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- ' common.bmx
- ?ptr64
- Const PAD:Int=2 ' 64-bit padding
- Const ONE32:Int=0
- ?Not ptr64
- Const PAD:Int=1
- Const ONE32:Int=1
- ?
- ' config.h
- ' Input parameter to the #aiProcess_SortByPType step:
- ' Specifies which primitive types are removed by the step
- Const AI_CONFIG_PP_SBP_REMOVE:String = "PP_SBP_REMOVE"
- ' types.h
- ' just for backwards compatibility, don't use these constants anymore
- Const AI_SUCCESS:Int = $0
- Const AI_FAILURE:Int = -$1
- Const AI_OUTOFMEMORY:Int = -$3
- Const AI_INVALIDFILE:Int = -$2
- Const AI_INVALIDARG:Int = -$4
- ' Maximum dimension for strings, ASSIMP strings are zero terminated.
- Const MAXLEN:Int = 1024
- ' postprocess.h
- ' enum aiPostProcessSteps - Defines the flags for all possible post processing step
- Const aiProcess_CalcTangentSpace:Int = $1
- Const aiProcess_JoinIdenticalVertices:Int = $2
- Const aiProcess_MakeLeftHanded:Int = $4
- Const aiProcess_Triangulate:Int = $8
- Const aiProcess_RemoveComponent:Int = $10
- Const aiProcess_GenNormals:Int = $20
- Const aiProcess_GenSmoothNormals:Int = $40
- Const aiProcess_SplitLargeMeshes:Int = $80
- Const aiProcess_PreTransformVertices:Int = $100
- Const aiProcess_LimitBoneWeights:Int = $200
- Const aiProcess_ValidateDataStructure:Int = $400
- Const aiProcess_ImproveCacheLocality:Int = $800
- Const aiProcess_RemoveRedundantMaterials:Int = $1000
- Const aiProcess_FixInfacingNormals:Int = $2000
- Const aiProcess_SortByPType:Int = $8000
- Const aiProcess_FindDegenerates:Int = $10000
- Const aiProcess_FindInvalidData:Int = $20000
- Const aiProcess_GenUVCoords:Int = $40000
- Const aiProcess_TransformUVCoords:Int = $80000
- Const aiProcess_FindInstances:Int = $100000
- Const aiProcess_OptimizeMeshes:Int = $200000
- Const aiProcess_OptimizeGraph:Int = $400000
- Const aiProcess_FlipUVs:Int = $800000
- Const aiProcess_FlipWindingOrder:Int = $1000000
- Const aiProcess_SplitByBoneCount:Int = $2000000
- Const aiProcess_Debone:Int = $4000000
- ' Shortcut to match Direct3D conventions: left-handed geometry, top-left origin for UV coords and clockwise face order
- Const aiProcess_ConvertToLeftHanded:Int = aiProcess_MakeLeftHanded | aiProcess_FlipUVs | aiProcess_FlipWindingOrder
- ' mesh.h
- ' Limits. These values are required to match the settings Assimp was compiled against.
- ' Supported number of vertex color sets per mesh
- Const AI_MAX_NUMBER_OF_COLOR_SETS:Int = $8
- ' Supported number of texture coord sets (UV(W) channels) per mesh
- Const AI_MAX_NUMBER_OF_TEXTURECOORDS:Int = $8
- ' enum aiPrimitiveType - Enumerates the types of geometric primitives supported by Assimp.
- Const aiPrimitiveType_POINT:Int = $1
- Const aiPrimitiveType_LINE:Int = $2
- Const aiPrimitiveType_TRIANGLE:Int = $4
- Const aiPrimitiveType_POLYGON:Int = $8
- ' material.h
- ' enum aiTextureOp
- ' enum aiTextureMapMode
- ' enum aiTextureMapping
- ' enum aiTextureType - Defines the purpose of a texture
- ' Dummy value.
- ' No texture, but the value to be used as 'texture semantic' (#aiMaterialProperty::mSemantic)
- ' for all material properties *not* related to textures.
- Const aiTextureType_NONE:Int = $0
- ' The texture is combined with the result of the diffuse lighting equation.
- Const aiTextureType_DIFFUSE:Int = $1
- ' The texture is combined with the result of the specular lighting equation.
- Const aiTextureType_SPECULAR:Int = $2
- ' The texture is combined with the result of the ambient lighting equation.
- Const aiTextureType_AMBIENT:Int = $3
- ' The texture is added to the result of the lighting calculation.
- ' It isn't influenced by incoming light.
- Const aiTextureType_EMISSIVE:Int = $4
- ' The texture is a height map.
- ' By convention, higher grey-scale values stand for higher elevations from the base height.
- Const aiTextureType_HEIGHT:Int = $5
- ' The texture is a (tangent space) normal-map.
- ' Again, there are several conventions for tangent-space normal maps.
- ' Assimp does (intentionally) not differenciate here.
- Const aiTextureType_NORMALS:Int = $6
- ' The texture defines the glossiness of the material.
- ' The glossiness is in fact the exponent of the specular (phong) lighting equation.
- ' Usually there is a conversion function defined to map the linear color values in the texture
- ' to a suitable exponent. Have fun.
- Const aiTextureType_SHININESS:Int = $7
- ' The texture defines per-pixel opacity.
- ' Usually 'white' means opaque and 'black' means 'transparency'. Or quite the opposite. Have fun.
- Const aiTextureType_OPACITY:Int = $8
- ' Displacement texture.
- ' The exact purpose and format is application-dependent.
- ' Higher color values stand for higher vertex displacements.
- Const aiTextureType_DISPLACEMENT:Int = $9
- ' Lightmap texture (aka Ambient Occlusion).
- ' Both 'Lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property.
- ' The texture contains a scaling value for the final color value of a pixel.
- ' It's intensity is not affected by incoming light.
- Const aiTextureType_LIGHTMAP:Int = $A
- ' Reflection texture.
- ' Contains the color of a perfect mirror reflection.
- ' Rarely used, almost never for real-time applications.
- Const aiTextureType_REFLECTION:Int = $B
- ' Unknown texture.
- ' A texture reference that does not match any of the definitions above is considered to be 'unknown'.
- ' It is still imported, but is excluded from any further postprocessing.
- Const aiTextureType_UNKNOWN:Int = $C
- ' enum aiShadingMode
- ' enum aiTextureFlags
- ' enum aiBlendMode
- ' enum aiPropertyTypeInfo - material property buffer content type
- Const aiPTI_Float:Int = $1
- Const aiPTI_String:Int = $3
- Const aiPTI_Integer:Int = $4
- Const aiPTI_Buffer:Int = $5
- ' a few of the many matkey constants
- Const AI_MATKEY_NAME:String = "?mat.name"
- Const AI_MATKEY_TWOSIDED:String = "$mat.twosided"
- Const AI_MATKEY_OPACITY:String = "$mat.opacity"
- Const AI_MATKEY_SHININESS:String = "$mat.shininess"
- Const AI_MATKEY_COLOR_DIFFUSE:String = "$clr.diffuse"
- Const AI_MATKEY_COLOR_AMBIENT:String = "$clr.ambient"
- Const AI_MATKEY_COLOR_SPECULAR:String = "$clr.specular"
- Const AI_MATKEY_COLOR_EMISSIVE:String = "$clr.emissive"
- Const AI_MATKEY_COLOR_TRANSPARENT:String = "$clr.transparent"
- Const AI_MATKEY_COLOR_REFLECTIVE:String = "$clr.reflective"
- ' Pure key names for all texture-related properties
- Const AI_MATKEY_TEXTURE_BASE:String = "$tex.file"
- Const AI_MATKEY_UVWSRC_BASE:String = "$tex.uvwsrc"
- Const AI_MATKEY_TEXOP_BASE:String = "$tex.op"
- Const AI_MATKEY_MAPPING_BASE:String = "$tex.mapping"
- Const AI_MATKEY_TEXBLEND_BASE:String = "$tex.blend"
- Const AI_MATKEY_MAPPINGMODE_U_BASE:String = "$tex.mapmodeu"
- Const AI_MATKEY_MAPPINGMODE_V_BASE:String = "$tex.mapmodev"
- Const AI_MATKEY_TEXMAP_AXIS_BASE:String = "$tex.mapaxis"
- Const AI_MATKEY_UVTRANSFORM_BASE:String = "$tex.uvtrafo"
- Const AI_MATKEY_TEXFLAGS_BASE:String = "$tex.flags"
- Extern
- ' Assimp.cpp
- Rem
- bbdoc: Reads the given file and returns its content.
- about: See <a href="http://assimp.sourceforge.net/lib_html/class_assimp_1_1_importer.html">Assimp.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/cimport_8h.html">cimport.h</a>.
- End Rem
- Function aiImportFile:Byte Ptr( pFile$z, pFlags:Int ) = "aiImportFile"
- Rem
- bbdoc: Reads the given file from a given memory buffer.
- about: See <a href="http://assimp.sourceforge.net/lib_html/class_assimp_1_1_importer.html">Assimp.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/cimport_8h.html">cimport.h</a>.
- End Rem
- Function aiImportFileFromMemory:Byte Ptr( pBuffer:Byte Ptr,pLength:Int,pFlags:Int,pHint$z ) = "aiImportFileFromMemory"
- Rem
- bbdoc: Releases all resources associated with the given import process.
- about: See <a href="http://assimp.sourceforge.net/lib_html/class_assimp_1_1_importer.html">Assimp.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/cimport_8h.html">cimport.h</a>.
- End Rem
- Function aiReleaseImport( pScene:Byte Ptr ) = "aiReleaseImport"
- ' see assimplib.bmx
- Function aiIsExtensionSupported_:Int( pFile$z ) = "aiIsExtensionSupported"
- ' MaterialSystem.cpp
- Rem
- bbdoc: Get a color (3 or 4 floats) from the material.
- about: See <a href="http://assimp.sourceforge.net/lib_html/structai_material.html">MaterialSystem.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/material_8h.html">material.h</a>.
- End Rem
- Function aiGetMaterialColor:Int( pMat:Byte Ptr, pKey$z, iType:Int, ..
- index:Int, pOut:Byte Ptr ) = "aiGetMaterialColor"
-
- Rem
- bbdoc: Get a string from the material.
- about: See <a href="http://assimp.sourceforge.net/lib_html/structai_material.html">MaterialSystem.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/material_8h.html">material.h</a>.
- End Rem
- Function aiGetMaterialString:Int( pMat:Byte Ptr, pKey$z, iType:Int, ..
- index:Int, pOut:Byte Ptr ) = "aiGetMaterialString"
-
- Rem
- bbdoc: Get an array of integer values from the material.
- about: See <a href="http://assimp.sourceforge.net/lib_html/structai_material.html">MaterialSystem.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/material_8h.html">material.h</a>.
- End Rem
- Function aiGetMaterialIntegerArray:Int( pMat:Byte Ptr, pKey$z, iType:Int, ..
- index:Int, pOut:Int Ptr, pMax:Int Ptr ) = "aiGetMaterialIntegerArray"
-
- Rem
- bbdoc: Get an array of floating-point values from the material.
- about: See <a href="http://assimp.sourceforge.net/lib_html/structai_material.html">MaterialSystem.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/material_8h.html">material.h</a>.
- End Rem
- Function aiGetMaterialFloatArray:Int( pMat:Byte Ptr, pKey$z, iType:Int, ..
- index:Int, pOut:Float Ptr, pMax:Int Ptr ) = "aiGetMaterialFloatArray"
-
- Rem
- bbdoc: Get all values pertaining to a particular texture slot from the material.
- about: See <a href="http://assimp.sourceforge.net/lib_html/structai_material.html">MaterialSystem.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/material_8h.html">material.h</a>.
- End Rem
- Function aiGetMaterialTexture:Int( pMat:Byte Ptr, texType:Int, index:Int, path:Byte Ptr, ..
- mapping:Byte Ptr=Null, uvindex:Int Ptr=Null, blend:Float Ptr=Null, ..
- op:Byte Ptr=Null, mapmode:Byte Ptr=Null, flags:Int Ptr=Null ) = "aiGetMaterialTexture"
-
- Rem
- bbdoc: Get the number of textures for a particular texture type.
- about: See <a href="http://assimp.sourceforge.net/lib_html/structai_material.html">MaterialSystem.cpp</a>
- and <a href="http://assimp.sourceforge.net/lib_html/material_8h.html">material.h</a>.
- End Rem
- Function aiGetMaterialTextureCount:Int( pMat:Byte Ptr, texType:Int ) = "aiGetMaterialTextureCount"
-
- End Extern
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