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-/*
----------------------------------------------------------------------------
-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