler'.
*/ */
#ifndef INCLUDED_AI_PROGRESSHANDLER_H #ifndef INCLUDED_AI_PROGRESSHANDLER_H

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@ -1,4 +1,4 @@
/** @file assert.h /** @file ai_assert.h
*/ */
#ifndef AI_DEBUG_H_INC #ifndef AI_DEBUG_H_INC
#define AI_DEBUG_H_INC #define AI_DEBUG_H_INC

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@ -122,10 +122,7 @@ ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn);
* @param pFormatId ID string to specify to which format you want to export to. Use * @param pFormatId ID string to specify to which format you want to export to. Use
* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available. * aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
* @param pFileName Output file to write * @param pFileName Output file to write
* @param pIO custom IO implementation to be used. Use this if you use your own storage methods. * @param pPreprocessing Accepts any choice of the #aiPostProcessSteps enumerated
* If none is supplied, a default implementation using standard file IO is used. Note that
* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
* @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated
* flags, but in reality only a subset of them makes sense here. Specifying * flags, but in reality only a subset of them makes sense here. Specifying
* 'preprocessing' flags is useful if the input scene does not conform to * 'preprocessing' flags is useful if the input scene does not conform to
* Assimp's default conventions as specified in the @link data Data Structures Page @endlink. * Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
@ -183,7 +180,7 @@ ASSIMP_API aiReturn aiExportSceneEx( const C_STRUCT aiScene* pScene,
// -------------------------------------------------------------------------------- // --------------------------------------------------------------------------------
/** Describes a blob of exported scene data. Use #aiExportSceneToBlob() to create a blob containing an /** Describes a blob of exported scene data. Use #aiExportSceneToBlob() to create a blob containing an
* exported scene. The memory referred by this structure is owned by Assimp. Use #aiReleaseExportedFile() * exported scene. The memory referred by this structure is owned by Assimp.
* to free its resources. Don't try to free the memory on your side - it will crash for most build configurations * to free its resources. Don't try to free the memory on your side - it will crash for most build configurations
* due to conflicting heaps. * due to conflicting heaps.
* *

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@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file aiFileIO.h /** @file cfileio.h
* @brief Defines generic C routines to access memory-mapped files * @brief Defines generic C routines to access memory-mapped files
*/ */
#ifndef AI_FILEIO_H_INC #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.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file assimp.h /** @file cimport.h
* @brief Defines the C-API to the Open Asset Import Library. * @brief Defines the C-API to the Open Asset Import Library.
*/ */
#ifndef AI_ASSIMP_H_INC #ifndef AI_ASSIMP_H_INC
@ -139,7 +139,17 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
// -------------------------------------------------------------------------------- // --------------------------------------------------------------------------------
/** Same as #aiImportFileEx, but adds an extra parameter containing importer settings. /** Same as #aiImportFileEx, but adds an extra parameter containing importer settings.
* *
* @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string. NULL is not a valid value.
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @param pFS aiFileIO structure. Will be used to open the model file itself
* and any other files the loader needs to open. Pass NULL to use the default
* implementation.
* @param pProps #aiPropertyStore instance containing import settings. * @param pProps #aiPropertyStore instance containing import settings.
* @return Pointer to the imported data or NULL if the import failed.
* @note Include <aiFileIO.h> for the definition of #aiFileIO.
* @see aiImportFileEx * @see aiImportFileEx
*/ */
ASSIMP_API const C_STRUCT aiScene* aiImportFileExWithProperties( ASSIMP_API const C_STRUCT aiScene* aiImportFileExWithProperties(
@ -188,7 +198,29 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
// -------------------------------------------------------------------------------- // --------------------------------------------------------------------------------
/** Same as #aiImportFileFromMemory, but adds an extra parameter containing importer settings. /** Same as #aiImportFileFromMemory, but adds an extra parameter containing importer settings.
* *
* @param pBuffer Pointer to the file data
* @param pLength Length of pBuffer, in bytes
* @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #aiApplyPostProcessing().
* @param pHint An additional hint to the library. If this is a non empty string,
* the library looks for a loader to support the file extension specified by pHint
* and passes the file to the first matching loader. If this loader is unable to
* completely the request, the library continues and tries to determine the file
* format on its own, a task that may or may not be successful.
* Check the return value, and you'll know ...
* @param pProps #aiPropertyStore instance containing import settings. * @param pProps #aiPropertyStore instance containing import settings.
* @return A pointer to the imported data, NULL if the import failed.
*
* @note This is a straightforward way to decode models from memory
* buffers, but it doesn't handle model formats that spread their
* data across multiple files or even directories. Examples include
* OBJ or MD3, which outsource parts of their material info into
* external scripts. If you need full functionality, provide
* a custom IOSystem to make Assimp find these files and use
* the regular aiImportFileEx()/aiImportFileExWithProperties() API.
* @see aiImportFileFromMemory * @see aiImportFileFromMemory
*/ */
ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemoryWithProperties( ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemoryWithProperties(
@ -210,7 +242,7 @@ ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemoryWithProperties(
* meaning this is still the same #aiScene which you passed for pScene. However, * meaning this is still the same #aiScene which you passed for pScene. However,
* _if_ post-processing failed, the scene could now be NULL. That's quite a rare * _if_ post-processing failed, the scene could now be NULL. That's quite a rare
* case, post processing steps are not really designed to 'fail'. To be exact, * case, post processing steps are not really designed to 'fail'. To be exact,
* the #aiProcess_ValidateDS flag is currently the only post processing step * the #aiProcess_ValidateDataStructure flag is currently the only post processing step
* which can actually cause the scene to be reset to NULL. * which can actually cause the scene to be reset to NULL.
*/ */
ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing( ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
@ -266,7 +298,7 @@ ASSIMP_API void aiEnableVerboseLogging(aiBool d);
// -------------------------------------------------------------------------------- // --------------------------------------------------------------------------------
/** Detach a custom log stream from the libraries' logging system. /** Detach a custom log stream from the libraries' logging system.
* *
* This is the counterpart of #aiAttachPredefinedLogStream. If you attached a stream, * This is the counterpart of #aiAttachLogStream. If you attached a stream,
* don't forget to detach it again. * don't forget to detach it again.
* @param stream The log stream to be detached. * @param stream The log stream to be detached.
* @return AI_SUCCESS if the log stream has been detached successfully. * @return AI_SUCCESS if the log stream has been detached successfully.
@ -356,8 +388,9 @@ ASSIMP_API void aiReleasePropertyStore(C_STRUCT aiPropertyStore* p);
* interface, properties are always shared by all imports. It is not possible to * interface, properties are always shared by all imports. It is not possible to
* specify them per import. * specify them per import.
* *
* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported * @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (#AI_CONFIG_XXX). * public properties are defined in the config.h header file (AI_CONFIG_XXX).
* @param value New value for the property * @param value New value for the property
*/ */
ASSIMP_API void aiSetImportPropertyInteger( ASSIMP_API void aiSetImportPropertyInteger(
@ -372,8 +405,9 @@ ASSIMP_API void aiSetImportPropertyInteger(
* interface, properties are always shared by all imports. It is not possible to * interface, properties are always shared by all imports. It is not possible to
* specify them per import. * specify them per import.
* *
* @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported * @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (#AI_CONFIG_XXX). * public properties are defined in the config.h header file (AI_CONFIG_XXX).
* @param value New value for the property * @param value New value for the property
*/ */
ASSIMP_API void aiSetImportPropertyFloat( ASSIMP_API void aiSetImportPropertyFloat(
@ -388,10 +422,10 @@ ASSIMP_API void aiSetImportPropertyFloat(
* interface, properties are always shared by all imports. It is not possible to * interface, properties are always shared by all imports. It is not possible to
* specify them per import. * specify them per import.
* *
* @param property store to modify. Use #aiCreatePropertyStore to obtain a store. * @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported * @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (#AI_CONFIG_XXX). * public properties are defined in the config.h header file (AI_CONFIG_XXX).
* @param value New value for the property * @param st New value for the property
*/ */
ASSIMP_API void aiSetImportPropertyString( ASSIMP_API void aiSetImportPropertyString(
C_STRUCT aiPropertyStore* store, C_STRUCT aiPropertyStore* store,
@ -405,10 +439,10 @@ ASSIMP_API void aiSetImportPropertyString(
* interface, properties are always shared by all imports. It is not possible to * interface, properties are always shared by all imports. It is not possible to
* specify them per import. * specify them per import.
* *
* @param property store to modify. Use #aiCreatePropertyStore to obtain a store. * @param store Store to modify. Use #aiCreatePropertyStore to obtain a store.
* @param szName Name of the configuration property to be set. All supported * @param szName Name of the configuration property to be set. All supported
* public properties are defined in the config.h header file (#AI_CONFIG_XXX). * public properties are defined in the config.h header file (AI_CONFIG_XXX).
* @param value New value for the property * @param mat New value for the property
*/ */
ASSIMP_API void aiSetImportPropertyMatrix( ASSIMP_API void aiSetImportPropertyMatrix(
C_STRUCT aiPropertyStore* store, C_STRUCT aiPropertyStore* store,

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@ -38,7 +38,7 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file aiColor4D.h /** @file color4.h
* @brief RGBA color structure, including operators when compiling in C++ * @brief RGBA color structure, including operators when compiling in C++
*/ */
#ifndef AI_COLOR4D_H_INC #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.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file aiColor4D.inl /** @file color4.inl
* @brief Inline implementation of aiColor4t<TReal> operators * @brief Inline implementation of aiColor4t<TReal> operators
*/ */
#ifndef AI_COLOR4D_INL_INC #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.
"PP_RRM_EXCLUDE_LIST" "PP_RRM_EXCLUDE_LIST"
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to /** @brief Configures the #aiProcess_PreTransformVertices step to
* keep the scene hierarchy. Meshes are moved to worldspace, but * keep the scene hierarchy. Meshes are moved to worldspace, but
* no optimization is performed (read: meshes with equal materials are not * no optimization is performed (read: meshes with equal materials are not
* joined. The total number of meshes won't change). * joined. The total number of meshes won't change).
@ -224,7 +224,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
"PP_PTV_KEEP_HIERARCHY" "PP_PTV_KEEP_HIERARCHY"
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to normalize /** @brief Configures the #aiProcess_PreTransformVertices step to normalize
* all vertex components into the [-1,1] range. That is, a bounding box * all vertex components into the [-1,1] range. That is, a bounding box
* for the whole scene is computed, the maximum component is taken and all * for the whole scene is computed, the maximum component is taken and all
* meshes are scaled appropriately (uniformly of course!). * meshes are scaled appropriately (uniformly of course!).
@ -234,7 +234,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
"PP_PTV_NORMALIZE" "PP_PTV_NORMALIZE"
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to use /** @brief Configures the #aiProcess_PreTransformVertices step to use
* a users defined matrix as the scene root node transformation before * a users defined matrix as the scene root node transformation before
* transforming vertices. * transforming vertices.
* Property type: bool. Default value: false. * Property type: bool. Default value: false.
@ -243,7 +243,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
"PP_PTV_ADD_ROOT_TRANSFORMATION" "PP_PTV_ADD_ROOT_TRANSFORMATION"
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to use /** @brief Configures the #aiProcess_PreTransformVertices step to use
* a users defined matrix as the scene root node transformation before * a users defined matrix as the scene root node transformation before
* transforming vertices. This property correspond to the 'a1' component * transforming vertices. This property correspond to the 'a1' component
* of the transformation matrix. * of the transformation matrix.
@ -376,7 +376,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Enumerates components of the aiScene and aiMesh data structures /** @brief Enumerates components of the aiScene and aiMesh data structures
* that can be excluded from the import using the #aiPrpcess_RemoveComponent step. * that can be excluded from the import using the #aiProcess_RemoveComponent step.
* *
* See the documentation to #aiProcess_RemoveComponent for more details. * See the documentation to #aiProcess_RemoveComponent for more details.
*/ */
@ -715,7 +715,7 @@ enum aiComponent
/** @brief Tells the MD3 loader which skin files to load. /** @brief Tells the MD3 loader which skin files to load.
* *
* When loading MD3 files, Assimp checks whether a file * When loading MD3 files, Assimp checks whether a file
* <md3_file_name>_<skin_name>.skin is existing. These files are used by * [md3_file_name]_[skin_name].skin is existing. These files are used by
* Quake III to be able to assign different skins (e.g. red and blue team) * Quake III to be able to assign different skins (e.g. red and blue team)
* to models. 'default', 'red', 'blue' are typical skin names. * to models. 'default', 'red', 'blue' are typical skin names.
* Property type: String. Default value: "default". * Property type: String. Default value: "default".
@ -728,14 +728,14 @@ enum aiComponent
* MD3 file. This can also be a search path. * MD3 file. This can also be a search path.
* *
* By default Assimp's behaviour is as follows: If a MD3 file * By default Assimp's behaviour is as follows: If a MD3 file
* <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is * <tt>any_path/models/any_q3_subdir/model_name/file_name.md3</tt> is
* loaded, the library tries to locate the corresponding shader file in * loaded, the library tries to locate the corresponding shader file in
* <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this * <tt>any_path/scripts/model_name.shader</tt>. This property overrides this
* behaviour. It can either specify a full path to the shader to be loaded * behaviour. It can either specify a full path to the shader to be loaded
* or alternatively the path (relative or absolute) to the directory where * or alternatively the path (relative or absolute) to the directory where
* the shaders for all MD3s to be loaded reside. Assimp attempts to open * the shaders for all MD3s to be loaded reside. Assimp attempts to open
* <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt> * <tt>IMPORT_MD3_SHADER_SRC/model_name.shader</tt> first, <tt>IMPORT_MD3_SHADER_SRC/file_name.shader</tt>
* is the fallback file. Note that <dir> should have a terminal (back)slash. * is the fallback file. Note that IMPORT_MD3_SHADER_SRC should have a terminal (back)slash.
* Property type: String. Default value: n/a. * Property type: String. Default value: n/a.
*/ */
#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \ #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
@ -818,12 +818,13 @@ enum aiComponent
/** @brief Ogre Importer detect the texture usage from its filename. /** @brief Ogre Importer detect the texture usage from its filename.
* *
* Ogre material texture units do not define texture type, the textures usage * Ogre material texture units do not define texture type, the textures usage
* depends on the used shader or Ogres fixed pipeline. If this config property * depends on the used shader or Ogre's fixed pipeline. If this config property
* is true Assimp will try to detect the type from the textures filename postfix: * is true Assimp will try to detect the type from the textures filename postfix:
* _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec, * _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map, _s, _spec,
* _specular and _specularmap for specular map, _l, _light, _lightmap, _occ * _specular and _specularmap for specular map, _l, _light, _lightmap, _occ
* and _occlusion for light map, _disp and _displacement for displacement map. * and _occlusion for light map, _disp and _displacement for displacement map.
* The matching is case insensitive. Post fix is taken between last "_" and last ".". * The matching is case insensitive. Post fix is taken between the last
* underscore and the last period.
* Default behavior is to detect type from lower cased texture unit name by * Default behavior is to detect type from lower cased texture unit name by
* matching against: normalmap, specularmap, lightmap and displacementmap. * matching against: normalmap, specularmap, lightmap and displacementmap.
* For both cases if no match is found aiTextureType_DIFFUSE is used. * 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.
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
*/ */
/** @file aiDefines.h /** @file defs.h
* @brief Assimp build configuration setup. See the notes in the comment * @brief Assimp build configuration setup. See the notes in the comment
* blocks to find out how to customize _your_ Assimp build. * blocks to find out how to customize _your_ Assimp build.
*/ */

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@ -98,8 +98,7 @@ struct aiImporterDesc
/** Implementation comments, i.e. unimplemented features*/ /** Implementation comments, i.e. unimplemented features*/
const char* mComments; const char* mComments;
/** Any combination of the #aiLoaderFlags enumerated values. /** These flags indicate some characteristics common to many
These flags indicate some characteristics common to many
importers. */ importers. */
unsigned int mFlags; unsigned int mFlags;

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@ -95,14 +95,9 @@ enum aiTextureOp
aiTextureOp_SignedAdd = 0x5, aiTextureOp_SignedAdd = 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 #ifndef SWIG
_aiTextureOp_Force32Bit = INT_MAX _aiTextureOp_Force32Bit = INT_MAX
#endif #endif
//! @endcond
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@ -131,14 +126,9 @@ enum aiTextureMapMode
*/ */
aiTextureMapMode_Mirror = 0x2, aiTextureMapMode_Mirror = 0x2,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
#ifndef SWIG #ifndef SWIG
_aiTextureMapMode_Force32Bit = INT_MAX _aiTextureMapMode_Force32Bit = INT_MAX
#endif #endif
//! @endcond
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@ -176,14 +166,9 @@ enum aiTextureMapping
aiTextureMapping_OTHER = 0x5, 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 #ifndef SWIG
_aiTextureMapping_Force32Bit = INT_MAX _aiTextureMapping_Force32Bit = INT_MAX
#endif #endif
//! @endcond
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@ -296,14 +281,9 @@ enum aiTextureType
aiTextureType_UNKNOWN = 0xC, 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 #ifndef SWIG
_aiTextureType_Force32Bit = INT_MAX _aiTextureType_Force32Bit = INT_MAX
#endif #endif
//! @endcond
}; };
#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN #define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
@ -374,14 +354,9 @@ enum aiShadingMode
aiShadingMode_Fresnel = 0xa, 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 #ifndef SWIG
_aiShadingMode_Force32Bit = INT_MAX _aiShadingMode_Force32Bit = INT_MAX
#endif #endif
//! @endcond
}; };
@ -420,14 +395,9 @@ enum aiTextureFlags
*/ */
aiTextureFlags_IgnoreAlpha = 0x4, 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 #ifndef SWIG
_aiTextureFlags_Force32Bit = INT_MAX _aiTextureFlags_Force32Bit = INT_MAX
#endif #endif
//! @endcond
}; };
@ -442,8 +412,8 @@ enum aiTextureFlags
* @code * @code
* SourceColor * SourceBlend + DestColor * DestBlend * SourceColor * SourceBlend + DestColor * DestBlend
* @endcode * @endcode
* where <DestColor> is the previous color in the framebuffer at this * where DestColor is the previous color in the framebuffer at this
* position and <SourceColor> is the material colro before the transparency * position and SourceColor is the material colro before the transparency
* calculation.<br> * calculation.<br>
* This corresponds to the #AI_MATKEY_BLEND_FUNC property. * 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 // we don't need more for the moment, but we might need them
// in future versions ... // 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 #ifndef SWIG
_aiBlendMode_Force32Bit = INT_MAX _aiBlendMode_Force32Bit = INT_MAX
#endif #endif
//! @endcond
}; };
@ -862,7 +827,9 @@ public:
/** @brief Remove a given key from the list. /** @brief Remove a given key from the list.
* *
* The function fails if the key isn't found * 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, aiReturn RemoveProperty (const char* pKey,
unsigned int type = 0, unsigned int type = 0,
unsigned int index = 0); unsigned int index = 0);
@ -1330,6 +1297,8 @@ extern "C" {
#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \ #define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N) AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
//! @endcond
//!
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** @brief Retrieve a material property with a specific key from the material /** @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 NULL if you're not interested in this information. Otherwise,
* pass a pointer to an array of two aiTextureMapMode's (one for each * pass a pointer to an array of two aiTextureMapMode's (one for each
* axis, UV order). * axis, UV order).
* @param[out] flags Receives the the texture flags.
* @return AI_SUCCESS on success, otherwise something else. Have fun.*/ * @return AI_SUCCESS on success, otherwise something else. Have fun.*/
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
#ifdef __cplusplus #ifdef __cplusplus

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@ -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 * @brief Defines the C++ getters for the material system
*/ */

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@ -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 * @brief Inline implementation of the 3x3 matrix operators
*/ */
#ifndef AI_MATRIX3x3_INL_INC #ifndef AI_MATRIX3x3_INL_INC

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@ -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 * @brief Inline implementation of the 4x4 matrix operators
*/ */
#ifndef AI_MATRIX4x4_INL_INC #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 "quaternion.h"
#include <algorithm> #include <algorithm>
#include <limits> #include <limits>
#include <cmath> #include <cmath>
// ---------------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------------

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@ -668,8 +668,7 @@ struct aiMesh
} }
//! Check whether the mesh contains positions. Provided no special //! Check whether the mesh contains positions. Provided no special
//! scene flags are set (such as #AI_SCENE_FLAGS_ANIM_SKELETON_ONLY), //! scene flags are set, this will always be true
//! this will always be true
bool HasPositions() const bool HasPositions() const
{ return mVertices != NULL && mNumVertices > 0; } { return mVertices != NULL && mNumVertices > 0; }

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@ -282,7 +282,7 @@ enum aiPostProcessSteps
/** <hr>Searches for redundant/unreferenced materials and removes them. /** <hr>Searches for redundant/unreferenced materials and removes them.
* *
* This is especially useful in combination with the * 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 * Both join small meshes with equal characteristics, but they can't do
* their work if two meshes have different materials. Because several * their work if two meshes have different materials. Because several
* material settings are lost during Assimp's import filters, * 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 * To have the degenerate stuff not only detected and collapsed but
* removed, try one of the following procedures: * removed, try one of the following procedures:
* <br><b>1.</b> (if you support lines and points for rendering but don't * <br><b>1.</b> (if you support lines and points for rendering but don't
* want the degenerates)</br> * want the degenerates)<br>
* <ul> * <ul>
* <li>Specify the #aiProcess_FindDegenerates flag. * <li>Specify the #aiProcess_FindDegenerates flag.
* </li> * </li>
@ -345,7 +345,7 @@ enum aiPostProcessSteps
* pipeline steps. * pipeline steps.
* </li> * </li>
* </ul> * </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> * <ul>
* <li>Specify the #aiProcess_FindDegenerates flag. * <li>Specify the #aiProcess_FindDegenerates flag.
* </li> * </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. * @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, * Applications would want to use this preset to load models on end-user PCs,

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@ -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 * @brief Inline implementation of aiQuaterniont<TReal> operators
*/ */
#ifndef AI_QUATERNION_INL_INC #ifndef AI_QUATERNION_INL_INC

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@ -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. * @brief Defines the data structures in which the imported scene is returned.
*/ */
#ifndef __AI_SCENE_H_INC__ #ifndef __AI_SCENE_H_INC__
@ -182,8 +182,6 @@ struct aiNode
} }
/** @override
*/
inline const aiNode* FindNode(const char* name) const inline const aiNode* FindNode(const char* name) const
{ {
if (!::strcmp( mName.data,name))return this; 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. * Specifies that the scene data structure that was imported is not complete.
* This flag bypasses some internal validations and allows the import * This flag bypasses some internal validations and allows the import
* of animation skeletons, material libraries or camera animation paths * of animation skeletons, material libraries or camera animation paths
@ -225,14 +223,14 @@ struct aiNode
*/ */
#define AI_SCENE_FLAGS_INCOMPLETE 0x1 #define AI_SCENE_FLAGS_INCOMPLETE 0x1
/** @def AI_SCENE_FLAGS_VALIDATED /**
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS) * 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 * 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. * any cross references in the data structure (e.g. vertex indices) are valid.
*/ */
#define AI_SCENE_FLAGS_VALIDATED 0x2 #define AI_SCENE_FLAGS_VALIDATED 0x2
/** @def AI_SCENE_FLAGS_VALIDATION_WARNING /**
* This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS) * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
* if the validation is successful but some issues have been found. * 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 * 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 #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. * 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 * 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, * 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 #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, * 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 * 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 * positions refer to the x,y coordinates on the terrain height map, the z-axis

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@ -241,7 +241,7 @@ struct aiColor3D
* For most applications, it will be absolutely sufficient to interpret the * 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*. * 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 * 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). * 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 * 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 * Force 32-bit size enum
*/ */
_AI_ENFORCE_ENUM_SIZE = 0x7fffffff _AI_ENFORCE_ENUM_SIZE = 0x7fffffff
/// @endcond
} aiReturn; // !enum aiReturn } aiReturn; // !enum aiReturn
// just for backwards compatibility, don't use these constants anymore // just for backwards compatibility, don't use these constants anymore
@ -414,13 +416,14 @@ enum aiOrigin
* Force 32-bit size enum * Force 32-bit size enum
*/ */
_AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff _AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
/// @endcond
}; // !enum aiOrigin }; // !enum aiOrigin
// ---------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------
/** @brief Enumerates predefined log streaming destinations. /** @brief Enumerates predefined log streaming destinations.
* Logging to these streams can be enabled with a single call to * Logging to these streams can be enabled with a single call to
* #LogStream::createDefaultStream or #aiAttachPredefinedLogStream(), * #LogStream::createDefaultStream.
* respectively.
*/ */
enum aiDefaultLogStream enum aiDefaultLogStream
{ {
@ -442,6 +445,7 @@ enum aiDefaultLogStream
* Force 32-bit size enum * Force 32-bit size enum
*/ */
_AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff _AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
/// @endcond
}; // !enum aiDefaultLogStream }; // !enum aiDefaultLogStream
// just for backwards compatibility, don't use these constants anymore // just for backwards compatibility, don't use these constants anymore

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@ -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. 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++ * @brief 2D vector structure, including operators when compiling in C++
*/ */
#ifndef AI_VECTOR2D_H_INC #ifndef AI_VECTOR2D_H_INC
#define AI_VECTOR2D_H_INC #define AI_VECTOR2D_H_INC
#ifdef __cplusplus #ifdef __cplusplus
# include <cmath> # include <cmath>
#else #else
# include <math.h> # include <math.h>
#endif #endif
#include "./Compiler/pushpack1.h" #include "./Compiler/pushpack1.h"
// ---------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------

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@ -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 * @brief Inline implementation of aiVector2t<TReal> operators
*/ */
#ifndef AI_VECTOR2D_INL_INC #ifndef AI_VECTOR2D_INL_INC

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@ -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. 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++ * @brief 3D vector structure, including operators when compiling in C++
*/ */
#ifndef AI_VECTOR3D_H_INC #ifndef AI_VECTOR3D_H_INC
#define AI_VECTOR3D_H_INC #define AI_VECTOR3D_H_INC
#ifdef __cplusplus #ifdef __cplusplus
# include <cmath> # include <cmath>
#else #else
# include <math.h> # include <math.h>
#endif #endif
#include "./Compiler/pushpack1.h" #include "./Compiler/pushpack1.h"
#ifdef __cplusplus #ifdef __cplusplus

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@ -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 * @brief Inline implementation of aiVector3t<TReal> operators
*/ */
#ifndef AI_VECTOR3D_INL_INC #ifndef AI_VECTOR3D_INL_INC

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@ -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 * @brief Functions to query the version of the Assimp runtime, check
* compile flags, ... * compile flags, ...
*/ */