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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2020, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
-*/
-
-/**
- * The C-style interface to the Open Asset import library.
- *
- * All functions of the C API have been collected in this module as function
- * pointers, which are set by the dynamic library loader
- * (<code>assimp.loader</code>).
- */
-module assimp.api;
-
-import assimp.fileIO;
-import assimp.material;
-import assimp.math;
-import assimp.scene;
-import assimp.types;
-
-extern ( C ) {
- /**
- * Reads the given file and returns its content.
- *
- * If the call succeeds, the imported data is returned in an <code>aiScene</code>
- * structure. The data is intended to be read-only, it stays property of the
- * Assimp library and will be stable until <code>aiReleaseImport()</code> is
- * called. After you're done with it, call <code>aiReleaseImport()</code> to
- * free the resources associated with this file.
- *
- * If an error is encountered, null is returned instead. Call
- * <code>aiGetErrorString()</code> to retrieve a human-readable error
- * description.
- *
- * Params:
- * pFile = Path and filename of the file to be imported,
- * expected to be a null-terminated C-string. null is not a valid value.
- * pFlags = Optional post processing steps to be executed after a
- * successful import. Provide a bitwise combination of the
- * <code>aiPostProcessSteps</code> flags. If you wish to inspect the
- * imported scene first in order to fine-tune your post-processing
- * setup, consider to use <code>aiApplyPostProcessing()</code>.
- *
- * Returns:
- * A pointer to the imported data, null if the import failed.
- */
- aiScene* function( char* pFile, uint pFile ) aiImportFile;
-
- /**
- * 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 <code>aiScene</code>
- * structure. The data is intended to be read-only, it stays property of the
- * Assimp library and will be stable until <code>aiReleaseImport()</code> is
- * called. After you're done with it, call <code>aiReleaseImport()</code> to
- * free the resources associated with this file.
- *
- * If an error is encountered, null is returned instead. Call
- * <code>aiGetErrorString()</code> to retrieve a human-readable error
- * description.
- *
- * Params:
- * pFile = Path and filename of the file to be imported,
- * expected to be a null-terminated C-string. null is not a valid value.
- * pFlags = Optional post processing steps to be executed after a
- * successful import. Provide a bitwise combination of the
- * <code>aiPostProcessSteps</code> flags. If you wish to inspect the
- * imported scene first in order to fine-tune your post-processing
- * setup, consider to use <code>aiApplyPostProcessing()</code>.
- * pFS = An aiFileIO which will be used to open the model file itself
- * and any other files the loader needs to open.
- *
- * Returns:
- * A pointer to the imported data, null if the import failed.
- */
- aiScene* function( char* pFile, uint pFlags, aiFileIO* pFS ) aiImportFileEx;
-
- /**
- * Reads the scene from the given memory buffer.
- *
- * 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 <code>aiScene</code>
- * structure. The data is intended to be read-only, it stays property of the
- * Assimp library and will be stable until <code>aiReleaseImport()</code> is
- * called. After you're done with it, call <code>aiReleaseImport()</code> to
- * free the resources associated with this file.
- *
- * If an error is encountered, null is returned instead. Call
- * <code>aiGetErrorString()</code> to retrieve a human-readable error
- * description.
- *
- * Params:
- * pBuffer = Pointer to the scene data.
- * pLength = Size of pBuffer in bytes.
- * pFlags = Optional post processing steps to be executed after a
- * successful import. Provide a bitwise combination of the
- * <code>aiPostProcessSteps</code> flags. If you wish to inspect the
- * imported scene first in order to fine-tune your post-processing
- * setup, consider to use <code>aiApplyPostProcessing()</code>.
- * 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 and passes the file to the first matching
- * loader. If this loader is unable to complete the request, the
- * library continues and tries to determine the file format on its
- * own, a task that may or may not be successful.
- *
- * Returns:
- * 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 spreading their data across
- * multiple files or even directories. Examples include OBJ or MD3, which
- * outsource parts of their material stuff into external scripts. If you
- * need the full functionality, provide a custom IOSystem to make Assimp
- * find these files.
- */
- aiScene* function(
- char* pBuffer,
- uint pLength,
- uint pFlags,
- char* pHint
- ) aiImportFileFromMemory;
-
- /**
- * Apply post-processing to an already-imported scene.
- *
- * This is strictly equivalent to calling <code>aiImportFile()</code> or
- * <code>aiImportFileEx()</code> with the same flags. However, you can use
- * this separate function to inspect the imported scene first to fine-tune
- * your post-processing setup.
- *
- * Params:
- * pScene = Scene to work on.
- * pFlags = Provide a bitwise combination of the
- * <code>aiPostProcessSteps</code> flags.
- *
- * Returns:
- * A pointer to the post-processed data. Post processing is done in-place,
- * meaning this is still the same <code>aiScene</code> 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, <code>aiProcess.ValidateDS</code> is
- * currently the only post processing step which can actually cause the
- * scene to be reset to null.
- */
- aiScene* function( aiScene* pScene, uint pFlags ) aiApplyPostProcessing;
-
- /**
- * Get one of the predefined 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.
- *
- * Examples:
- * ---
- * aiLogStream stream = aiGetPredefinedLogStream(
- * aiDefaultLogStream.FILE, "assimp.log.txt" );
- * if ( stream.callback !is null ) {
- * aiAttachLogStream( &stream );
- * }
- * ---
- *
- * Params:
- * pStreams = The log stream destination.
- * file = Solely for the <code>aiDefaultLogStream.FILE</code> flag:
- * specifies the file to write to. Pass null for all other flags.
- *
- * Returns:
- * The log stream, null if something went wrong.
- */
- aiLogStream function( aiDefaultLogStream pStreams, char* file ) aiGetPredefinedLogStream;
-
- /**
- * 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.
- *
- * Params:
- * stream = Describes the new log stream.
- *
- * Note: To ensure proper destruction of the logging system, you need to
- * manually call <code>aiDetachLogStream()</code> on every single log
- * stream you attach. Alternatively, <code>aiDetachAllLogStreams()</code>
- * is provided.
- */
- void function( aiLogStream* stream ) aiAttachLogStream;
-
- /**
- * 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 is not
- * read correctly.
- *
- * Param:
- * d = Whether verbose logging should be enabled.
- */
- void function( aiBool d ) aiEnableVerboseLogging;
-
- /**
- * Detach a custom log stream from the libraries' logging system.
- *
- * This is the counterpart of #aiAttachPredefinedLogStream. If you attached a stream,
- * don't forget to detach it again.
- *
- * Params:
- * stream = The log stream to be detached.
- *
- * Returns:
- * <code>aiReturn.SUCCESS</code> if the log stream has been detached
- * successfully.
- *
- * See: <code>aiDetachAllLogStreams</code>
- */
- aiReturn function( aiLogStream* stream ) aiDetachLogStream;
-
- /**
- * 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: <code>aiAttachLogStream</code>, <code>aiDetachLogStream</code>
- */
- void function() aiDetachAllLogStreams;
-
- /**
- * Releases all resources associated with the given import process.
- *
- * Call this function after you're done with the imported data.
- *
- * Params:
- * pScene = The imported data to release. null is a valid value.
- */
- void function( aiScene* pScene ) aiReleaseImport;
-
- /**
- * Returns the error text of the last failed import process.
- *
- * Returns:
- * A textual description of the error that occurred at the last importing
- * process. null if there was no error. There can't be an error if you
- * got a non-null <code>aiScene</code> from
- * <code>aiImportFile()/aiImportFileEx()/aiApplyPostProcessing()</code>.
- */
- char* function() aiGetErrorString;
-
- /**
- * Returns whether a given file extension is supported by this Assimp build.
- *
- * Params:
- * szExtension = Extension for which to query support. Must include a
- * leading dot '.'. Example: ".3ds", ".md3"
- *
- * Returns:
- * <code>TRUE</code> if the file extension is supported.
- */
- aiBool function( char* szExtension ) aiIsExtensionSupported;
-
- /**
- * Gets a list of all file extensions supported by ASSIMP.
- *
- * Format of the list: "*.3ds;*.obj;*.dae".
- *
- * 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.
- *
- * Params:
- * szOut = String to receive the extension list. null is not a valid
- * parameter.
- */
- void function( aiString* szOut ) aiGetExtensionList;
-
- /**
- * Gets the storage required by an imported asset
- *
- * Params:
- * pIn = Asset to query storage size for.
- * info = Data structure to be filled.
- */
- void function( aiScene* pIn, aiMemoryInfo* info ) aiGetMemoryRequirements;
-
- /**
- * Sets an integer property.
- *
- * Properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * Params:
- * szName = Name of the configuration property to be set. All supported
- * public properties are defined in the <code>config</code> module.
- * value = New value for the property.
- */
- void function( char* szName, int value ) aiSetImportPropertyInteger;
-
- /**
- * Sets a floating-point property.
- *
- * Properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * Params:
- * szName = Name of the configuration property to be set. All supported
- * public properties are defined in the <code>config</code> module.
- * value = New value for the property.
- */
- void function( char* szName, float value ) aiSetImportPropertyFloat;
-
- /**
- * Sets a string property.
- *
- * Properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * Params:
- * szName = Name of the configuration property to be set. All supported
- * public properties are defined in the <code>config</code> module.
- * st = New value for the property.
- */
- void function( char* szName, aiString* st ) aiSetImportPropertyString;
-
-
- /*
- * Mathematical helper functions.
- */
-
- /**
- * Constructs a quaternion from a 3x3 rotation matrix.
- *
- * Params:
- * quat = Receives the output quaternion.
- * mat = Matrix to 'quaternionize'.
- */
- void function( aiQuaternion* quat, aiMatrix3x3* mat ) aiCreateQuaternionFromMatrix;
-
- /**
- * Decomposes a transformation matrix into its rotational, translational and
- * scaling components.
- *
- * Params:
- * mat = Matrix to decompose.
- * scaling = Receives the scaling component.
- * rotation = Receives the rotational component.
- * position = Receives the translational component.
- */
- void function(
- aiMatrix4x4* mat,
- aiVector3D* scaling,
- aiQuaternion* rotation,
- aiVector3D* position
- ) aiDecomposeMatrix;
-
- /**
- * Transposes a 4x4 matrix (in-place).
- *
- * Params:
- * mat = The matrix to be transposed.
- */
- void function( aiMatrix4x4* mat ) aiTransposeMatrix4;
-
- /**
- * Transposes a 3x3 matrix (in-place).
- *
- * Params:
- * mat = The matrix to be transposed.
- */
- void function( aiMatrix3x3* mat ) aiTransposeMatrix3;
-
- /**
- * Transforms a vector by a 3x3 matrix (in-place).
- *
- * Params:
- * vec = Vector to be transformed.
- * mat = Matrix to transform the vector with.
- */
- void function( aiVector3D* vec, aiMatrix3x3* mat ) aiTransformVecByMatrix3;
-
- /**
- * Transforms a vector by a 4x4 matrix (in-place).
- *
- * Params:
- * vec = Vector to be transformed.
- * mat = Matrix to transform the vector with.
- */
- void function( aiVector3D* vec, aiMatrix4x4* mat ) aiTransformVecByMatrix4;
-
- /**
- * Multiplies two 4x4 matrices.
- *
- * Params:
- * dst = First factor, receives result.
- * src = Matrix to be multiplied with 'dst'.
- */
- void function( aiMatrix4x4* dst, aiMatrix4x4* src ) aiMultiplyMatrix4;
-
- /**
- * Multiplies two 3x3 matrices.
- *
- * Params:
- * dst = First factor, receives result.
- * src = Matrix to be multiplied with 'dst'.
- */
- void function( aiMatrix3x3* dst, aiMatrix3x3* src ) aiMultiplyMatrix3;
-
- /**
- * Constructs a 3x3 identity matrix.
- *
- * Params:
- * mat = Matrix to receive its personal identity.
- */
- void function( aiMatrix3x3* mat ) aiIdentityMatrix3;
-
- /**
- * Constructs a 4x4 identity matrix.
- *
- * Params:
- * mat = Matrix to receive its personal identity.
- */
- void function( aiMatrix4x4* mat ) aiIdentityMatrix4;
-
-
- /*
- * Material system functions.
- */
-
- /**
- * Retrieves a material property with a specific key from the material.
- *
- * Params:
- * pMat = Pointer to the input material. May not be null.
- * pKey = Key to search for. One of the <code>AI_MATKEY_XXX</code>
- * constants.
- * type = Specifies the <code>aiTextureType</code> of the texture to be
- * retrieved, 0 for non-texture properties.
- * index = Index of the texture to be retrieved,
- * 0 for non-texture properties.
- * pPropOut = Pointer to receive a pointer to a valid
- * <code>aiMaterialProperty</code> structure or null if the key has
- * not been found.
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- aiMaterialProperty** pPropOut
- ) aiGetMaterialProperty;
-
- /**
- * Retrieves a single float value or an array of float values from the
- * material.
- *
- * Examples:
- * ---
- * const FLOATS_IN_UV_TRANSFORM = ( aiUVTransform.sizeof / float.sizeof );
- * uint valuesRead = FLOATS_IN_UV_TRANSFORM;
- * bool success =
- * ( aiGetMaterialFloatArray( &material, AI_MATKEY_UVTRANSFORM,
- * aiTextureType.DIFFUSE, 0, cast( float* ) &trafo, &valuesRead ) ==
- * aiReturn.SUCCESS ) &&
- * ( valuesRead == FLOATS_IN_UV_TRANSFORM );
- * ---
- *
- * Params:
- * pMat = Pointer to the input material. May not be null.
- * pKey = Key to search for. One of the AI_MATKEY_XXX constants.
- * type = Specifies the <code>aiTextureType</code> of the texture to be
- * retrieved, 0 for non-texture properties.
- * index = Index of the texture to be retrieved,
- * 0 for non-texture properties.
- * pOut = Pointer to a buffer to receive the result.
- * pMax = Specifies the size of the given buffer in floats. Receives the
- * number of values (not bytes!) read. null to read a scalar property.
- *
- * Returns:
- * Specifies whether the key has been found. If not, the output arrays
- * remains unmodified and pMax is set to 0.
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- float* pOut,
- uint* pMax = null
- ) aiGetMaterialFloatArray;
-
- /**
- * Convenience alias for <code>aiGetMaterialFloatArray()</code>.
- */
- alias aiGetMaterialFloatArray aiGetMaterialFloat;
-
- /**
- * Retrieves a single integer value or an array of integer values from the
- * material.
- *
- * See: <code>aiGetMaterialFloatArray()</code>
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- int* pOut,
- uint* pMax = null
- ) aiGetMaterialIntegerArray;
-
- /**
- * Convenience alias for <code>aiGetMaterialIntegerArray()</code>.
- */
- alias aiGetMaterialIntegerArray aiGetMaterialInteger;
-
- /**
- * Retrieves a color value from the material.
- *
- * See: <code>aiGetMaterialFloatArray()</code>
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- aiColor4D* pOut
- ) aiGetMaterialColor;
-
- /**
- * Retrieves a string value from the material.
- *
- * See: <code>aiGetMaterialFloatArray()</code>
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- aiString* pOut
- ) aiGetMaterialString;
-
- /**
- * Get the number of textures for a particular texture type.
- *
- * Params:
- * pMat = Pointer to the input material. May not be NULL
- * type = Texture type to check for
- *
- * Returns:
- * Number of textures for this type.
- */
- uint function( aiMaterial* pMat, aiTextureType type ) aiGetMaterialTextureCount;
-
- /**
- * Helper function to get all values pertaining to a particular texture slot
- * from a material structure.
- *
- * This function is provided just for convenience. You could also read the
- * texture by parsing all of its properties manually. This function bundles
- * all of them in a huge function monster.
- *
- * Params:
- * mat = Pointer to the input material. May not be null.
- * type = Specifies the texture stack (<code>aiTextureType</code>) to
- * read from.
- * index = Index of the texture. The function fails if the requested
- * index is not available for this texture type.
- * <code>aiGetMaterialTextureCount()</code> can be used to determine
- * the number of textures in a particular texture stack.
- * path = Receives the output path. null is not a valid value.
- * mapping = Receives the texture mapping mode to be used.
- * Pass null if you are not interested in this information.
- * uvindex = For UV-mapped textures: receives the index of the UV source
- * channel. Unmodified otherwise. Pass null if you are not interested
- * in this information.
- * blend = Receives the blend factor for the texture.
- * Pass null if you are not interested in this information.
- * op = Receives the texture blend operation to be perform between this
- * texture and the previous texture. Pass null if you are not
- * interested in this information.
- * mapmode = Receives the mapping modes to be used for the texture. Pass
- * a pointer to an array of two aiTextureMapMode's (one for each axis,
- * UV order) or null if you are not interested in this information.
- *
- * Returns:
- * <code>aiReturn.SUCCESS</code> on success, otherwise something else.
- */
- aiReturn function(
- aiMaterial* mat,
- aiTextureType type,
- uint index,
- aiString* path,
- aiTextureMapping* mapping = null,
- uint* uvindex = null,
- float* blend = null,
- aiTextureOp* op = null,
- aiTextureMapMode* mapmode = null
- ) aiGetMaterialTexture;
-
-
- /*
- * Versioning functions.
- */
-
- /**
- * Returns a string with legal copyright and licensing information about
- * Assimp.
- *
- * The string may include multiple lines.
- *
- * Returns:
- * Pointer to static string.
- */
- char* function() aiGetLegalString;
-
- /**
- * Returns the current minor version number of the Assimp library.
- *
- * Returns:
- * Minor version of the Assimp library.
- */
- uint function() aiGetVersionMinor;
-
- /**
- * Returns the current major version number of the Assimp library.
- *
- * Returns:
- * Major version of the Assimp library.
- */
- uint function() aiGetVersionMajor;
-
- /**
- * Returns the repository revision of the Assimp library.
- *
- * Returns:
- * SVN Repository revision number of the Assimp library.
- */
- uint function() aiGetVersionRevision;
-
- /**
- * Returns the flags Assimp was compiled with.
- *
- * Returns:
- * Any bitwise combination of the ASSIMP_CFLAGS_xxx constants.
- */
- uint function() aiGetCompileFlags;
-}