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Public Attributes | List of all members
aiScene Struct Reference

#include <scene.h>

Public Attributes

unsigned int mFlags
 
C_STRUCT aiNodemRootNode
 
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 aiMetadatamMetaData
 The global metadata assigned to the scene itself. More...
 
char * mPrivate
 

Detailed Description

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.

Member Data Documentation

◆ mAnimations

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.

◆ mCameras

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.

◆ mFlags

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.

◆ mLights

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.

◆ mMaterials

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.

◆ mMeshes

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.

◆ mMetaData

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.

◆ mNumAnimations

unsigned int aiScene::mNumAnimations

The number of animations in the scene.

◆ mNumCameras

unsigned int aiScene::mNumCameras

The number of cameras in the scene. Cameras are fully optional, in most cases this attribute will be 0

◆ mNumLights

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

◆ mNumMaterials

unsigned int aiScene::mNumMaterials

The number of materials in the scene.

◆ mNumMeshes

unsigned int aiScene::mNumMeshes

The number of meshes in the scene.

◆ mNumTextures

unsigned int aiScene::mNumTextures

The number of textures embedded into the file

◆ mPrivate

char* aiScene::mPrivate

Internal data, do not touch

◆ mRootNode

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.

◆ mTextures

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)


The documentation for this struct was generated from the following file: