Documentation ¶
Index ¶
- Constants
- type ArmaturePopulate
- type CalcTangentsProcess
- type ComputeUVMappingProcess
- type DeboneProcess
- type DropFaceNormalsProcess
- type FlipUVsProcess
- type FlipWindingOrderProcess
- type LimitBoneWeightsProcess
- type MakeLeftHandedProcess
- func (m *MakeLeftHandedProcess) Execute(pScene *core.AiScene)
- func (m *MakeLeftHandedProcess) IsActive(pFlags int) bool
- func (m *MakeLeftHandedProcess) ProcessAnimation(pAnim *core.AiNodeAnim)
- func (m *MakeLeftHandedProcess) ProcessCamera(pCam *core.AiCamera)
- func (m *MakeLeftHandedProcess) ProcessMaterial(mat *core.AiMaterial)
- func (m *MakeLeftHandedProcess) ProcessMesh(pMesh *core.AiMesh)
- func (m *MakeLeftHandedProcess) ProcessNode(pNode *core.AiNode, pParentGlobalRotation *common.AiMatrix4x4)
- func (m *MakeLeftHandedProcess) SetupProperties(ctx context.Context)
- type MakeVerboseFormatProcess
- type NGONEncoder
- type OptimizeGraphProcess
- type OptimizeMeshesProcess
- type PretransformVertices
- type RemoveRedundantMatsProcess
- type RemoveVCProcess
- type ScaleProcess
- type SortByPTypeProcess
- type SplitByBoneCountProcess
- type SplitLargeMeshesProcessTriangle
- type TextureTransformStep
- type TriangulateProcess
- type ValidateDSProcess
Constants ¶
const ( NotSet = 0xffffffff DeadBeef = 0xdeadbeef )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type ArmaturePopulate ¶
type ArmaturePopulate struct {
iassimp.BasePostProcessing
}
func (ArmaturePopulate) Execute ¶
func (a ArmaturePopulate) Execute(pScene *core.AiScene)
func (ArmaturePopulate) IsActive ¶
func (a ArmaturePopulate) IsActive(pFlags int) bool
func (ArmaturePopulate) SetupProperties ¶
func (a ArmaturePopulate) SetupProperties(ctx context.Context)
type CalcTangentsProcess ¶
type CalcTangentsProcess struct {
// contains filtered or unexported fields
}
func (CalcTangentsProcess) Execute ¶
func (c CalcTangentsProcess) Execute(pScene *core.AiScene)
func (CalcTangentsProcess) IsActive ¶
func (c CalcTangentsProcess) IsActive(pFlags int) bool
func (CalcTangentsProcess) SetupProperties ¶
func (c CalcTangentsProcess) SetupProperties(ctx context.Context)
type ComputeUVMappingProcess ¶
type ComputeUVMappingProcess struct { }
type DeboneProcess ¶
type DeboneProcess struct { }
type DropFaceNormalsProcess ¶
type DropFaceNormalsProcess struct { }
func (*DropFaceNormalsProcess) Execute ¶
func (post *DropFaceNormalsProcess) Execute(pScene *core.AiScene)
func (*DropFaceNormalsProcess) IsActive ¶
func (post *DropFaceNormalsProcess) IsActive(pFlags int)
type FlipUVsProcess ¶
type FlipUVsProcess struct { }
func (*FlipUVsProcess) Execute ¶
func (m *FlipUVsProcess) Execute(pScene *core.AiScene)
func (*FlipUVsProcess) IsActive ¶
func (m *FlipUVsProcess) IsActive(pFlags int) bool
func (*FlipUVsProcess) ProcessMaterial ¶
func (m *FlipUVsProcess) ProcessMaterial(mat *core.AiMaterial)
------------------------------------------------------------------------------------------------ Converts a single material
func (*FlipUVsProcess) ProcessMesh ¶
func (m *FlipUVsProcess) ProcessMesh(pMesh *core.AiMesh)
------------------------------------------------------------------------------------------------ Converts a single mesh
func (*FlipUVsProcess) SetupProperties ¶
func (m *FlipUVsProcess) SetupProperties(ctx context.Context)
type FlipWindingOrderProcess ¶
type FlipWindingOrderProcess struct { }
func (*FlipWindingOrderProcess) Execute ¶
func (m *FlipWindingOrderProcess) Execute(pScene *core.AiScene)
func (*FlipWindingOrderProcess) IsActive ¶
func (m *FlipWindingOrderProcess) IsActive(pFlags int) bool
func (*FlipWindingOrderProcess) ProcessMesh ¶
func (m *FlipWindingOrderProcess) ProcessMesh(pMesh *core.AiMesh)
------------------------------------------------------------------------------------------------ Converts a single mesh
func (*FlipWindingOrderProcess) SetupProperties ¶
func (m *FlipWindingOrderProcess) SetupProperties(ctx context.Context)
type LimitBoneWeightsProcess ¶
type LimitBoneWeightsProcess struct { }
func (LimitBoneWeightsProcess) Execute ¶
func (l LimitBoneWeightsProcess) Execute(pScene *core.AiScene)
func (LimitBoneWeightsProcess) IsActive ¶
func (l LimitBoneWeightsProcess) IsActive(pFlags int) bool
func (LimitBoneWeightsProcess) SetupProperties ¶
func (l LimitBoneWeightsProcess) SetupProperties(ctx context.Context)
type MakeLeftHandedProcess ¶
type MakeLeftHandedProcess struct { }
func (*MakeLeftHandedProcess) Execute ¶
func (m *MakeLeftHandedProcess) Execute(pScene *core.AiScene)
------------------------------------------------------------------------------------------------ Executes the post processing step on the given imported data.
func (*MakeLeftHandedProcess) IsActive ¶
func (m *MakeLeftHandedProcess) IsActive(pFlags int) bool
------------------------------------------------------------------------------------------------ Returns whether the processing step is present in the given flag field.
func (*MakeLeftHandedProcess) ProcessAnimation ¶
func (m *MakeLeftHandedProcess) ProcessAnimation(pAnim *core.AiNodeAnim)
------------------------------------------------------------------------------------------------ Converts the given animation to LH coordinates.
func (*MakeLeftHandedProcess) ProcessCamera ¶
func (m *MakeLeftHandedProcess) ProcessCamera(pCam *core.AiCamera)
------------------------------------------------------------------------------------------------ Converts a single camera to left handed coordinates.
func (*MakeLeftHandedProcess) ProcessMaterial ¶
func (m *MakeLeftHandedProcess) ProcessMaterial(mat *core.AiMaterial)
------------------------------------------------------------------------------------------------ Converts a single material to left handed coordinates.
func (*MakeLeftHandedProcess) ProcessMesh ¶
func (m *MakeLeftHandedProcess) ProcessMesh(pMesh *core.AiMesh)
------------------------------------------------------------------------------------------------ Converts a single mesh to left handed coordinates.
func (*MakeLeftHandedProcess) ProcessNode ¶
func (m *MakeLeftHandedProcess) ProcessNode(pNode *core.AiNode, pParentGlobalRotation *common.AiMatrix4x4)
------------------------------------------------------------------------------------------------ Recursively converts a node, all of its children and all of its meshes
func (*MakeLeftHandedProcess) SetupProperties ¶
func (m *MakeLeftHandedProcess) SetupProperties(ctx context.Context)
type MakeVerboseFormatProcess ¶
type MakeVerboseFormatProcess struct { }
func (MakeVerboseFormatProcess) Execute ¶
func (m MakeVerboseFormatProcess) Execute(pScene *core.AiScene)
func (MakeVerboseFormatProcess) IsActive ¶
func (m MakeVerboseFormatProcess) IsActive(pFlags int) bool
func (MakeVerboseFormatProcess) SetupProperties ¶
func (m MakeVerboseFormatProcess) SetupProperties(ctx context.Context)
type NGONEncoder ¶
type NGONEncoder struct {
LastNGONFirstIndex int
}
*
- @brief Encode the current triangle, and make sure it is recognized as a triangle. *
- This method will rotate indices in tri if needed in order to avoid tri to be considered
- part of the previous ngon. This method is to be used whenever you want to emit a real triangle,
- and make sure it is seen as a triangle. *
- @param tri Triangle to encode.
func NewNGONEncoder ¶
func NewNGONEncoder() *NGONEncoder
type OptimizeGraphProcess ¶
type OptimizeGraphProcess struct { }
func (OptimizeGraphProcess) Execute ¶
func (o OptimizeGraphProcess) Execute(pScene *core.AiScene)
func (OptimizeGraphProcess) IsActive ¶
func (o OptimizeGraphProcess) IsActive(pFlags int) bool
func (OptimizeGraphProcess) SetupProperties ¶
func (o OptimizeGraphProcess) SetupProperties(ctx context.Context)
type OptimizeMeshesProcess ¶
type OptimizeMeshesProcess struct {
// contains filtered or unexported fields
}
func (OptimizeMeshesProcess) Execute ¶
func (o OptimizeMeshesProcess) Execute(pScene *core.AiScene)
func (OptimizeMeshesProcess) IsActive ¶
func (o OptimizeMeshesProcess) IsActive(pFlags int) bool
func (OptimizeMeshesProcess) SetupProperties ¶
func (o OptimizeMeshesProcess) SetupProperties(ctx context.Context)
type PretransformVertices ¶
type PretransformVertices struct { }
func (PretransformVertices) Execute ¶
func (p PretransformVertices) Execute(pScene *core.AiScene)
func (PretransformVertices) IsActive ¶
func (p PretransformVertices) IsActive(pFlags int) bool
func (PretransformVertices) SetupProperties ¶
func (p PretransformVertices) SetupProperties(ctx context.Context)
type RemoveRedundantMatsProcess ¶
type RemoveRedundantMatsProcess struct { }
func (RemoveRedundantMatsProcess) Execute ¶
func (r RemoveRedundantMatsProcess) Execute(pScene *core.AiScene)
func (RemoveRedundantMatsProcess) IsActive ¶
func (r RemoveRedundantMatsProcess) IsActive(pFlags int) bool
func (RemoveRedundantMatsProcess) SetupProperties ¶
func (r RemoveRedundantMatsProcess) SetupProperties(ctx context.Context)
type RemoveVCProcess ¶
type RemoveVCProcess struct { }
func (RemoveVCProcess) Execute ¶
func (r RemoveVCProcess) Execute(pScene *core.AiScene)
func (RemoveVCProcess) IsActive ¶
func (r RemoveVCProcess) IsActive(pFlags int) bool
func (RemoveVCProcess) SetupProperties ¶
func (r RemoveVCProcess) SetupProperties(ctx context.Context)
type ScaleProcess ¶
type ScaleProcess struct { }
func (ScaleProcess) Execute ¶
func (s ScaleProcess) Execute(pScene *core.AiScene)
func (ScaleProcess) IsActive ¶
func (s ScaleProcess) IsActive(pFlags int) bool
func (ScaleProcess) SetupProperties ¶
func (s ScaleProcess) SetupProperties(ctx context.Context)
type SortByPTypeProcess ¶
type SortByPTypeProcess struct { }
func (SortByPTypeProcess) Execute ¶
func (s SortByPTypeProcess) Execute(pScene *core.AiScene)
func (SortByPTypeProcess) IsActive ¶
func (s SortByPTypeProcess) IsActive(pFlags int) bool
func (SortByPTypeProcess) SetupProperties ¶
func (s SortByPTypeProcess) SetupProperties(ctx context.Context)
type SplitByBoneCountProcess ¶
type SplitByBoneCountProcess struct { }
func (SplitByBoneCountProcess) Execute ¶
func (s SplitByBoneCountProcess) Execute(pScene *core.AiScene)
func (SplitByBoneCountProcess) IsActive ¶
func (s SplitByBoneCountProcess) IsActive(pFlags int) bool
func (SplitByBoneCountProcess) SetupProperties ¶
func (s SplitByBoneCountProcess) SetupProperties(ctx context.Context)
type SplitLargeMeshesProcessTriangle ¶
type SplitLargeMeshesProcessTriangle struct { }
func (SplitLargeMeshesProcessTriangle) Execute ¶
func (s SplitLargeMeshesProcessTriangle) Execute(pScene *core.AiScene)
func (SplitLargeMeshesProcessTriangle) IsActive ¶
func (s SplitLargeMeshesProcessTriangle) IsActive(pFlags int) bool
func (SplitLargeMeshesProcessTriangle) SetupProperties ¶
func (s SplitLargeMeshesProcessTriangle) SetupProperties(ctx context.Context)
type TextureTransformStep ¶
type TextureTransformStep struct { }
func (TextureTransformStep) Execute ¶
func (t TextureTransformStep) Execute(pScene *core.AiScene)
func (TextureTransformStep) IsActive ¶
func (t TextureTransformStep) IsActive(pFlags int) bool
func (TextureTransformStep) SetupProperties ¶
func (t TextureTransformStep) SetupProperties(ctx context.Context)
type TriangulateProcess ¶
type TriangulateProcess struct { }
func NewTriangulateProcess ¶
func NewTriangulateProcess() *TriangulateProcess
func (*TriangulateProcess) Execute ¶
func (t *TriangulateProcess) Execute(pScene *core.AiScene)
func (*TriangulateProcess) IsActive ¶
func (t *TriangulateProcess) IsActive(pFlags int) bool
func (*TriangulateProcess) SetupProperties ¶
func (t *TriangulateProcess) SetupProperties(ctx context.Context)
func (*TriangulateProcess) TriangulateMesh ¶
func (t *TriangulateProcess) TriangulateMesh(pMesh *core.AiMesh) bool
type ValidateDSProcess ¶
type ValidateDSProcess struct { }
func (ValidateDSProcess) Execute ¶
func (v ValidateDSProcess) Execute(pScene *core.AiScene)
func (ValidateDSProcess) IsActive ¶
func (v ValidateDSProcess) IsActive(pFlags int) bool
func (ValidateDSProcess) SetupProperties ¶
func (v ValidateDSProcess) SetupProperties(ctx context.Context)
Source Files ¶
- armature_populate.go
- calc_tangents_process.go
- compute_uv_mapping_process.h.go
- convert_to_LH_process.go
- de_bone_process.go
- drop_face_normals_process.go
- limit_bone_weights_process.go
- make_verbose_format.go
- optimize_graph.go
- optimize_meshes.go
- pretransform_vertices.go
- process_helper.go
- remove_VC_process.go
- remove_redundant_materials.go
- scale_process.go
- sort_by_ptype_process.go
- splitLarge_meshes.go
- split_by_bone_count_process.go
- texture_transform.go
- triangulate_process.go
- validate_data_structure.go