/*
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Open Asset Import Library (ASSIMP)
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*/
/**
* Contains the data structures in which the imported geometry is returned by
* Assimp.
*/
module assimp.mesh;
import assimp.math;
import assimp.types;
extern ( C ) {
/*
* These limits are required to match the settings Assimp was compiled
* against. Therefore, do not redefine them unless you build the library
* from source using the same definitions.
*/
/**
* Maximum number of indices per face (polygon).
*/
const AI_MAX_FACE_INDICES = 0x7fff;
/**
* Maximum number of indices per face (polygon).
*/
const AI_MAX_BONE_WEIGHTS = 0x7fffffff;
/**
* Maximum number of vertices per mesh.
*/
const AI_MAX_VERTICES = 0x7fffffff;
/**
* Maximum number of faces per mesh.
*/
const AI_MAX_FACES = 0x7fffffff;
/**
* Supported number of vertex color sets per mesh.
*/
const AI_MAX_NUMBER_OF_COLOR_SETS = 0x4;
/**
* Supported number of texture coord sets (UV(W) channels) per mesh.
*/
const AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x4;
/**
* A single face in a mesh, referring to multiple vertices.
*
* If mNumIndices
is 3, we call the face triangle, for
* for mNumIndices > 3
it's called polygon.
*
* aiMesh.mPrimitiveTypes
can be queried to quickly examine
* which types of primitive are actually present in a mesh. The
* aiProcess.SortByPType
flag post-processing step splits
* meshes containing different primitive types (e.g. lines and triangles) in
* several "clean" submeshes.
*
* Furthermore, there is a configuration option
* (AI_CONFIG_PP_SBP_REMOVE
) to force SortByPType
* to completely remove specific kinds of primitives from the imported scene.
* In many cases you'll probably want to set this setting to
* aiPrimitiveType.LINE | aiPrimitiveType.POINT
. Together with
* the aiProcess.Triangulate
flag you can then be sure that
* mNumIndices
is always 3.
*/
struct aiFace {
/**
* Number of indices defining this face.
*
* The maximum value for this member is AI_MAX_FACE_INDICES
.
*/
uint mNumIndices;
/**
* Array of the indices defining the face.
*
* The size is given in mNumIndices
.
*/
uint* mIndices;
}
/**
* A single influence of a bone on a vertex.
*/
struct aiVertexWeight {
/**
* Index of the vertex which is influenced by the bone.
*/
uint mVertexId;
/**
* The strength of the influence in the range [0..1]
.
*
* The influence from all bones at one vertex sums up to 1.
*/
float mWeight;
}
/**
* A single bone of a mesh.
*
* A bone has a name by which it can be found in the frame hierarchy and by
* which it can be addressed by animations. In addition it has a number of
* influences on vertices.
*/
struct aiBone {
/**
* The name of the bone.
*/
aiString mName;
/**
* The number of vertices affected by this bone.
*
* The maximum value for this member is AI_MAX_BONE_WEIGHTS
.
*/
uint mNumWeights;
/**
* The vertices affected by this bone.
*
* This array is mNumWeights
entries in size.
*/
aiVertexWeight* mWeights;
/**
* Matrix that transforms from mesh space to bone space (in the bind
* pose).
*/
aiMatrix4x4 mOffsetMatrix;
}
/**
* Enumerates the types of geometric primitives supported by Assimp.
*
* See: aiFace
, aiProcess.SortByPType
,
* aiProcess.Triangulate
,
* AI_CONFIG_PP_SBP_REMOVE
.
*/
enum aiPrimitiveType : uint {
/** A point primitive.
*
* This is just a single vertex in the virtual world,
* aiFace
contains just one index for such a primitive.
*/
POINT = 0x1,
/** A line primitive.
*
* This is a line defined through a start and an end position.
* aiFace
contains exactly two indices for such a primitive.
*/
LINE = 0x2,
/** A triangular primitive.
*
* A triangle consists of three indices.
*/
TRIANGLE = 0x4,
/** A higher-level polygon with more than 3 edges.
*
* A triangle is a polygon, but in this context, polygon means
* "all polygons that are not triangles". The Triangulate
* post processing step is provided for your convenience, it splits all
* polygons in triangles (which are much easier to handle).
*/
POLYGON = 0x8
}
// Note: The AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) macro from the C headers is
// missing since there is probably not much use for it when just reading
// scene files.
/**
* NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores
* per-vertex animations for a particular frame.
*
* You may think of an aiAnimMesh
as a `patch` for the host
* mesh, which replaces only certain vertex data streams at a particular
* time.
*
* Each mesh stores n attached attached meshes (aiMesh.mAnimMeshes
).
* The actual relationship between the time line and anim meshes is
* established by #aiMeshAnim, which references singular mesh attachments
* by their ID and binds them to a time offset.
*/
struct aiAnimMesh {
/**
* Replacement for aiMesh.mVertices.
*
* If this array is non-null, it *must* contain mNumVertices entries.
* The corresponding array in the host mesh must be non-null as well -
* animation meshes may neither add or nor remove vertex components (if
* a replacement array is NULL and the corresponding source array is
* not, the source data is taken instead).
*/
aiVector3D* mVertices;
/// Replacement for aiMesh.mNormals
.
aiVector3D* mNormals;
/// Replacement for aiMesh.mTangents
.
aiVector3D* mTangents;
/// Replacement for aiMesh.mBitangents
.
aiVector3D* mBitangents;
/// Replacement for aiMesh.mColors
.
aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
/// Replacement for aiMesh.mTextureCoords
.
aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
/**
* The number of vertices in the aiAnimMesh, and thus the length of all
* the member arrays.
*
* This has always the same value as the mNumVertices property in the
* corresponding aiMesh. It is duplicated here merely to make the length
* of the member arrays accessible even if the aiMesh is not known, e.g.
* from language bindings.
*/
uint mNumVertices;
}
/**
* A mesh represents a geometry or model with a single material.
*
* It usually consists of a number of vertices and a series
* primitives/faces referencing the vertices. In addition there might be a
* series of bones, each of them addressing a number of vertices with a
* certain weight. Vertex data is presented in channels with each channel
* containing a single per-vertex information such as a set of texture
* coords or a normal vector. If a data pointer is non-null, the
* corresponding data stream is present.
*
* A mesh uses only a single material which is referenced by a material ID.
*
* Note: The mPositions
member is usually not optional.
* However, vertex positions could be missing if the
* AI_SCENE_FLAGS_INCOMPLETE
flag is set in
* aiScene.mFlags
.
*/
struct aiMesh {
/**
* Bitwise combination of aiPrimitiveType
members.
*
* This specifies which types of primitives are present in the mesh.
* The SortByPrimitiveType
post processing step can be used
* to make sure the output meshes consist of one primitive type each.
*/
uint mPrimitiveTypes;
/**
* The number of vertices in this mesh.
*
* This is also the size of all of the per-vertex data arrays. The
* maximum value for this member is AI_MAX_VERTICES
.
*/
uint mNumVertices;
/**
* The number of primitives (triangles, polygons, lines) in this mesh.
*
* This is also the size of the mFaces
array. The maximum
* value for this member is AI_MAX_FACES
.
*/
uint mNumFaces;
/**
* Vertex positions.
*
* This array is always present in a mesh. The array is
* mNumVertices
in size.
*/
aiVector3D* mVertices;
/**
* Vertex normals.
*
* The array contains normalized vectors, null if not present.
* The array is mNumVertices
in size.
*
* Normals are undefined for point and line primitives. A mesh
* consisting of points and lines only may not have normal vectors.
* Meshes with mixed primitive types (i.e. lines and triangles) may have
* normals, but the normals for vertices that are only referenced by
* point or line primitives are undefined and set to QNAN
.
*
* Note: Normal vectors computed by Assimp are always unit-length.
* However, this needn't apply for normals that have been taken
* directly from the model file.
*/
aiVector3D* mNormals;
/**
* Vertex tangents.
*
* The tangent of a vertex points in the direction of the positive x
* texture axis. The array contains normalized vectors, null if
* not present. The array is mNumVertices
in size.
*
* A mesh consisting of points and lines only may not have normal
* vectors. Meshes with mixed primitive types (i.e. lines and triangles)
* may have normals, but the normals for vertices that are only
* referenced by point or line primitives are undefined and set to
* QNAN
.
*
* Note: If the mesh contains tangents, it automatically also contains
* bitangents (the bitangent is just the cross product of tangent and
* normal vectors).
*/
aiVector3D* mTangents;
/**
* Vertex bitangents.
*
* The bitangent of a vertex points in the direction of the positive Y
* texture axis. The array contains normalized vectors, null if not
* present. The array is mNumVertices
in size.
*
* Note: If the mesh contains tangents, it automatically also contains
* bitangents.
*/
aiVector3D* mBitangents;
/**
* Vertex color sets.
*
* A mesh may contain 0 to AI_MAX_NUMBER_OF_COLOR_SETS
* vertex colors per vertex. null if not present.
*
* Each array is mNumVertices
in size if present.
*/
aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
/**
* Vertex texture coords, also known as UV channels.
* A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS
* per vertex. null if not present.
*
* Each array is mNumVertices
in size.
*/
aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
/**
* Specifies the number of components for a given UV channel.
*
* Up to three channels are supported (UVW, for accessing volume or cube
* maps). If the value is 2 for a given channel n
, the
* component p.z
of mTextureCoords[n][p]
is set
* to 0. If the value is 1 for a given channel, p.y
is set
* to 0, too. If this value is 0, 2 should be assumed.
*
* Note: 4D coords are not supported.
*/
uint mNumUVComponents[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
/**
* The faces the mesh is contstructed from.
*
* Each face refers to a number of vertices by their indices.
* This array is always present in a mesh, its size is given
* in mNumFaces
. If the
* AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
is not set,
* each face references an unique set of vertices.
*/
aiFace* mFaces;
/**
* The number of bones this mesh contains.
*
* Can be 0, in which case the mBones
array is null.
*/
uint mNumBones;
/**
* The bones of this mesh.
*
* A bone consists of a name by which it can be found in the frame
* hierarchy and a set of vertex weights.
*/
aiBone** mBones;
/**
* The material used by this mesh.
*
* A mesh does use only a single material. If an imported model uses
* multiple materials, the import splits up the mesh. Use this value as
* index into the scene's material list.
*/
uint mMaterialIndex;
/**
* Name of the mesh.
*
* Meshes can be named, but this is not a requirement and leaving this
* field empty is totally fine.
*
* There are mainly three uses for mesh names:
* - Some formats name nodes and meshes independently.
* - Importers tend to split meshes up to meet the one-material-per-mesh
* requirement. Assigning the same (dummy) name to each of the result
* meshes aids the caller at recovering the original mesh partitioning.
* - Vertex animations refer to meshes by their names.
*/
aiString mName;
/// NOT CURRENTLY IN USE. The number of attachment meshes.
uint mNumAnimMeshes;
/**
* NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-
* based animation.
*
* Attachment meshes carry replacement data for some of the mesh's
* vertex components (usually positions, normals).
*/
aiAnimMesh** mAnimMeshes;
}
}