- Documentation - WorkInProgress

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@20 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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/** @file General documentation built from a doxygen comment */
/** @mainpage ASSIMP - The open asset import library
@section intro Introduction
ASSIMP is a library to load and process geometric scenes from various data formats. It is taylored at typical game
scenarios by supporting a node hierarchy, static or skinned meshes, materials, bone animations and potential texture data.
The library is *not* designed for speed, it is primarily useful for importing assets from various sources once and
storing it in a engine-specific format for easy and fast every-day-loading. ASSIMP is also able to apply various post
processing steps to the imported data such as conversion to indexed meshes, calculation of normals or tangents/bitangents
or conversion from right-handed to left-handed coordinate systems.
At the moment ASSIMP is able to read Lightwave Object files (.obj), Milkshape3D scene (.ms3d), DirectX scenes (.x),
old 3D Studio Max scene files (.3ds), Doom/Quake model files (.md1 to .md7), 3D Game Studio models (.mdl) and
PLY files (.ply). ASSIMP is independent of the Operating System by nature, providing a C++ interface for easy integration
with game engines and a C interface to allow bindings to other programming languages. At the moment the library runs
on any little-endian platform including X86/Windows/Linux/Mac and X64/Windows/Linux/Mac. Big endian systems such as
PPC-Macs or PPC-Linux systems are not supported at the moment, but this might change later on. Special attention
was paid to keep the library as free as possible from dependencies.
The ASSIMP linker library and viewer application are provided under the BSD 3-clause license. This basically means
that you are free to use it in open- or closed-source projects, for commercial or non-commercial purposes as you like
as long as you retain the license informations and take own responsibility for what you do with it. For details see
the <link>License file</link>.
@section main_install Installation
ASSIMP can be used in two ways: linking against the pre-built libraries or building the library on your own. The former
option is the easiest, but the ASSIMP distribution contains pre-built libraries only for Visual C++ 2005 and 2008. For other
compilers you'll have to build ASSIMP for yourself. Which is hopefully as hassle-free as the other way, but needs a bit
more work. Both ways are described at the @link install Installation page. @endlink
@section main_usage Usage
When you're done integrating the library into your IDE / project, you can now start using it. There are two separate
interfaces by which you can access the library: a C++ interface and a C interface using flat functions. While the former
is easier to handle, the latter also forms a point where other programming languages can connect to. Upto the moment, though,
there are no bindings for any other language provided. Have a look at the @link usage Usage page @endlink for a detailed explanation and code examples.
@section main_data Data Structures
When the importer successfully completed its job, the imported data is returned in an aiScene structure. This is the root
point from where you can access all the various data types that a scene/model file can possibly contain. The
@link data Data Structures page @endlink describes how to interpret this data.
@section main_viewer The Viewer
The ASSIMP viewer is a standalone Windows/DirectX application that was developed along with the library. It is very useful
for quickly examining the contents of a scene file and test the suitability of its contents for realtime rendering.
The viewer offers a lot of additional features to view, interact with or export bits of the data. See the
@link viewer Viewer page @endlink for a detailed description of its capabilities.
*/
/**
@page install Installation
@section install_prebuilt Using the prebuilt libraries
If you develop at Visual Studio 2005 or 2008, you can simply use the prebuilt linker libraries provided in the distribution.
Extract all files to a place of your choice. A directory called "Assimp" will be created there. Add the Assimp/include path
to your include paths (Menu->Extras->Options->Projects and Solutions->VC++ Directories->Include files)
and the Assimp/lib/<Compiler> path to your linker paths (Menu->Extras->Options->Projects and Solutions->VC++ Directories->Library files).
This is neccessary only once to setup all paths inside you IDE.
To use the library in your C++ project you have to include either <assimp.hpp> or <assimp.h> plus some others starting with <aiTypes.h>.
If you set up your IDE correctly the compiler should be able to find the files. Then you have to add the linker library to your
project dependencies. Depending on your runtime of choice you either link against assimp_Debug.lib / assimp_Release.lib
(static runtime) or assimp_Debug_DLL.lib / assimp_Release_DLL.lib. If done correctly you should now be able to compile, link,
run and use the application. If the linker complains about some integral functions being defined twice you propably have
mixed the runtimes. Recheck the project configuration (project properties -> C++ -> Code generation -> Runtime) if you use
static runtimes (Multithreaded / Multithreaded Debug) or dynamic runtimes (Multithreaded DLL / Multithreaded Debug DLL). Choose
the ASSIMP linker lib accordingly.
@section install_own Building the library from scratch
*/
/**
@page usage Usage
Erklärung: C++-Schnittstelle für C++, C-Schnittstelle für alle anderen. Grundsätzlicher Ablauf Einrichten - Benutzung - Ergebnistest - Abräumen. Mögliche Nachbearbeitungs-Flags.
Beispiel C++: Importer-Instanz anlegen, ReadFile() aufrufen, Ergebnis prüfen, Daten auslesen
Beispiel C: Init() aufrufen, ReadFile() aufrufen, Ergebnis prüfen, Release() aufrufen.
*/
/**
@page data Data Structures
Grundlegend: Koordinatensystem, aiScene (Link), Erklärung Hierarchie, Nodes, Verweis auf Meshes, Mesh-Sammlung,
Einzel-Mesh, Mesh-Komponentenbauweise, Verweis auf Material, Material-Sammlung, Erklärung Material-Tags,
Animations-Sammlung, Einzel-Animation, Interpretation der Keyframes.
Bones: Finden und Zuordnen der Bone-Hierarchie zu Meshes.
*/
/**
@page viewer The Viewer
Sinn: StandAlone-Test für die Importlib
Benutzung: was kann er und wie löst man es aus
Build: alles von #CustomBuild + DirectX + MFC?
*/

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