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enum aiMorphingMethod More...
#include <mesh.h>
Public Attributes | |
unsigned int | mPrimitiveTypes |
unsigned int | mNumVertices |
unsigned int | mNumFaces |
C_STRUCT aiVector3D * | mVertices |
C_STRUCT aiVector3D * | mNormals |
C_STRUCT aiVector3D * | mTangents |
C_STRUCT aiVector3D * | mBitangents |
C_STRUCT aiColor4D * | mColors [AI_MAX_NUMBER_OF_COLOR_SETS] |
C_STRUCT aiVector3D * | mTextureCoords [AI_MAX_NUMBER_OF_TEXTURECOORDS] |
unsigned int | mNumUVComponents [AI_MAX_NUMBER_OF_TEXTURECOORDS] |
C_STRUCT aiFace * | mFaces |
unsigned int | mNumBones |
C_STRUCT aiBone ** | mBones |
unsigned int | mMaterialIndex |
C_STRUCT aiString | mName |
unsigned int | mNumAnimMeshes |
C_STRUCT aiAnimMesh ** | mAnimMeshes |
unsigned int | mMethod |
C_STRUCT aiAABB | mAABB |
enum aiMorphingMethod
A mesh represents a geometry or model with a single material.
It usually consists of a number of vertices and a series of 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. From C++-programs you can also use the comfort functions Has*() to test for the presence of various data streams.
A Mesh uses only a single material which is referenced by a material ID.
C_STRUCT aiAnimMesh** aiMesh::mAnimMeshes |
Attachment meshes for this mesh, for vertex-based animation. Attachment meshes carry replacement data for some of the mesh'es vertex components (usually positions, normals). Note! Currently only works with Collada loader.
C_STRUCT aiVector3D* aiMesh::mBitangents |
Vertex bitangents. The bitangent of a vertex points in the direction of the positive Y texture axis. The array contains normalized vectors, nullptr if not present. The array is mNumVertices in size.
C_STRUCT aiBone** aiMesh::mBones |
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.
C_STRUCT aiColor4D* aiMesh::mColors[AI_MAX_NUMBER_OF_COLOR_SETS] |
Vertex color sets. A mesh may contain 0 to AI_MAX_NUMBER_OF_COLOR_SETS vertex colors per vertex. nullptr if not present. Each array is mNumVertices in size if present.
C_STRUCT aiFace* aiMesh::mFaces |
The faces the mesh is constructed 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.
unsigned int aiMesh::mMaterialIndex |
The material used by this mesh. A mesh uses 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.
unsigned int aiMesh::mMethod |
Method of morphing when animeshes are specified.
C_STRUCT aiString aiMesh::mName |
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:
C_STRUCT aiVector3D* aiMesh::mNormals |
Vertex normals. The array contains normalized vectors, nullptr 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 (WARN: qNaN compares to inequal to everything, even to qNaN itself. Using code like this to check whether a field is qnan is:
still dangerous because even 1.f == 1.f could evaluate to false! ( remember the subtleties of IEEE754 artithmetics). Use stuff like fpclassify
instead.
unsigned int aiMesh::mNumAnimMeshes |
The number of attachment meshes. Note! Currently only works with Collada loader.
unsigned int aiMesh::mNumBones |
The number of bones this mesh contains. Can be 0, in which case the mBones array is nullptr.
unsigned int aiMesh::mNumFaces |
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.
unsigned int aiMesh::mNumUVComponents[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 0.0f. If the value is 1 for a given channel, p.y is set to 0.0f, too.
unsigned int aiMesh::mNumVertices |
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.
unsigned int aiMesh::mPrimitiveTypes |
Bitwise combination of the members of the aiPrimitiveType enum. This specifies which types of primitives are present in the mesh. The "SortByPrimitiveType"-Step can be used to make sure the output meshes consist of one primitive type each.
C_STRUCT aiVector3D* aiMesh::mTangents |
Vertex tangents. The tangent of a vertex points in the direction of the positive X texture axis. The array contains normalized vectors, nullptr 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. See the mNormals member for a detailed discussion of qNaNs.
C_STRUCT aiVector3D* aiMesh::mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] |
Vertex texture coords, also known as UV channels. A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per vertex. nullptr if not present. The array is mNumVertices in size.
C_STRUCT aiVector3D* aiMesh::mVertices |
Vertex positions. This array is always present in a mesh. The array is mNumVertices in size.