687 lines
23 KiB
D
687 lines
23 KiB
D
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2009, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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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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/**
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* The C-style interface to the Open Asset import library.
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*
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* All functions of the C API have been collected in this module as function
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* pointers, which are set by the dynamic library loader
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* (<code>assimp.loader</code>).
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*/
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module assimp.api;
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import assimp.fileIO;
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import assimp.material;
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import assimp.math;
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import assimp.scene;
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import assimp.types;
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extern ( C ) {
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/**
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* Reads the given file and returns its content.
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*
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* If the call succeeds, the imported data is returned in an <code>aiScene</code>
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* structure. The data is intended to be read-only, it stays property of the
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* Assimp library and will be stable until <code>aiReleaseImport()</code> is
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* called. After you're done with it, call <code>aiReleaseImport()</code> to
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* free the resources associated with this file.
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*
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* If an error is encountered, null is returned instead. Call
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* <code>aiGetErrorString()</code> to retrieve a human-readable error
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* description.
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*
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* Params:
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* pFile = Path and filename of the file to be imported,
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* expected to be a null-terminated C-string. null is not a valid value.
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* pFlags = Optional post processing steps to be executed after a
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* successful import. Provide a bitwise combination of the
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* <code>aiPostProcessSteps</code> flags. If you wish to inspect the
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* imported scene first in order to fine-tune your post-processing
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* setup, consider to use <code>aiApplyPostProcessing()</code>.
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*
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* Returns:
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* A pointer to the imported data, null if the import failed.
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*/
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aiScene* function( char* pFile, uint pFile ) aiImportFile;
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/**
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* Reads the given file using user-defined I/O functions and returns its
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* content.
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*
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* If the call succeeds, the imported data is returned in an <code>aiScene</code>
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* structure. The data is intended to be read-only, it stays property of the
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* Assimp library and will be stable until <code>aiReleaseImport()</code> is
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* called. After you're done with it, call <code>aiReleaseImport()</code> to
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* free the resources associated with this file.
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*
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* If an error is encountered, null is returned instead. Call
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* <code>aiGetErrorString()</code> to retrieve a human-readable error
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* description.
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*
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* Params:
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* pFile = Path and filename of the file to be imported,
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* expected to be a null-terminated C-string. null is not a valid value.
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* pFlags = Optional post processing steps to be executed after a
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* successful import. Provide a bitwise combination of the
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* <code>aiPostProcessSteps</code> flags. If you wish to inspect the
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* imported scene first in order to fine-tune your post-processing
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* setup, consider to use <code>aiApplyPostProcessing()</code>.
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* pFS = An aiFileIO which will be used to open the model file itself
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* and any other files the loader needs to open.
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*
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* Returns:
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* A pointer to the imported data, null if the import failed.
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*/
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aiScene* function( char* pFile, uint pFlags, aiFileIO* pFS ) aiImportFileEx;
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/**
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* Reads the scene from the given memory buffer.
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*
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* Reads the given file using user-defined I/O functions and returns its
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* content.
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*
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* If the call succeeds, the imported data is returned in an <code>aiScene</code>
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* structure. The data is intended to be read-only, it stays property of the
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* Assimp library and will be stable until <code>aiReleaseImport()</code> is
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* called. After you're done with it, call <code>aiReleaseImport()</code> to
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* free the resources associated with this file.
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*
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* If an error is encountered, null is returned instead. Call
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* <code>aiGetErrorString()</code> to retrieve a human-readable error
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* description.
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*
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* Params:
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* pBuffer = Pointer to the scene data.
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* pLength = Size of pBuffer in bytes.
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* pFlags = Optional post processing steps to be executed after a
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* successful import. Provide a bitwise combination of the
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* <code>aiPostProcessSteps</code> flags. If you wish to inspect the
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* imported scene first in order to fine-tune your post-processing
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* setup, consider to use <code>aiApplyPostProcessing()</code>.
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* pHint = An additional hint to the library. If this is a non empty
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* string, the library looks for a loader to support the file
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* extension specified and passes the file to the first matching
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* loader. If this loader is unable to complete the request, the
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* library continues and tries to determine the file format on its
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* own, a task that may or may not be successful.
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*
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* Returns:
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* A pointer to the imported data, null if the import failed.
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*
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* Note:
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* This is a straightforward way to decode models from memory buffers,
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* but it doesn't handle model formats spreading their data across
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* multiple files or even directories. Examples include OBJ or MD3, which
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* outsource parts of their material stuff into external scripts. If you
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* need the full functionality, provide a custom IOSystem to make Assimp
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* find these files.
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*/
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aiScene* function(
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char* pBuffer,
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uint pLength,
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uint pFlags,
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char* pHint
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) aiImportFileFromMemory;
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/**
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* Apply post-processing to an already-imported scene.
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*
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* This is strictly equivalent to calling <code>aiImportFile()</code> or
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* <code>aiImportFileEx()</code> with the same flags. However, you can use
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* this separate function to inspect the imported scene first to fine-tune
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* your post-processing setup.
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*
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* Params:
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* pScene = Scene to work on.
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* pFlags = Provide a bitwise combination of the
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* <code>aiPostProcessSteps</code> flags.
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*
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* Returns:
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* A pointer to the post-processed data. Post processing is done in-place,
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* meaning this is still the same <code>aiScene</code> which you passed
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* for pScene. However, if post-processing failed, the scene could now be
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* null. That's quite a rare case, post processing steps are not really
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* designed to fail. To be exact, <code>aiProcess.ValidateDS</code> is
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* currently the only post processing step which can actually cause the
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* scene to be reset to null.
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*/
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aiScene* function( aiScene* pScene, uint pFlags ) aiApplyPostProcessing;
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/**
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* Get one of the predefined log streams. This is the quick'n'easy solution
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* to access Assimp's log system. Attaching a log stream can slightly reduce
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* Assimp's overall import performance.
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*
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* Examples:
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* ---
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* aiLogStream stream = aiGetPredefinedLogStream(
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* aiDefaultLogStream.FILE, "assimp.log.txt" );
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* if ( stream.callback !is null ) {
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* aiAttachLogStream( &stream );
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* }
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* ---
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*
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* Params:
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* pStreams = The log stream destination.
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* file = Solely for the <code>aiDefaultLogStream.FILE</code> flag:
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* specifies the file to write to. Pass null for all other flags.
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*
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* Returns:
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* The log stream, null if something went wrong.
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*/
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aiLogStream function( aiDefaultLogStream pStreams, char* file ) aiGetPredefinedLogStream;
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/**
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* Attach a custom log stream to the libraries' logging system.
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*
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* Attaching a log stream can slightly reduce Assimp's overall import
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* performance. Multiple log-streams can be attached.
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*
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* Params:
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* stream = Describes the new log stream.
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*
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* Note: To ensure proper destruction of the logging system, you need to
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* manually call <code>aiDetachLogStream()</code> on every single log
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* stream you attach. Alternatively, <code>aiDetachAllLogStreams()</code>
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* is provided.
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*/
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void function( aiLogStream* stream ) aiAttachLogStream;
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/**
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* Enable verbose logging.
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*
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* Verbose logging includes debug-related stuff and detailed import
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* statistics. This can have severe impact on import performance and memory
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* consumption. However, it might be useful to find out why a file is not
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* read correctly.
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*
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* Param:
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* d = Whether verbose logging should be enabled.
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*/
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void function( aiBool d ) aiEnableVerboseLogging;
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/**
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* Detach a custom log stream from the libraries' logging system.
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*
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* This is the counterpart of #aiAttachPredefinedLogStream. If you attached a stream,
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* don't forget to detach it again.
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*
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* Params:
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* stream = The log stream to be detached.
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*
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* Returns:
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* <code>aiReturn.SUCCESS</code> if the log stream has been detached
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* successfully.
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*
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* See: <code>aiDetachAllLogStreams</code>
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*/
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aiReturn function( aiLogStream* stream ) aiDetachLogStream;
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/**
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* Detach all active log streams from the libraries' logging system.
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*
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* This ensures that the logging system is terminated properly and all
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* resources allocated by it are actually freed. If you attached a stream,
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* don't forget to detach it again.
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*
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* See: <code>aiAttachLogStream</code>, <code>aiDetachLogStream</code>
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*/
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void function() aiDetachAllLogStreams;
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/**
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* Releases all resources associated with the given import process.
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*
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* Call this function after you're done with the imported data.
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*
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* Params:
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* pScene = The imported data to release. null is a valid value.
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*/
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void function( aiScene* pScene ) aiReleaseImport;
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/**
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* Returns the error text of the last failed import process.
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*
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* Returns:
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* A textual description of the error that occurred at the last importing
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* process. null if there was no error. There can't be an error if you
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* got a non-null <code>aiScene</code> from
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* <code>aiImportFile()/aiImportFileEx()/aiApplyPostProcessing()</code>.
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*/
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char* function() aiGetErrorString;
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/**
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* Returns whether a given file extension is supported by this Assimp build.
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*
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* Params:
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* szExtension = Extension for which to query support. Must include a
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* leading dot '.'. Example: ".3ds", ".md3"
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*
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* Returns:
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* <code>TRUE</code> if the file extension is supported.
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*/
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aiBool function( char* szExtension ) aiIsExtensionSupported;
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/**
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* Gets a list of all file extensions supported by ASSIMP.
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*
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* Format of the list: "*.3ds;*.obj;*.dae".
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*
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* If a file extension is contained in the list this does, of course, not
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* mean that Assimp is able to load all files with this extension.
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*
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* Params:
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* szOut = String to receive the extension list. null is not a valid
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* parameter.
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*/
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void function( aiString* szOut ) aiGetExtensionList;
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/**
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* Gets the storage required by an imported asset
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*
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* Params:
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* pIn = Asset to query storage size for.
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* info = Data structure to be filled.
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*/
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void function( aiScene* pIn, aiMemoryInfo* info ) aiGetMemoryRequirements;
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/**
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* Sets an integer property.
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*
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* Properties are always shared by all imports. It is not possible to
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* specify them per import.
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*
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* Params:
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* szName = Name of the configuration property to be set. All supported
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* public properties are defined in the <code>config</code> module.
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* value = New value for the property.
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*/
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void function( char* szName, int value ) aiSetImportPropertyInteger;
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/**
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* Sets a floating-point property.
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*
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* Properties are always shared by all imports. It is not possible to
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* specify them per import.
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*
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* Params:
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* szName = Name of the configuration property to be set. All supported
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* public properties are defined in the <code>config</code> module.
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* value = New value for the property.
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*/
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void function( char* szName, float value ) aiSetImportPropertyFloat;
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/**
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* Sets a string property.
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*
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* Properties are always shared by all imports. It is not possible to
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* specify them per import.
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*
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* Params:
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* szName = Name of the configuration property to be set. All supported
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* public properties are defined in the <code>config</code> module.
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* st = New value for the property.
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*/
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void function( char* szName, aiString* st ) aiSetImportPropertyString;
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/*
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* Mathematical helper functions.
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*/
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/**
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* Constructs a quaternion from a 3x3 rotation matrix.
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*
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* Params:
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* quat = Receives the output quaternion.
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* mat = Matrix to 'quaternionize'.
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*/
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void function( aiQuaternion* quat, aiMatrix3x3* mat ) aiCreateQuaternionFromMatrix;
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/**
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* Decomposes a transformation matrix into its rotational, translational and
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* scaling components.
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*
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* Params:
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* mat = Matrix to decompose.
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* scaling = Receives the scaling component.
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* rotation = Receives the rotational component.
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* position = Receives the translational component.
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*/
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void function(
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aiMatrix4x4* mat,
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aiVector3D* scaling,
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aiQuaternion* rotation,
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aiVector3D* position
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) aiDecomposeMatrix;
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/**
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* Transposes a 4x4 matrix (in-place).
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*
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* Params:
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* mat = The matrix to be transposed.
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*/
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void function( aiMatrix4x4* mat ) aiTransposeMatrix4;
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/**
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* Transposes a 3x3 matrix (in-place).
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*
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* Params:
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* mat = The matrix to be transposed.
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*/
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void function( aiMatrix3x3* mat ) aiTransposeMatrix3;
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/**
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* Transforms a vector by a 3x3 matrix (in-place).
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*
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* Params:
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* vec = Vector to be transformed.
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* mat = Matrix to transform the vector with.
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*/
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void function( aiVector3D* vec, aiMatrix3x3* mat ) aiTransformVecByMatrix3;
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/**
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* Transforms a vector by a 4x4 matrix (in-place).
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*
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* Params:
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* vec = Vector to be transformed.
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* mat = Matrix to transform the vector with.
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*/
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void function( aiVector3D* vec, aiMatrix4x4* mat ) aiTransformVecByMatrix4;
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/**
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* Multiplies two 4x4 matrices.
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*
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* Params:
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* dst = First factor, receives result.
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* src = Matrix to be multiplied with 'dst'.
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*/
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void function( aiMatrix4x4* dst, aiMatrix4x4* src ) aiMultiplyMatrix4;
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/**
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* Multiplies two 3x3 matrices.
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*
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* Params:
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* dst = First factor, receives result.
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* src = Matrix to be multiplied with 'dst'.
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*/
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void function( aiMatrix3x3* dst, aiMatrix3x3* src ) aiMultiplyMatrix3;
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/**
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* Constructs a 3x3 identity matrix.
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*
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* Params:
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* mat = Matrix to receive its personal identity.
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*/
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void function( aiMatrix3x3* mat ) aiIdentityMatrix3;
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/**
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* Constructs a 4x4 identity matrix.
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*
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* Params:
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* mat = Matrix to receive its personal identity.
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*/
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void function( aiMatrix4x4* mat ) aiIdentityMatrix4;
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/*
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* Material system functions.
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*/
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/**
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* Retrieves a material property with a specific key from the material.
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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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* pKey = Key to search for. One of the <code>AI_MATKEY_XXX</code>
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* constants.
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* type = Specifies the <code>aiTextureType</code> of the texture to be
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* retrieved, 0 for non-texture properties.
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* index = Index of the texture to be retrieved,
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* 0 for non-texture properties.
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* pPropOut = Pointer to receive a pointer to a valid
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* <code>aiMaterialProperty</code> structure or null if the key has
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* not been found.
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*/
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aiReturn function(
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aiMaterial* pMat,
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char* pKey,
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uint type,
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uint index,
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aiMaterialProperty** pPropOut
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) aiGetMaterialProperty;
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/**
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* Retrieves a single float value or an array of float values from the
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* material.
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*
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* Examples:
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* ---
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* const FLOATS_IN_UV_TRANSFORM = ( aiUVTransform.sizeof / float.sizeof );
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* uint valuesRead = FLOATS_IN_UV_TRANSFORM;
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* bool success =
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* ( aiGetMaterialFloatArray( &material, AI_MATKEY_UVTRANSFORM,
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* aiTextureType.DIFFUSE, 0, cast( float* ) &trafo, &valuesRead ) ==
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* aiReturn.SUCCESS ) &&
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* ( valuesRead == FLOATS_IN_UV_TRANSFORM );
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* ---
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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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* pKey = Key to search for. One of the AI_MATKEY_XXX constants.
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* type = Specifies the <code>aiTextureType</code> of the texture to be
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* retrieved, 0 for non-texture properties.
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* index = Index of the texture to be retrieved,
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* 0 for non-texture properties.
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* pOut = Pointer to a buffer to receive the result.
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* pMax = Specifies the size of the given buffer in floats. Receives the
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* number of values (not bytes!) read. null to read a scalar property.
|
|
*
|
|
* Returns:
|
|
* Specifies whether the key has been found. If not, the output arrays
|
|
* remains unmodified and pMax is set to 0.
|
|
*/
|
|
aiReturn function(
|
|
aiMaterial* pMat,
|
|
char* pKey,
|
|
uint type,
|
|
uint index,
|
|
float* pOut,
|
|
uint* pMax = null
|
|
) aiGetMaterialFloatArray;
|
|
|
|
/**
|
|
* Convenience alias for <code>aiGetMaterialFloatArray()</code>.
|
|
*/
|
|
alias aiGetMaterialFloatArray aiGetMaterialFloat;
|
|
|
|
/**
|
|
* Retrieves a single integer value or an array of integer values from the
|
|
* material.
|
|
*
|
|
* See: <code>aiGetMaterialFloatArray()</code>
|
|
*/
|
|
aiReturn function(
|
|
aiMaterial* pMat,
|
|
char* pKey,
|
|
uint type,
|
|
uint index,
|
|
int* pOut,
|
|
uint* pMax = null
|
|
) aiGetMaterialIntegerArray;
|
|
|
|
/**
|
|
* Convenience alias for <code>aiGetMaterialIntegerArray()</code>.
|
|
*/
|
|
alias aiGetMaterialIntegerArray aiGetMaterialInteger;
|
|
|
|
/**
|
|
* Retrieves a color value from the material.
|
|
*
|
|
* See: <code>aiGetMaterialFloatArray()</code>
|
|
*/
|
|
aiReturn function(
|
|
aiMaterial* pMat,
|
|
char* pKey,
|
|
uint type,
|
|
uint index,
|
|
aiColor4D* pOut
|
|
) aiGetMaterialColor;
|
|
|
|
/**
|
|
* Retrieves a string value from the material.
|
|
*
|
|
* See: <code>aiGetMaterialFloatArray()</code>
|
|
*/
|
|
aiReturn function(
|
|
aiMaterial* pMat,
|
|
char* pKey,
|
|
uint type,
|
|
uint index,
|
|
aiString* pOut
|
|
) aiGetMaterialString;
|
|
|
|
/**
|
|
* Get the number of textures for a particular texture type.
|
|
*
|
|
* Params:
|
|
* pMat = Pointer to the input material. May not be NULL
|
|
* type = Texture type to check for
|
|
*
|
|
* Returns:
|
|
* Number of textures for this type.
|
|
*/
|
|
uint function( aiMaterial* pMat, aiTextureType type ) aiGetMaterialTextureCount;
|
|
|
|
/**
|
|
* Helper function to get all values pertaining to a particular texture slot
|
|
* from a material structure.
|
|
*
|
|
* This function is provided just for convenience. You could also read the
|
|
* texture by parsing all of its properties manually. This function bundles
|
|
* all of them in a huge function monster.
|
|
*
|
|
* Params:
|
|
* mat = Pointer to the input material. May not be null.
|
|
* type = Specifies the texture stack (<code>aiTextureType</code>) to
|
|
* read from.
|
|
* index = Index of the texture. The function fails if the requested
|
|
* index is not available for this texture type.
|
|
* <code>aiGetMaterialTextureCount()</code> can be used to determine
|
|
* the number of textures in a particular texture stack.
|
|
* path = Receives the output path. null is not a valid value.
|
|
* mapping = Recieves the texture mapping mode to be used.
|
|
* Pass null if you are not interested in this information.
|
|
* uvindex = For UV-mapped textures: receives the index of the UV source
|
|
* channel. Unmodified otherwise. Pass null if you are not interested
|
|
* in this information.
|
|
* blend = Receives the blend factor for the texture.
|
|
* Pass null if you are not interested in this information.
|
|
* op = Receives the texture blend operation to be perform between this
|
|
* texture and the previous texture. Pass null if you are not
|
|
* interested in this information.
|
|
* mapmode = Receives the mapping modes to be used for the texture. Pass
|
|
* a pointer to an array of two aiTextureMapMode's (one for each axis,
|
|
* UV order) or null if you are not interested in this information.
|
|
*
|
|
* Returns:
|
|
* <code>aiReturn.SUCCESS</code> on success, otherwise something else.
|
|
*/
|
|
aiReturn function(
|
|
aiMaterial* mat,
|
|
aiTextureType type,
|
|
uint index,
|
|
aiString* path,
|
|
aiTextureMapping* mapping = null,
|
|
uint* uvindex = null,
|
|
float* blend = null,
|
|
aiTextureOp* op = null,
|
|
aiTextureMapMode* mapmode = null
|
|
) aiGetMaterialTexture;
|
|
|
|
|
|
/*
|
|
* Versioning functions.
|
|
*/
|
|
|
|
/**
|
|
* Returns a string with legal copyright and licensing information about
|
|
* Assimp.
|
|
*
|
|
* The string may include multiple lines.
|
|
*
|
|
* Returns:
|
|
* Pointer to static string.
|
|
*/
|
|
char* function() aiGetLegalString;
|
|
|
|
/**
|
|
* Returns the current minor version number of the Assimp library.
|
|
*
|
|
* Returns:
|
|
* Minor version of the Assimp library.
|
|
*/
|
|
uint function() aiGetVersionMinor;
|
|
|
|
/**
|
|
* Returns the current major version number of the Assimp library.
|
|
*
|
|
* Returns:
|
|
* Major version of the Assimp library.
|
|
*/
|
|
uint function() aiGetVersionMajor;
|
|
|
|
/**
|
|
* Returns the repository revision of the Assimp library.
|
|
*
|
|
* Returns:
|
|
* SVN Repository revision number of the Assimp library.
|
|
*/
|
|
uint function() aiGetVersionRevision;
|
|
|
|
/**
|
|
* Returns the flags Assimp was compiled with.
|
|
*
|
|
* Returns:
|
|
* Any bitwise combination of the ASSIMP_CFLAGS_xxx constants.
|
|
*/
|
|
uint function() aiGetCompileFlags;
|
|
}
|