642 lines
19 KiB
D
642 lines
19 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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* Contains the material system which stores the imported material information.
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*/
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module assimp.material;
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import assimp.math;
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import assimp.types;
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extern ( C ) {
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/**
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* Default material names for meshes without UV coordinates.
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*/
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const char* AI_DEFAULT_MATERIAL_NAME = "aiDefaultMat";
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/**
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* Default material names for meshes with UV coordinates.
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*/
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const char* AI_DEFAULT_TEXTURED_MATERIAL_NAME = "TexturedDefaultMaterial";
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/**
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* Defines how the Nth texture of a specific type is combined with the
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* result of all previous layers.
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*
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* Example (left: key, right: value):
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* <pre> DiffColor0 - gray
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* DiffTextureOp0 - aiTextureOpMultiply
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* DiffTexture0 - tex1.png
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* DiffTextureOp0 - aiTextureOpAdd
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* DiffTexture1 - tex2.png</pre>
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* Written as equation, the final diffuse term for a specific pixel would be:
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* <pre>diffFinal = DiffColor0 * sampleTex( DiffTexture0, UV0 ) +
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* sampleTex( DiffTexture1, UV0 ) * diffContrib;</pre>
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* where <code>diffContrib</code> is the intensity of the incoming light for
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* that pixel.
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*/
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enum aiTextureOp : uint {
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/**
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* <code>T = T1 * T2</code>
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*/
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Multiply = 0x0,
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/**
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* <code>T = T1 + T2</code>
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*/
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Add = 0x1,
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/**
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* <code>T = T1 - T2</code>
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*/
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Subtract = 0x2,
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/**
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* <code>T = T1 / T2</code>
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*/
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Divide = 0x3,
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/**
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* <code>T = ( T1 + T2 ) - ( T1 * T2 )</code>
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*/
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SmoothAdd = 0x4,
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/**
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* <code>T = T1 + ( T2 - 0.5 )</code>
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*/
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SignedAdd = 0x5
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}
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/**
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* Defines how UV coordinates outside the <code>[0..1]</code> range are
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* handled.
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*
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* Commonly referred to as 'wrapping mode'.
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*/
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enum aiTextureMapMode : uint {
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/**
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* A texture coordinate <code>u | v</code> is translated to
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* <code>(u%1) | (v%1)</code>.
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*/
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Wrap = 0x0,
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/**
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* Texture coordinates are clamped to the nearest valid value.
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*/
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Clamp = 0x1,
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/**
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* If the texture coordinates for a pixel are outside
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* <code>[0..1]</code>, the texture is not applied to that pixel.
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*/
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Decal = 0x3,
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/**
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* A texture coordinate <code>u | v</code> becomes
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* <code>(u%1) | (v%1)</code> if <code>(u-(u%1))%2</code> is
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* zero and <code>(1-(u%1)) | (1-(v%1))</code> otherwise.
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*/
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Mirror = 0x2
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}
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/**
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* Defines how the mapping coords for a texture are generated.
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*
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* Real-time applications typically require full UV coordinates, so the use of
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* the <code>aiProcess.GenUVCoords</code> step is highly recommended. It
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* generates proper UV channels for non-UV mapped objects, as long as an
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* accurate description how the mapping should look like (e.g spherical) is
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* given. See the <code>AI_MATKEY_MAPPING</code> property for more details.
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*/
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enum aiTextureMapping : uint {
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/**
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* The mapping coordinates are taken from an UV channel.
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*
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* The <code>AI_MATKEY_UVSRC</code> key specifies from which (remember,
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* meshes can have more than one UV channel).
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*/
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UV = 0x0,
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/**
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* Spherical mapping.
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*/
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SPHERE = 0x1,
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/**
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* Cylindrical mapping.
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*/
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CYLINDER = 0x2,
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/**
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* Cubic mapping.
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*/
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BOX = 0x3,
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/**
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* Planar mapping.
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*/
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PLANE = 0x4,
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/**
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* Undefined mapping.
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*/
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OTHER = 0x5
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}
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/**
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* Defines the purpose of a texture
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*
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* This is a very difficult topic. Different 3D packages support different
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* kinds of textures. For very common texture types, such as bumpmaps, the
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* rendering results depend on implementation details in the rendering
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* pipelines of these applications. Assimp loads all texture references from
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* the model file and tries to determine which of the predefined texture
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* types below is the best choice to match the original use of the texture
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* as closely as possible.
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*
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* In content pipelines you'll usually define how textures have to be
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* handled, and the artists working on models have to conform to this
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* specification, regardless which 3D tool they're using.
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*/
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enum aiTextureType : uint {
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/**
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* No texture, but the value to be used for
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* <code>aiMaterialProperty.mSemantic</code> for all material properties
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* <em>not</em> related to textures.
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*/
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NONE = 0x0,
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/**
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* The texture is combined with the result of the diffuse lighting
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* equation.
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*/
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DIFFUSE = 0x1,
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/**
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* The texture is combined with the result of the specular lighting
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* equation.
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*/
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SPECULAR = 0x2,
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/**
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* The texture is combined with the result of the ambient lighting
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* equation.
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*/
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AMBIENT = 0x3,
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/**
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* The texture is added to the result of the lighting calculation. It
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* isn't influenced by incoming light.
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*/
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EMISSIVE = 0x4,
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/**
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* The texture is a height map.
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*
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* By convention, higher grey-scale values stand for higher elevations
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* from the base height.
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*/
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HEIGHT = 0x5,
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/**
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* The texture is a (tangent space) normal-map.
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*
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* Again, there are several conventions for tangent-space normal maps.
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* Assimp does (intentionally) not differenciate here.
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*/
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NORMALS = 0x6,
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/**
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* The texture defines the glossiness of the material.
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*
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* The glossiness is in fact the exponent of the specular (phong)
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* lighting equation. Usually there is a conversion function defined to
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* map the linear color values in the texture to a suitable exponent.
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*/
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SHININESS = 0x7,
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/**
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* The texture defines per-pixel opacity.
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*
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* Usually white means opaque and black means transparent.
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*/
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OPACITY = 0x8,
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/**
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* Displacement texture.
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*
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* The exact purpose and format is application-dependent. Higher color
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* values stand for higher vertex displacements.
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*/
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DISPLACEMENT = 0x9,
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/**
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* Lightmap or ambient occlusion texture.
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*
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* Both lightmaps and dedicated ambient occlusion maps are covered by
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* this material property. The texture contains a scaling value for the
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* final color value of a pixel. Its intensity is not affected by
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* incoming light.
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*/
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LIGHTMAP = 0xA,
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/**
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* Reflection texture.
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*
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* Contains the color of a perfect mirror reflection. Rarely used, almost
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* never for real-time applications.
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*/
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REFLECTION = 0xB,
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/**
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* Unknown texture.
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*
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* A texture reference that does not match any of the definitions above is
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* considered to be 'unknown'. It is still imported, but is excluded from
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* any further postprocessing.
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*/
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UNKNOWN = 0xC
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}
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/**
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* Defines all shading models supported by the library
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*
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* The list of shading modes has been taken from Blender. See Blender
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* documentation for more information. The API does not distinguish between
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* "specular" and "diffuse" shaders (thus the specular term for diffuse
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* shading models like Oren-Nayar remains undefined).
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*
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* Again, this value is just a hint. Assimp tries to select the shader whose
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* most common implementation matches the original rendering results of the
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* 3D modeller which wrote a particular model as closely as possible.
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*/
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enum aiShadingMode : uint {
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/**
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* Flat shading.
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*
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* Shading is done on per-face base diffuse only. Also known as
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* »faceted shading«.
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*/
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Flat = 0x1,
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/**
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* Simple Gouraud shading.
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*/
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Gouraud = 0x2,
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/**
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* Phong-Shading.
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*/
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Phong = 0x3,
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/**
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* Phong-Blinn-Shading.
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*/
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Blinn = 0x4,
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/**
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* Per-pixel toon shading.
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*
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* Often referred to as »comic shading«.
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*/
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Toon = 0x5,
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/**
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* Per-pixel Oren-Nayar shading.
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*
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* Extension to standard Lambertian shading, taking the roughness of the
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* material into account.
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*/
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OrenNayar = 0x6,
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/**
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* Per-pixel Minnaert shading.
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*
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* Extension to standard Lambertian shading, taking the "darkness" of the
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* material into account.
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*/
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Minnaert = 0x7,
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/**
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* Per-pixel Cook-Torrance shading.
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*
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* Special shader for metallic surfaces.
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*/
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CookTorrance = 0x8,
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/**
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* No shading at all.
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*
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* Constant light influence of 1.
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*/
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NoShading = 0x9,
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/**
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* Fresnel shading.
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*/
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Fresnel = 0xa
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}
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/**
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* Defines some mixed flags for a particular texture.
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*
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* Usually you'll instruct your cg artists how textures have to look like
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* and how they will be processed in your application. However, if you use
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* Assimp for completely generic loading purposes you might also need to
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* process these flags in order to display as many 'unknown' 3D models as
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* possible correctly.
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*
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* This corresponds to the <code>AI_MATKEY_TEXFLAGS</code> property.
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*/
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enum aiTextureFlags : uint {
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/**
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* The texture's color values have to be inverted (i.e. <code>1-n</code>
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* component-wise).
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*/
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Invert = 0x1,
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/**
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* Explicit request to the application to process the alpha channel of the
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* texture.
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*
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* Mutually exclusive with <code>IgnoreAlpha</code>. These flags are
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* set if the library can say for sure that the alpha channel is used/is
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* not used. If the model format does not define this, it is left to the
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* application to decide whether the texture alpha channel – if any – is
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* evaluated or not.
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*/
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UseAlpha = 0x2,
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/**
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* Explicit request to the application to ignore the alpha channel of the
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* texture.
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*
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* Mutually exclusive with <code>UseAlpha</code>.
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*/
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IgnoreAlpha = 0x4
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}
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/**
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* Defines alpha-blend flags.
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*
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* If you're familiar with OpenGL or D3D, these flags aren't new to you.
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* They define how the final color value of a pixel is computed, based on
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* the previous color at that pixel and the new color value from the
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* material.
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*
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* The basic blending formula is
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* <code>SourceColor * SourceBlend + DestColor * DestBlend</code>,
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* where <code>DestColor</code> is the previous color in the framebuffer at
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* this position and <code>SourceColor</code> is the material color before
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* the transparency calculation.
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*
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* This corresponds to the <code>AI_MATKEY_BLEND_FUNC</code> property.
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*/
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enum aiBlendMode :uint {
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/**
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* Formula:
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* <code>SourceColor * SourceAlpha + DestColor * (1 - SourceAlpha)</code>
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*/
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Default = 0x0,
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/**
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* Additive blending.
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*
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* Formula: <code>SourceColor*1 + DestColor*1</code>
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*/
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Additive = 0x1
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}
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/**
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* Defines how an UV channel is transformed.
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*
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* This is just a helper structure for the <code>AI_MATKEY_UVTRANSFORM</code>
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* key. See its documentation for more details.
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*/
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struct aiUVTransform {
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align ( 1 ) :
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/**
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* Translation on the u and v axes.
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*
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* The default value is (0|0).
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*/
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aiVector2D mTranslation;
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/**
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* Scaling on the u and v axes.
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*
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* The default value is (1|1).
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*/
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aiVector2D mScaling;
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/**
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* Rotation - in counter-clockwise direction.
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*
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* The rotation angle is specified in radians. The rotation center is
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* 0.5|0.5. The default value is 0.
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*/
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float mRotation;
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}
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/**
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* A very primitive RTTI system to store the data type of a material
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* property.
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*/
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enum aiPropertyTypeInfo : uint {
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/**
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* Array of single-precision (32 bit) floats.
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*
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* It is possible to use <code>aiGetMaterialInteger[Array]()</code> to
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* query properties stored in floating-point format. The material system
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* performs the type conversion automatically.
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*/
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Float = 0x1,
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/**
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* aiString property.
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*
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* Arrays of strings aren't possible, <code>aiGetMaterialString()</code>
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* must be used to query a string property.
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*/
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String = 0x3,
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/**
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* Array of (32 bit) integers.
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*
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* It is possible to use <code>aiGetMaterialFloat[Array]()</code> to
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* query properties stored in integer format. The material system
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* performs the type conversion automatically.
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*/
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Integer = 0x4,
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/**
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* Simple binary buffer, content undefined. Not convertible to anything.
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*/
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Buffer = 0x5
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}
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/**
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* Data structure for a single material property.
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*
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* As an user, you'll probably never need to deal with this data structure.
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* Just use the provided <code>aiGetMaterialXXX()</code> functions to query
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* material properties easily. Processing them manually is faster, but it is
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* not the recommended way. It isn't worth the effort.
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*
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* Material property names follow a simple scheme:
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*
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* <code>$[name]</code>: A public property, there must be a corresponding
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* AI_MATKEY_XXX constant.
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*
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* <code>?[name]</code>: Also public, but ignored by the
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* <code>aiProcess.RemoveRedundantMaterials</code> post-processing step.
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*
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* <code>~[name]</code>: A temporary property for internal use.
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*/
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struct aiMaterialProperty {
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/**
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* Specifies the name of the property (key).
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*
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* Keys are generally case insensitive.
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*/
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aiString mKey;
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/**
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* For texture properties, this specifies the exact usage semantic.
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*
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* For non-texture properties, this member is always 0 (or rather
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* <code>aiTextureType.NONE</code>).
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*/
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uint mSemantic;
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/**
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* For texture properties, this specifies the index of the texture.
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*
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* For non-texture properties, this member is always 0.
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*/
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uint mIndex;
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/**
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* Size of the buffer <code>mData</code> is pointing to (in bytes).
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*
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* This value may not be 0.
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*/
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uint mDataLength;
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/**
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* Type information for the property.
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*
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* Defines the data layout inside the data buffer. This is used by the
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* library internally to perform debug checks and to utilize proper type
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* conversions.
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*/
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aiPropertyTypeInfo mType;
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/**
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* Binary buffer to hold the property's value.
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*
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* The size of the buffer is always <code>mDataLength</code>.
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*/
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char* mData;
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}
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/**
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* Data structure for a material
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*
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* Material data is stored using a key-value structure. A single key-value
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* pair is called a <em>material property</em>. The properties can be
|
||
* queried using the <code>aiMaterialGetXXX</code> family of functions. The
|
||
* library defines a set of standard keys (AI_MATKEY_XXX).
|
||
*/
|
||
struct aiMaterial {
|
||
/**
|
||
* List of all material properties loaded.
|
||
*/
|
||
aiMaterialProperty** mProperties;
|
||
|
||
/**
|
||
* Number of properties loaded.
|
||
*/
|
||
uint mNumProperties;
|
||
uint mNumAllocated; /// ditto
|
||
}
|
||
|
||
/**
|
||
* Standard material property keys. Always pass 0 for texture type and index
|
||
* when querying these keys.
|
||
*/
|
||
const char* AI_MATKEY_NAME = "?mat.name";
|
||
const char* AI_MATKEY_TWOSIDED = "$mat.twosided"; /// ditto
|
||
const char* AI_MATKEY_SHADING_MODEL = "$mat.shadingm"; /// ditto
|
||
const char* AI_MATKEY_ENABLE_WIREFRAME = "$mat.wireframe"; /// ditto
|
||
const char* AI_MATKEY_BLEND_FUNC = "$mat.blend"; /// ditto
|
||
const char* AI_MATKEY_OPACITY = "$mat.opacity"; /// ditto
|
||
const char* AI_MATKEY_BUMPSCALING = "$mat.bumpscaling"; /// ditto
|
||
const char* AI_MATKEY_SHININESS = "$mat.shininess"; /// ditto
|
||
const char* AI_MATKEY_REFLECTIVITY = "$mat.reflectivity"; /// ditto
|
||
const char* AI_MATKEY_SHININESS_STRENGTH = "$mat.shinpercent"; /// ditto
|
||
const char* AI_MATKEY_REFRACTI = "$mat.refracti"; /// ditto
|
||
const char* AI_MATKEY_COLOR_DIFFUSE = "$clr.diffuse"; /// ditto
|
||
const char* AI_MATKEY_COLOR_AMBIENT = "$clr.ambient"; /// ditto
|
||
const char* AI_MATKEY_COLOR_SPECULAR = "$clr.specular"; /// ditto
|
||
const char* AI_MATKEY_COLOR_EMISSIVE = "$clr.emissive"; /// ditto
|
||
const char* AI_MATKEY_COLOR_TRANSPARENT = "$clr.transparent"; /// ditto
|
||
const char* AI_MATKEY_COLOR_REFLECTIVE = "$clr.reflective"; /// ditto
|
||
const char* AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = "?bg.global"; /// ditto
|
||
|
||
/**
|
||
* Texture material property keys. Do not forget to specify texture type and
|
||
* index for these keys.
|
||
*/
|
||
const char* AI_MATKEY_TEXTURE = "$tex.file";
|
||
const char* AI_MATKEY_UVWSRC = "$tex.uvwsrc"; /// ditto
|
||
const char* AI_MATKEY_TEXOP = "$tex.op"; /// ditto
|
||
const char* AI_MATKEY_MAPPING = "$tex.mapping"; /// ditto
|
||
const char* AI_MATKEY_TEXBLEND = "$tex.blend"; /// ditto
|
||
const char* AI_MATKEY_MAPPINGMODE_U = "$tex.mapmodeu"; /// ditto
|
||
const char* AI_MATKEY_MAPPINGMODE_V = "$tex.mapmodev"; /// ditto
|
||
const char* AI_MATKEY_TEXMAP_AXIS = "$tex.mapaxis"; /// ditto
|
||
const char* AI_MATKEY_UVTRANSFORM = "$tex.uvtrafo"; /// ditto
|
||
const char* AI_MATKEY_TEXFLAGS = "$tex.flags"; /// ditto
|
||
}
|