[ 2503202 ] Doc fixes. Thanks to Andy Maloney for the patch!
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@294 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
607356a844
commit
d416a5d7b6
32
doc/Doxyfile
32
doc/Doxyfile
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@ -489,8 +489,7 @@ SHOW_DIRECTORIES = NO
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SHOW_FILES = YES
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# Set the SHOW_NAMESPACES tag to NO to disable the generation of the
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# Namespaces page.
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# This will remove the Namespaces entry from the Quick Index
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# Namespaces page. This will remove the Namespaces entry from the Quick Index
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# and from the Folder Tree View (if specified). The default is YES.
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SHOW_NAMESPACES = YES
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@ -644,7 +643,8 @@ EXCLUDE_SYMLINKS = NO
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# against the file with absolute path, so to exclude all test directories
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# for example use the pattern */test/*
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EXCLUDE_PATTERNS =
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EXCLUDE_PATTERNS = */.svn/* \
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*/.svn
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# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names
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# (namespaces, classes, functions, etc.) that should be excluded from the
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@ -685,17 +685,14 @@ IMAGE_PATH =
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# by executing (via popen()) the command <filter> <input-file>, where <filter>
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# is the value of the INPUT_FILTER tag, and <input-file> is the name of an
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# input file. Doxygen will then use the output that the filter program writes
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# to standard output.
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# If FILTER_PATTERNS is specified, this tag will be
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# to standard output. If FILTER_PATTERNS is specified, this tag will be
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# ignored.
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INPUT_FILTER =
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# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern
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# basis.
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# Doxygen will compare the file name with each pattern and apply the
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# filter if there is a match.
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# The filters are a list of the form:
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# basis. Doxygen will compare the file name with each pattern and apply the
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# filter if there is a match. The filters are a list of the form:
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# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further
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# info on how filters are used. If FILTER_PATTERNS is empty, INPUT_FILTER
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# is applied to all files.
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@ -745,8 +742,7 @@ REFERENCES_RELATION = NO
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# If the REFERENCES_LINK_SOURCE tag is set to YES (the default)
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# and SOURCE_BROWSER tag is set to YES, then the hyperlinks from
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# functions in REFERENCES_RELATION and REFERENCED_BY_RELATION lists will
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# link to the source code.
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# Otherwise they will link to the documentation.
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# link to the source code. Otherwise they will link to the documentation.
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REFERENCES_LINK_SOURCE = YES
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@ -1216,10 +1212,8 @@ GENERATE_PERLMOD = NO
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PERLMOD_LATEX = NO
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# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be
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# nicely formatted so it can be parsed by a human reader.
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# This is useful
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# if you want to understand what is going on.
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# On the other hand, if this
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# nicely formatted so it can be parsed by a human reader. This is useful
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# if you want to understand what is going on. On the other hand, if this
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# tag is set to NO the size of the Perl module output will be much smaller
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# and Perl will parse it just the same.
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@ -1281,14 +1275,16 @@ INCLUDE_FILE_PATTERNS =
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# undefined via #undef or recursively expanded use the := operator
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# instead of the = operator.
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PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
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PREDEFINED = ASSIMP_DOXYGEN_BUILD=1 \
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__cplusplus
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# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then
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# this tag can be used to specify a list of macro names that should be expanded.
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# The macro definition that is found in the sources will be used.
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# Use the PREDEFINED tag if you want to use a different macro definition.
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EXPAND_AS_DEFINED = C_STRUCT C_ENUM
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EXPAND_AS_DEFINED = C_STRUCT \
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C_ENUM
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# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then
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# doxygen's preprocessor will remove all function-like macros that are alone
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@ -1306,10 +1302,8 @@ SKIP_FUNCTION_MACROS = YES
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# Optionally an initial location of the external documentation
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# can be added for each tagfile. The format of a tag file without
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# this location is as follows:
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#
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# TAGFILES = file1 file2 ...
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# Adding location for the tag files is done as follows:
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#
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# TAGFILES = file1=loc1 "file2 = loc2" ...
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# where "loc1" and "loc2" can be relative or absolute paths or
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# URLs. If a location is present for each tag, the installdox tool
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@ -38,6 +38,9 @@ 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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*/
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#ifndef INCLUDED_AI_DEFAULTLOGGER
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#define INCLUDED_AI_DEFAULTLOGGER
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@ -103,8 +106,7 @@ public:
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*/
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static bool isNullLogger();
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/** @brief Will kill the singleton instance and setup a NullLogger as
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logger */
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/** @brief Will kill the singleton instance and setup a NullLogger as logger */
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static void kill();
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@ -122,7 +124,7 @@ public:
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/** @brief Logs an error message */
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void error(const std::string &message);
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/** @drief Severity setter */
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/** @brief Severity setter */
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void setLogSeverity(LogSeverity log_severity);
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/** @brief Attach a stream to the logger. */
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@ -38,7 +38,8 @@ 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 File I/O wrappers for C++.
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/** @file IOStream.h
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* @brief File I/O wrappers for C++.
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*/
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#ifndef AI_IOSTREAM_H_INC
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@ -39,7 +39,8 @@ 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 Filesystem wrapper for C++. Inherit this class to supply
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/** @file IOSystem.h
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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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@ -69,7 +70,7 @@ class ASSIMP_API IOSystem
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{
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public:
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/** @brief Constructor. Create an instance of your derived class and
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* assign it to a #Importer instance by calling Importer::SetIOHandler().
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* assign it to an #Importer instance by calling Importer::SetIOHandler().
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*/
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IOSystem();
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@ -103,7 +104,7 @@ public:
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* @return New IOStream interface allowing the lib to access
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* the underlying file.
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* @note When implementing this class to provide custom IO handling,
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* you propably have to supply an own implementation of IOStream as well.
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* you probably have to supply an own implementation of IOStream as well.
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*/
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virtual IOStream* Open(
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const std::string& pFile,
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@ -38,7 +38,8 @@ 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 Abstract base class 'LogStream', representing an output log stream.
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/** @file LogStream.h
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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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@ -97,7 +98,7 @@ public:
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* @param name For DLS_FILE: name of the output file
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* @param io For DLS_FILE: IOSystem to be used to open the output file.
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* Pass NULL for the default implementation.
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* @return New LogStream instance - you're resposible for it's destruction!
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* @return New LogStream instance - you're responsible for it's destruction!
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*/
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static LogStream* createDefaultStream(DefaultLogStreams streams,
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const std::string& name = "AssimpLog.txt",
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@ -38,7 +38,8 @@ 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 Abstract base class 'Logger', base of the logging system.
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/** @file Logger.h
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* @brief Abstract base class 'Logger', base of the logging system.
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*/
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#ifndef INCLUDED_AI_LOGGER_H
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@ -58,7 +59,7 @@ class ASSIMP_API Logger : public Intern::AllocateFromAssimpHeap
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{
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public:
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/** @enum LogSeverity
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* @brief Log severity to descripe the granularity of logging.
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* @brief Log severity to describe the granularity of logging.
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*
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* This is a general property of a Logger instance, NORMAL means
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* that debug messages are rejected immediately.
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@ -72,7 +73,7 @@ public:
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/** @enum ErrorSeverity
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* @brief Description for severity of a log message.
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*
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* Every LogStream has a bitwide combination of these flags.
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* Every LogStream has a bitwise combination of these flags.
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* A LogStream doesn't receive any messages of a specific type
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* if it doesn't specify the corresponding ErrorSeverity flag.
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*/
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@ -115,7 +116,7 @@ public:
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/** @brief Attach a new logstream
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*
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* The logger takes ownership of the stream and is resposible
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* The logger takes ownership of the stream and is responsible
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* for its destruction (which is done when the logger itself
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* is destroyed). Call detachStream to detach a stream and to
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* gain ownership of it again.
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@ -128,8 +129,8 @@ public:
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unsigned int severity = DEBUGGING | ERR | WARN | INFO) = 0;
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/** @brief Detach a still attached stream from the logger (or
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* modifiy the filter flags bits)
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* @param pStream Logstream instance for detatching
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* modify the filter flags bits)
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* @param pStream Logstream instance for detaching
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* @param severity Provide a bitwise combination of the ErrorSeverity
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* flags. This value is &~ed with the current flags of the stream,
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* if the result is 0 the stream is detached from the Logger and
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@ -38,6 +38,9 @@ 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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*/
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#if (!defined AI_NULLLOGGER_H_INCLUDED)
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#define AI_NULLLOGGER_H_INCLUDED
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@ -39,8 +39,10 @@ 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 Defines the data structures in which the imported animations
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are returned. */
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/** @file aiAnim.h
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* @brief Defines the data structures in which the imported animations
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* are returned.
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*/
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#ifndef AI_ANIM_H_INC
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#define AI_ANIM_H_INC
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@ -154,7 +156,7 @@ enum aiAnimBehaviour
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* are given in three separate series of values, one each for position,
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* rotation and scaling. The transformation matrix computed from these
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* values replaces the node's original transformation matrix at a
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* spefific time. The order in which the transformations are applied is
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* specific time. The order in which the transformations are applied is
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* - as usual - scaling, rotation, translation.
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*
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* @note All keys are returned in their correct, chronological order.
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@ -213,7 +215,7 @@ struct aiNodeAnim
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C_ENUM aiAnimBehaviour mPreState;
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/** Defines how the animation behaves after the last
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* kway was processed.
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* key was processed.
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*
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* The default value is aiAnimBehaviour_DEFAULT (the original
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* transformation matrix of the affected node is taken).
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*/
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struct aiAnimation
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{
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/** The name of the animation. If the modelling package this data was
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/** The name of the animation. If the modeling package this data was
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* exported from does support only a single animation channel, this
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* name is usually empty (length is zero).
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*/
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@ -1,3 +1,5 @@
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/** @file aiAssert.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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@ -39,7 +39,8 @@ 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 Defines the aiCamera data structure
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/** @file aiCamera.h
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* @brief Defines the aiCamera data structure
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*/
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#ifndef AI_CAMERA_H_INC
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@ -39,8 +39,10 @@ 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 Defines constants for configurable properties and helper
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functions to determine the version of the Assimp library being used */
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/** @file aiConfig.h
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* @brief Defines constants for configurable properties and helper
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functions to determine the version of the Assimp library being used
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*/
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#ifndef __AI_CONFIG_H_INC__
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#define __AI_CONFIG_H_INC__
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/** @brief Set the maximum number of vertices in a mesh.
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*
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* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
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* whether a mesh must be splitted or not.
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* whether a mesh must be split or not.
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* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES, defined in
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* the internal header file SplitLargeMeshes.h
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* Property type: integer.
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/** @brief Set the maximum number of triangles in a mesh.
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*
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* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
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* whether a mesh must be splitted or not.
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* whether a mesh must be split or not.
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* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES, defined in
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* the internal header file SplitLargeMeshes.h
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* Property type: integer.
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@ -124,7 +126,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
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*
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* ASSIMP does not support vertex keyframes (only bone animation is supported).
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* The library reads only one frame of models with vertex animations.
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* By default this is the first frame´.
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* By default this is the first frame.
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* \note The default value is 0. This option applies to all importers.
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* However, it is also possible to override the global setting
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* for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
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/** @brief Specifies the maximum angle that may be between two face normals
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* at the same vertex position that their are smoothed together.
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*
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* Sometimes also refered to as 'crease angle'.
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* Sometimes referred to as 'crease angle'.
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* This applies to the GenSmoothNormals-Step. The angle is specified
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* in degrees, so 180 is PI. The default value is 175 degrees (all vertex
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* normals are smoothed). The maximum value is 175. Property type: float.
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* Warning: seting this option may cause a severe loss of performance. The
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* performance is unaffacted if the AI_CONFIG_FAVOUR_SPEED flag is set, but
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* Warning: setting this option may cause a severe loss of performance. The
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* performance is unaffected if the AI_CONFIG_FAVOUR_SPEED flag is set, but
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* the output quality may be reduced.
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*/
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#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE "pp.gsn.max_smoothing"
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* This is an input parameter to the OptimizeGraph-Step.
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*
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* Nodes whose referenced meshes have less faces than this value
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* are propably joined with neighbors with identical local matrices.
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* are probably joined with neighbors with identical local matrices.
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* However, it is just a hint to the step.
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* Property type: integer
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*/
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@ -227,7 +229,7 @@ ASSIMP_API unsigned int aiGetVersionRevision ();
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// ---------------------------------------------------------------------------
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/** @brief Specifies whether the OptimizeGraphProcess joins nodes even if
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* their local transformations are inequal.
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* their local transformations are not equal.
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*
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* By default, nodes with different local transformations are never joined.
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* The intention is that all vertices should remain in their original
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aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
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//! ALL color sets
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//! Use aiComponent_COLORn(N) to specifiy the N'th set
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//! Use aiComponent_COLORn(N) to specify the N'th set
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aiComponent_COLORS = 0x8,
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//! ALL texture UV sets
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//! aiComponent_TEXCOORDn(N) to specifiy the N'th set
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//! aiComponent_TEXCOORDn(N) to specify the N'th set
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aiComponent_TEXCOORDS = 0x10,
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//! Removes all bone weights from all meshes.
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@ -341,13 +343,13 @@ enum aiComponent
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#define AI_CONFIG_PP_SBP_REMOVE "pp.sbp.remove"
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// TransformUVCoords evalutes UV scalings
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// TransformUVCoords evaluates UV scalings
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#define AI_UVTRAFO_SCALING 0x1
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// TransformUVCoords evalutes UV rotations
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// TransformUVCoords evaluates UV rotations
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#define AI_UVTRAFO_ROTATION 0x2
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// TransformUVCoords evalutes UV translation
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// TransformUVCoords evaluates UV translation
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#define AI_UVTRAFO_TRANSLATION 0x4
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// Everything baked together -> default value
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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** Assimp build configuration setup. See the notes in the comment
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/** @file aiDefines.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 you can customize your Assimp build.
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*/
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|
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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
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*/
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/** @file Defines generic routines to access memory-mapped files
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/** @file aiFileIO.h
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* @brief Defines generic routines to access memory-mapped files
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*/
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#ifndef AI_FILEIO_H_INC
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|
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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
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/** @file Defines the aiLight data structure
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/** @file aiLight.h
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* @brief Defines the aiLight data structure
|
||||
*/
|
||||
|
||||
#ifndef __AI_LIGHT_H_INC__
|
||||
|
@ -64,11 +65,11 @@ enum aiLightSourceType
|
|||
aiLightSource_DIRECTIONAL = 0x1,
|
||||
|
||||
//! A point light source has a well-defined position
|
||||
//! in space but no direction - it emmits light in all
|
||||
//! in space but no direction - it emits light in all
|
||||
//! directions. A normal bulb is a point light.
|
||||
aiLightSource_POINT = 0x2,
|
||||
|
||||
//! A spot light source emmits light in a specific
|
||||
//! A spot light source emits light in a specific
|
||||
//! angle. It has a position and a direction it is pointing to.
|
||||
//! A good example for a spot light is a light spot in
|
||||
//! sport arenas.
|
||||
|
@ -106,7 +107,7 @@ struct aiLight
|
|||
|
||||
/** The type of the light source.
|
||||
*
|
||||
* aiLightSource_UNDEFINED is nto a valid value for this member.
|
||||
* aiLightSource_UNDEFINED is not a valid value for this member.
|
||||
*/
|
||||
C_ENUM aiLightSourceType mType;
|
||||
|
||||
|
|
|
@ -39,8 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Defines the material system of the library
|
||||
*
|
||||
/** @file aiMaterial.h
|
||||
* @brief Defines the material system of the library
|
||||
*/
|
||||
|
||||
#ifndef AI_MATERIAL_H_INC
|
||||
|
@ -63,7 +63,7 @@ enum aiPropertyTypeInfo
|
|||
{
|
||||
/** Array of single-precision (32 Bit) floats
|
||||
*
|
||||
* It is possibe to use aiGetMaterialInteger[Array]() (or the C++-API
|
||||
* It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
|
||||
* aiMaterial::Get()) to query properties stored in floating-point format.
|
||||
* The material system performs the type conversion automatically.
|
||||
*/
|
||||
|
@ -78,7 +78,7 @@ enum aiPropertyTypeInfo
|
|||
|
||||
/** Array of (32 Bit) integers
|
||||
*
|
||||
* It is possibe to use aiGetMaterialFloat[Array]() (or the C++-API
|
||||
* It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
|
||||
* aiMaterial::Get()) to query properties stored in integer format.
|
||||
* The material system performs the type conversion automatically.
|
||||
*/
|
||||
|
@ -320,7 +320,7 @@ enum aiShadingMode
|
|||
*/
|
||||
aiShadingMode_Flat = 0x1,
|
||||
|
||||
/** Diffuse gouraud shading. Shading on per-vertex base
|
||||
/** Diffuse Gouraud shading. Shading on per-vertex base
|
||||
*/
|
||||
aiShadingMode_Gouraud = 0x2,
|
||||
|
||||
|
@ -334,7 +334,7 @@ enum aiShadingMode
|
|||
/** Diffuse/Specular Phong-Blinn-Shading
|
||||
*
|
||||
* Shading is applied on per-pixel base. This is a little
|
||||
* bit faster than phong and in some cases even
|
||||
* bit faster than Phong and in some cases even
|
||||
* more realistic
|
||||
*/
|
||||
aiShadingMode_Blinn = 0x4,
|
||||
|
@ -348,7 +348,7 @@ enum aiShadingMode
|
|||
|
||||
/** OrenNayar-Shading per pixel
|
||||
*
|
||||
* Extension to standard lambertian shading, taking the
|
||||
* Extension to standard Lambertian shading, taking the
|
||||
* roughness of the material into account
|
||||
*
|
||||
*/
|
||||
|
@ -356,7 +356,7 @@ enum aiShadingMode
|
|||
|
||||
/** Minnaert-Shading per pixel
|
||||
*
|
||||
* Extension to standard lambertian shading, taking the
|
||||
* Extension to standard Lambertian shading, taking the
|
||||
* "darkness" of the material into account
|
||||
*/
|
||||
aiShadingMode_Minnaert = 0x7,
|
||||
|
@ -536,7 +536,7 @@ public:
|
|||
// -------------------------------------------------------------------
|
||||
/** @brief Helper function to get a texture from a material.
|
||||
*
|
||||
* This function is provided just for convinience, you could also
|
||||
* This function is provided just for convenience, you could also
|
||||
* read the single material properties manually.
|
||||
* @param type Specifies the type of the texture to be retrieved (
|
||||
* e.g. diffuse, specular, height map ...)
|
||||
|
@ -640,7 +640,7 @@ extern "C" {
|
|||
|
||||
/** @def AI_MATKEY_SHININESS
|
||||
* Defines the base shininess of the material
|
||||
* This is the exponent of the phong shading equation.
|
||||
* This is the exponent of the Phong shading equation.
|
||||
* <br>
|
||||
* <b>Type:</b> float<br>
|
||||
* <b>Default value:</b> 0.0f <br>
|
||||
|
@ -1099,8 +1099,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
|
|||
*
|
||||
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
|
||||
* example reads the AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
|
||||
* @begincode
|
||||
*
|
||||
* @code
|
||||
* aiUVTransform trafo;
|
||||
* unsigned int max = sizeof(aiUVTransform);
|
||||
* if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
|
||||
|
@ -1138,8 +1137,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
|
|||
*
|
||||
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
|
||||
* example reads the AI_MATKEY_SPECULAR_STRENGTH property of the first diffuse texture)
|
||||
* @begincode
|
||||
*
|
||||
* @code
|
||||
* float specStrength = 1.f; // default value, remains unmodified if we fail.
|
||||
* aiGetMaterialFloat(mat, AI_MATKEY_SPECULAR_STRENGTH,
|
||||
* (float*)&specStrength);
|
||||
|
@ -1243,7 +1241,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
|
|||
// ---------------------------------------------------------------------------
|
||||
/** @brief Helper function to get a texture from a material structure.
|
||||
*
|
||||
* This function is provided just for convinience.
|
||||
* This function is provided just for convenience.
|
||||
* @param mat Pointer to the input material. May not be NULL
|
||||
* @param index Index of the texture to retrieve. If the index is too
|
||||
* large the function fails.
|
||||
|
|
|
@ -39,8 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Defines the material system of the library
|
||||
*
|
||||
/** @file aiMaterial.inl
|
||||
* @brief Defines the material system of the library
|
||||
*/
|
||||
|
||||
#ifndef AI_MATERIAL_INL_INC
|
||||
|
|
|
@ -39,7 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Definition of a 3x3 matrix, including operators when compiling in C++ */
|
||||
/** @file aiMatrix3x3.h
|
||||
* @brief Definition of a 3x3 matrix, including operators when compiling in C++
|
||||
*/
|
||||
#ifndef AI_MATRIX3x3_H_INC
|
||||
#define AI_MATRIX3x3_H_INC
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
/** @file Inline implementation of the 3x3 matrix operators */
|
||||
/** @file aiMatrix3x3.inl
|
||||
* @brief Inline implementation of the 3x3 matrix operators
|
||||
*/
|
||||
#ifndef AI_MATRIX3x3_INL_INC
|
||||
#define AI_MATRIX3x3_INL_INC
|
||||
|
||||
|
|
|
@ -38,7 +38,9 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
/** @file 4x4 matrix structure, including operators when compiling in C++ */
|
||||
/** @file aiMatrix4x4.h
|
||||
* @brief 4x4 matrix structure, including operators when compiling in C++
|
||||
*/
|
||||
#ifndef AI_MATRIX4X4_H_INC
|
||||
#define AI_MATRIX4X4_H_INC
|
||||
|
||||
|
@ -53,7 +55,7 @@ struct aiQuaternion;
|
|||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a row-major 4x4 matrix,
|
||||
* use this for homogenious coordinates
|
||||
* use this for homogeneous coordinates
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
struct aiMatrix4x4
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
/** @file Inline implementation of the 4x4 matrix operators */
|
||||
/** @file aiMatrix4x4.inl
|
||||
* @brief Inline implementation of the 4x4 matrix operators
|
||||
*/
|
||||
#ifndef AI_MATRIX4x4_INL_INC
|
||||
#define AI_MATRIX4x4_INL_INC
|
||||
|
||||
|
|
|
@ -39,8 +39,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Declares the data structures in which the imported geometry is
|
||||
returned by ASSIMP: aiMesh, aiFace and aiBone data structures. */
|
||||
/** @file aiMesh.h
|
||||
* @brief Declares the data structures in which the imported geometry is
|
||||
returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
|
||||
*/
|
||||
#ifndef INCLUDED_AI_MESH_H
|
||||
#define INCLUDED_AI_MESH_H
|
||||
|
||||
|
@ -278,7 +280,7 @@ enum aiPrimitiveType
|
|||
*
|
||||
* A triangle is a polygon, but polygon in this context means
|
||||
* "all polygons that are not triangles". The "Triangulate"-Step
|
||||
* is provided for your convinience, it splits all polygons in
|
||||
* is provided for your convenience, it splits all polygons in
|
||||
* triangles (which are much easier to handle).
|
||||
*/
|
||||
aiPrimitiveType_POLYGON = 0x8,
|
||||
|
@ -403,8 +405,8 @@ struct aiMesh
|
|||
*/
|
||||
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||||
|
||||
/** The faces the mesh is contstructed from.
|
||||
* Each face referres to a number of vertices by their indices.
|
||||
/** The faces the mesh is constructed from.
|
||||
* Each face refers to a number of vertices by their indices.
|
||||
* This array is always present in a mesh, its size is given
|
||||
* in mNumFaces. If the AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
|
||||
* is NOT set each face references an unique set of vertices.
|
||||
|
|
|
@ -38,7 +38,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Definitions for import post processing steps */
|
||||
/** @file aiPostProcess.h
|
||||
* @brief Definitions for import post processing steps
|
||||
*/
|
||||
#ifndef AI_POSTPROCESS_H_INC
|
||||
#define AI_POSTPROCESS_H_INC
|
||||
|
||||
|
@ -62,7 +64,7 @@ enum aiPostProcessSteps
|
|||
|
||||
/** Identifies and joins identical vertex data sets within all imported meshes.
|
||||
* After this step is run each mesh does contain only unique vertices anymore,
|
||||
* so a vertex is possibly used by multiple faces. You propably always want
|
||||
* so a vertex is possibly used by multiple faces. You usually want
|
||||
* to use this post processing step.*/
|
||||
aiProcess_JoinIdenticalVertices = 2,
|
||||
|
||||
|
@ -92,7 +94,7 @@ enum aiPostProcessSteps
|
|||
* The components to be removed are specified in a separate
|
||||
* configuration option, #AI_CONFIG_PP_RVC_FLAGS. This is quite useful
|
||||
* if you don't need all parts of the output structure. Especially vertex
|
||||
* colors are rarely used today ... . Calling this step to exclude unrequired
|
||||
* colors are rarely used today ... . Calling this step to exclude non-required
|
||||
* stuff from the pipeline as early as possible results in an increased
|
||||
* performance and a better optimized output data structure.
|
||||
* This step is also useful if you want to force Assimp to recompute
|
||||
|
@ -128,10 +130,10 @@ enum aiPostProcessSteps
|
|||
*/
|
||||
aiProcess_SplitLargeMeshes = 0x80,
|
||||
|
||||
/** Removes the node graph and pretransforms all vertices with
|
||||
/** Removes the node graph and pre-transforms all vertices with
|
||||
* the local transformation matrices of their nodes. The output
|
||||
* scene does still contain nodes, however, there is only a
|
||||
* root node with childs, each one referencing only one mesh,
|
||||
* root node with children, each one referencing only one mesh,
|
||||
* each mesh referencing one material. For rendering, you can
|
||||
* simply render all meshes in order, you don't need to pay
|
||||
* attention to local transformations and the node hierarchy.
|
||||
|
@ -188,7 +190,7 @@ enum aiPostProcessSteps
|
|||
* the volume of the bounding box of all vertices without their normals.
|
||||
* This works well for most objects, problems might occur with planar
|
||||
* surfaces. However, the step tries to filter such cases.
|
||||
* The step inverts all infacing normals. Generally it is recommended
|
||||
* The step inverts all in-facing normals. Generally it is recommended
|
||||
* to enable this step, although the result is not always correct.
|
||||
*/
|
||||
aiProcess_FixInfacingNormals = 0x2000,
|
||||
|
@ -211,7 +213,7 @@ enum aiPostProcessSteps
|
|||
aiProcess_OptimizeGraph = 0x4000,
|
||||
|
||||
/** This step splits meshes with more than one primitive type in
|
||||
* homogenous submeshes.
|
||||
* homogeneous submeshes.
|
||||
*
|
||||
* The step is executed after the triangulation step. After the step
|
||||
* returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
|
||||
|
@ -244,11 +246,11 @@ enum aiPostProcessSteps
|
|||
* cylindrical) to proper UV mapping channels.
|
||||
*
|
||||
* Most applications will support UV mapping only, so you will
|
||||
* propably want to specify this step in every case.
|
||||
* probably want to specify this step in every case.
|
||||
*/
|
||||
aiProcess_GenUVCoords = 0x40000,
|
||||
|
||||
/** This step pretransforms UV coordinates by the UV transformations
|
||||
/** This step pre-transforms UV coordinates by the UV transformations
|
||||
* (such as scalings or rotations).
|
||||
*
|
||||
* UV transformations are specified per-texture - see the
|
||||
|
@ -256,7 +258,7 @@ enum aiPostProcessSteps
|
|||
* This step finds all textures with transformed input UV
|
||||
* coordinates and generates a new, transformed, UV channel for it.
|
||||
* Most applications won't support UV transformations, so you will
|
||||
* propably want to specify this step in every case.
|
||||
* probably want to specify this step in every case.
|
||||
*/
|
||||
aiProcess_TransformUVCoords = 0x80000
|
||||
};
|
||||
|
|
|
@ -38,7 +38,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Quaternion structure, including operators when compiling in C++ */
|
||||
/** @file aiQuaternion.h
|
||||
* @brief Quaternion structure, including operators when compiling in C++
|
||||
*/
|
||||
#ifndef AI_QUATERNION_H_INC
|
||||
#define AI_QUATERNION_H_INC
|
||||
|
||||
|
|
|
@ -39,7 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Defines the data structures in which the imported scene is returned. */
|
||||
/** @file aiScene.h
|
||||
* @brief Defines the data structures in which the imported scene is returned.
|
||||
*/
|
||||
#ifndef __AI_SCENE_H_INC__
|
||||
#define __AI_SCENE_H_INC__
|
||||
|
||||
|
@ -61,8 +63,8 @@ extern "C" {
|
|||
*
|
||||
* Each node has name, a parent node (except for the root node),
|
||||
* a transformation relative to its parent and possibly several child nodes.
|
||||
* Simple file formats don't support hierarchical structures, for these formats
|
||||
* the imported scene does consist of only a single root node with no childs.
|
||||
* Simple file formats don't support hierarchical structures - for these formats
|
||||
* the imported scene does consist of only a single root node without children.
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
struct aiNode
|
||||
|
@ -130,7 +132,7 @@ struct aiNode
|
|||
* nodes. Normally you will call this method on the root node
|
||||
* of the scene.
|
||||
*
|
||||
* @param name Name to seach for
|
||||
* @param name Name to search for
|
||||
* @return NULL or a valid Node if the search was successful.
|
||||
*/
|
||||
inline aiNode* FindNode(const aiString& name)
|
||||
|
@ -194,7 +196,7 @@ struct aiNode
|
|||
* stores the elevation at a specific point.
|
||||
*
|
||||
* TER (Terragen) and HMP (3D Game Studio) are height map formats.
|
||||
* @note Assimp is propably not the best choice for loading *huge* terrains -
|
||||
* @note Assimp is probably not the best choice for loading *huge* terrains -
|
||||
* fully triangulated data takes extremely much free store and should be avoided
|
||||
* as long as possible (typically you'll do the triangulation when you actually
|
||||
* need to render it).
|
||||
|
@ -274,7 +276,7 @@ struct aiScene
|
|||
|
||||
/** The array of embedded textures.
|
||||
*
|
||||
* Not many file formats embedd their textures into the file.
|
||||
* Not many file formats embed their textures into the file.
|
||||
* An example is Quake's MDL format (which is also used by
|
||||
* some GameStudio versions)
|
||||
*/
|
||||
|
@ -325,11 +327,11 @@ struct aiScene
|
|||
//! Destructor
|
||||
~aiScene()
|
||||
{
|
||||
// delete all subobjects recursively
|
||||
// delete all sub-objects recursively
|
||||
delete mRootNode;
|
||||
|
||||
// To make sure we won't crash if the data is invalid it's
|
||||
// mich better to check whether both mNumXXX and mXXX are
|
||||
// much better to check whether both mNumXXX and mXXX are
|
||||
// valid instead of relying on just one of them.
|
||||
if (mNumMeshes && mMeshes)
|
||||
for( unsigned int a = 0; a < mNumMeshes; a++)
|
||||
|
|
|
@ -39,9 +39,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Defines texture helper structures for the library
|
||||
/** @file aiTexture.h
|
||||
* @brief Defines texture helper structures for the library
|
||||
*
|
||||
* Used for file formats which embedd their textures into the model file.
|
||||
* Used for file formats which embed their textures into the model file.
|
||||
* Supported are both normal textures, which are stored as uncompressed
|
||||
* pixels, and "compressed" textures, which are stored in a file format
|
||||
* such as PNG or TGA.
|
||||
|
@ -141,7 +142,7 @@ struct aiTexture
|
|||
* information about the texture file format used OR the
|
||||
* file extension of the format without a trailing dot. If there
|
||||
* are multiple file extensions for a format, the shortest
|
||||
* extension is choosen (JPEG maps to 'jpg', not to 'jpeg').
|
||||
* extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
|
||||
* E.g. 'dds\0', 'pcx\0', 'jpg'. All characters are lower-case.
|
||||
*/
|
||||
char achFormatHint[4];
|
||||
|
@ -163,7 +164,7 @@ struct aiTexture
|
|||
//! format hint against a given string.
|
||||
//! @param s Input string. 4 characters are maximally processed.
|
||||
//! Example values: "jpg", "png"
|
||||
//! @return true if the given string matches the fomat hint
|
||||
//! @return true if the given string matches the format hint
|
||||
bool CheckFormat(const char* s) const
|
||||
{
|
||||
ai_assert(s && !mHeight);
|
||||
|
|
|
@ -39,6 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiTypes.h
|
||||
*/
|
||||
|
||||
#ifndef AI_TYPES_H_INC
|
||||
#define AI_TYPES_H_INC
|
||||
|
||||
|
|
|
@ -38,7 +38,9 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
/** @file 2D vector structure, including operators when compiling in C++ */
|
||||
/** @file aiVector2D.h
|
||||
* @brief 2D vector structure, including operators when compiling in C++
|
||||
*/
|
||||
#ifndef AI_VECTOR2D_H_INC
|
||||
#define AI_VECTOR2D_H_INC
|
||||
|
||||
|
|
|
@ -38,7 +38,9 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
/** @file 3D vector structure, including operators when compiling in C++ */
|
||||
/** @file aiVector3D.h
|
||||
* @brief 3D vector structure, including operators when compiling in C++
|
||||
*/
|
||||
#ifndef AI_VECTOR3D_H_INC
|
||||
#define AI_VECTOR3D_H_INC
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
/** @file Inline implementation of vector3D operators */
|
||||
/** @file aiVector3D.inl
|
||||
* @brief Inline implementation of vector3D operators
|
||||
*/
|
||||
#ifndef AI_VECTOR3D_INL_INC
|
||||
#define AI_VECTOR3D_INL_INC
|
||||
|
||||
|
|
|
@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Defines the C-API to the Asset Import Library. */
|
||||
/** @file assimp.h
|
||||
@brief Defines the C-API to the Asset Import Library. */
|
||||
#ifndef AI_ASSIMP_H_INC
|
||||
#define AI_ASSIMP_H_INC
|
||||
|
||||
|
@ -113,7 +114,7 @@ ASSIMP_API void aiReleaseImport( const C_STRUCT aiScene* pScene);
|
|||
// ---------------------------------------------------------------------------
|
||||
/** Returns the error text of the last failed import process.
|
||||
*
|
||||
* @return A textual description of the error that occured at the last
|
||||
* @return A textual description of the error that occurred at the last
|
||||
* import process. NULL if there was no error.
|
||||
*/
|
||||
// ---------------------------------------------------------------------------
|
||||
|
|
|
@ -39,7 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Defines the C++-API to the Open Asset Import Library. */
|
||||
/** @file assimp.hpp
|
||||
* @brief Defines the C++-API to the Open Asset Import Library.
|
||||
*/
|
||||
#ifndef INCLUDED_AI_ASSIMP_HPP
|
||||
#define INCLUDED_AI_ASSIMP_HPP
|
||||
|
||||
|
@ -304,7 +306,7 @@ public:
|
|||
* If the call succeeds, the contents of the file are returned as a
|
||||
* pointer to an aiScene object. The returned data is intended to be
|
||||
* read-only, the importer object keeps ownership of the data and will
|
||||
* destroy it upon destruction. If the import failes, NULL is returned.
|
||||
* destroy it upon destruction. If the import fails, NULL is returned.
|
||||
* A human-readable error description can be retrieved by calling
|
||||
* GetErrorString(). The previous scene will be deleted during this call.
|
||||
* @param pFile Path and filename to the file to be imported.
|
||||
|
@ -329,11 +331,11 @@ public:
|
|||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns an error description of an error that occured in ReadFile().
|
||||
/** Returns an error description of an error that occurred in ReadFile().
|
||||
*
|
||||
* Returns an empty string if no error occured.
|
||||
* Returns an empty string if no error occurred.
|
||||
* @return A description of the last error, an empty string if no
|
||||
* error occured.
|
||||
* error occurred.
|
||||
*/
|
||||
const std::string& GetErrorString() const;
|
||||
|
||||
|
@ -366,7 +368,7 @@ public:
|
|||
*
|
||||
* This is quite similar to IsExtensionSupported() except a
|
||||
* BaseImporter instance is returned.
|
||||
* @param szExtension Extension to be checke, cases insensitive,
|
||||
* @param szExtension Extension to be checked, cases insensitive,
|
||||
* must include a trailing dot.
|
||||
* @return NULL if there is no loader for the extension.
|
||||
*/
|
||||
|
@ -384,7 +386,7 @@ public:
|
|||
// -------------------------------------------------------------------
|
||||
/** Returns the scene loaded by the last successful call to ReadFile()
|
||||
* and releases the scene from the ownership of the Importer
|
||||
* instance. The application is now resposible for deleting the
|
||||
* instance. The application is now responsible for deleting the
|
||||
* scene. Any further calls to GetScene() or GetOrphanedScene()
|
||||
* will return NULL - until a new scene has been loaded via ReadFile().
|
||||
*
|
||||
|
|
Loading…
Reference in New Issue