diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/include/assimp/cimport.h | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/include/assimp/cimport.h')
-rw-r--r-- | src/mesh/assimp-master/include/assimp/cimport.h | 1235 |
1 files changed, 0 insertions, 1235 deletions
diff --git a/src/mesh/assimp-master/include/assimp/cimport.h b/src/mesh/assimp-master/include/assimp/cimport.h deleted file mode 100644 index 935ed18..0000000 --- a/src/mesh/assimp-master/include/assimp/cimport.h +++ /dev/null @@ -1,1235 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file cimport.h - * @brief Defines the C-API to the Open Asset Import Library. - */ -#pragma once -#ifndef AI_ASSIMP_H_INC -#define AI_ASSIMP_H_INC - -#ifdef __GNUC__ -#pragma GCC system_header -#endif - -#include <assimp/importerdesc.h> -#include <assimp/types.h> - -#ifdef __cplusplus -extern "C" { -#endif - -struct aiScene; -struct aiFileIO; - -typedef void (*aiLogStreamCallback)(const char * /* message */, char * /* user */); - -// -------------------------------------------------------------------------------- -/** C-API: Represents a log stream. A log stream receives all log messages and - * streams them _somewhere_. - * @see aiGetPredefinedLogStream - * @see aiAttachLogStream - * @see aiDetachLogStream */ -// -------------------------------------------------------------------------------- -struct aiLogStream { - /** callback to be called */ - aiLogStreamCallback callback; - - /** user data to be passed to the callback */ - char *user; -}; - -// -------------------------------------------------------------------------------- -/** C-API: Represents an opaque set of settings to be used during importing. - * @see aiCreatePropertyStore - * @see aiReleasePropertyStore - * @see aiImportFileExWithProperties - * @see aiSetPropertyInteger - * @see aiSetPropertyFloat - * @see aiSetPropertyString - * @see aiSetPropertyMatrix - */ -// -------------------------------------------------------------------------------- -struct aiPropertyStore { - char sentinel; -}; - -/** Our own C boolean type */ -typedef int aiBool; - -#define AI_FALSE 0 -#define AI_TRUE 1 - -// -------------------------------------------------------------------------------- -/** Reads the given file and returns its content. - * - * If the call succeeds, the imported data is returned in an aiScene structure. - * The data is intended to be read-only, it stays property of the ASSIMP - * library and will be stable until aiReleaseImport() is called. After you're - * done with it, call aiReleaseImport() to free the resources associated with - * this file. If the import fails, NULL is returned instead. Call - * aiGetErrorString() to retrieve a human-readable error text. - * @param pFile Path and filename of the file to be imported, - * expected to be a null-terminated c-string. NULL is not a valid value. - * @param pFlags Optional post processing steps to be executed after - * a successful import. Provide a bitwise combination of the - * #aiPostProcessSteps flags. - * @return Pointer to the imported data or NULL if the import failed. - */ -ASSIMP_API const C_STRUCT aiScene *aiImportFile( - const char *pFile, - unsigned int pFlags); - -// -------------------------------------------------------------------------------- -/** Reads the given file using user-defined I/O functions and returns - * its content. - * - * If the call succeeds, the imported data is returned in an aiScene structure. - * The data is intended to be read-only, it stays property of the ASSIMP - * library and will be stable until aiReleaseImport() is called. After you're - * done with it, call aiReleaseImport() to free the resources associated with - * this file. If the import fails, NULL is returned instead. Call - * aiGetErrorString() to retrieve a human-readable error text. - * @param pFile Path and filename of the file to be imported, - * expected to be a null-terminated c-string. NULL is not a valid value. - * @param pFlags Optional post processing steps to be executed after - * a successful import. Provide a bitwise combination of the - * #aiPostProcessSteps flags. - * @param pFS aiFileIO structure. Will be used to open the model file itself - * and any other files the loader needs to open. Pass NULL to use the default - * implementation. - * @return Pointer to the imported data or NULL if the import failed. - * @note Include <aiFileIO.h> for the definition of #aiFileIO. - */ -ASSIMP_API const C_STRUCT aiScene *aiImportFileEx( - const char *pFile, - unsigned int pFlags, - C_STRUCT aiFileIO *pFS); - -// -------------------------------------------------------------------------------- -/** Same as #aiImportFileEx, but adds an extra parameter containing importer settings. - * - * @param pFile Path and filename of the file to be imported, - * expected to be a null-terminated c-string. NULL is not a valid value. - * @param pFlags Optional post processing steps to be executed after - * a successful import. Provide a bitwise combination of the - * #aiPostProcessSteps flags. - * @param pFS aiFileIO structure. Will be used to open the model file itself - * and any other files the loader needs to open. Pass NULL to use the default - * implementation. - * @param pProps #aiPropertyStore instance containing import settings. - * @return Pointer to the imported data or NULL if the import failed. - * @note Include <aiFileIO.h> for the definition of #aiFileIO. - * @see aiImportFileEx - */ -ASSIMP_API const C_STRUCT aiScene *aiImportFileExWithProperties( - const char *pFile, - unsigned int pFlags, - C_STRUCT aiFileIO *pFS, - const C_STRUCT aiPropertyStore *pProps); - -// -------------------------------------------------------------------------------- -/** Reads the given file from a given memory buffer, - * - * If the call succeeds, the contents of the file are returned as a pointer to an - * aiScene object. The returned data is intended to be read-only, the importer keeps - * ownership of the data and will destroy it upon destruction. If the import fails, - * NULL is returned. - * A human-readable error description can be retrieved by calling aiGetErrorString(). - * @param pBuffer Pointer to the file data - * @param pLength Length of pBuffer, in bytes - * @param pFlags Optional post processing steps to be executed after - * a successful import. Provide a bitwise combination of the - * #aiPostProcessSteps flags. If you wish to inspect the imported - * scene first in order to fine-tune your post-processing setup, - * consider to use #aiApplyPostProcessing(). - * @param pHint An additional hint to the library. If this is a non empty string, - * the library looks for a loader to support the file extension specified by pHint - * and passes the file to the first matching loader. If this loader is unable to - * completely the request, the library continues and tries to determine the file - * format on its own, a task that may or may not be successful. - * Check the return value, and you'll know ... - * @return A pointer to the imported data, NULL if the import failed. - * - * @note This is a straightforward way to decode models from memory - * buffers, but it doesn't handle model formats that spread their - * data across multiple files or even directories. Examples include - * OBJ or MD3, which outsource parts of their material info into - * external scripts. If you need full functionality, provide - * a custom IOSystem to make Assimp find these files and use - * the regular aiImportFileEx()/aiImportFileExWithProperties() API. - */ -ASSIMP_API const C_STRUCT aiScene *aiImportFileFromMemory( - const char *pBuffer, - unsigned int pLength, - unsigned int pFlags, - const char *pHint); - -// -------------------------------------------------------------------------------- -/** Same as #aiImportFileFromMemory, but adds an extra parameter containing importer settings. - * - * @param pBuffer Pointer to the file data - * @param pLength Length of pBuffer, in bytes - * @param pFlags Optional post processing steps to be executed after - * a successful import. Provide a bitwise combination of the - * #aiPostProcessSteps flags. If you wish to inspect the imported - * scene first in order to fine-tune your post-processing setup, - * consider to use #aiApplyPostProcessing(). - * @param pHint An additional hint to the library. If this is a non empty string, - * the library looks for a loader to support the file extension specified by pHint - * and passes the file to the first matching loader. If this loader is unable to - * completely the request, the library continues and tries to determine the file - * format on its own, a task that may or may not be successful. - * Check the return value, and you'll know ... - * @param pProps #aiPropertyStore instance containing import settings. - * @return A pointer to the imported data, NULL if the import failed. - * - * @note This is a straightforward way to decode models from memory - * buffers, but it doesn't handle model formats that spread their - * data across multiple files or even directories. Examples include - * OBJ or MD3, which outsource parts of their material info into - * external scripts. If you need full functionality, provide - * a custom IOSystem to make Assimp find these files and use - * the regular aiImportFileEx()/aiImportFileExWithProperties() API. - * @see aiImportFileFromMemory - */ -ASSIMP_API const C_STRUCT aiScene *aiImportFileFromMemoryWithProperties( - const char *pBuffer, - unsigned int pLength, - unsigned int pFlags, - const char *pHint, - const C_STRUCT aiPropertyStore *pProps); - -// -------------------------------------------------------------------------------- -/** Apply post-processing to an already-imported scene. - * - * This is strictly equivalent to calling #aiImportFile()/#aiImportFileEx with the - * same flags. However, you can use this separate function to inspect the imported - * scene first to fine-tune your post-processing setup. - * @param pScene Scene to work on. - * @param pFlags Provide a bitwise combination of the #aiPostProcessSteps flags. - * @return A pointer to the post-processed data. Post processing is done in-place, - * meaning this is still the same #aiScene which you passed for pScene. However, - * _if_ post-processing failed, the scene could now be NULL. That's quite a rare - * case, post processing steps are not really designed to 'fail'. To be exact, - * the #aiProcess_ValidateDataStructure flag is currently the only post processing step - * which can actually cause the scene to be reset to NULL. - */ -ASSIMP_API const C_STRUCT aiScene *aiApplyPostProcessing( - const C_STRUCT aiScene *pScene, - unsigned int pFlags); - -// -------------------------------------------------------------------------------- -/** Get one of the predefine log streams. This is the quick'n'easy solution to - * access Assimp's log system. Attaching a log stream can slightly reduce Assimp's - * overall import performance. - * - * Usage is rather simple (this will stream the log to a file, named log.txt, and - * the stdout stream of the process: - * @code - * struct aiLogStream c; - * c = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"log.txt"); - * aiAttachLogStream(&c); - * c = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); - * aiAttachLogStream(&c); - * @endcode - * - * @param pStreams One of the #aiDefaultLogStream enumerated values. - * @param file Solely for the #aiDefaultLogStream_FILE flag: specifies the file to write to. - * Pass NULL for all other flags. - * @return The log stream. callback is set to NULL if something went wrong. - */ -ASSIMP_API C_STRUCT aiLogStream aiGetPredefinedLogStream( - C_ENUM aiDefaultLogStream pStreams, - const char *file); - -// -------------------------------------------------------------------------------- -/** Attach a custom log stream to the libraries' logging system. - * - * Attaching a log stream can slightly reduce Assimp's overall import - * performance. Multiple log-streams can be attached. - * @param stream Describes the new log stream. - * @note To ensure proper destruction of the logging system, you need to manually - * call aiDetachLogStream() on every single log stream you attach. - * Alternatively (for the lazy folks) #aiDetachAllLogStreams is provided. - */ -ASSIMP_API void aiAttachLogStream( - const C_STRUCT aiLogStream *stream); - -// -------------------------------------------------------------------------------- -/** Enable verbose logging. Verbose logging includes debug-related stuff and - * detailed import statistics. This can have severe impact on import performance - * and memory consumption. However, it might be useful to find out why a file - * didn't read correctly. - * @param d AI_TRUE or AI_FALSE, your decision. - */ -ASSIMP_API void aiEnableVerboseLogging(aiBool d); - -// -------------------------------------------------------------------------------- -/** Detach a custom log stream from the libraries' logging system. - * - * This is the counterpart of #aiAttachLogStream. If you attached a stream, - * don't forget to detach it again. - * @param stream The log stream to be detached. - * @return AI_SUCCESS if the log stream has been detached successfully. - * @see aiDetachAllLogStreams - */ -ASSIMP_API C_ENUM aiReturn aiDetachLogStream( - const C_STRUCT aiLogStream *stream); - -// -------------------------------------------------------------------------------- -/** Detach all active log streams from the libraries' logging system. - * This ensures that the logging system is terminated properly and all - * resources allocated by it are actually freed. If you attached a stream, - * don't forget to detach it again. - * @see aiAttachLogStream - * @see aiDetachLogStream - */ -ASSIMP_API void aiDetachAllLogStreams(void); - -// -------------------------------------------------------------------------------- -/** Releases all resources associated with the given import process. - * - * Call this function after you're done with the imported data. - * @param pScene The imported data to release. NULL is a valid value. - */ -ASSIMP_API void aiReleaseImport( - const C_STRUCT aiScene *pScene); - -// -------------------------------------------------------------------------------- -/** Returns the error text of the last failed import process. - * - * @return A textual description of the error that occurred at the last - * import process. NULL if there was no error. There can't be an error if you - * got a non-NULL #aiScene from #aiImportFile/#aiImportFileEx/#aiApplyPostProcessing. - */ -ASSIMP_API const char *aiGetErrorString(void); - -// -------------------------------------------------------------------------------- -/** Returns whether a given file extension is supported by ASSIMP - * - * @param szExtension Extension for which the function queries support for. - * Must include a leading dot '.'. Example: ".3ds", ".md3" - * @return AI_TRUE if the file extension is supported. - */ -ASSIMP_API aiBool aiIsExtensionSupported( - const char *szExtension); - -// -------------------------------------------------------------------------------- -/** Get a list of all file extensions supported by ASSIMP. - * - * If a file extension is contained in the list this does, of course, not - * mean that ASSIMP is able to load all files with this extension. - * @param szOut String to receive the extension list. - * Format of the list: "*.3ds;*.obj;*.dae". NULL is not a valid parameter. - */ -ASSIMP_API void aiGetExtensionList( - C_STRUCT aiString *szOut); - -// -------------------------------------------------------------------------------- -/** Get the approximated storage required by an imported asset - * @param pIn Input asset. - * @param in Data structure to be filled. - */ -ASSIMP_API void aiGetMemoryRequirements( - const C_STRUCT aiScene *pIn, - C_STRUCT aiMemoryInfo *in); - -// -------------------------------------------------------------------------------- -/** Create an empty property store. Property stores are used to collect import - * settings. - * @return New property store. Property stores need to be manually destroyed using - * the #aiReleasePropertyStore API function. - */ -ASSIMP_API C_STRUCT aiPropertyStore *aiCreatePropertyStore(void); - -// -------------------------------------------------------------------------------- -/** Delete a property store. - * @param p Property store to be deleted. - */ -ASSIMP_API void aiReleasePropertyStore(C_STRUCT aiPropertyStore *p); - -// -------------------------------------------------------------------------------- -/** Set an integer property. - * - * This is the C-version of #Assimp::Importer::SetPropertyInteger(). In the C - * interface, properties are always shared by all imports. It is not possible to - * specify them per import. - * - * @param store Store to modify. Use #aiCreatePropertyStore to obtain a store. - * @param szName Name of the configuration property to be set. All supported - * public properties are defined in the config.h header file (AI_CONFIG_XXX). - * @param value New value for the property - */ -ASSIMP_API void aiSetImportPropertyInteger( - C_STRUCT aiPropertyStore *store, - const char *szName, - int value); - -// -------------------------------------------------------------------------------- -/** Set a floating-point property. - * - * This is the C-version of #Assimp::Importer::SetPropertyFloat(). In the C - * interface, properties are always shared by all imports. It is not possible to - * specify them per import. - * - * @param store Store to modify. Use #aiCreatePropertyStore to obtain a store. - * @param szName Name of the configuration property to be set. All supported - * public properties are defined in the config.h header file (AI_CONFIG_XXX). - * @param value New value for the property - */ -ASSIMP_API void aiSetImportPropertyFloat( - C_STRUCT aiPropertyStore *store, - const char *szName, - ai_real value); - -// -------------------------------------------------------------------------------- -/** Set a string property. - * - * This is the C-version of #Assimp::Importer::SetPropertyString(). In the C - * interface, properties are always shared by all imports. It is not possible to - * specify them per import. - * - * @param store Store to modify. Use #aiCreatePropertyStore to obtain a store. - * @param szName Name of the configuration property to be set. All supported - * public properties are defined in the config.h header file (AI_CONFIG_XXX). - * @param st New value for the property - */ -ASSIMP_API void aiSetImportPropertyString( - C_STRUCT aiPropertyStore *store, - const char *szName, - const C_STRUCT aiString *st); - -// -------------------------------------------------------------------------------- -/** Set a matrix property. - * - * This is the C-version of #Assimp::Importer::SetPropertyMatrix(). In the C - * interface, properties are always shared by all imports. It is not possible to - * specify them per import. - * - * @param store Store to modify. Use #aiCreatePropertyStore to obtain a store. - * @param szName Name of the configuration property to be set. All supported - * public properties are defined in the config.h header file (AI_CONFIG_XXX). - * @param mat New value for the property - */ -ASSIMP_API void aiSetImportPropertyMatrix( - C_STRUCT aiPropertyStore *store, - const char *szName, - const C_STRUCT aiMatrix4x4 *mat); - -// -------------------------------------------------------------------------------- -/** Construct a quaternion from a 3x3 rotation matrix. - * @param quat Receives the output quaternion. - * @param mat Matrix to 'quaternionize'. - * @see aiQuaternion(const aiMatrix3x3& pRotMatrix) - */ -ASSIMP_API void aiCreateQuaternionFromMatrix( - C_STRUCT aiQuaternion *quat, - const C_STRUCT aiMatrix3x3 *mat); - -// -------------------------------------------------------------------------------- -/** Decompose a transformation matrix into its rotational, translational and - * scaling components. - * - * @param mat Matrix to decompose - * @param scaling Receives the scaling component - * @param rotation Receives the rotational component - * @param position Receives the translational component. - * @see aiMatrix4x4::Decompose (aiVector3D&, aiQuaternion&, aiVector3D&) const; - */ -ASSIMP_API void aiDecomposeMatrix( - const C_STRUCT aiMatrix4x4 *mat, - C_STRUCT aiVector3D *scaling, - C_STRUCT aiQuaternion *rotation, - C_STRUCT aiVector3D *position); - -// -------------------------------------------------------------------------------- -/** Transpose a 4x4 matrix. - * @param mat Pointer to the matrix to be transposed - */ -ASSIMP_API void aiTransposeMatrix4( - C_STRUCT aiMatrix4x4 *mat); - -// -------------------------------------------------------------------------------- -/** Transpose a 3x3 matrix. - * @param mat Pointer to the matrix to be transposed - */ -ASSIMP_API void aiTransposeMatrix3( - C_STRUCT aiMatrix3x3 *mat); - -// -------------------------------------------------------------------------------- -/** Transform a vector by a 3x3 matrix - * @param vec Vector to be transformed. - * @param mat Matrix to transform the vector with. - */ -ASSIMP_API void aiTransformVecByMatrix3( - C_STRUCT aiVector3D *vec, - const C_STRUCT aiMatrix3x3 *mat); - -// -------------------------------------------------------------------------------- -/** Transform a vector by a 4x4 matrix - * @param vec Vector to be transformed. - * @param mat Matrix to transform the vector with. - */ -ASSIMP_API void aiTransformVecByMatrix4( - C_STRUCT aiVector3D *vec, - const C_STRUCT aiMatrix4x4 *mat); - -// -------------------------------------------------------------------------------- -/** Multiply two 4x4 matrices. - * @param dst First factor, receives result. - * @param src Matrix to be multiplied with 'dst'. - */ -ASSIMP_API void aiMultiplyMatrix4( - C_STRUCT aiMatrix4x4 *dst, - const C_STRUCT aiMatrix4x4 *src); - -// -------------------------------------------------------------------------------- -/** Multiply two 3x3 matrices. - * @param dst First factor, receives result. - * @param src Matrix to be multiplied with 'dst'. - */ -ASSIMP_API void aiMultiplyMatrix3( - C_STRUCT aiMatrix3x3 *dst, - const C_STRUCT aiMatrix3x3 *src); - -// -------------------------------------------------------------------------------- -/** Get a 3x3 identity matrix. - * @param mat Matrix to receive its personal identity - */ -ASSIMP_API void aiIdentityMatrix3( - C_STRUCT aiMatrix3x3 *mat); - -// -------------------------------------------------------------------------------- -/** Get a 4x4 identity matrix. - * @param mat Matrix to receive its personal identity - */ -ASSIMP_API void aiIdentityMatrix4( - C_STRUCT aiMatrix4x4 *mat); - -// -------------------------------------------------------------------------------- -/** Returns the number of import file formats available in the current Assimp build. - * Use aiGetImportFormatDescription() to retrieve infos of a specific import format. - */ -ASSIMP_API size_t aiGetImportFormatCount(void); - -// -------------------------------------------------------------------------------- -/** Returns a description of the nth import file format. Use #aiGetImportFormatCount() - * to learn how many import formats are supported. - * @param pIndex Index of the import format to retrieve information for. Valid range is - * 0 to #aiGetImportFormatCount() - * @return A description of that specific import format. NULL if pIndex is out of range. - */ -ASSIMP_API const C_STRUCT aiImporterDesc *aiGetImportFormatDescription(size_t pIndex); - -// -------------------------------------------------------------------------------- -/** Check if 2D vectors are equal. - * @param a First vector to compare - * @param b Second vector to compare - * @return 1 if the vectors are equal - * @return 0 if the vectors are not equal - */ -ASSIMP_API int aiVector2AreEqual( - const C_STRUCT aiVector2D *a, - const C_STRUCT aiVector2D *b); - -// -------------------------------------------------------------------------------- -/** Check if 2D vectors are equal using epsilon. - * @param a First vector to compare - * @param b Second vector to compare - * @param epsilon Epsilon - * @return 1 if the vectors are equal - * @return 0 if the vectors are not equal - */ -ASSIMP_API int aiVector2AreEqualEpsilon( - const C_STRUCT aiVector2D *a, - const C_STRUCT aiVector2D *b, - const float epsilon); - -// -------------------------------------------------------------------------------- -/** Add 2D vectors. - * @param dst First addend, receives result. - * @param src Vector to be added to 'dst'. - */ -ASSIMP_API void aiVector2Add( - C_STRUCT aiVector2D *dst, - const C_STRUCT aiVector2D *src); - -// -------------------------------------------------------------------------------- -/** Subtract 2D vectors. - * @param dst Minuend, receives result. - * @param src Vector to be subtracted from 'dst'. - */ -ASSIMP_API void aiVector2Subtract( - C_STRUCT aiVector2D *dst, - const C_STRUCT aiVector2D *src); - -// -------------------------------------------------------------------------------- -/** Multiply a 2D vector by a scalar. - * @param dst Vector to be scaled by \p s - * @param s Scale factor - */ -ASSIMP_API void aiVector2Scale( - C_STRUCT aiVector2D *dst, - const float s); - -// -------------------------------------------------------------------------------- -/** Multiply each component of a 2D vector with - * the components of another vector. - * @param dst First vector, receives result - * @param other Second vector - */ -ASSIMP_API void aiVector2SymMul( - C_STRUCT aiVector2D *dst, - const C_STRUCT aiVector2D *other); - -// -------------------------------------------------------------------------------- -/** Divide a 2D vector by a scalar. - * @param dst Vector to be divided by \p s - * @param s Scalar divisor - */ -ASSIMP_API void aiVector2DivideByScalar( - C_STRUCT aiVector2D *dst, - const float s); - -// -------------------------------------------------------------------------------- -/** Divide each component of a 2D vector by - * the components of another vector. - * @param dst Vector as the dividend - * @param v Vector as the divisor - */ -ASSIMP_API void aiVector2DivideByVector( - C_STRUCT aiVector2D *dst, - C_STRUCT aiVector2D *v); - -// -------------------------------------------------------------------------------- -/** Get the length of a 2D vector. - * @return v Vector to evaluate - */ -ASSIMP_API float aiVector2Length( - const C_STRUCT aiVector2D *v); - -// -------------------------------------------------------------------------------- -/** Get the squared length of a 2D vector. - * @return v Vector to evaluate - */ -ASSIMP_API float aiVector2SquareLength( - const C_STRUCT aiVector2D *v); - -// -------------------------------------------------------------------------------- -/** Negate a 2D vector. - * @param dst Vector to be negated - */ -ASSIMP_API void aiVector2Negate( - C_STRUCT aiVector2D *dst); - -// -------------------------------------------------------------------------------- -/** Get the dot product of 2D vectors. - * @param a First vector - * @param b Second vector - * @return The dot product of vectors - */ -ASSIMP_API float aiVector2DotProduct( - const C_STRUCT aiVector2D *a, - const C_STRUCT aiVector2D *b); - -// -------------------------------------------------------------------------------- -/** Normalize a 2D vector. - * @param v Vector to normalize - */ -ASSIMP_API void aiVector2Normalize( - C_STRUCT aiVector2D *v); - -// -------------------------------------------------------------------------------- -/** Check if 3D vectors are equal. - * @param a First vector to compare - * @param b Second vector to compare - * @return 1 if the vectors are equal - * @return 0 if the vectors are not equal - */ -ASSIMP_API int aiVector3AreEqual( - const C_STRUCT aiVector3D *a, - const C_STRUCT aiVector3D *b); - -// -------------------------------------------------------------------------------- -/** Check if 3D vectors are equal using epsilon. - * @param a First vector to compare - * @param b Second vector to compare - * @param epsilon Epsilon - * @return 1 if the vectors are equal - * @return 0 if the vectors are not equal - */ -ASSIMP_API int aiVector3AreEqualEpsilon( - const C_STRUCT aiVector3D *a, - const C_STRUCT aiVector3D *b, - const float epsilon); - -// -------------------------------------------------------------------------------- -/** Check if vector \p a is less than vector \p b. - * @param a First vector to compare - * @param b Second vector to compare - * @param epsilon Epsilon - * @return 1 if \p a is less than \p b - * @return 0 if \p a is equal or greater than \p b - */ -ASSIMP_API int aiVector3LessThan( - const C_STRUCT aiVector3D *a, - const C_STRUCT aiVector3D *b); - -// -------------------------------------------------------------------------------- -/** Add 3D vectors. - * @param dst First addend, receives result. - * @param src Vector to be added to 'dst'. - */ -ASSIMP_API void aiVector3Add( - C_STRUCT aiVector3D *dst, - const C_STRUCT aiVector3D *src); - -// -------------------------------------------------------------------------------- -/** Subtract 3D vectors. - * @param dst Minuend, receives result. - * @param src Vector to be subtracted from 'dst'. - */ -ASSIMP_API void aiVector3Subtract( - C_STRUCT aiVector3D *dst, - const C_STRUCT aiVector3D *src); - -// -------------------------------------------------------------------------------- -/** Multiply a 3D vector by a scalar. - * @param dst Vector to be scaled by \p s - * @param s Scale factor - */ -ASSIMP_API void aiVector3Scale( - C_STRUCT aiVector3D *dst, - const float s); - -// -------------------------------------------------------------------------------- -/** Multiply each component of a 3D vector with - * the components of another vector. - * @param dst First vector, receives result - * @param other Second vector - */ -ASSIMP_API void aiVector3SymMul( - C_STRUCT aiVector3D *dst, - const C_STRUCT aiVector3D *other); - -// -------------------------------------------------------------------------------- -/** Divide a 3D vector by a scalar. - * @param dst Vector to be divided by \p s - * @param s Scalar divisor - */ -ASSIMP_API void aiVector3DivideByScalar( - C_STRUCT aiVector3D *dst, - const float s); - -// -------------------------------------------------------------------------------- -/** Divide each component of a 3D vector by - * the components of another vector. - * @param dst Vector as the dividend - * @param v Vector as the divisor - */ -ASSIMP_API void aiVector3DivideByVector( - C_STRUCT aiVector3D *dst, - C_STRUCT aiVector3D *v); - -// -------------------------------------------------------------------------------- -/** Get the length of a 3D vector. - * @return v Vector to evaluate - */ -ASSIMP_API float aiVector3Length( - const C_STRUCT aiVector3D *v); - -// -------------------------------------------------------------------------------- -/** Get the squared length of a 3D vector. - * @return v Vector to evaluate - */ -ASSIMP_API float aiVector3SquareLength( - const C_STRUCT aiVector3D *v); - -// -------------------------------------------------------------------------------- -/** Negate a 3D vector. - * @param dst Vector to be negated - */ -ASSIMP_API void aiVector3Negate( - C_STRUCT aiVector3D *dst); - -// -------------------------------------------------------------------------------- -/** Get the dot product of 3D vectors. - * @param a First vector - * @param b Second vector - * @return The dot product of vectors - */ -ASSIMP_API float aiVector3DotProduct( - const C_STRUCT aiVector3D *a, - const C_STRUCT aiVector3D *b); - -// -------------------------------------------------------------------------------- -/** Get cross product of 3D vectors. - * @param dst Vector to receive the result. - * @param a First vector - * @param b Second vector - * @return The dot product of vectors - */ -ASSIMP_API void aiVector3CrossProduct( - C_STRUCT aiVector3D *dst, - const C_STRUCT aiVector3D *a, - const C_STRUCT aiVector3D *b); - -// -------------------------------------------------------------------------------- -/** Normalize a 3D vector. - * @param v Vector to normalize - */ -ASSIMP_API void aiVector3Normalize( - C_STRUCT aiVector3D *v); - -// -------------------------------------------------------------------------------- -/** Check for division by zero and normalize a 3D vector. - * @param v Vector to normalize - */ -ASSIMP_API void aiVector3NormalizeSafe( - C_STRUCT aiVector3D *v); - -// -------------------------------------------------------------------------------- -/** Rotate a 3D vector by a quaternion. - * @param v The vector to rotate by \p q - * @param q Quaternion to use to rotate \p v - */ -ASSIMP_API void aiVector3RotateByQuaternion( - C_STRUCT aiVector3D *v, - const C_STRUCT aiQuaternion *q); - -// -------------------------------------------------------------------------------- -/** Construct a 3x3 matrix from a 4x4 matrix. - * @param dst Receives the output matrix - * @param mat The 4x4 matrix to use - */ -ASSIMP_API void aiMatrix3FromMatrix4( - C_STRUCT aiMatrix3x3 *dst, - const C_STRUCT aiMatrix4x4 *mat); - -// -------------------------------------------------------------------------------- -/** Construct a 3x3 matrix from a quaternion. - * @param mat Receives the output matrix - * @param q The quaternion matrix to use - */ -ASSIMP_API void aiMatrix3FromQuaternion( - C_STRUCT aiMatrix3x3 *mat, - const C_STRUCT aiQuaternion *q); - -// -------------------------------------------------------------------------------- -/** Check if 3x3 matrices are equal. - * @param a First matrix to compare - * @param b Second matrix to compare - * @return 1 if the matrices are equal - * @return 0 if the matrices are not equal - */ -ASSIMP_API int aiMatrix3AreEqual( - const C_STRUCT aiMatrix3x3 *a, - const C_STRUCT aiMatrix3x3 *b); - -// -------------------------------------------------------------------------------- -/** Check if 3x3 matrices are equal. - * @param a First matrix to compare - * @param b Second matrix to compare - * @param epsilon Epsilon - * @return 1 if the matrices are equal - * @return 0 if the matrices are not equal - */ -ASSIMP_API int aiMatrix3AreEqualEpsilon( - const C_STRUCT aiMatrix3x3 *a, - const C_STRUCT aiMatrix3x3 *b, - const float epsilon); - -// -------------------------------------------------------------------------------- -/** Invert a 3x3 matrix. - * @param mat Matrix to invert - */ -ASSIMP_API void aiMatrix3Inverse( - C_STRUCT aiMatrix3x3 *mat); - -// -------------------------------------------------------------------------------- -/** Get the determinant of a 3x3 matrix. - * @param mat Matrix to get the determinant from - */ -ASSIMP_API float aiMatrix3Determinant( - const C_STRUCT aiMatrix3x3 *mat); - -// -------------------------------------------------------------------------------- -/** Get a 3x3 rotation matrix around the Z axis. - * @param mat Receives the output matrix - * @param angle Rotation angle, in radians - */ -ASSIMP_API void aiMatrix3RotationZ( - C_STRUCT aiMatrix3x3 *mat, - const float angle); - -// -------------------------------------------------------------------------------- -/** Returns a 3x3 rotation matrix for a rotation around an arbitrary axis. - * @param mat Receives the output matrix - * @param axis Rotation axis, should be a normalized vector - * @param angle Rotation angle, in radians - */ -ASSIMP_API void aiMatrix3FromRotationAroundAxis( - C_STRUCT aiMatrix3x3 *mat, - const C_STRUCT aiVector3D *axis, - const float angle); - -// -------------------------------------------------------------------------------- -/** Get a 3x3 translation matrix. - * @param mat Receives the output matrix - * @param translation The translation vector - */ -ASSIMP_API void aiMatrix3Translation( - C_STRUCT aiMatrix3x3 *mat, - const C_STRUCT aiVector2D *translation); - -// -------------------------------------------------------------------------------- -/** Create a 3x3 matrix that rotates one vector to another vector. - * @param mat Receives the output matrix - * @param from Vector to rotate from - * @param to Vector to rotate to - */ -ASSIMP_API void aiMatrix3FromTo( - C_STRUCT aiMatrix3x3 *mat, - const C_STRUCT aiVector3D *from, - const C_STRUCT aiVector3D *to); - -// -------------------------------------------------------------------------------- -/** Construct a 4x4 matrix from a 3x3 matrix. - * @param dst Receives the output matrix - * @param mat The 3x3 matrix to use - */ -ASSIMP_API void aiMatrix4FromMatrix3( - C_STRUCT aiMatrix4x4 *dst, - const C_STRUCT aiMatrix3x3 *mat); - -// -------------------------------------------------------------------------------- -/** Construct a 4x4 matrix from scaling, rotation and position. - * @param mat Receives the output matrix. - * @param scaling The scaling for the x,y,z axes - * @param rotation The rotation as a hamilton quaternion - * @param position The position for the x,y,z axes - */ -ASSIMP_API void aiMatrix4FromScalingQuaternionPosition( - C_STRUCT aiMatrix4x4 *mat, - const C_STRUCT aiVector3D *scaling, - const C_STRUCT aiQuaternion *rotation, - const C_STRUCT aiVector3D *position); - -// -------------------------------------------------------------------------------- -/** Add 4x4 matrices. - * @param dst First addend, receives result. - * @param src Matrix to be added to 'dst'. - */ -ASSIMP_API void aiMatrix4Add( - C_STRUCT aiMatrix4x4 *dst, - const C_STRUCT aiMatrix4x4 *src); - -// -------------------------------------------------------------------------------- -/** Check if 4x4 matrices are equal. - * @param a First matrix to compare - * @param b Second matrix to compare - * @return 1 if the matrices are equal - * @return 0 if the matrices are not equal - */ -ASSIMP_API int aiMatrix4AreEqual( - const C_STRUCT aiMatrix4x4 *a, - const C_STRUCT aiMatrix4x4 *b); - -// -------------------------------------------------------------------------------- -/** Check if 4x4 matrices are equal. - * @param a First matrix to compare - * @param b Second matrix to compare - * @param epsilon Epsilon - * @return 1 if the matrices are equal - * @return 0 if the matrices are not equal - */ -ASSIMP_API int aiMatrix4AreEqualEpsilon( - const C_STRUCT aiMatrix4x4 *a, - const C_STRUCT aiMatrix4x4 *b, - const float epsilon); - -// -------------------------------------------------------------------------------- -/** Invert a 4x4 matrix. - * @param result Matrix to invert - */ -ASSIMP_API void aiMatrix4Inverse( - C_STRUCT aiMatrix4x4 *mat); - -// -------------------------------------------------------------------------------- -/** Get the determinant of a 4x4 matrix. - * @param mat Matrix to get the determinant from - * @return The determinant of the matrix - */ -ASSIMP_API float aiMatrix4Determinant( - const C_STRUCT aiMatrix4x4 *mat); - -// -------------------------------------------------------------------------------- -/** Returns true of the matrix is the identity matrix. - * @param mat Matrix to get the determinant from - * @return 1 if \p mat is an identity matrix. - * @return 0 if \p mat is not an identity matrix. - */ -ASSIMP_API int aiMatrix4IsIdentity( - const C_STRUCT aiMatrix4x4 *mat); - -// -------------------------------------------------------------------------------- -/** Decompose a transformation matrix into its scaling, - * rotational as euler angles, and translational components. - * - * @param mat Matrix to decompose - * @param scaling Receives the output scaling for the x,y,z axes - * @param rotation Receives the output rotation as a Euler angles - * @param position Receives the output position for the x,y,z axes - */ -ASSIMP_API void aiMatrix4DecomposeIntoScalingEulerAnglesPosition( - const C_STRUCT aiMatrix4x4 *mat, - C_STRUCT aiVector3D *scaling, - C_STRUCT aiVector3D *rotation, - C_STRUCT aiVector3D *position); - -// -------------------------------------------------------------------------------- -/** Decompose a transformation matrix into its scaling, - * rotational split into an axis and rotational angle, - * and it's translational components. - * - * @param mat Matrix to decompose - * @param rotation Receives the rotational component - * @param axis Receives the output rotation axis - * @param angle Receives the output rotation angle - * @param position Receives the output position for the x,y,z axes. - */ -ASSIMP_API void aiMatrix4DecomposeIntoScalingAxisAnglePosition( - const C_STRUCT aiMatrix4x4 *mat, - C_STRUCT aiVector3D *scaling, - C_STRUCT aiVector3D *axis, - ai_real *angle, - C_STRUCT aiVector3D *position); - -// -------------------------------------------------------------------------------- -/** Decompose a transformation matrix into its rotational and - * translational components. - * - * @param mat Matrix to decompose - * @param rotation Receives the rotational component - * @param position Receives the translational component. - */ -ASSIMP_API void aiMatrix4DecomposeNoScaling( - const C_STRUCT aiMatrix4x4 *mat, - C_STRUCT aiQuaternion *rotation, - C_STRUCT aiVector3D *position); - -// -------------------------------------------------------------------------------- -/** Creates a 4x4 matrix from a set of euler angles. - * @param mat Receives the output matrix - * @param x Rotation angle for the x-axis, in radians - * @param y Rotation angle for the y-axis, in radians - * @param z Rotation angle for the z-axis, in radians - */ -ASSIMP_API void aiMatrix4FromEulerAngles( - C_STRUCT aiMatrix4x4 *mat, - float x, float y, float z); - -// -------------------------------------------------------------------------------- -/** Get a 4x4 rotation matrix around the X axis. - * @param mat Receives the output matrix - * @param angle Rotation angle, in radians - */ -ASSIMP_API void aiMatrix4RotationX( - C_STRUCT aiMatrix4x4 *mat, - const float angle); - -// -------------------------------------------------------------------------------- -/** Get a 4x4 rotation matrix around the Y axis. - * @param mat Receives the output matrix - * @param angle Rotation angle, in radians - */ -ASSIMP_API void aiMatrix4RotationY( - C_STRUCT aiMatrix4x4 *mat, - const float angle); - -// -------------------------------------------------------------------------------- -/** Get a 4x4 rotation matrix around the Z axis. - * @param mat Receives the output matrix - * @param angle Rotation angle, in radians - */ -ASSIMP_API void aiMatrix4RotationZ( - C_STRUCT aiMatrix4x4 *mat, - const float angle); - -// -------------------------------------------------------------------------------- -/** Returns a 4x4 rotation matrix for a rotation around an arbitrary axis. - * @param mat Receives the output matrix - * @param axis Rotation axis, should be a normalized vector - * @param angle Rotation angle, in radians - */ -ASSIMP_API void aiMatrix4FromRotationAroundAxis( - C_STRUCT aiMatrix4x4 *mat, - const C_STRUCT aiVector3D *axis, - const float angle); - -// -------------------------------------------------------------------------------- -/** Get a 4x4 translation matrix. - * @param mat Receives the output matrix - * @param translation The translation vector - */ -ASSIMP_API void aiMatrix4Translation( - C_STRUCT aiMatrix4x4 *mat, - const C_STRUCT aiVector3D *translation); - -// -------------------------------------------------------------------------------- -/** Get a 4x4 scaling matrix. - * @param mat Receives the output matrix - * @param scaling The scaling vector - */ -ASSIMP_API void aiMatrix4Scaling( - C_STRUCT aiMatrix4x4 *mat, - const C_STRUCT aiVector3D *scaling); - -// -------------------------------------------------------------------------------- -/** Create a 4x4 matrix that rotates one vector to another vector. - * @param mat Receives the output matrix - * @param from Vector to rotate from - * @param to Vector to rotate to - */ -ASSIMP_API void aiMatrix4FromTo( - C_STRUCT aiMatrix4x4 *mat, - const C_STRUCT aiVector3D *from, - const C_STRUCT aiVector3D *to); - -// -------------------------------------------------------------------------------- -/** Create a Quaternion from euler angles. - * @param q Receives the output quaternion - * @param x Rotation angle for the x-axis, in radians - * @param y Rotation angle for the y-axis, in radians - * @param z Rotation angle for the z-axis, in radians - */ -ASSIMP_API void aiQuaternionFromEulerAngles( - C_STRUCT aiQuaternion *q, - float x, float y, float z); - -// -------------------------------------------------------------------------------- -/** Create a Quaternion from an axis angle pair. - * @param q Receives the output quaternion - * @param axis The orientation axis - * @param angle The rotation angle, in radians - */ -ASSIMP_API void aiQuaternionFromAxisAngle( - C_STRUCT aiQuaternion *q, - const C_STRUCT aiVector3D *axis, - const float angle); - -// -------------------------------------------------------------------------------- -/** Create a Quaternion from a normalized quaternion stored - * in a 3D vector. - * @param q Receives the output quaternion - * @param normalized The vector that stores the quaternion - */ -ASSIMP_API void aiQuaternionFromNormalizedQuaternion( - C_STRUCT aiQuaternion *q, - const C_STRUCT aiVector3D *normalized); - -// -------------------------------------------------------------------------------- -/** Check if quaternions are equal. - * @param a First quaternion to compare - * @param b Second quaternion to compare - * @return 1 if the quaternions are equal - * @return 0 if the quaternions are not equal - */ -ASSIMP_API int aiQuaternionAreEqual( - const C_STRUCT aiQuaternion *a, - const C_STRUCT aiQuaternion *b); - -// -------------------------------------------------------------------------------- -/** Check if quaternions are equal using epsilon. - * @param a First quaternion to compare - * @param b Second quaternion to compare - * @param epsilon Epsilon - * @return 1 if the quaternions are equal - * @return 0 if the quaternions are not equal - */ -ASSIMP_API int aiQuaternionAreEqualEpsilon( - const C_STRUCT aiQuaternion *a, - const C_STRUCT aiQuaternion *b, - const float epsilon); - -// -------------------------------------------------------------------------------- -/** Normalize a quaternion. - * @param q Quaternion to normalize - */ -ASSIMP_API void aiQuaternionNormalize( - C_STRUCT aiQuaternion *q); - -// -------------------------------------------------------------------------------- -/** Compute quaternion conjugate. - * @param q Quaternion to compute conjugate, - * receives the output quaternion - */ -ASSIMP_API void aiQuaternionConjugate( - C_STRUCT aiQuaternion *q); - -// -------------------------------------------------------------------------------- -/** Multiply quaternions. - * @param dst First quaternion, receives the output quaternion - * @param q Second quaternion - */ -ASSIMP_API void aiQuaternionMultiply( - C_STRUCT aiQuaternion *dst, - const C_STRUCT aiQuaternion *q); - -// -------------------------------------------------------------------------------- -/** Performs a spherical interpolation between two quaternions. - * @param dst Receives the quaternion resulting from the interpolation. - * @param start Quaternion when factor == 0 - * @param end Quaternion when factor == 1 - * @param factor Interpolation factor between 0 and 1 - */ -ASSIMP_API void aiQuaternionInterpolate( - C_STRUCT aiQuaternion *dst, - const C_STRUCT aiQuaternion *start, - const C_STRUCT aiQuaternion *end, - const float factor); - -#ifdef __cplusplus -} -#endif - -#endif // AI_ASSIMP_H_INC |