Updated D bindings to the latest C headers (aiGetMaterialTextureCount, comments about UTF-8 in aiString).
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@472 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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@ -579,17 +579,33 @@ extern ( C ) {
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) aiGetMaterialString;
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/**
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* Helper function for retrieving a texture from the material.
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* Get the number of textures for a particular texture type.
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*
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* Params:
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* pMat = Pointer to the input material. May not be NULL
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* type = Texture type to check for
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*
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* Returns:
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* Number of textures for this type.
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*/
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uint function( aiMaterial* pMat, aiTextureType type ) aiGetMaterialTextureCount;
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/**
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* Helper function to get all values pertaining to a particular texture slot
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* from a material structure.
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*
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* This function is provided just for convenience. You could also read the
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* texture by reading all of its properties manually. This function bundles
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* all of them in a huge function-monster.
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* texture by parsing all of its properties manually. This function bundles
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* all of them in a huge function monster.
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*
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* Params:
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* mat = Pointer to the input material. May not be null.
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* type = Specifies the <code>aiTextureType</code> of the texture to be
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* retrieved.
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* index = Index of the texture to be retrieved.
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* type = Specifies the texture stack (<code>aiTextureType</code>) to
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* read from.
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* index = Index of the texture. The function fails if the requested
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* index is not available for this texture type.
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* <code>aiGetMaterialTextureCount()</code> can be used to determine
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* the number of textures in a particular texture stack.
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* path = Receives the output path. null is not a valid value.
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* mapping = Recieves the texture mapping mode to be used.
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* Pass null if you are not interested in this information.
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@ -606,7 +622,7 @@ extern ( C ) {
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* UV order) or null if you are not interested in this information.
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*
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* Returns:
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* <code>aiReturn.SUCCESS</code> on success, something else otherwise.
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* <code>aiReturn.SUCCESS</code> on success, otherwise something else.
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*/
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aiReturn function(
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aiMaterial* mat,
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@ -152,6 +152,7 @@ public:
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bind( aiGetMaterialIntegerArray )( "aiGetMaterialIntegerArray" );
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bind( aiGetMaterialColor )( "aiGetMaterialColor" );
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bind( aiGetMaterialString )( "aiGetMaterialString" );
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bind( aiGetMaterialTextureCount )( "aiGetMaterialTextureCount" );
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bind( aiGetMaterialTexture )( "aiGetMaterialTexture" );
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}
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++m_sRefCount;
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@ -85,11 +85,24 @@ extern ( C ) {
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const size_t MAXLEN = 1024;
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/**
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* Represents a string, zero byte terminated.
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* Represents an UTF-8 string, zero byte terminated.
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*
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* The length of such a string is limited to <code>MAXLEN</code> characters
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* The length of such a string is limited to <code>MAXLEN</code> bytes
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* (excluding the terminal \0).
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*
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* The character set of an aiString is explicitly defined to be UTF-8. This
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* Unicode transformation was chosen in the belief that most strings in 3d
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* model files are limited to ASCII characters, thus the character set
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* needed to be ASCII compatible.
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*
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* Most text file loaders provide proper Unicode input file handling,
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* special unicode characters are correctly transcoded to UTF-8 and are kept
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* throughout the libraries' import pipeline.
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*
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* For most applications, it will be absolutely sufficient to interpret the
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* aiString as ASCII data and work with it as one would work with a plain
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* char[].
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*
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* To access an aiString from D you might want to use something like the
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* following piece of code:
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* ---
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@ -101,6 +114,10 @@ extern ( C ) {
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struct aiString {
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/**
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* Length of the string (excluding the terminal \0).
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*
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* This is <em>not</em> the logical length of strings containing UTF-8
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* multibyte sequences, but the number of bytes from the beginning of the
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* string to its end.
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*/
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size_t length;
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