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
parent
cc1ff304df
commit
fe1c9ec3d0
|
@ -131,11 +131,11 @@ extern ( C ) {
|
|||
/**
|
||||
* Configures the <code>PretransformVertices</code> step to keep the scene
|
||||
* hierarchy. Meshes are moved to worldspace, but no optimization is
|
||||
* performed (means: meshes are not joined. The total number of meshes won't
|
||||
* change).
|
||||
* performed (meshes with equal materials are not joined, the total number
|
||||
* of meshes will not change).
|
||||
*
|
||||
* This option could be of use for you if the scene hierarchy contains
|
||||
* important additional information which you want to interpret.
|
||||
* important additional information which you intend to parse.
|
||||
* For rendering, you can still render all meshes in the scene without
|
||||
* any transformations.
|
||||
*
|
||||
|
@ -145,6 +145,17 @@ extern ( C ) {
|
|||
*/
|
||||
const char* AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY";
|
||||
|
||||
/**
|
||||
* Configures the <code>PretransformVertices</code> step to normalize 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 meshes
|
||||
* are scaled appropriately (uniformly of course!).
|
||||
*
|
||||
* This might be useful if you don't know the spatial dimension of the input
|
||||
* data.
|
||||
*/
|
||||
const char* AI_CONFIG_PP_PTV_NORMALIZE = "PP_PTV_NORMALIZE";
|
||||
|
||||
/**
|
||||
* Configures the <code>FindDegenerates</code> step to remove degenerated
|
||||
* primitives from the import – immediately.
|
||||
|
@ -380,6 +391,21 @@ extern ( C ) {
|
|||
*/
|
||||
const char* AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE";
|
||||
|
||||
/**
|
||||
* Input parameter to the <code>FindInvalidData</code> step:
|
||||
* Specifies the floating-point accuracy for animation values.
|
||||
*
|
||||
* The step checks for animation tracks where all frame values are
|
||||
* absolutely equal and removes them. This tweakable controls the epsilon
|
||||
* for floating-point comparisons – two keys are considered equal if the
|
||||
* invariant abs(n0-n1) > epsilon holds true for all vector respectively
|
||||
* quaternion components.
|
||||
*
|
||||
* Default value: 0 (exact comparison).
|
||||
*
|
||||
* Property type: float.
|
||||
*/
|
||||
const char* AI_CONFIG_PP_FID_ANIM_ACCURACY = "PP_FID_ANIM_ACCURACY";
|
||||
|
||||
/**
|
||||
* The <code>TransformUVCoords</code> step evaluates UV scalings.
|
||||
|
@ -623,4 +649,15 @@ extern ( C ) {
|
|||
* Property type: integer.
|
||||
*/
|
||||
const char* AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS";
|
||||
|
||||
/**
|
||||
* Ogre Importer will try to load this material file.
|
||||
*
|
||||
* Ogre Mehs contain only the material name, not the material file. If there
|
||||
* is no material file with the same name as the material, Ogre Importer
|
||||
* will try to load this file and search the material in it.
|
||||
*
|
||||
* Property type: string. Default value: "Scene.material".
|
||||
*/
|
||||
const char* AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = "IMPORT_OGRE_MATERIAL_FILE";
|
||||
}
|
|
@ -64,12 +64,12 @@ extern ( C ) {
|
|||
alias char* aiUserData;
|
||||
|
||||
/**
|
||||
* Defines Assimp's way of accessing files.
|
||||
* File system callbacks.
|
||||
*
|
||||
* Provided are functions to open and close files. Supply a custom structure
|
||||
* to the import function. If you don't, a default implementation is used.
|
||||
* Use this to enable reading from other sources, such as ZIPs or memory
|
||||
* locations.
|
||||
* Use custom file systems to enable reading from other sources, such as
|
||||
* ZIPs or memory locations.
|
||||
*/
|
||||
struct aiFileIO {
|
||||
/**
|
||||
|
@ -89,7 +89,7 @@ extern ( C ) {
|
|||
}
|
||||
|
||||
/**
|
||||
* Represents a read/write file.
|
||||
* File callbacks.
|
||||
*
|
||||
* Actually, it's a data structure to wrap a set of <code>fXXXX</code>
|
||||
* (e.g <code>fopen()</code>) replacement functions.
|
||||
|
|
|
@ -199,10 +199,15 @@ extern ( C ) {
|
|||
* this step.
|
||||
*
|
||||
* This step is intended for applications that have no scenegraph.
|
||||
*
|
||||
* The step <em>can</em> cause some problems: if e.g. a mesh of the asset
|
||||
* contains normals and another, using the same material index, does not,
|
||||
* they will be brought together, but the first meshes's part of the
|
||||
* normal list will be zeroed.
|
||||
* normal list is zeroed. However, these artifacts are rare.
|
||||
*
|
||||
* Note: The <code>AI_CONFIG_PP_PTV_NORMALIZE</code> configuration
|
||||
* property can be set to normalize the scene's spatial dimension
|
||||
* to the -1...1 range.
|
||||
*/
|
||||
PreTransformVertices = 0x100,
|
||||
|
||||
|
@ -358,13 +363,17 @@ extern ( C ) {
|
|||
|
||||
/**
|
||||
* This step searches all meshes for invalid data, such as zeroed normal
|
||||
* vectors or invalid UV coords and removes them.
|
||||
* vectors or invalid UV coords and removes/fixes them. This is intended
|
||||
* to get rid of some common exporter errors.
|
||||
*
|
||||
* This is especially useful for normals. If they are invalid, and the
|
||||
* step recognizes this, they will be removed and can later be computed
|
||||
* by one of the other steps.
|
||||
* step recognizes this, they will be removed and can later be
|
||||
* recomputed, e.g. by the <code>GenSmoothNormals</code> step.
|
||||
*
|
||||
* The step will also remove meshes that are infinitely small.
|
||||
* The step will also remove meshes that are infinitely small and reduce
|
||||
* animation tracks consisting of hundreds if redundant keys to a single
|
||||
* key. The <code>AI_CONFIG_PP_FID_ANIM_ACCURACY</code> config property
|
||||
* decides the accuracy of the check for duplicate animation tracks.
|
||||
*/
|
||||
FindInvalidData = 0x20000,
|
||||
|
||||
|
|
Loading…
Reference in New Issue