Path Tracer
|
#include <scene.h>
Public Attributes | |
unsigned int | mFlags |
C_STRUCT aiNode * | mRootNode |
unsigned int | mNumMeshes |
C_STRUCT aiMesh ** | mMeshes |
unsigned int | mNumMaterials |
C_STRUCT aiMaterial ** | mMaterials |
unsigned int | mNumAnimations |
C_STRUCT aiAnimation ** | mAnimations |
unsigned int | mNumTextures |
C_STRUCT aiTexture ** | mTextures |
unsigned int | mNumLights |
C_STRUCT aiLight ** | mLights |
unsigned int | mNumCameras |
C_STRUCT aiCamera ** | mCameras |
C_STRUCT aiMetadata * | mMetaData |
The global metadata assigned to the scene itself. More... | |
char * | mPrivate |
The root structure of the imported data.
Everything that was imported from the given file can be accessed from here. Objects of this class are generally maintained and owned by Assimp, not by the caller. You shouldn't want to instance it, nor should you ever try to delete a given scene on your own.
C_STRUCT aiAnimation** aiScene::mAnimations |
The array of animations.
All animations imported from the given file are listed here. The array is mNumAnimations in size.
C_STRUCT aiCamera** aiScene::mCameras |
The array of cameras.
All cameras imported from the given file are listed here. The array is mNumCameras in size. The first camera in the array (if existing) is the default camera view into the scene.
unsigned int aiScene::mFlags |
Any combination of the AI_SCENE_FLAGS_XXX flags. By default this value is 0, no flags are set. Most applications will want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE bit set.
C_STRUCT aiLight** aiScene::mLights |
The array of light sources.
All light sources imported from the given file are listed here. The array is mNumLights in size.
C_STRUCT aiMaterial** aiScene::mMaterials |
The array of materials.
Use the index given in each aiMesh structure to access this array. The array is mNumMaterials in size. If the AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always be at least ONE material.
C_STRUCT aiMesh** aiScene::mMeshes |
The array of meshes.
Use the indices given in the aiNode structure to access this array. The array is mNumMeshes in size. If the AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always be at least ONE material.
C_STRUCT aiMetadata* aiScene::mMetaData |
The global metadata assigned to the scene itself.
This data contains global metadata which belongs to the scene like unit-conversions, versions, vendors or other model-specific data. This can be used to store format-specific metadata as well.
unsigned int aiScene::mNumAnimations |
The number of animations in the scene.
unsigned int aiScene::mNumCameras |
The number of cameras in the scene. Cameras are fully optional, in most cases this attribute will be 0
unsigned int aiScene::mNumLights |
The number of light sources in the scene. Light sources are fully optional, in most cases this attribute will be 0
unsigned int aiScene::mNumMaterials |
The number of materials in the scene.
unsigned int aiScene::mNumMeshes |
The number of meshes in the scene.
unsigned int aiScene::mNumTextures |
The number of textures embedded into the file
char* aiScene::mPrivate |
Internal data, do not touch
C_STRUCT aiNode* aiScene::mRootNode |
The root node of the hierarchy.
There will always be at least the root node if the import was successful (and no special flags have been set). Presence of further nodes depends on the format and content of the imported file.
C_STRUCT aiTexture** aiScene::mTextures |
The array of embedded textures.
Not many file formats embed their textures into the file. An example is Quake's MDL format (which is also used by some GameStudio versions)