Assimp v5.2.2 (January 2022)
The Asset-Importer-Lib API documentation.
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Declares the data structures in which the imported geometry is returned by ASSIMP: aiMesh, aiFace and aiBone data structures. More...
Classes | |
struct | aiAnimMesh |
An AnimMesh is an attachment to an aiMesh stores per-vertex animations for a particular frame. More... | |
struct | aiBone |
A single bone of a mesh. More... | |
struct | aiFace |
A single face in a mesh, referring to multiple vertices. More... | |
struct | aiMesh |
enum aiMorphingMethod More... | |
struct | aiSkeleton |
More... | |
struct | aiSkeletonBone |
struct | aiVertexWeight |
A single influence of a bone on a vertex. More... | |
Macros | |
#define | AI_MAX_BONE_WEIGHTS 0x7fffffff |
Maximum number of indices per face (polygon). More... | |
#define | AI_MAX_FACE_INDICES 0x7fff |
Maximum number of indices per face (polygon). More... | |
#define | AI_MAX_FACES 0x7fffffff |
Maximum number of faces per mesh. More... | |
#define | AI_MAX_NUMBER_OF_COLOR_SETS 0x8 |
Supported number of vertex color sets per mesh. More... | |
#define | AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8 |
Supported number of texture coord sets (UV(W) channels) per mesh. More... | |
#define | AI_MAX_VERTICES 0x7fffffff |
Maximum number of vertices per mesh. More... | |
#define | AI_MESH_H_INC |
#define | AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1))) |
enum aiPrimitiveType More... | |
Enumerations | |
enum | aiMorphingMethod { aiMorphingMethod_VERTEX_BLEND = 0x1 , aiMorphingMethod_MORPH_NORMALIZED = 0x2 , aiMorphingMethod_MORPH_RELATIVE = 0x3 , _aiMorphingMethod_Force32Bit = INT_MAX } |
Enumerates the methods of mesh morphing supported by Assimp. More... | |
enum | aiPrimitiveType { aiPrimitiveType_POINT = 0x1 , aiPrimitiveType_LINE = 0x2 , aiPrimitiveType_TRIANGLE = 0x4 , aiPrimitiveType_POLYGON = 0x8 , aiPrimitiveType_NGONEncodingFlag = 0x10 , _aiPrimitiveType_Force32Bit = INT_MAX } |
Enumerates the types of geometric primitives supported by Assimp. More... | |
Declares the data structures in which the imported geometry is returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
#define AI_MAX_BONE_WEIGHTS 0x7fffffff |
Maximum number of indices per face (polygon).
#define AI_MAX_FACE_INDICES 0x7fff |
Maximum number of indices per face (polygon).
#define AI_MAX_FACES 0x7fffffff |
Maximum number of faces per mesh.
#define AI_MAX_NUMBER_OF_COLOR_SETS 0x8 |
Supported number of vertex color sets per mesh.
#define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8 |
Supported number of texture coord sets (UV(W) channels) per mesh.
#define AI_MAX_VERTICES 0x7fffffff |
Maximum number of vertices per mesh.
#define AI_MESH_H_INC |
#define AI_PRIMITIVE_TYPE_FOR_N_INDICES | ( | n | ) | ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1))) |
enum aiPrimitiveType
enum aiMorphingMethod |
Enumerates the methods of mesh morphing supported by Assimp.
enum aiPrimitiveType |
Enumerates the types of geometric primitives supported by Assimp.
Enumerator | |
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aiPrimitiveType_POINT | A point primitive. This is just a single vertex in the virtual world, aiFace contains just one index for such a primitive. |
aiPrimitiveType_LINE | A line primitive. This is a line defined through a start and an end position. aiFace contains exactly two indices for such a primitive. |
aiPrimitiveType_TRIANGLE | A triangular primitive. A triangle consists of three indices. |
aiPrimitiveType_POLYGON | A higher-level polygon with more than 3 edges. A triangle is a polygon, but polygon in this context means "all polygons that are not triangles". The "Triangulate"-Step is provided for your convenience, it splits all polygons in triangles (which are much easier to handle). |
aiPrimitiveType_NGONEncodingFlag | A flag to determine whether this triangles only mesh is NGON encoded. NGON encoding is a special encoding that tells whether 2 or more consecutive triangles should be considered as a triangle fan. This is identified by looking at the first vertex index. 2 consecutive triangles with the same 1st vertex index are part of the same NGON. At the moment, only quads (concave or convex) are supported, meaning that polygons are 'seen' as triangles, as usual after a triangulation pass. To get an NGON encoded mesh, please use the aiProcess_Triangulate post process. |
_aiPrimitiveType_Force32Bit | This value is not used. It is just here to force the compiler to map this enum to a 32 Bit integer. |