Assimp v5.2.2 (January 2022)
The Asset-Importer-Lib API documentation.
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Defines the material system of the library. More...
Classes | |
struct | aiMaterial |
Data structure for a material. More... | |
struct | aiUVTransform |
Defines how an UV channel is transformed. More... | |
Macros | |
#define | AI_DEFAULT_MATERIAL_NAME "DefaultMaterial" |
#define | AI_MATERIAL_H_INC |
#define | AI_MATKEY_ANISOTROPY_FACTOR "$mat.anisotropyFactor", 0, 0 |
#define | AI_MATKEY_BASE_COLOR "$clr.base", 0, 0 |
#define | AI_MATKEY_BASE_COLOR_TEXTURE aiTextureType_BASE_COLOR, 0 |
#define | AI_MATKEY_BLEND_FUNC "$mat.blend", 0, 0 |
#define | AI_MATKEY_BUMPSCALING "$mat.bumpscaling", 0, 0 |
#define | AI_MATKEY_CLEARCOAT_FACTOR "$mat.clearcoat.factor", 0, 0 |
#define | AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE aiTextureType_CLEARCOAT, 2 |
#define | AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR "$mat.clearcoat.roughnessFactor", 0, 0 |
#define | AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_CLEARCOAT, 1 |
#define | AI_MATKEY_CLEARCOAT_TEXTURE aiTextureType_CLEARCOAT, 0 |
#define | AI_MATKEY_COLOR_AMBIENT "$clr.ambient", 0, 0 |
#define | AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse", 0, 0 |
#define | AI_MATKEY_COLOR_EMISSIVE "$clr.emissive", 0, 0 |
#define | AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective", 0, 0 |
#define | AI_MATKEY_COLOR_SPECULAR "$clr.specular", 0, 0 |
#define | AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent", 0, 0 |
#define | AI_MATKEY_EMISSIVE_INTENSITY "$mat.emissiveIntensity", 0, 0 |
#define | AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe", 0, 0 |
#define | AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global", 0, 0 |
#define | AI_MATKEY_GLOBAL_SHADERLANG "?sh.lang", 0, 0 |
#define | AI_MATKEY_GLOSSINESS_FACTOR "$mat.glossinessFactor", 0, 0 |
#define | AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE, type, N |
#define | AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE, type, N |
#define | AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE, type, N |
#define | AI_MATKEY_METALLIC_FACTOR "$mat.metallicFactor", 0, 0 |
#define | AI_MATKEY_METALLIC_TEXTURE aiTextureType_METALNESS, 0 |
#define | AI_MATKEY_NAME "?mat.name", 0, 0 |
#define | AI_MATKEY_OPACITY "$mat.opacity", 0, 0 |
#define | AI_MATKEY_REFLECTIVITY "$mat.reflectivity", 0, 0 |
#define | AI_MATKEY_REFRACTI "$mat.refracti", 0, 0 |
#define | AI_MATKEY_ROUGHNESS_FACTOR "$mat.roughnessFactor", 0, 0 |
#define | AI_MATKEY_ROUGHNESS_TEXTURE aiTextureType_DIFFUSE_ROUGHNESS, 0 |
#define | AI_MATKEY_SHADER_COMPUTE "?sh.cs", 0, 0 |
#define | AI_MATKEY_SHADER_FRAGMENT "?sh.fs", 0, 0 |
#define | AI_MATKEY_SHADER_GEO "?sh.gs", 0, 0 |
#define | AI_MATKEY_SHADER_PRIMITIVE "?sh.ps", 0, 0 |
#define | AI_MATKEY_SHADER_TESSELATION "?sh.ts", 0, 0 |
#define | AI_MATKEY_SHADER_VERTEX "?sh.vs", 0, 0 |
#define | AI_MATKEY_SHADING_MODEL "$mat.shadingm", 0, 0 |
#define | AI_MATKEY_SHEEN_COLOR_FACTOR "$clr.sheen.factor", 0, 0 |
#define | AI_MATKEY_SHEEN_COLOR_TEXTURE aiTextureType_SHEEN, 0 |
#define | AI_MATKEY_SHEEN_ROUGHNESS_FACTOR "$mat.sheen.roughnessFactor", 0, 0 |
#define | AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE aiTextureType_SHEEN, 1 |
#define | AI_MATKEY_SHININESS "$mat.shininess", 0, 0 |
#define | AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent", 0, 0 |
#define | AI_MATKEY_SPECULAR_FACTOR "$mat.specularFactor", 0, 0 |
#define | AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE, type, N |
#define | AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE, type, N |
#define | AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE, type, N |
#define | AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE, type, N |
#define | AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE, type, N |
#define | AI_MATKEY_TRANSMISSION_FACTOR "$mat.transmission.factor", 0, 0 |
#define | AI_MATKEY_TRANSMISSION_TEXTURE aiTextureType_TRANSMISSION, 0 |
#define | AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor", 0, 0 |
#define | AI_MATKEY_TWOSIDED "$mat.twosided", 0, 0 |
#define | AI_MATKEY_USE_AO_MAP "$mat.useAOMap", 0, 0 |
#define | AI_MATKEY_USE_COLOR_MAP "$mat.useColorMap", 0, 0 |
#define | AI_MATKEY_USE_EMISSIVE_MAP "$mat.useEmissiveMap", 0, 0 |
#define | AI_MATKEY_USE_METALLIC_MAP "$mat.useMetallicMap", 0, 0 |
#define | AI_MATKEY_USE_ROUGHNESS_MAP "$mat.useRoughnessMap", 0, 0 |
#define | AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE, type, N |
#define | AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE, type, N |
#define | AI_MATKEY_VOLUME_ATTENUATION_COLOR "$mat.volume.attenuationColor", 0, 0 |
#define | AI_MATKEY_VOLUME_ATTENUATION_DISTANCE "$mat.volume.attenuationDistance", 0, 0 |
#define | AI_MATKEY_VOLUME_THICKNESS_FACTOR "$mat.volume.thicknessFactor", 0, 0 |
#define | AI_MATKEY_VOLUME_THICKNESS_TEXTURE aiTextureType_TRANSMISSION, 1 |
#define | AI_TEXTURE_TYPE_MAX aiTextureType_TRANSMISSION |
Functions | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialColor (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, C_STRUCT aiColor4D *pOut) |
Retrieve a color value from the material property table. More... | |
aiReturn | aiGetMaterialFloat (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, ai_real *pOut) |
Retrieve a single float property with a specific key from the material. More... | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialFloatArray (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, ai_real *pOut, unsigned int *pMax) |
Retrieve an array of float values with a specific key from the material. More... | |
aiReturn | aiGetMaterialInteger (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, int *pOut) |
Retrieve an integer property with a specific key from a material. More... | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialIntegerArray (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, int *pOut, unsigned int *pMax) |
Retrieve an array of integer values with a specific key from a material. More... | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialProperty (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, const C_STRUCT aiMaterialProperty **pPropOut) |
Retrieve a material property with a specific key from the material. More... | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialString (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, C_STRUCT aiString *pOut) |
Retrieve a string from the material property table. More... | |
ASSIMP_API aiReturn | aiGetMaterialTexture (const C_STRUCT aiMaterial *mat, aiTextureType type, unsigned int index, aiString *path, aiTextureMapping *mapping=NULL, unsigned int *uvindex=NULL, ai_real *blend=NULL, aiTextureOp *op=NULL, aiTextureMapMode *mapmode=NULL, unsigned int *flags=NULL) |
Helper function to get all values pertaining to a particular texture slot from a material structure. More... | |
ASSIMP_API unsigned int | aiGetMaterialTextureCount (const C_STRUCT aiMaterial *pMat, C_ENUM aiTextureType type) |
Get the number of textures for a particular texture type. More... | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialUVTransform (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, C_STRUCT aiUVTransform *pOut) |
Retrieve a aiUVTransform value from the material property table. More... | |
ASSIMP_API const char * | aiTextureTypeToString (enum aiTextureType in) |
Defines the material system of the library.
#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial" |
#define AI_MATERIAL_H_INC |
#define AI_MATKEY_ANISOTROPY_FACTOR "$mat.anisotropyFactor", 0, 0 |
#define AI_MATKEY_BASE_COLOR "$clr.base", 0, 0 |
#define AI_MATKEY_BASE_COLOR_TEXTURE aiTextureType_BASE_COLOR, 0 |
#define AI_MATKEY_BLEND_FUNC "$mat.blend", 0, 0 |
#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling", 0, 0 |
#define AI_MATKEY_CLEARCOAT_FACTOR "$mat.clearcoat.factor", 0, 0 |
#define AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE aiTextureType_CLEARCOAT, 2 |
#define AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR "$mat.clearcoat.roughnessFactor", 0, 0 |
#define AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_CLEARCOAT, 1 |
#define AI_MATKEY_CLEARCOAT_TEXTURE aiTextureType_CLEARCOAT, 0 |
#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient", 0, 0 |
#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse", 0, 0 |
#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive", 0, 0 |
#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective", 0, 0 |
#define AI_MATKEY_COLOR_SPECULAR "$clr.specular", 0, 0 |
#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent", 0, 0 |
#define AI_MATKEY_EMISSIVE_INTENSITY "$mat.emissiveIntensity", 0, 0 |
#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe", 0, 0 |
#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global", 0, 0 |
#define AI_MATKEY_GLOBAL_SHADERLANG "?sh.lang", 0, 0 |
#define AI_MATKEY_GLOSSINESS_FACTOR "$mat.glossinessFactor", 0, 0 |
#define AI_MATKEY_MAPPING | ( | type, | |
N | |||
) | _AI_MATKEY_MAPPING_BASE, type, N |
#define AI_MATKEY_MAPPINGMODE_U | ( | type, | |
N | |||
) | _AI_MATKEY_MAPPINGMODE_U_BASE, type, N |
#define AI_MATKEY_MAPPINGMODE_V | ( | type, | |
N | |||
) | _AI_MATKEY_MAPPINGMODE_V_BASE, type, N |
#define AI_MATKEY_METALLIC_FACTOR "$mat.metallicFactor", 0, 0 |
#define AI_MATKEY_METALLIC_TEXTURE aiTextureType_METALNESS, 0 |
#define AI_MATKEY_NAME "?mat.name", 0, 0 |
#define AI_MATKEY_OPACITY "$mat.opacity", 0, 0 |
#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity", 0, 0 |
#define AI_MATKEY_REFRACTI "$mat.refracti", 0, 0 |
#define AI_MATKEY_ROUGHNESS_FACTOR "$mat.roughnessFactor", 0, 0 |
#define AI_MATKEY_ROUGHNESS_TEXTURE aiTextureType_DIFFUSE_ROUGHNESS, 0 |
#define AI_MATKEY_SHADER_COMPUTE "?sh.cs", 0, 0 |
#define AI_MATKEY_SHADER_FRAGMENT "?sh.fs", 0, 0 |
#define AI_MATKEY_SHADER_GEO "?sh.gs", 0, 0 |
#define AI_MATKEY_SHADER_PRIMITIVE "?sh.ps", 0, 0 |
#define AI_MATKEY_SHADER_TESSELATION "?sh.ts", 0, 0 |
#define AI_MATKEY_SHADER_VERTEX "?sh.vs", 0, 0 |
#define AI_MATKEY_SHADING_MODEL "$mat.shadingm", 0, 0 |
#define AI_MATKEY_SHEEN_COLOR_FACTOR "$clr.sheen.factor", 0, 0 |
#define AI_MATKEY_SHEEN_COLOR_TEXTURE aiTextureType_SHEEN, 0 |
#define AI_MATKEY_SHEEN_ROUGHNESS_FACTOR "$mat.sheen.roughnessFactor", 0, 0 |
#define AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE aiTextureType_SHEEN, 1 |
#define AI_MATKEY_SHININESS "$mat.shininess", 0, 0 |
#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent", 0, 0 |
#define AI_MATKEY_SPECULAR_FACTOR "$mat.specularFactor", 0, 0 |
#define AI_MATKEY_TEXBLEND | ( | type, | |
N | |||
) | _AI_MATKEY_TEXBLEND_BASE, type, N |
#define AI_MATKEY_TEXFLAGS | ( | type, | |
N | |||
) | _AI_MATKEY_TEXFLAGS_BASE, type, N |
#define AI_MATKEY_TEXMAP_AXIS | ( | type, | |
N | |||
) | _AI_MATKEY_TEXMAP_AXIS_BASE, type, N |
#define AI_MATKEY_TEXOP | ( | type, | |
N | |||
) | _AI_MATKEY_TEXOP_BASE, type, N |
#define AI_MATKEY_TEXTURE | ( | type, | |
N | |||
) | _AI_MATKEY_TEXTURE_BASE, type, N |
#define AI_MATKEY_TRANSMISSION_FACTOR "$mat.transmission.factor", 0, 0 |
#define AI_MATKEY_TRANSMISSION_TEXTURE aiTextureType_TRANSMISSION, 0 |
#define AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor", 0, 0 |
#define AI_MATKEY_TWOSIDED "$mat.twosided", 0, 0 |
#define AI_MATKEY_USE_AO_MAP "$mat.useAOMap", 0, 0 |
#define AI_MATKEY_USE_COLOR_MAP "$mat.useColorMap", 0, 0 |
#define AI_MATKEY_USE_EMISSIVE_MAP "$mat.useEmissiveMap", 0, 0 |
#define AI_MATKEY_USE_METALLIC_MAP "$mat.useMetallicMap", 0, 0 |
#define AI_MATKEY_USE_ROUGHNESS_MAP "$mat.useRoughnessMap", 0, 0 |
#define AI_MATKEY_UVTRANSFORM | ( | type, | |
N | |||
) | _AI_MATKEY_UVTRANSFORM_BASE, type, N |
#define AI_MATKEY_UVWSRC | ( | type, | |
N | |||
) | _AI_MATKEY_UVWSRC_BASE, type, N |
#define AI_MATKEY_VOLUME_ATTENUATION_COLOR "$mat.volume.attenuationColor", 0, 0 |
#define AI_MATKEY_VOLUME_ATTENUATION_DISTANCE "$mat.volume.attenuationDistance", 0, 0 |
#define AI_MATKEY_VOLUME_THICKNESS_FACTOR "$mat.volume.thicknessFactor", 0, 0 |
#define AI_MATKEY_VOLUME_THICKNESS_TEXTURE aiTextureType_TRANSMISSION, 1 |
#define AI_TEXTURE_TYPE_MAX aiTextureType_TRANSMISSION |
enum aiBlendMode |
Defines alpha-blend flags.
If you're familiar with OpenGL or D3D, these flags aren't new to you. They define how the final color value of a pixel is computed, basing on the previous color at that pixel and the new color value from the material. The blend formula is:
where DestColor is the previous color in the frame-buffer at this position and SourceColor is the material color before the transparency calculation.
This corresponds to the AI_MATKEY_BLEND_FUNC property.
enum aiShadingMode |
Defines all shading models supported by the library.
Property: AI_MATKEY_SHADING_MODEL
The list of shading modes has been taken from Blender. See Blender documentation for more information. The API does not distinguish between "specular" and "diffuse" shaders (thus the specular term for diffuse shading models like Oren-Nayar remains undefined).
Again, this value is just a hint. Assimp tries to select the shader whose most common implementation matches the original rendering results of the 3D modeler which wrote a particular model as closely as possible.
enum aiTextureFlags |
Defines some mixed flags for a particular texture.
Usually you'll instruct your cg artists how textures have to look like ... and how they will be processed in your application. However, if you use Assimp for completely generic loading purposes you might also need to process these flags in order to display as many 'unknown' 3D models as possible correctly.
This corresponds to the AI_MATKEY_TEXFLAGS property.
Enumerator | |
---|---|
aiTextureFlags_Invert | The texture's color values have to be inverted (component-wise 1-n) |
aiTextureFlags_UseAlpha | Explicit request to the application to process the alpha channel of the texture. Mutually exclusive with aiTextureFlags_IgnoreAlpha. These flags are set if the library can say for sure that the alpha channel is used/is not used. If the model format does not define this, it is left to the application to decide whether the texture alpha channel - if any - is evaluated or not. |
aiTextureFlags_IgnoreAlpha | Explicit request to the application to ignore the alpha channel of the texture. Mutually exclusive with aiTextureFlags_UseAlpha. |
_aiTextureFlags_Force32Bit |
enum aiTextureMapMode |
Defines how UV coordinates outside the [0...1] range are handled.
Commonly referred to as 'wrapping mode'.
enum aiTextureMapping |
Defines how the mapping coords for a texture are generated.
Real-time applications typically require full UV coordinates, so the use of the aiProcess_GenUVCoords step is highly recommended. It generates proper UV channels for non-UV mapped objects, as long as an accurate description how the mapping should look like (e.g spherical) is given. See the AI_MATKEY_MAPPING property for more details.
enum aiTextureOp |
Defines how the Nth texture of a specific type is combined with the result of all previous layers.
Example (left: key, right: value):
Written as equation, the final diffuse term for a specific pixel would be:
where 'diffContrib' is the intensity of the incoming light for that pixel.
enum aiTextureType |
Defines the purpose of a texture.
This is a very difficult topic. Different 3D packages support different kinds of textures. For very common texture types, such as bumpmaps, the rendering results depend on implementation details in the rendering pipelines of these applications. Assimp loads all texture references from the model file and tries to determine which of the predefined texture types below is the best choice to match the original use of the texture as closely as possible.
In content pipelines you'll usually define how textures have to be handled, and the artists working on models have to conform to this specification, regardless which 3D tool they're using.
Enumerator | |
---|---|
aiTextureType_NONE | Dummy value. No texture, but the value to be used as 'texture semantic' (#aiMaterialProperty::mSemantic) for all material properties *not* related to textures. |
aiTextureType_DIFFUSE | LEGACY API MATERIALS Legacy refers to materials which Were originally implemented in the specifications around 2000. These must never be removed, as most engines support them. The texture is combined with the result of the diffuse lighting equation. OR PBR Specular/Glossiness |
aiTextureType_SPECULAR | The texture is combined with the result of the specular lighting equation. OR PBR Specular/Glossiness |
aiTextureType_AMBIENT | The texture is combined with the result of the ambient lighting equation. |
aiTextureType_EMISSIVE | The texture is added to the result of the lighting calculation. It isn't influenced by incoming light. |
aiTextureType_HEIGHT | The texture is a height map. By convention, higher gray-scale values stand for higher elevations from the base height. |
aiTextureType_NORMALS | The texture is a (tangent space) normal-map. Again, there are several conventions for tangent-space normal maps. Assimp does (intentionally) not distinguish here. |
aiTextureType_SHININESS | The texture defines the glossiness of the material. The glossiness is in fact the exponent of the specular (phong) lighting equation. Usually there is a conversion function defined to map the linear color values in the texture to a suitable exponent. Have fun. |
aiTextureType_OPACITY | The texture defines per-pixel opacity. Usually 'white' means opaque and 'black' means 'transparency'. Or quite the opposite. Have fun. |
aiTextureType_DISPLACEMENT | Displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements. |
aiTextureType_LIGHTMAP | Lightmap texture (aka Ambient Occlusion) Both 'Lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light. |
aiTextureType_REFLECTION | Reflection texture. Contains the color of a perfect mirror reflection. Rarely used, almost never for real-time applications. |
aiTextureType_BASE_COLOR | PBR Materials PBR definitions from maya and other modelling packages now use this standard. This was originally introduced around 2012. Support for this is in game engines like Godot, Unreal or Unity3D. Modelling packages which use this are very common now. |
aiTextureType_NORMAL_CAMERA | |
aiTextureType_EMISSION_COLOR | |
aiTextureType_METALNESS | |
aiTextureType_DIFFUSE_ROUGHNESS | |
aiTextureType_AMBIENT_OCCLUSION | |
aiTextureType_SHEEN | PBR Material Modifiers Some modern renderers have further PBR modifiers that may be overlaid on top of the 'base' PBR materials for additional realism. These use multiple texture maps, so only the base type is directly defined Sheen Generally used to simulate textiles that are covered in a layer of microfibers eg velvet https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_sheen |
aiTextureType_CLEARCOAT | Clearcoat Simulates a layer of 'polish' or 'laquer' layered on top of a PBR substrate https://autodesk.github.io/standard-surface/#closures/coating https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat. |
aiTextureType_TRANSMISSION | Transmission Simulates transmission through the surface May include further information such as wall thickness. |
aiTextureType_UNKNOWN | Unknown texture. A texture reference that does not match any of the definitions above is considered to be 'unknown'. It is still imported, but is excluded from any further post-processing. |
_aiTextureType_Force32Bit |
ASSIMP_API C_ENUM aiReturn aiGetMaterialColor | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
C_STRUCT aiColor4D * | pOut | ||
) |
Retrieve a color value from the material property table.
See the sample for aiGetMaterialFloat for more information
|
inline |
Retrieve a single float property with a specific key from the material.
Pass one of the AI_MATKEY_XXX constants for the last three parameters (the example reads the AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
pMat | Pointer to the input material. May not be NULL |
pKey | Key to search for. One of the AI_MATKEY_XXX constants. |
pOut | Receives the output float. |
type | (see the code sample above) |
index | (see the code sample above) |
ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
ai_real * | pOut, | ||
unsigned int * | pMax | ||
) |
Retrieve an array of float values with a specific key from the material.
Pass one of the AI_MATKEY_XXX constants for the last three parameters (the example reads the AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
pMat | Pointer to the input material. May not be NULL |
pKey | Key to search for. One of the AI_MATKEY_XXX constants. |
pOut | Pointer to a buffer to receive the result. |
pMax | Specifies the size of the given buffer, in float's. Receives the number of values (not bytes!) read. |
type | (see the code sample above) |
index | (see the code sample above) |
|
inline |
Retrieve an integer property with a specific key from a material.
See the sample for aiGetMaterialFloat for more information.
ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
int * | pOut, | ||
unsigned int * | pMax | ||
) |
Retrieve an array of integer values with a specific key from a material.
See the sample for aiGetMaterialFloatArray for more information.
ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
const C_STRUCT aiMaterialProperty ** | pPropOut | ||
) |
Retrieve a material property with a specific key from the material.
pMat | Pointer to the input material. May not be NULL |
pKey | Key to search for. One of the AI_MATKEY_XXX constants. |
type | Specifies the type of the texture to be retrieved ( e.g. diffuse, specular, height map ...) |
index | Index of the texture to be retrieved. |
pPropOut | Pointer to receive a pointer to a valid aiMaterialProperty structure or NULL if the key has not been found. |
ASSIMP_API C_ENUM aiReturn aiGetMaterialString | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
C_STRUCT aiString * | pOut | ||
) |
Retrieve a string from the material property table.
See the sample for aiGetMaterialFloat for more information.
ASSIMP_API aiReturn aiGetMaterialTexture | ( | const C_STRUCT aiMaterial * | mat, |
aiTextureType | type, | ||
unsigned int | index, | ||
aiString * | path, | ||
aiTextureMapping * | mapping = NULL , |
||
unsigned int * | uvindex = NULL , |
||
ai_real * | blend = NULL , |
||
aiTextureOp * | op = NULL , |
||
aiTextureMapMode * | mapmode = NULL , |
||
unsigned int * | flags = NULL |
||
) |
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.
[in] | mat | Pointer to the input material. May not be NULL |
[in] | type | Specifies the texture stack to read from (e.g. diffuse, specular, height map ...). |
[in] | index | Index of the texture. The function fails if the requested index is not available for this texture type. aiGetMaterialTextureCount() can be used to determine the number of textures in a particular texture stack. |
[out] | path | Receives the output path If the texture is embedded, receives a '*' followed by the id of the texture (for the textures stored in the corresponding scene) which can be converted to an int using a function like atoi. This parameter must be non-null. |
mapping | The texture mapping mode to be used. Pass NULL if you're not interested in this information. | |
[out] | uvindex | For UV-mapped textures: receives the index of the UV source channel. Unmodified otherwise. Pass NULL if you're not interested in this information. |
[out] | blend | Receives the blend factor for the texture Pass NULL if you're not interested in this information. |
[out] | op | Receives the texture blend operation to be perform between this texture and the previous texture. Pass NULL if you're not interested in this information. |
[out] | mapmode | Receives the mapping modes to be used for the texture. Pass NULL if you're not interested in this information. Otherwise, pass a pointer to an array of two aiTextureMapMode's (one for each axis, UV order). |
[out] | flags | Receives the the texture flags. |
ASSIMP_API unsigned int aiGetMaterialTextureCount | ( | const C_STRUCT aiMaterial * | pMat, |
C_ENUM aiTextureType | type | ||
) |
Get the number of textures for a particular texture type.
[in] | pMat | Pointer to the input material. May not be NULL |
type | Texture type to check for |
ASSIMP_API C_ENUM aiReturn aiGetMaterialUVTransform | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
C_STRUCT aiUVTransform * | pOut | ||
) |
Retrieve a aiUVTransform value from the material property table.
See the sample for aiGetMaterialFloat for more information
ASSIMP_API const char * aiTextureTypeToString | ( | enum aiTextureType | in | ) |