Assimp  v3.1.1 (June 2014)
assimp::mesh Namespace Reference

Contains the data structures in which the imported geometry is returned by Assimp. More...

Classes

struct  aiAnimMesh
 NOT CURRENTLY IN USE. More...
 
struct  aiBone
 A single bone of a mesh. More...
 
struct  aiFace
 A single face in a mesh, referring to multiple vertices. More...
 
struct  aiMesh
 A mesh represents a geometry or model with a single material. More...
 
struct  aiVertexWeight
 A single influence of a bone on a vertex. More...
 

Enumerations

enum  aiPrimitiveType : uint { POINT = 0x1, LINE = 0x2, TRIANGLE = 0x4, POLYGON = 0x8 }
 Enumerates the types of geometric primitives supported by Assimp. More...
 

Variables

const AI_MAX_BONE_WEIGHTS = 0x7fffffff
 Maximum number of indices per face (polygon). More...
 
const AI_MAX_FACES = 0x7fffffff
 Maximum number of faces per mesh. More...
 
const AI_MAX_NUMBER_OF_COLOR_SETS = 0x4
 Supported number of vertex color sets per mesh. More...
 
const AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x4
 Supported number of texture coord sets (UV(W) channels) per mesh. More...
 
const AI_MAX_VERTICES = 0x7fffffff
 Maximum number of vertices per mesh. More...
 
 C
 

Detailed Description

Contains the data structures in which the imported geometry is returned by Assimp.

Enumeration Type Documentation

◆ aiPrimitiveType

Enumerates the types of geometric primitives supported by Assimp.

See: aiFace, aiProcess.SortByPType, aiProcess.Triangulate, AI_CONFIG_PP_SBP_REMOVE.

Enumerator
POINT 

A point primitive.

This is just a single vertex in the virtual world, aiFace contains just one index for such a primitive.

LINE 

A line primitive.

This is a line defined through a start and an end position. aiFace contains exactly two indices for such a primitive.

TRIANGLE 

A triangular primitive.

A triangle consists of three indices.

POLYGON 

A higher-level polygon with more than 3 edges.

A triangle is a polygon, but in this context, polygon means "all polygons that are not triangles". The Triangulate post processing step is provided for your convenience, it splits all polygons in triangles (which are much easier to handle).

Variable Documentation

◆ AI_MAX_BONE_WEIGHTS

const assimp::mesh::AI_MAX_BONE_WEIGHTS = 0x7fffffff

Maximum number of indices per face (polygon).

◆ AI_MAX_FACES

const assimp::mesh::AI_MAX_FACES = 0x7fffffff

Maximum number of faces per mesh.

◆ AI_MAX_NUMBER_OF_COLOR_SETS

const assimp::mesh::AI_MAX_NUMBER_OF_COLOR_SETS = 0x4

Supported number of vertex color sets per mesh.

◆ AI_MAX_NUMBER_OF_TEXTURECOORDS

const assimp::mesh::AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x4

Supported number of texture coord sets (UV(W) channels) per mesh.

◆ AI_MAX_VERTICES

const assimp::mesh::AI_MAX_VERTICES = 0x7fffffff

Maximum number of vertices per mesh.

◆ C

assimp::mesh::C
Initial value:
{
const AI_MAX_FACE_INDICES = 0x7fff
#define AI_MAX_FACE_INDICES
Maximum number of indices per face (polygon).
Definition: mesh.h:65