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Diffstat (limited to 'src/mesh/assimp-master/include/assimp/cimport.h')
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diff --git a/src/mesh/assimp-master/include/assimp/cimport.h b/src/mesh/assimp-master/include/assimp/cimport.h new file mode 100644 index 0000000..935ed18 --- /dev/null +++ b/src/mesh/assimp-master/include/assimp/cimport.h @@ -0,0 +1,1235 @@ +/* +--------------------------------------------------------------------------- +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 |