Synchronized D bindings with the latest C header.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@489 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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@ -131,11 +131,11 @@ extern ( C ) {
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/**
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/**
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* Configures the <code>PretransformVertices</code> step to keep the scene
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* Configures the <code>PretransformVertices</code> step to keep the scene
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* hierarchy. Meshes are moved to worldspace, but no optimization is
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* hierarchy. Meshes are moved to worldspace, but no optimization is
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* performed (means: meshes are not joined. The total number of meshes won't
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* performed (meshes with equal materials are not joined, the total number
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* change).
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* of meshes will not change).
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*
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*
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* This option could be of use for you if the scene hierarchy contains
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* This option could be of use for you if the scene hierarchy contains
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* important additional information which you want to interpret.
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* important additional information which you intend to parse.
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* For rendering, you can still render all meshes in the scene without
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* For rendering, you can still render all meshes in the scene without
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* any transformations.
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* any transformations.
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*
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*
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@ -145,6 +145,17 @@ extern ( C ) {
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*/
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*/
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const char* AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY";
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const char* AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY";
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/**
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* Configures the <code>PretransformVertices</code> step to normalize all
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* vertex components into the -1...1 range. That is, a bounding box for the
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* whole scene is computed, the maximum component is taken and all meshes
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* are scaled appropriately (uniformly of course!).
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*
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* This might be useful if you don't know the spatial dimension of the input
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* data.
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*/
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const char* AI_CONFIG_PP_PTV_NORMALIZE = "PP_PTV_NORMALIZE";
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/**
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/**
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* Configures the <code>FindDegenerates</code> step to remove degenerated
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* Configures the <code>FindDegenerates</code> step to remove degenerated
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* primitives from the import – immediately.
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* primitives from the import – immediately.
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@ -380,6 +391,21 @@ extern ( C ) {
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*/
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*/
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const char* AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE";
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const char* AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE";
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/**
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* Input parameter to the <code>FindInvalidData</code> step:
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* Specifies the floating-point accuracy for animation values.
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*
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* The step checks for animation tracks where all frame values are
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* absolutely equal and removes them. This tweakable controls the epsilon
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* for floating-point comparisons – two keys are considered equal if the
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* invariant abs(n0-n1) > epsilon holds true for all vector respectively
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* quaternion components.
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*
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* Default value: 0 (exact comparison).
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*
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* Property type: float.
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*/
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const char* AI_CONFIG_PP_FID_ANIM_ACCURACY = "PP_FID_ANIM_ACCURACY";
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/**
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/**
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* The <code>TransformUVCoords</code> step evaluates UV scalings.
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* The <code>TransformUVCoords</code> step evaluates UV scalings.
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@ -623,4 +649,15 @@ extern ( C ) {
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* Property type: integer.
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* Property type: integer.
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*/
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*/
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const char* AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS";
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const char* AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS";
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}
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/**
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* Ogre Importer will try to load this material file.
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*
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* Ogre Mehs contain only the material name, not the material file. If there
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* is no material file with the same name as the material, Ogre Importer
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* will try to load this file and search the material in it.
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*
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* Property type: string. Default value: "Scene.material".
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*/
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const char* AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = "IMPORT_OGRE_MATERIAL_FILE";
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}
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@ -64,12 +64,12 @@ extern ( C ) {
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alias char* aiUserData;
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alias char* aiUserData;
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/**
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/**
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* Defines Assimp's way of accessing files.
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* File system callbacks.
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*
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*
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* Provided are functions to open and close files. Supply a custom structure
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* Provided are functions to open and close files. Supply a custom structure
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* to the import function. If you don't, a default implementation is used.
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* to the import function. If you don't, a default implementation is used.
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* Use this to enable reading from other sources, such as ZIPs or memory
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* Use custom file systems to enable reading from other sources, such as
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* locations.
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* ZIPs or memory locations.
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*/
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*/
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struct aiFileIO {
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struct aiFileIO {
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/**
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/**
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@ -89,7 +89,7 @@ extern ( C ) {
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}
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}
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/**
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/**
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* Represents a read/write file.
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* File callbacks.
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*
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*
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* Actually, it's a data structure to wrap a set of <code>fXXXX</code>
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* Actually, it's a data structure to wrap a set of <code>fXXXX</code>
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* (e.g <code>fopen()</code>) replacement functions.
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* (e.g <code>fopen()</code>) replacement functions.
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@ -199,10 +199,15 @@ extern ( C ) {
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* this step.
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* this step.
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*
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*
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* This step is intended for applications that have no scenegraph.
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* This step is intended for applications that have no scenegraph.
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*
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* The step <em>can</em> cause some problems: if e.g. a mesh of the asset
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* The step <em>can</em> cause some problems: if e.g. a mesh of the asset
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* contains normals and another, using the same material index, does not,
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* contains normals and another, using the same material index, does not,
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* they will be brought together, but the first meshes's part of the
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* they will be brought together, but the first meshes's part of the
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* normal list will be zeroed.
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* normal list is zeroed. However, these artifacts are rare.
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*
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* Note: The <code>AI_CONFIG_PP_PTV_NORMALIZE</code> configuration
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* property can be set to normalize the scene's spatial dimension
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* to the -1...1 range.
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*/
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*/
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PreTransformVertices = 0x100,
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PreTransformVertices = 0x100,
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@ -358,13 +363,17 @@ extern ( C ) {
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/**
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/**
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* This step searches all meshes for invalid data, such as zeroed normal
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* This step searches all meshes for invalid data, such as zeroed normal
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* vectors or invalid UV coords and removes them.
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* vectors or invalid UV coords and removes/fixes them. This is intended
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* to get rid of some common exporter errors.
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*
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*
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* This is especially useful for normals. If they are invalid, and the
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* This is especially useful for normals. If they are invalid, and the
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* step recognizes this, they will be removed and can later be computed
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* step recognizes this, they will be removed and can later be
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* by one of the other steps.
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* recomputed, e.g. by the <code>GenSmoothNormals</code> step.
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*
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*
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* The step will also remove meshes that are infinitely small.
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* The step will also remove meshes that are infinitely small and reduce
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* animation tracks consisting of hundreds if redundant keys to a single
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* key. The <code>AI_CONFIG_PP_FID_ANIM_ACCURACY</code> config property
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* decides the accuracy of the check for duplicate animation tracks.
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*/
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*/
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FindInvalidData = 0x20000,
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FindInvalidData = 0x20000,
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