Assimp  v4.1. (December 2018)
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,
 <code>aiFace</code> contains just one index for such a primitive.
LINE 

A line primitive.

 This is a line defined through a start and an end position.
 <code>aiFace</code> 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 <code>Triangulate</code>
 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
AI_MAX_FACE_INDICES
#define AI_MAX_FACE_INDICES
Definition: include/assimp/mesh.h:68