Assimp  v3.1.1 (June 2014)
jassimp.AiTextureType Enum Reference

Defines the purpose of a texture. More...

Static Public Member Functions

static AiTextureType fromRawValue (int rawValue)
 Utility method for converting from c/c++ based integer enums to java enums. More...
 
static int toRawValue (AiTextureType type)
 Utility method for converting from java enums to c/c++ based integer enums. More...
 

Public Attributes

 AMBIENT =(0x3)
 The texture is combined with the result of the ambient lighting equation. More...
 
 DIFFUSE =(0x1)
 The texture is combined with the result of the diffuse lighting equation. More...
 
 DISPLACEMENT =(0x9)
 Displacement texture. More...
 
 EMISSIVE =(0x4)
 The texture is added to the result of the lighting calculation. More...
 
 HEIGHT =(0x5)
 The texture is a height map. More...
 
 LIGHTMAP =(0xA)
 Lightmap texture (aka Ambient Occlusion). More...
 
 NORMALS =(0x6)
 The texture is a (tangent space) normal-map. More...
 
 OPACITY =(0x8)
 The texture defines per-pixel opacity. More...
 
 REFLECTION =(0xB)
 Reflection texture. More...
 
 SHININESS =(0x7)
 The texture defines the glossiness of the material. More...
 
 SPECULAR =(0x2)
 The texture is combined with the result of the specular lighting equation. More...
 
 UNKNOWN =(0xC)
 Unknown texture. More...
 

Detailed Description

Defines the purpose of a texture.

This is a very difficult topic. Different 3D packages support different kinds of textures. For very common texture types, such as bumpmaps, the rendering results depend on implementation details in the rendering pipelines of these applications. Assimp loads all texture references from the model file and tries to determine which of the predefined texture types below is the best choice to match the original use of the texture as closely as possible.

In content pipelines you'll usually define how textures have to be handled, and the artists working on models have to conform to this specification, regardless which 3D tool they're using.

Member Function Documentation

§ fromRawValue()

static AiTextureType jassimp.AiTextureType.fromRawValue ( int  rawValue)
inlinestatic

Utility method for converting from c/c++ based integer enums to java enums.

This method is intended to be used from JNI and my change based on implementation needs.

Parameters
rawValuean integer based enum value (as defined by assimp)
Returns
the enum value corresponding to rawValue

§ toRawValue()

static int jassimp.AiTextureType.toRawValue ( AiTextureType  type)
inlinestatic

Utility method for converting from java enums to c/c++ based integer enums.

Parameters
typethe type to convert, may not be null
Returns
the rawValue corresponding to type

Member Data Documentation

§ AMBIENT

jassimp.AiTextureType.AMBIENT =(0x3)

The texture is combined with the result of the ambient lighting equation.

§ DIFFUSE

jassimp.AiTextureType.DIFFUSE =(0x1)

The texture is combined with the result of the diffuse lighting equation.

§ DISPLACEMENT

jassimp.AiTextureType.DISPLACEMENT =(0x9)

Displacement texture.

The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements.

§ EMISSIVE

jassimp.AiTextureType.EMISSIVE =(0x4)

The texture is added to the result of the lighting calculation.

It isn't influenced by incoming light.

§ HEIGHT

jassimp.AiTextureType.HEIGHT =(0x5)

The texture is a height map.

By convention, higher gray-scale values stand for higher elevations from the base height.

§ LIGHTMAP

jassimp.AiTextureType.LIGHTMAP =(0xA)

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. Its intensity is not affected by incoming light.

§ NORMALS

jassimp.AiTextureType.NORMALS =(0x6)

The texture is a (tangent space) normal-map.

Again, there are several conventions for tangent-space normal maps. Assimp does (intentionally) not distinguish here.

§ OPACITY

jassimp.AiTextureType.OPACITY =(0x8)

The texture defines per-pixel opacity.

Usually 'white' means opaque and 'black' means 'transparency'. Or quite the opposite. Have fun.

§ REFLECTION

jassimp.AiTextureType.REFLECTION =(0xB)

Reflection texture.

Contains the color of a perfect mirror reflection. Rarely used, almost never for real-time applications.

§ SHININESS

jassimp.AiTextureType.SHININESS =(0x7)

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.

§ SPECULAR

jassimp.AiTextureType.SPECULAR =(0x2)

The texture is combined with the result of the specular lighting equation.

§ UNKNOWN

jassimp.AiTextureType.UNKNOWN =(0xC)

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.


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