Top Description Inners Fields Constructors Methods
org.lwjgl.assimp

public Class Assimp

extends Object
Class Inheritance
Imports
javax.annotation.*, java.nio.*, org.lwjgl.*, org.lwjgl.system.*, org.lwjgl.system.libffi.*

Contains bindings to the Assimp library.

General Features

Import Formats

COMMON INTERCHANGE FORMATS (An asterisk indicates limited support)

MOTION CAPTURE FORMATS

GRAPHICS ENGINE FORMATS

GAME FILE FORMATS

OTHER FILE FORMATS

Export Formats

COMMON INTERCHANGE FORMATS

Post-processing

REAL TIME RENDERING

VERTEX DATA

SCENEGRAPH

OTHER

Nested and Inner Type Summary

Modifier and TypeClass and Description
public static class
Assimp.Functions

Contains the function pointers loaded from the assimp SharedLibrary.

Field Summary

Modifier and TypeField and Description
public static final String
public static final String
public static final String
public static final String
public static final String
_AI_MATKEY_GLTF_SCALE_BASE

PBR Material keys

public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
_AI_MATKEY_TEXOP_BASE

Material keys

public static final String
public static final String
public static final String
public static final int
AI_AIMETADATA

Enum used to distinguish data types.

public static final int
AI_AISTRING

Enum used to distinguish data types.

public static final int
AI_AIVECTOR3D

Enum used to distinguish data types.

public static final int
AI_BOOL

Enum used to distinguish data types.

public static final String
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT

Specifies whether the Android JNI asset extraction is supported.

public static final float
AI_CONFIG_APP_SCALE_DEFAULT

Default value for configuration properties.

public static final String
AI_CONFIG_APP_SCALE_KEY

Specifies an application key factor for scale.

public static final String
AI_CONFIG_EXPORT_BLOB_NAME

Specifies the blob name, assimp uses for exporting.

public static final String
AI_CONFIG_EXPORT_POINT_CLOUDS

Specifies whether the assimp export shall be able to export point clouds.

public static final String
AI_CONFIG_EXPORT_XFILE_64BIT

Specifies the xfile use double for real values of float.

public static final String
AI_CONFIG_FAVOUR_SPEED

A hint to assimp to favour speed against import quality.

public static final String
AI_CONFIG_FBX_CONVERT_TO_M

Set whether the FBX importer shall convert the unit from cm to m.

public static final String
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER

Will enable the skeleton struct to store bone data.

public static final String
AI_CONFIG_GLOB_MEASURE_TIME

Enables time measurements.

public static final float
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT

Default value for configuration properties.

public static final String
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY

Specifies a global key factor for scale.

public static final String
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION

Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence of the 'subdiv' attribute in the file).

public static final String
AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL

Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate meshes.

public static final String
AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS

Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups loaded from the file.

public static final String
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE

Specifies whether the Collada loader will ignore the provided unit size.

public static final String
AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION

Specifies whether the Collada loader will ignore the provided up direction.

public static final String
AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES

Specifies whether the Collada loader should use Collada names.

public static final String
AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING

Set whether the fbx importer will use the legacy embedded texture naming.

public static final String
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES

Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose transformation over their entire defined range.

public static final String
AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS

Set whether the fbx importer will preserve pivot points for transformations (as extra nodes).

public static final String
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS

Set whether the fbx importer will merge all geometry layers present in the source file or take only the first.

public static final String
AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS

Set whether the fbx importer will read all materials present in the source file or take only the referenced materials.

public static final String
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS

Set whether the fbx importer will read animations.

public static final String
AI_CONFIG_IMPORT_FBX_READ_CAMERAS

Set whether the fbx importer will read cameras.

public static final String
AI_CONFIG_IMPORT_FBX_READ_LIGHTS

Set whether the fbx importer will read light sources.

public static final String
AI_CONFIG_IMPORT_FBX_READ_MATERIALS

Set whether the fbx importer will read materials.

public static final String
AI_CONFIG_IMPORT_FBX_READ_TEXTURES

Set whether the fbx importer will read embedded textures.

public static final String
AI_CONFIG_IMPORT_FBX_READ_WEIGHTS

Set whether the fbx importer will read weights.

public static final String
AI_CONFIG_IMPORT_FBX_STRICT_MODE

Set whether the fbx importer will act in strict mode in which only FBX 2013 is supported and any other sub formats are rejected.

public static final String
AI_CONFIG_IMPORT_GLOBAL_KEYFRAME

Set the vertex animation keyframe to be imported.

public static final String
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION

Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes.

public static final String
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION

Set the tessellation for IFC cylindrical shapes.

public static final String
AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS

Specifies whether the IFC loader skips over shape representations of type 'Curve2D'.

public static final String
AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS

Specifies whether the IFC loader skips over IfcSpace elements.

public static final String
AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE

Sets the tessellation conic angle for IFC smoothing curves.

public static final String
AI_CONFIG_IMPORT_IRR_ANIM_FPS

Defines the output frame rate of the IRR loader.

public static final String
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY

Configures the LWO loader to load just one layer from the model.

public static final String
AI_CONFIG_IMPORT_LWS_ANIM_END

End of the imported time range.

public static final String
AI_CONFIG_IMPORT_LWS_ANIM_START

Defines the begin of the time range for which the LWS loader evaluates animations and computes AINodeAnim's.

public static final String
public static final String
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART

Configures the M3D loader to detect and process multi-part Quake player models.

public static final String
public static final String
AI_CONFIG_IMPORT_MD3_LOAD_SHADERS

Specify if to try load Quake 3 shader files.

public static final String
AI_CONFIG_IMPORT_MD3_SHADER_SRC

Specify the Quake 3 shader file to be used for a particular MD3 file.

public static final String
AI_CONFIG_IMPORT_MD3_SKIN_NAME

Tells the MD3 loader which skin files to load.

public static final String
AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD

Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically.

public static final String
public static final String
AI_CONFIG_IMPORT_MDL_COLORMAP

Sets the colormap (= palette) to be used to decode embedded textures in MDL (Quake or 3DGS) files.

public static final String
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS

Set whether the MDL (HL1) importer will read animation events.

public static final String
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONS

Set whether the MDL (HL1) importer will read animations.

public static final String
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTS

Set whether the MDL (HL1) importer will read attachments info.

public static final String
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERS

Set whether the MDL (HL1) importer will read blend controllers.

public static final String
AI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS

Set whether the MDL (HL1) importer will read bone controllers info.

public static final String
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXES

Set whether the MDL (HL1) importer will read hitboxes info.

public static final String
AI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO

Set whether the MDL (HL1) importer will read miscellaneous global model info.

public static final String
AI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS

Set whether the MDL (HL1) importer will read sequence transition graph.

public static final String
public static final String
AI_CONFIG_IMPORT_NO_SKELETON_MESHES

Global setting to disable generation of skeleton dummy meshes

Skeleton dummy meshes are generated as a visualization aid in cases which the input data contains no geometry, but only animation data.

public static final String
AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE

Ogre Importer will try to find referenced materials from this file.

public static final String
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME

Ogre Importer detect the texture usage from its filename.

public static final String
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES

Set whether the importer shall not remove empty bones.

public static final String
AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER

Importers which parse JSON may use this to obtain a pointer to a rapidjson::IRemoteSchemaDocumentProvider.

public static final String
public static final String
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST

Smd load multiple animations.

public static final String
AI_CONFIG_IMPORT_TER_MAKE_UVS

Configures the terragen import plugin to compute uv's for terrains, if not given.

public static final String
public static final String
AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE

Specifies the maximum angle that may be between two vertex tangents that their tangents and bi-tangents are smoothed.

public static final String
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX

Source UV channel for tangent space computation.

public static final String
AI_CONFIG_PP_DB_ALL_OR_NONE

Require all bones qualify for deboning before removing any.

public static final String
AI_CONFIG_PP_DB_THRESHOLD

Lower the deboning threshold in order to remove more bones.

public static final String
AI_CONFIG_PP_FD_CHECKAREA

Configures the Process_FindDegenerates to check the area of a triangle to be greater than e-6.

public static final String
AI_CONFIG_PP_FD_REMOVE

Configures the Process_FindDegenerates step to remove degenerated primitives from the import - immediately.

public static final String
AI_CONFIG_PP_FID_ANIM_ACCURACY

Input parameter to the Process_FindInvalidData step: Specifies the floating-point accuracy for animation values.

public static final String
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDS

Input parameter to the Process_FindInvalidData step: Set to true to ignore texture coordinates.

public static final String
AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE

Specifies the maximum angle that may be between two face normals at the same vertex position that their are smoothed together.

public static final String
AI_CONFIG_PP_ICL_PTCACHE_SIZE

Set the size of the post-transform vertex cache to optimize the vertices for.

public static final String
AI_CONFIG_PP_LBW_MAX_WEIGHTS

Set the maximum number of bones affecting a single vertex.

public static final String
AI_CONFIG_PP_OG_EXCLUDE_LIST

Configures the Process_OptimizeGraph step to preserve nodes matching a name in a given list.

public static final String
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION

Configures the Process_PreTransformVertices step to use a users defined matrix as the scene root node transformation before transforming vertices.

public static final String
AI_CONFIG_PP_PTV_KEEP_HIERARCHY

Configures the Process_PreTransformVertices step to keep the scene hierarchy.

public static final String
AI_CONFIG_PP_PTV_NORMALIZE

Configures the Process_PreTransformVertices step to normalize all vertex components into the [-1,1] range.

public static final String
AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION

Configures the Process_PreTransformVertices step to use a users defined matrix as the scene root node transformation before transforming vertices.

public static final String
AI_CONFIG_PP_RRM_EXCLUDE_LIST

Configures the Process_RemoveRedundantMaterials step to keep materials matching a name in a given list.

public static final String
AI_CONFIG_PP_RVC_FLAGS

Input parameter to the Process_RemoveComponent step: Specifies the parts of the data structure to be removed.

public static final String
AI_CONFIG_PP_SBBC_MAX_BONES

Maximum bone count per mesh for the Process_SplitByBoneCount step.

public static final String
AI_CONFIG_PP_SBP_REMOVE

Input parameter to the Process_SortByPType step: Specifies which primitive types are removed by the step.

public static final String
AI_CONFIG_PP_SLM_TRIANGLE_LIMIT

Set the maximum number of triangles in a mesh.

public static final String
AI_CONFIG_PP_SLM_VERTEX_LIMIT

Set the maximum number of vertices in a mesh.

public static final String
AI_CONFIG_PP_TUV_EVALUATE

Input parameter to the Process_TransformUVCoords step: Specifies which UV transformations are evaluated.

public static final String
AI_CONFIG_UNREAL_HANDLE_FLAGS

Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs. single-sided).

public static final String
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS

Specifies whether to use the deprecated KHR_materials_pbrSpecularGlossiness extension.

public static final float
AI_DEBONE_THRESHOLD

Default value for configuration properties.

public static final String
AI_DEFAULT_MATERIAL_NAME

Name for default materials (2nd is used if meshes have UV coords)

public static final int
AI_DOUBLE

Enum used to distinguish data types.

public static final float
ai_epsilon

Numerical limits.

public static final int
AI_FALSE

Boolean constants Enum values:

public static final int
AI_FLOAT

Enum used to distinguish data types.

public static final int
AI_IMPORT_IFC_DEFAULT_CYLINDRICAL_TESSELLATION

Default values for configuration properties.

public static final float
AI_IMPORT_IFC_DEFAULT_SMOOTHING_ANGLE

Default value for configuration properties.

public static final int
AI_INT32

Enum used to distinguish data types.

public static final int
AI_INT64

Enum used to distinguish data types.

public static final int
AI_LBW_MAX_WEIGHTS

Default values for configuration properties.

public static final double
AI_MATH_HALF_PI

This is PI.

public static final float
AI_MATH_HALF_PI_F

This is PI.

public static final double
AI_MATH_PI

This is PI.

public static final float
AI_MATH_PI_F

This is PI.

public static final double
AI_MATH_TWO_PI

This is PI.

public static final float
AI_MATH_TWO_PI_F

This is PI.

public static final String
public static final String
AI_MATKEY_BASE_COLOR

Material keys

public static final String
AI_MATKEY_BLEND_FUNC

Material keys

public static final String
AI_MATKEY_BUMPSCALING

Material keys

public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
AI_MATKEY_GLTF_ALPHACUTOFF

PBR Material keys

public static final String
AI_MATKEY_GLTF_ALPHAMODE

PBR Material keys

public static final int
public static final String
public static final String
AI_MATKEY_NAME

Material keys

public static final String
AI_MATKEY_OBJ_ILLUM

Material keys

public static final String
AI_MATKEY_OPACITY

Material keys

public static final String
public static final String
AI_MATKEY_REFRACTI

Material keys

public static final String
public static final String
public static final String
public static final String
AI_MATKEY_SHADER_GEO

Material keys

public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
AI_MATKEY_SHININESS

Material keys

public static final String
public static final String
public static final String
public static final String
public static final String
AI_MATKEY_TWOSIDED

Material keys

public static final String
AI_MATKEY_USE_AO_MAP

Material keys

public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final String
public static final int
AI_MAX_BONE_WEIGHTS

Maximum number of indices per face (polygon).

public static final int
AI_MAX_FACE_INDICES

Maximum number of indices per face (polygon).

public static final int
AI_MAX_FACES

Maximum number of faces per mesh.

public static final int
AI_MAX_NUMBER_OF_COLOR_SETS

Supported number of vertex color sets per mesh.

public static final int
AI_MAX_NUMBER_OF_TEXTURECOORDS

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

public static final int
AI_MAX_VERTICES

Maximum number of vertices per mesh.

public static final int
AI_META_MAX

Enum used to distinguish data types.

public static final String
AI_METADATA_SOURCE_COPYRIGHT

Scene metadata holding the source asset copyright statement, if available.

public static final String
AI_METADATA_SOURCE_FORMAT

Scene metadata holding the name of the importer which loaded the source asset.

public static final String
AI_METADATA_SOURCE_FORMAT_VERSION

Scene metadata holding the version of the source asset as a string, if available.

public static final String
AI_METADATA_SOURCE_GENERATOR

Scene metadata holding the name of the software which generated the source asset, if available.

public static final int
AI_SBBC_DEFAULT_MAX_BONES

Default values for configuration properties.

public static final int
AI_SCENE_FLAGS_INCOMPLETE

Specifies that the scene data structure that was imported is not complete.

public static final int
AI_SCENE_FLAGS_NON_VERBOSE_FORMAT

This flag is currently only set by the aiProcess_JoinIdenticalVertices step.

public static final int
AI_SCENE_FLAGS_TERRAIN

Denotes pure height-map terrain data.

public static final int
AI_SCENE_FLAGS_VALIDATED

This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS) if the validation is successful.

public static final int
AI_SCENE_FLAGS_VALIDATION_WARNING

This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS) if the validation is successful but some issues have been found.

public static final int
AI_SLM_DEFAULT_MAX_TRIANGLES

Default values for configuration properties.

public static final int
AI_SLM_DEFAULT_MAX_VERTICES

Default values for configuration properties.

public static final int
AI_TRUE

Boolean constants Enum values:

public static final int
AI_UINT32

Enum used to distinguish data types.

public static final int
AI_UINT64

Enum used to distinguish data types.

public static final int
AI_UVTRAFO_ALL

UVCoord Transforms

public static final int
AI_UVTRAFO_ROTATION

UVCoord Transforms

public static final int
AI_UVTRAFO_SCALING

UVCoord Transforms

public static final int
AI_UVTRAFO_TRANSLATION

UVCoord Transforms

public static final int
aiAnimBehaviour_CONSTANT

Defines how an animation channel behaves outside the defined time range.

public static final int
aiAnimBehaviour_DEFAULT

Defines how an animation channel behaves outside the defined time range.

public static final int
aiAnimBehaviour_LINEAR

Defines how an animation channel behaves outside the defined time range.

public static final int
aiAnimBehaviour_REPEAT

Defines how an animation channel behaves outside the defined time range.

public static final int
aiBlendMode_Additive

Defines alpha-blend flags.

public static final int
aiBlendMode_Default

Defines alpha-blend flags.

public static final int
aiComponent_ANIMATIONS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_BONEWEIGHTS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_CAMERAS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_COLORS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_LIGHTS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_MATERIALS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_MESHES

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_NORMALS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_TANGENTS_AND_BITANGENTS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_TEXCOORDS

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiComponent_TEXTURES

Enumerates components of the AIScene and AIMesh data structures that can be excluded from the import using the Process_RemoveComponent step.

public static final int
aiDefaultLogStream_DEBUGGER

Enumerates predefined log streaming destinations.

public static final int
aiDefaultLogStream_FILE

Enumerates predefined log streaming destinations.

public static final int
aiDefaultLogStream_STDERR

Enumerates predefined log streaming destinations.

public static final int
aiDefaultLogStream_STDOUT

Enumerates predefined log streaming destinations.

private static final FFICIF
public static final int
aiImporterFlags_Experimental

Mixed set of flags for AIImporterDesc, indicating some features common to many importers.

public static final int
aiImporterFlags_LimitedSupport

Mixed set of flags for AIImporterDesc, indicating some features common to many importers.

public static final int
aiImporterFlags_SupportBinaryFlavour

Mixed set of flags for AIImporterDesc, indicating some features common to many importers.

public static final int
aiImporterFlags_SupportCompressedFlavour

Mixed set of flags for AIImporterDesc, indicating some features common to many importers.

public static final int
aiImporterFlags_SupportTextFlavour

Mixed set of flags for AIImporterDesc, indicating some features common to many importers.

public static final int
aiLightSource_AMBIENT

Enumerates all supported types of light sources.

public static final int
aiLightSource_AREA

Enumerates all supported types of light sources.

public static final int
aiLightSource_DIRECTIONAL

Enumerates all supported types of light sources.

public static final int
aiLightSource_POINT

Enumerates all supported types of light sources.

public static final int
aiLightSource_SPOT

Enumerates all supported types of light sources.

public static final int
aiLightSource_UNDEFINED

Enumerates all supported types of light sources.

public static final int
aiMorphingMethod_MORPH_NORMALIZED

Enumerates the methods of mesh morphing supported by Assimp.

public static final int
aiMorphingMethod_MORPH_RELATIVE

Enumerates the methods of mesh morphing supported by Assimp.

public static final int
aiMorphingMethod_UNKNOWN

Enumerates the methods of mesh morphing supported by Assimp.

public static final int
aiMorphingMethod_VERTEX_BLEND

Enumerates the methods of mesh morphing supported by Assimp.

public static final int
aiOrigin_CUR

Seek origins (for the virtual file system API).

public static final int
aiOrigin_END

Seek origins (for the virtual file system API).

public static final int
aiOrigin_SET

Seek origins (for the virtual file system API).

public static final int
aiPrimitiveType_LINE

Enumerates the types of geometric primitives supported by Assimp.

public static final int
aiPrimitiveType_NGONEncodingFlag

Enumerates the types of geometric primitives supported by Assimp.

public static final int
aiPrimitiveType_POINT

Enumerates the types of geometric primitives supported by Assimp.

public static final int
aiPrimitiveType_POLYGON

Enumerates the types of geometric primitives supported by Assimp.

public static final int
aiPrimitiveType_TRIANGLE

Enumerates the types of geometric primitives supported by Assimp.

public static final int
aiProcess_CalcTangentSpace

Defines the flags for all possible post processing steps.

public static final int
aiProcess_ConvertToLeftHanded

Process Presets Enum values:

  • Process_ConvertToLeftHanded - Shortcut flag for Direct3D-based applications.

    Supersedes the Process_MakeLeftHanded and Process_FlipUVs and Process_FlipWindingOrder flags. The output data matches Direct3D's conventions: left-handed geometry, upper-left origin for UV coordinates and finally clockwise face order, suitable for CCW culling.

  • ProcessPreset_TargetRealtime_Fast - Default postprocess configuration optimizing the data for real-time rendering.

    Applications would want to use this preset to load models on end-user PCs, maybe for direct use in game.

    If you're using DirectX, don't forget to combine this value with the Process_ConvertToLeftHanded step. If you don't support UV transformations in your application apply the Process_TransformUVCoords step, too.

    Note

    Please take the time to read the docs for the steps enabled by this preset. Some of them offer further configurable properties, while some of them might not be of use for you so it might be better to not specify them.

public static final int
aiProcess_Debone

Defines the flags for all possible post processing steps.

public static final int
aiProcess_DropNormals

Defines the flags for all possible post processing steps.

public static final int
aiProcess_EmbedTextures

Defines the flags for all possible post processing steps.

public static final int
aiProcess_FindDegenerates

Defines the flags for all possible post processing steps.

public static final int
aiProcess_FindInstances

Defines the flags for all possible post processing steps.

public static final int
aiProcess_FindInvalidData

Defines the flags for all possible post processing steps.

public static final int
aiProcess_FixInfacingNormals

Defines the flags for all possible post processing steps.

public static final int
aiProcess_FlipUVs

Defines the flags for all possible post processing steps.

public static final int
aiProcess_FlipWindingOrder

Defines the flags for all possible post processing steps.

public static final int
aiProcess_ForceGenNormals

Defines the flags for all possible post processing steps.

public static final int
aiProcess_GenBoundingBoxes

Defines the flags for all possible post processing steps.

public static final int
aiProcess_GenNormals

Defines the flags for all possible post processing steps.

public static final int
aiProcess_GenSmoothNormals

Defines the flags for all possible post processing steps.

public static final int
aiProcess_GenUVCoords

Defines the flags for all possible post processing steps.

public static final int
aiProcess_GlobalScale

Defines the flags for all possible post processing steps.

public static final int
aiProcess_ImproveCacheLocality

Defines the flags for all possible post processing steps.

public static final int
aiProcess_JoinIdenticalVertices

Defines the flags for all possible post processing steps.

public static final int
aiProcess_LimitBoneWeights

Defines the flags for all possible post processing steps.

public static final int
aiProcess_MakeLeftHanded

Defines the flags for all possible post processing steps.

public static final int
aiProcess_OptimizeGraph

Defines the flags for all possible post processing steps.

public static final int
aiProcess_OptimizeMeshes

Defines the flags for all possible post processing steps.

public static final int
aiProcess_PopulateArmatureData

Defines the flags for all possible post processing steps.

public static final int
aiProcess_PreTransformVertices

Defines the flags for all possible post processing steps.

public static final int
aiProcess_RemoveComponent

Defines the flags for all possible post processing steps.

public static final int
aiProcess_RemoveRedundantMaterials

Defines the flags for all possible post processing steps.

public static final int
aiProcess_SortByPType

Defines the flags for all possible post processing steps.

public static final int
aiProcess_SplitByBoneCount

Defines the flags for all possible post processing steps.

public static final int
aiProcess_SplitLargeMeshes

Defines the flags for all possible post processing steps.

public static final int
aiProcess_TransformUVCoords

Defines the flags for all possible post processing steps.

public static final int
aiProcess_Triangulate

Defines the flags for all possible post processing steps.

public static final int
aiProcess_ValidateDataStructure

Defines the flags for all possible post processing steps.

public static final int
aiProcessPreset_TargetRealtime_Fast

Process Presets Enum values:

  • Process_ConvertToLeftHanded - Shortcut flag for Direct3D-based applications.

    Supersedes the Process_MakeLeftHanded and Process_FlipUVs and Process_FlipWindingOrder flags. The output data matches Direct3D's conventions: left-handed geometry, upper-left origin for UV coordinates and finally clockwise face order, suitable for CCW culling.

  • ProcessPreset_TargetRealtime_Fast - Default postprocess configuration optimizing the data for real-time rendering.

    Applications would want to use this preset to load models on end-user PCs, maybe for direct use in game.

    If you're using DirectX, don't forget to combine this value with the Process_ConvertToLeftHanded step. If you don't support UV transformations in your application apply the Process_TransformUVCoords step, too.

    Note

    Please take the time to read the docs for the steps enabled by this preset. Some of them offer further configurable properties, while some of them might not be of use for you so it might be better to not specify them.

public static final int
aiProcessPreset_TargetRealtime_MaxQuality

Process Presets Enum values:

  • Process_ConvertToLeftHanded - Shortcut flag for Direct3D-based applications.

    Supersedes the Process_MakeLeftHanded and Process_FlipUVs and Process_FlipWindingOrder flags. The output data matches Direct3D's conventions: left-handed geometry, upper-left origin for UV coordinates and finally clockwise face order, suitable for CCW culling.

  • ProcessPreset_TargetRealtime_Fast - Default postprocess configuration optimizing the data for real-time rendering.

    Applications would want to use this preset to load models on end-user PCs, maybe for direct use in game.

    If you're using DirectX, don't forget to combine this value with the Process_ConvertToLeftHanded step. If you don't support UV transformations in your application apply the Process_TransformUVCoords step, too.

    Note

    Please take the time to read the docs for the steps enabled by this preset. Some of them offer further configurable properties, while some of them might not be of use for you so it might be better to not specify them.

public static final int
aiProcessPreset_TargetRealtime_Quality

Process Presets Enum values:

  • Process_ConvertToLeftHanded - Shortcut flag for Direct3D-based applications.

    Supersedes the Process_MakeLeftHanded and Process_FlipUVs and Process_FlipWindingOrder flags. The output data matches Direct3D's conventions: left-handed geometry, upper-left origin for UV coordinates and finally clockwise face order, suitable for CCW culling.

  • ProcessPreset_TargetRealtime_Fast - Default postprocess configuration optimizing the data for real-time rendering.

    Applications would want to use this preset to load models on end-user PCs, maybe for direct use in game.

    If you're using DirectX, don't forget to combine this value with the Process_ConvertToLeftHanded step. If you don't support UV transformations in your application apply the Process_TransformUVCoords step, too.

    Note

    Please take the time to read the docs for the steps enabled by this preset. Some of them offer further configurable properties, while some of them might not be of use for you so it might be better to not specify them.

public static final int
aiPTI_Buffer

A very primitive RTTI system for the contents of material properties.

public static final int
aiPTI_Double

A very primitive RTTI system for the contents of material properties.

public static final int
aiPTI_Float

A very primitive RTTI system for the contents of material properties.

public static final int
aiPTI_Integer

A very primitive RTTI system for the contents of material properties.

public static final int
aiPTI_String

A very primitive RTTI system for the contents of material properties.

public static final int
aiReturn_FAILURE

Standard return type for some library functions, rarely used.

public static final int
aiReturn_OUTOFMEMORY

Standard return type for some library functions, rarely used.

public static final int
aiReturn_SUCCESS

Standard return type for some library functions, rarely used.

public static final int
aiShadingMode_Blinn

Defines all shading models supported by the library.

public static final int
aiShadingMode_CookTorrance

Defines all shading models supported by the library.

public static final int
aiShadingMode_Flat

Defines all shading models supported by the library.

public static final int
aiShadingMode_Fresnel

Defines all shading models supported by the library.

public static final int
aiShadingMode_Gouraud

Defines all shading models supported by the library.

public static final int
aiShadingMode_Minnaert

Defines all shading models supported by the library.

public static final int
aiShadingMode_NoShading

Defines all shading models supported by the library.

public static final int
aiShadingMode_OrenNayar

Defines all shading models supported by the library.

public static final int
aiShadingMode_PBR_BRDF

Defines all shading models supported by the library.

public static final int
aiShadingMode_Phong

Defines all shading models supported by the library.

public static final int
aiShadingMode_Toon

Defines all shading models supported by the library.

public static final int
aiShadingMode_Unlit

Defines all shading models supported by the library.

public static final int
aiTextureFlags_IgnoreAlpha

Defines some mixed flags for a particular texture.

public static final int
aiTextureFlags_Invert

Defines some mixed flags for a particular texture.

public static final int
aiTextureFlags_UseAlpha

Defines some mixed flags for a particular texture.

public static final int
aiTextureMapMode_Clamp

Defines how UV coordinates outside the [0...1] range are handled.

public static final int
aiTextureMapMode_Decal

Defines how UV coordinates outside the [0...1] range are handled.

public static final int
aiTextureMapMode_Mirror

Defines how UV coordinates outside the [0...1] range are handled.

public static final int
aiTextureMapMode_Wrap

Defines how UV coordinates outside the [0...1] range are handled.

public static final int
aiTextureMapping_BOX

Defines how the mapping coords for a texture are generated.

public static final int
aiTextureMapping_CYLINDER

Defines how the mapping coords for a texture are generated.

public static final int
aiTextureMapping_OTHER

Defines how the mapping coords for a texture are generated.

public static final int
aiTextureMapping_PLANE

Defines how the mapping coords for a texture are generated.

public static final int
aiTextureMapping_SPHERE

Defines how the mapping coords for a texture are generated.

public static final int
aiTextureMapping_UV

Defines how the mapping coords for a texture are generated.

public static final int
aiTextureOp_Add

Defines how the Nth texture of a specific type is combined with the result of all previous layers.

public static final int
aiTextureOp_Divide

Defines how the Nth texture of a specific type is combined with the result of all previous layers.

public static final int
aiTextureOp_Multiply

Defines how the Nth texture of a specific type is combined with the result of all previous layers.

public static final int
aiTextureOp_SignedAdd

Defines how the Nth texture of a specific type is combined with the result of all previous layers.

public static final int
aiTextureOp_SmoothAdd

Defines how the Nth texture of a specific type is combined with the result of all previous layers.

public static final int
aiTextureOp_Subtract

Defines how the Nth texture of a specific type is combined with the result of all previous layers.

public static final int
aiTextureType_AMBIENT

Defines the purpose of a texture.

public static final int
aiTextureType_AMBIENT_OCCLUSION

Defines the purpose of a texture.

public static final int
aiTextureType_BASE_COLOR

Defines the purpose of a texture.

public static final int
aiTextureType_CLEARCOAT

Defines the purpose of a texture.

public static final int
aiTextureType_DIFFUSE

Defines the purpose of a texture.

public static final int
aiTextureType_DIFFUSE_ROUGHNESS

Defines the purpose of a texture.

public static final int
aiTextureType_DISPLACEMENT

Defines the purpose of a texture.

public static final int
aiTextureType_EMISSION_COLOR

Defines the purpose of a texture.

public static final int
aiTextureType_EMISSIVE

Defines the purpose of a texture.

public static final int
aiTextureType_HEIGHT

Defines the purpose of a texture.

public static final int
aiTextureType_LIGHTMAP

Defines the purpose of a texture.

public static final int
aiTextureType_METALNESS

Defines the purpose of a texture.

public static final int
aiTextureType_NONE

Defines the purpose of a texture.

public static final int
aiTextureType_NORMAL_CAMERA

Defines the purpose of a texture.

public static final int
aiTextureType_NORMALS

Defines the purpose of a texture.

public static final int
aiTextureType_OPACITY

Defines the purpose of a texture.

public static final int
aiTextureType_REFLECTION

Defines the purpose of a texture.

public static final int
aiTextureType_SHEEN

Defines the purpose of a texture.

public static final int
aiTextureType_SHININESS

Defines the purpose of a texture.

public static final int
aiTextureType_SPECULAR

Defines the purpose of a texture.

public static final int
aiTextureType_TRANSMISSION

Defines the purpose of a texture.

public static final int
aiTextureType_UNKNOWN

Defines the purpose of a texture.

private static final SharedLibrary
public static final int
ASSIMP_CFLAGS_DEBUG

Assimp was compiled as a debug build

public static final int
ASSIMP_CFLAGS_DOUBLE_SUPPORT

Assimp was compiled with ASSIMP_DOUBLE_PRECISION defined

public static final int
ASSIMP_CFLAGS_NOBOOST

Assimp was compiled with ASSIMP_BUILD_BOOST_WORKAROUND defined

public static final int
ASSIMP_CFLAGS_SHARED

Assimp was compiled as a shared object (Windows: DLL)

public static final int
ASSIMP_CFLAGS_SINGLETHREADED

Assimp was compiled with ASSIMP_BUILD_SINGLETHREADED defined

public static final int
ASSIMP_CFLAGS_STLPORT

Assimp was compiled against STLport

private static final SharedLibrary
public static final int
MAXLEN

Maximum dimension for strings, ASSIMP strings are zero terminated.

public static final int
PP_ICL_PTCACHE_SIZE

Default values for configuration properties.

Constructor Summary

AccessConstructor and Description
protected

Method Summary

Modifier and TypeMethod and Description
public static float
AI_DEG_TO_RAD(float
The value in degrees
x
)

Tiny macro to convert from degrees to radians

public static float
AI_RAD_TO_DEG(float
The value in radians
x
)

Tiny macro to convert from radians to degrees

public static AIScene

Returns:

A pointer to the post-processed data. Post processing is done in-place, meaning this is still the same AIScene which you passed for pScene. However, if post-processing failed, the scene could now be NULL. That's quite a rare case, post processing steps are not really designed to 'fail'. To be exact, the Process_ValidateDataStructure flag is currently the only post processing step which can actually cause the scene to be reset to NULL.
aiApplyPostProcessing
(AIScene
Scene to work on.
pScene
,
int pFlags)

Apply post-processing to an already-imported scene.

public static void
aiAttachLogStream(AILogStream
Describes the new log stream.
stream
)

Attach a custom log stream to the libraries' logging system.

public static int
aiComponent_COLORSn(int
The color channel
n
)

Remove a specific color channel 'n'

public static int
aiComponent_TEXCOORDSn(int
The UV channel
n
)

Remove a specific UV channel 'n'

public static void
aiCopyScene(AIScene
Valid scene to be copied
pIn
,
PointerBuffer
Receives a modifiable copy of the scene. Use FreeScene to delete it again.
pOut
)

Create a modifiable copy of a scene.

public static AIScene
aiCopyScene(AIScene
Valid scene to be copied
pIn
)

Create a modifiable copy of a scene.

public static AIPropertyStore

Returns:

New property store. Property stores need to be manually destroyed using the ReleasePropertyStore API function.
aiCreatePropertyStore
()

Create an empty property store.

public static void
aiCreateQuaternionFromMatrix(AIQuaternion
Receives the output quaternion.
quat
,
AIMatrix3x3
Matrix to 'quaternionize'.
mat
)

Construct a quaternion from a 3x3 rotation matrix.

public static void
aiDecomposeMatrix(AIMatrix4x4
Matrix to decompose
mat
,
AIVector3D
Receives the scaling component
scaling
,
AIQuaternion
Receives the rotational component
rotation
,
AIVector3D
Receives the translational component.
position
)

Decompose a transformation matrix into its rotational, translational and scaling components.

public static void
aiDetachAllLogStreams()

Detach all active log streams from the libraries' logging system.

public static int

Returns:

Return_SUCCESS if the log stream has been detached successfully.
aiDetachLogStream
(AILogStream
The log stream to be detached.
stream
)

Detach a custom log stream from the libraries' logging system.

public static void
aiEnableVerboseLogging(boolean
true or false, your decision
d
)

Enable verbose logging.

public static int

Returns:

a status code indicating the result of the export
aiExportScene
(AIScene
The scene to export. Stays in possession of the caller, is not changed by the function. The scene is expected to conform to Assimp's Importer output format as specified in the Data Structures Page. In short, this means the model data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. If your input data uses different conventions, have a look at the last parameter.
pScene
,
ByteBuffer
ID string to specify to which format you want to export to. Use GetExportFormatCount / GetExportFormatDescription to learn which export formats are available.
pFormatId
,
ByteBuffer
Output file to write
pFileName
,
int
Accepts any choice of the aiPostProcessSteps enumerated flags, but in reality only a subset of them makes sense here. Specifying 'preprocessing' flags is useful if the input scene does not conform to Assimp's default conventions as specified in the Data Structures Page. In short, this means the geometry data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. The Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder flags are used in the import side to allow users to have those defaults automatically adapted to their conventions. Specifying those flags for exporting has the opposite effect, respectively. Some other of the aiPostProcessSteps enumerated values may be useful as well, but you'll need to try out what their effect on the exported file is. Many formats impose their own restrictions on the structure of the geometry stored therein, so some preprocessing may have little or no effect at all, or may be redundant as exporters would apply them anyhow. A good example is triangulation - whilst you can enforce it by specifying the Process_Triangulate flag, most export formats support only triangulate data so they would run the step anyway.

If assimp detects that the input scene was directly taken from the importer side of the library (i.e. not copied using CopyScene and potentially modified afterwards), any post-processing steps already applied to the scene will not be applied again, unless they show non-idempotent behavior (Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder). One or more of:

Process_CalcTangentSpaceProcess_JoinIdenticalVerticesProcess_MakeLeftHanded
Process_TriangulateProcess_RemoveComponentProcess_GenNormals
Process_GenSmoothNormalsProcess_SplitLargeMeshesProcess_PreTransformVertices
Process_LimitBoneWeightsProcess_ValidateDataStructureProcess_ImproveCacheLocality
Process_RemoveRedundantMaterialsProcess_FixInfacingNormalsProcess_PopulateArmatureData
Process_SortByPTypeProcess_FindDegeneratesProcess_FindInvalidData
Process_GenUVCoordsProcess_TransformUVCoordsProcess_FindInstances
Process_OptimizeMeshesProcess_OptimizeGraphProcess_FlipUVs
Process_FlipWindingOrderProcess_SplitByBoneCountProcess_Debone
Process_GlobalScaleProcess_EmbedTexturesProcess_ForceGenNormals
Process_DropNormalsProcess_GenBoundingBoxesProcess_ConvertToLeftHanded
ProcessPreset_TargetRealtime_FastProcessPreset_TargetRealtime_QualityProcessPreset_TargetRealtime_MaxQuality
pPreProcessing
)

Exports the given scene to a chosen file format and writes the result file(s) to disk.

public static int

Returns:

a status code indicating the result of the export
aiExportScene
(AIScene
The scene to export. Stays in possession of the caller, is not changed by the function. The scene is expected to conform to Assimp's Importer output format as specified in the Data Structures Page. In short, this means the model data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. If your input data uses different conventions, have a look at the last parameter.
pScene
,
CharSequence
ID string to specify to which format you want to export to. Use GetExportFormatCount / GetExportFormatDescription to learn which export formats are available.
pFormatId
,
CharSequence
Output file to write
pFileName
,
int
Accepts any choice of the aiPostProcessSteps enumerated flags, but in reality only a subset of them makes sense here. Specifying 'preprocessing' flags is useful if the input scene does not conform to Assimp's default conventions as specified in the Data Structures Page. In short, this means the geometry data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. The Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder flags are used in the import side to allow users to have those defaults automatically adapted to their conventions. Specifying those flags for exporting has the opposite effect, respectively. Some other of the aiPostProcessSteps enumerated values may be useful as well, but you'll need to try out what their effect on the exported file is. Many formats impose their own restrictions on the structure of the geometry stored therein, so some preprocessing may have little or no effect at all, or may be redundant as exporters would apply them anyhow. A good example is triangulation - whilst you can enforce it by specifying the Process_Triangulate flag, most export formats support only triangulate data so they would run the step anyway.

If assimp detects that the input scene was directly taken from the importer side of the library (i.e. not copied using CopyScene and potentially modified afterwards), any post-processing steps already applied to the scene will not be applied again, unless they show non-idempotent behavior (Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder). One or more of:

Process_CalcTangentSpaceProcess_JoinIdenticalVerticesProcess_MakeLeftHanded
Process_TriangulateProcess_RemoveComponentProcess_GenNormals
Process_GenSmoothNormalsProcess_SplitLargeMeshesProcess_PreTransformVertices
Process_LimitBoneWeightsProcess_ValidateDataStructureProcess_ImproveCacheLocality
Process_RemoveRedundantMaterialsProcess_FixInfacingNormalsProcess_PopulateArmatureData
Process_SortByPTypeProcess_FindDegeneratesProcess_FindInvalidData
Process_GenUVCoordsProcess_TransformUVCoordsProcess_FindInstances
Process_OptimizeMeshesProcess_OptimizeGraphProcess_FlipUVs
Process_FlipWindingOrderProcess_SplitByBoneCountProcess_Debone
Process_GlobalScaleProcess_EmbedTexturesProcess_ForceGenNormals
Process_DropNormalsProcess_GenBoundingBoxesProcess_ConvertToLeftHanded
ProcessPreset_TargetRealtime_FastProcessPreset_TargetRealtime_QualityProcessPreset_TargetRealtime_MaxQuality
pPreProcessing
)

Exports the given scene to a chosen file format and writes the result file(s) to disk.

public static int

Returns:

a status code indicating the result of the export
aiExportSceneEx
(AIScene
The scene to export. Stays in possession of the caller, is not changed by the function. The scene is expected to conform to Assimp's Importer output format as specified in the Data Structures Page. In short, this means the model data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. If your input data uses different conventions, have a look at the last parameter.
pScene
,
ByteBuffer
ID string to specify to which format you want to export to. Use GetExportFormatCount / GetExportFormatDescription to learn which export formats are available.
pFormatId
,
ByteBuffer
Output file to write
pFileName
,
AIFileIO
custom IO implementation to be used. Use this if you use your own storage methods. If none is supplied, a default implementation using standard file IO is used. Note that ExportSceneToBlob is provided as convenience function to export to memory buffers.
pIO
,
int
Accepts any choice of the aiPostProcessSteps enumerated flags, but in reality only a subset of them makes sense here. Specifying 'preprocessing' flags is useful if the input scene does not conform to Assimp's default conventions as specified in the Data Structures Page. In short, this means the geometry data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. The Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder flags are used in the import side to allow users to have those defaults automatically adapted to their conventions. Specifying those flags for exporting has the opposite effect, respectively. Some other of the aiPostProcessSteps enumerated values may be useful as well, but you'll need to try out what their effect on the exported file is. Many formats impose their own restrictions on the structure of the geometry stored therein, so some preprocessing may have little or no effect at all, or may be redundant as exporters would apply them anyhow. A good example is triangulation - whilst you can enforce it by specifying the Process_Triangulate flag, most export formats support only triangulate data so they would run the step anyway.

If assimp detects that the input scene was directly taken from the importer side of the library (i.e. not copied using CopyScene and potentially modified afterwards), any post-processing steps already applied to the scene will not be applied again, unless they show non-idempotent behavior (Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder). One or more of:

Process_CalcTangentSpaceProcess_JoinIdenticalVerticesProcess_MakeLeftHanded
Process_TriangulateProcess_RemoveComponentProcess_GenNormals
Process_GenSmoothNormalsProcess_SplitLargeMeshesProcess_PreTransformVertices
Process_LimitBoneWeightsProcess_ValidateDataStructureProcess_ImproveCacheLocality
Process_RemoveRedundantMaterialsProcess_FixInfacingNormalsProcess_PopulateArmatureData
Process_SortByPTypeProcess_FindDegeneratesProcess_FindInvalidData
Process_GenUVCoordsProcess_TransformUVCoordsProcess_FindInstances
Process_OptimizeMeshesProcess_OptimizeGraphProcess_FlipUVs
Process_FlipWindingOrderProcess_SplitByBoneCountProcess_Debone
Process_GlobalScaleProcess_EmbedTexturesProcess_ForceGenNormals
Process_DropNormalsProcess_GenBoundingBoxesProcess_ConvertToLeftHanded
ProcessPreset_TargetRealtime_FastProcessPreset_TargetRealtime_QualityProcessPreset_TargetRealtime_MaxQuality
pPreProcessing
)

Exports the given scene to a chosen file format using custom IO logic supplied by you.

public static int

Returns:

a status code indicating the result of the export
aiExportSceneEx
(AIScene
The scene to export. Stays in possession of the caller, is not changed by the function. The scene is expected to conform to Assimp's Importer output format as specified in the Data Structures Page. In short, this means the model data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. If your input data uses different conventions, have a look at the last parameter.
pScene
,
CharSequence
ID string to specify to which format you want to export to. Use GetExportFormatCount / GetExportFormatDescription to learn which export formats are available.
pFormatId
,
CharSequence
Output file to write
pFileName
,
AIFileIO
custom IO implementation to be used. Use this if you use your own storage methods. If none is supplied, a default implementation using standard file IO is used. Note that ExportSceneToBlob is provided as convenience function to export to memory buffers.
pIO
,
int
Accepts any choice of the aiPostProcessSteps enumerated flags, but in reality only a subset of them makes sense here. Specifying 'preprocessing' flags is useful if the input scene does not conform to Assimp's default conventions as specified in the Data Structures Page. In short, this means the geometry data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. The Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder flags are used in the import side to allow users to have those defaults automatically adapted to their conventions. Specifying those flags for exporting has the opposite effect, respectively. Some other of the aiPostProcessSteps enumerated values may be useful as well, but you'll need to try out what their effect on the exported file is. Many formats impose their own restrictions on the structure of the geometry stored therein, so some preprocessing may have little or no effect at all, or may be redundant as exporters would apply them anyhow. A good example is triangulation - whilst you can enforce it by specifying the Process_Triangulate flag, most export formats support only triangulate data so they would run the step anyway.

If assimp detects that the input scene was directly taken from the importer side of the library (i.e. not copied using CopyScene and potentially modified afterwards), any post-processing steps already applied to the scene will not be applied again, unless they show non-idempotent behavior (Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder). One or more of:

Process_CalcTangentSpaceProcess_JoinIdenticalVerticesProcess_MakeLeftHanded
Process_TriangulateProcess_RemoveComponentProcess_GenNormals
Process_GenSmoothNormalsProcess_SplitLargeMeshesProcess_PreTransformVertices
Process_LimitBoneWeightsProcess_ValidateDataStructureProcess_ImproveCacheLocality
Process_RemoveRedundantMaterialsProcess_FixInfacingNormalsProcess_PopulateArmatureData
Process_SortByPTypeProcess_FindDegeneratesProcess_FindInvalidData
Process_GenUVCoordsProcess_TransformUVCoordsProcess_FindInstances
Process_OptimizeMeshesProcess_OptimizeGraphProcess_FlipUVs
Process_FlipWindingOrderProcess_SplitByBoneCountProcess_Debone
Process_GlobalScaleProcess_EmbedTexturesProcess_ForceGenNormals
Process_DropNormalsProcess_GenBoundingBoxesProcess_ConvertToLeftHanded
ProcessPreset_TargetRealtime_FastProcessPreset_TargetRealtime_QualityProcessPreset_TargetRealtime_MaxQuality
pPreProcessing
)

Exports the given scene to a chosen file format using custom IO logic supplied by you.

public static AIExportDataBlob

Returns:

the exported data or NULL in case of error
aiExportSceneToBlob
(AIScene
The scene to export. Stays in possession of the caller, is not changed by the function. The scene is expected to conform to Assimp's Importer output format as specified in the Data Structures Page. In short, this means the model data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. If your input data uses different conventions, have a look at the last parameter.
pScene
,
ByteBuffer
ID string to specify to which format you want to export to. Use GetExportFormatCount / GetExportFormatDescription to learn which export formats are available.
pFormatId
,
int
Accepts any choice of the aiPostProcessSteps enumerated flags, but in reality only a subset of them makes sense here. Specifying 'preprocessing' flags is useful if the input scene does not conform to Assimp's default conventions as specified in the Data Structures Page. In short, this means the geometry data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. The Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder flags are used in the import side to allow users to have those defaults automatically adapted to their conventions. Specifying those flags for exporting has the opposite effect, respectively. Some other of the aiPostProcessSteps enumerated values may be useful as well, but you'll need to try out what their effect on the exported file is. Many formats impose their own restrictions on the structure of the geometry stored therein, so some preprocessing may have little or no effect at all, or may be redundant as exporters would apply them anyhow. A good example is triangulation - whilst you can enforce it by specifying the Process_Triangulate flag, most export formats support only triangulate data so they would run the step anyway.

If assimp detects that the input scene was directly taken from the importer side of the library (i.e. not copied using CopyScene and potentially modified afterwards), any post-processing steps already applied to the scene will not be applied again, unless they show non-idempotent behavior (Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder). One or more of:

Process_CalcTangentSpaceProcess_JoinIdenticalVerticesProcess_MakeLeftHanded
Process_TriangulateProcess_RemoveComponentProcess_GenNormals
Process_GenSmoothNormalsProcess_SplitLargeMeshesProcess_PreTransformVertices
Process_LimitBoneWeightsProcess_ValidateDataStructureProcess_ImproveCacheLocality
Process_RemoveRedundantMaterialsProcess_FixInfacingNormalsProcess_PopulateArmatureData
Process_SortByPTypeProcess_FindDegeneratesProcess_FindInvalidData
Process_GenUVCoordsProcess_TransformUVCoordsProcess_FindInstances
Process_OptimizeMeshesProcess_OptimizeGraphProcess_FlipUVs
Process_FlipWindingOrderProcess_SplitByBoneCountProcess_Debone
Process_GlobalScaleProcess_EmbedTexturesProcess_ForceGenNormals
Process_DropNormalsProcess_GenBoundingBoxesProcess_ConvertToLeftHanded
ProcessPreset_TargetRealtime_FastProcessPreset_TargetRealtime_QualityProcessPreset_TargetRealtime_MaxQuality
pPreProcessing
)

Exports the given scene to a chosen file format.

public static AIExportDataBlob

Returns:

the exported data or NULL in case of error
aiExportSceneToBlob
(AIScene
The scene to export. Stays in possession of the caller, is not changed by the function. The scene is expected to conform to Assimp's Importer output format as specified in the Data Structures Page. In short, this means the model data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. If your input data uses different conventions, have a look at the last parameter.
pScene
,
CharSequence
ID string to specify to which format you want to export to. Use GetExportFormatCount / GetExportFormatDescription to learn which export formats are available.
pFormatId
,
int
Accepts any choice of the aiPostProcessSteps enumerated flags, but in reality only a subset of them makes sense here. Specifying 'preprocessing' flags is useful if the input scene does not conform to Assimp's default conventions as specified in the Data Structures Page. In short, this means the geometry data should use a right-handed coordinate systems, face winding should be counter-clockwise and the UV coordinate origin is assumed to be in the upper left. The Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder flags are used in the import side to allow users to have those defaults automatically adapted to their conventions. Specifying those flags for exporting has the opposite effect, respectively. Some other of the aiPostProcessSteps enumerated values may be useful as well, but you'll need to try out what their effect on the exported file is. Many formats impose their own restrictions on the structure of the geometry stored therein, so some preprocessing may have little or no effect at all, or may be redundant as exporters would apply them anyhow. A good example is triangulation - whilst you can enforce it by specifying the Process_Triangulate flag, most export formats support only triangulate data so they would run the step anyway.

If assimp detects that the input scene was directly taken from the importer side of the library (i.e. not copied using CopyScene and potentially modified afterwards), any post-processing steps already applied to the scene will not be applied again, unless they show non-idempotent behavior (Process_MakeLeftHanded, Process_FlipUVs and Process_FlipWindingOrder). One or more of:

Process_CalcTangentSpaceProcess_JoinIdenticalVerticesProcess_MakeLeftHanded
Process_TriangulateProcess_RemoveComponentProcess_GenNormals
Process_GenSmoothNormalsProcess_SplitLargeMeshesProcess_PreTransformVertices
Process_LimitBoneWeightsProcess_ValidateDataStructureProcess_ImproveCacheLocality
Process_RemoveRedundantMaterialsProcess_FixInfacingNormalsProcess_PopulateArmatureData
Process_SortByPTypeProcess_FindDegeneratesProcess_FindInvalidData
Process_GenUVCoordsProcess_TransformUVCoordsProcess_FindInstances
Process_OptimizeMeshesProcess_OptimizeGraphProcess_FlipUVs
Process_FlipWindingOrderProcess_SplitByBoneCountProcess_Debone
Process_GlobalScaleProcess_EmbedTexturesProcess_ForceGenNormals
Process_DropNormalsProcess_GenBoundingBoxesProcess_ConvertToLeftHanded
ProcessPreset_TargetRealtime_FastProcessPreset_TargetRealtime_QualityProcessPreset_TargetRealtime_MaxQuality
pPreProcessing
)

Exports the given scene to a chosen file format.

public static void
aiFreeScene(AIScene
Scene to be freed
pIn
)

Frees a scene copy created using CopyScene

public static String

Returns:

the current branch name
aiGetBranchName
()

Returns the branch name of the Assimp runtime.

public static int

Returns:

any bitwise combination of the ASSIMP_CFLAGS_xxx constants.
aiGetCompileFlags
()

Returns assimp's compile flags.

public static String

Returns:

A textual description of the error that occurred at the last import process. NULL if there was no error. There can't be an error if you got a non-NULL AIScene from ImportFile/ImportFileEx/ApplyPostProcessing.
aiGetErrorString
()

Returns the error text of the last failed import process.

public static long
aiGetExportFormatCount()

Returns the number of export file formats available in the current Assimp build.

public static AIExportFormatDesc

Returns:

A description of that specific export format. NULL if pIndex is out of range.
aiGetExportFormatDescription
(long
Index of the export format to retrieve information for. Valid range is 0 to GetExportFormatCount
pIndex
)

Returns a description of the nth export file format.

public static void
aiGetExtensionList(AIString
String to receive the extension list. Format of the list: "*.3ds;*.obj;*.dae". NULL is not a valid parameter.
szOut
)

Get a list of all file extensions supported by ASSIMP.

public static AIImporterDesc

Returns:

A pointer showing to the ImporterDesc, AIImporterDesc.
aiGetImporterDesc
(ByteBuffer
The extension to look for
extension
)

Returns the Importer description for a given extension.

public static AIImporterDesc

Returns:

A pointer showing to the ImporterDesc, AIImporterDesc.
aiGetImporterDesc
(CharSequence
The extension to look for
extension
)

Returns the Importer description for a given extension.

public static long
aiGetImportFormatCount()

Returns the number of import file formats available in the current Assimp build.

public static AIImporterDesc

Returns:

A description of that specific import format. NULL if pIndex is out of range.
aiGetImportFormatDescription
(long
Index of the import format to retrieve information for. Valid range is 0 to GetImportFormatCount
pIndex
)

Returns a description of the nth import file format.

public static String

Returns:

A string containing the legal information.
aiGetLegalString
()

Returns a string with legal copyright and licensing information about Assimp.

public static int

Returns:

Specifies whether the key has been found. If not, the output struct remains unmodified.
aiGetMaterialColor
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
ByteBuffer
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
AIColor4D
Pointer to a color to receive the result.
pOut
)

Retrieve a color value with a specific key from a material.

public static int

Returns:

Specifies whether the key has been found. If not, the output struct remains unmodified.
aiGetMaterialColor
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
CharSequence
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
AIColor4D
Pointer to a color to receive the result.
pOut
)

Retrieve a color value with a specific key from a material.

public static int

Returns:

Specifies whether the key has been found. If not, the output arrays remains unmodified and pMax is set to 0.
aiGetMaterialFloatArray
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
ByteBuffer
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
FloatBuffer
Pointer to a buffer to receive the result.
pOut
,
IntBuffer
Specifies the size of the given buffer, in float's. Receives the number of values (not bytes!) read.
pMax
)

Retrieve an array of float values with a specific key from the material.

public static int

Returns:

Specifies whether the key has been found. If not, the output arrays remains unmodified and pMax is set to 0.
aiGetMaterialFloatArray
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
CharSequence
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
FloatBuffer
Pointer to a buffer to receive the result.
pOut
,
IntBuffer
Specifies the size of the given buffer, in float's. Receives the number of values (not bytes!) read.
pMax
)

Retrieve an array of float values with a specific key from the material.

public static int
aiGetMaterialFloatArray(AIMaterial pMat, ByteBuffer pKey, int type, int index, float[] pOut, int[] pMax)

Array version of: GetMaterialFloatArray

public static int
aiGetMaterialFloatArray(AIMaterial pMat, CharSequence pKey, int type, int index, float[] pOut, int[] pMax)

Array version of: GetMaterialFloatArray

public static int

Returns:

Specifies whether the key has been found. If not, the output arrays remains unmodified and pMax is set to 0.
aiGetMaterialIntegerArray
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
ByteBuffer
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
IntBuffer
Pointer to a buffer to receive the result.
pOut
,
IntBuffer
Specifies the size of the given buffer, in int's. Receives the number of values (not bytes!) read.
pMax
)

Retrieve an array of integer values with a specific key from a material.

public static int

Returns:

Specifies whether the key has been found. If not, the output arrays remains unmodified and pMax is set to 0.
aiGetMaterialIntegerArray
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
CharSequence
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
IntBuffer
Pointer to a buffer to receive the result.
pOut
,
IntBuffer
Specifies the size of the given buffer, in int's. Receives the number of values (not bytes!) read.
pMax
)

Retrieve an array of integer values with a specific key from a material.

public static int
aiGetMaterialIntegerArray(AIMaterial pMat, ByteBuffer pKey, int type, int index, int[] pOut, int[] pMax)

Array version of: GetMaterialIntegerArray

public static int
aiGetMaterialIntegerArray(AIMaterial pMat, CharSequence pKey, int type, int index, int[] pOut, int[] pMax)

Array version of: GetMaterialIntegerArray

public static int

Returns:

Return_xxx values.
aiGetMaterialProperty
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
ByteBuffer
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
PointerBuffer
Pointer to receive a pointer to a valid AIMaterialProperty structure or NULL if the key has not been found.
mPropOut
)

Retrieve a material property with a specific key from the material.

public static int

Returns:

Return_xxx values.
aiGetMaterialProperty
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
CharSequence
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
PointerBuffer
Pointer to receive a pointer to a valid AIMaterialProperty structure or NULL if the key has not been found.
mPropOut
)

Retrieve a material property with a specific key from the material.

public static int

Returns:

Return_xxx values.
aiGetMaterialProperty
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
ByteBuffer
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
PointerBuffer
Pointer to receive a pointer to a valid AIMaterialProperty structure or NULL if the key has not been found.
mPropOut
)

Retrieve a material property with a specific key from the material.

public static int

Returns:

Return_xxx values.
aiGetMaterialProperty
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
CharSequence
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
PointerBuffer
Pointer to receive a pointer to a valid AIMaterialProperty structure or NULL if the key has not been found.
mPropOut
)

Retrieve a material property with a specific key from the material.

public static int

Returns:

Specifies whether the key has been found. If not, the output struct remains unmodified.
aiGetMaterialString
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
ByteBuffer
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
AIString
Pointer to a string to receive the result.
pOut
)

Retrieve a string value with a specific key from a material.

public static int

Returns:

Specifies whether the key has been found. If not, the output struct remains unmodified.
aiGetMaterialString
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
CharSequence
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
AIString
Pointer to a string to receive the result.
pOut
)

Retrieve a string value with a specific key from a material.

public static int

Returns:

Return_SUCCESS on success, otherwise something else. Have fun.
aiGetMaterialTexture
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
int type, int
Index of the texture. The function fails if the requested index is not available for this texture type.
index
,
AIString
Receives the output path. This parameter must be non-null.
path
,
IntBuffer
The texture mapping mode to be used. Pass NULL if you're not interested in this information.
mapping
,
IntBuffer
For UV-mapped textures: receives the index of the UV source channel. Unmodified otherwise.
uvindex
,
FloatBuffer
Receives the blend factor for the texture. Pass NULL if you're not interested in this information.
blend
,
IntBuffer
Receives the texture blend operation to be perform between this texture and the previous texture. Pass NULL if you're not interested in this information.
op
,
IntBuffer
Receives the mapping modes to be used for the texture. Pass NULL if you're not interested in this information. Otherwise, pass a pointer to an array of two aiTextureMapMode's (one for each axis, UV order).
mapmode
,
IntBuffer
Receives the texture flags.
flags
)

Helper function to get all values pertaining to a particular texture slot from a material structure.

public static int
aiGetMaterialTexture(AIMaterial pMat, int type, int index, AIString path, int[] mapping, int[] uvindex, float[] blend, int[] op, int[] mapmode, int[] flags)

Array version of: GetMaterialTexture

public static int
public static int

Returns:

Specifies whether the key has been found. If not, the output struct remains unmodified.
aiGetMaterialUVTransform
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
ByteBuffer
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
AIUVTransform
Pointer to a AIUVTransform to receive the result.
pOut
)

Retrieve a UVTransform value with a specific key from a material.

public static int

Returns:

Specifies whether the key has been found. If not, the output struct remains unmodified.
aiGetMaterialUVTransform
(AIMaterial
Pointer to the input material. May not be NULL
pMat
,
CharSequence
Key to search for. One of the AI_MATKEY_XXX constants.
pKey
,
int type, int
Index of the texture to be retrieved.
index
,
AIUVTransform
Pointer to a AIUVTransform to receive the result.
pOut
)

Retrieve a UVTransform value with a specific key from a material.

public static void
aiGetMemoryRequirements(AIScene
Input asset.
pIn
,
AIMemoryInfo
Data structure to be filled.
in
)

Get the approximated storage required by an imported asset.

public static AILogStream
aiGetPredefinedLogStream(int pStreams, ByteBuffer
Solely for the DefaultLogStream_FILE flag: specifies the file to write to. Pass NULL for all other flags.
file
,
AILogStream
The log stream. callback is set to NULL if something went wrong.
__result
)

Get one of the predefine log streams.

public static AILogStream
aiGetPredefinedLogStream(int pStreams, CharSequence
Solely for the DefaultLogStream_FILE flag: specifies the file to write to. Pass NULL for all other flags.
file
,
AILogStream
The log stream. callback is set to NULL if something went wrong.
__result
)

Get one of the predefine log streams.

public static int

Returns:

major version of the Assimp runtime the application was linked/built against
aiGetVersionMajor
()

Returns the current major version number of Assimp.

public static int

Returns:

minor version of the Assimp runtime the application was linked/built against
aiGetVersionMinor
()

Returns the current minor version number of Assimp.

public static int

Returns:

patch version of the Assimp runtime the application was linked/built against
aiGetVersionPatch
()

Returns the current patch version number of Assimp.

public static int

Returns:

SVN Repository revision number of the Assimp runtime the application was linked/built against.
aiGetVersionRevision
()

Returns the repository revision of the Assimp runtime.

public static void
aiIdentityMatrix3(AIMatrix3x3
Matrix to receive its personal identity
mat
)

Get a 3x3 identity matrix.

public static void
aiIdentityMatrix4(AIMatrix4x4
Matrix to receive its personal identity
mat
)

Get a 4x4 identity matrix.

public static AIScene
public static AIScene
public static AIScene
public static AIScene
public static AIScene

Returns:

Pointer to the imported data or NULL if the import failed.
aiImportFileExWithProperties
(ByteBuffer
Path and filename of the file to be imported
pFile
,
int pFlags, AIFileIO
Will be used to open the model file itself and any other files the loader needs to open. Pass NULL to use the default implementation.
pFS
,
AIPropertyStore
AIPropertyStore instance containing import settings.
pProps
)

Same as ImportFileEx, but adds an extra parameter containing importer settings.

public static AIScene

Returns:

Pointer to the imported data or NULL if the import failed.
aiImportFileExWithProperties
(CharSequence
Path and filename of the file to be imported
pFile
,
int pFlags, AIFileIO
Will be used to open the model file itself and any other files the loader needs to open. Pass NULL to use the default implementation.
pFS
,
AIPropertyStore
AIPropertyStore instance containing import settings.
pProps
)

Same as ImportFileEx, but adds an extra parameter containing importer settings.

public static AIScene

Returns:

A pointer to the imported data, NULL if the import failed.
aiImportFileFromMemory
(ByteBuffer
Pointer to the file data
pBuffer
,
int pFlags, ByteBuffer
An additional hint to the library. If this is a non empty string, the library looks for a loader to support the file extension specified by pHint and passes the file to the first matching loader. If this loader is unable to completely the request, the library continues and tries to determine the file format on its own, a task that may or may not be successful. Check the return value, and you'll know ...
pHint
)

Reads the given file from a given memory buffer.

public static AIScene

Returns:

A pointer to the imported data, NULL if the import failed.
aiImportFileFromMemory
(ByteBuffer
Pointer to the file data
pBuffer
,
int pFlags, CharSequence
An additional hint to the library. If this is a non empty string, the library looks for a loader to support the file extension specified by pHint and passes the file to the first matching loader. If this loader is unable to completely the request, the library continues and tries to determine the file format on its own, a task that may or may not be successful. Check the return value, and you'll know ...
pHint
)

Reads the given file from a given memory buffer.

public static AIScene

Returns:

A pointer to the imported data, NULL if the import failed.
aiImportFileFromMemoryWithProperties
(ByteBuffer
Pointer to the file data
pBuffer
,
int pFlags, ByteBuffer
An additional hint to the library. If this is a non empty string, the library looks for a loader to support the file extension specified by pHint and passes the file to the first matching loader. If this loader is unable to completely the request, the library continues and tries to determine the file format on its own, a task that may or may not be successful. Check the return value, and you'll know ...
pHint
,
AIPropertyStore
AIPropertyStore instance containing import settings.
pProps
)

Same as ImportFileFromMemory, but adds an extra parameter containing importer settings.

public static AIScene

Returns:

A pointer to the imported data, NULL if the import failed.
aiImportFileFromMemoryWithProperties
(ByteBuffer
Pointer to the file data
pBuffer
,
int pFlags, CharSequence
An additional hint to the library. If this is a non empty string, the library looks for a loader to support the file extension specified by pHint and passes the file to the first matching loader. If this loader is unable to completely the request, the library continues and tries to determine the file format on its own, a task that may or may not be successful. Check the return value, and you'll know ...
pHint
,
AIPropertyStore
AIPropertyStore instance containing import settings.
pProps
)

Same as ImportFileFromMemory, but adds an extra parameter containing importer settings.

public static boolean

Returns:

true if the file extension is supported.
aiIsExtensionSupported
(ByteBuffer
Extension for which the function queries support for. Must include a leading dot '.'. Example: ".3ds", ".md3"
szExtension
)

Returns whether a given file extension is supported by ASSIMP.

public static boolean

Returns:

true if the file extension is supported.
aiIsExtensionSupported
(CharSequence
Extension for which the function queries support for. Must include a leading dot '.'. Example: ".3ds", ".md3"
szExtension
)

Returns whether a given file extension is supported by ASSIMP.

public static boolean
aiMatrix3AreEqual(AIMatrix3x3
first matrix to compare
a
,
AIMatrix3x3
second matrix to compare
b
)

Check if 3x3 matrices are equal.

public static boolean
aiMatrix3AreEqualEpsilon(AIMatrix3x3
first matrix to compare
a
,
AIMatrix3x3
second matrix to compare
b
,
float
epsilon
epsilon
)

Check if 3x3 matrices are equal.

public static float
aiMatrix3Determinant(AIMatrix3x3
matrix to get the determinant from
mat
)

Get the determinant of a 3x3 matrix.

public static void
aiMatrix3FromMatrix4(AIMatrix3x3
receives the output matrix
dst
,
AIMatrix4x4
the 4x4 matrix to use
mat
)

Construct a 3x3 matrix from a 4x4 matrix.

public static void
aiMatrix3FromQuaternion(AIMatrix3x3
receives the output matrix
mat
,
AIQuaternion
the quaternion matrix to use
q
)

Construct a 3x3 matrix from a quaternion.

public static void
aiMatrix3FromRotationAroundAxis(AIMatrix3x3
receives the output matrix
mat
,
AIVector3D
rotation axis, should be a normalized vector
axis
,
float
rotation angle, in radians
angle
)

Returns a 3x3 rotation matrix for a rotation around an arbitrary axis.

public static void
aiMatrix3FromTo(AIMatrix3x3
receives the output matrix
mat
,
AIVector3D
vector to rotate from
from
,
AIVector3D
vector to rotate to
to
)

Create a 3x3 matrix that rotates one vector to another vector.

public static void
aiMatrix3Inverse(AIMatrix3x3
matrix to invert
mat
)

Invert a 3x3 matrix.

public static void
aiMatrix3RotationZ(AIMatrix3x3
receives the output matrix
mat
,
float
rotation angle, in radians
angle
)

Get a 3x3 rotation matrix around the Z axis.

public static void
aiMatrix3Translation(AIMatrix3x3
receives the output matrix
mat
,
AIVector2D
the translation vector
translation
)

Get a 3x3 translation matrix.

public static void
aiMatrix4Add(AIMatrix4x4
first addend, receives result
dst
,
AIMatrix4x4
matrix to be added to dst
src
)

Add 4x4 matrices.

public static boolean
aiMatrix4AreEqual(AIMatrix4x4
first matrix to compare
a
,
AIMatrix4x4
second matrix to compare
b
)

Check if 4x4 matrices are equal.

public static boolean
aiMatrix4AreEqualEpsilon(AIMatrix4x4
first matrix to compare
a
,
AIMatrix4x4
second matrix to compare
b
,
float
epsilon
epsilon
)

Check if 4x4 matrices are equal.

public static void
aiMatrix4DecomposeIntoScalingAxisAnglePosition(AIMatrix4x4
matrix to decompose
mat
,
AIVector3D
receives the rotational component
scaling
,
AIVector3D
receives the output rotation axis
axis
,
FloatBuffer
receives the output rotation angle
angle
,
AIVector3D
receives the output position for the x,y,z axes
position
)

Decompose a transformation matrix into its scaling, rotational split into an axis and rotational angle, and it's translational components.

public static void
public static void
aiMatrix4DecomposeIntoScalingEulerAnglesPosition(AIMatrix4x4
matrix to decompose
mat
,
AIVector3D
receives the output scaling for the x,y,z axes
scaling
,
AIVector3D
receives the output rotation as a Euler angles
rotation
,
AIVector3D
receives the output position for the x,y,z axes
position
)

Decompose a transformation matrix into its scaling, rotational as euler angles, and translational components.

public static void
aiMatrix4DecomposeNoScaling(AIMatrix4x4
matrix to decompose
mat
,
AIQuaternion
receives the rotational component
rotation
,
AIVector3D
receives the translational component
position
)

Decompose a transformation matrix into its rotational and translational components.

public static float

Returns:

the determinant of the matrix
aiMatrix4Determinant
(AIMatrix4x4
matrix to get the determinant from
mat
)

Get the determinant of a 4x4 matrix.

public static void
aiMatrix4FromEulerAngles(AIMatrix4x4
receives the output matrix
mat
,
float
rotation angle for the x-axis, in radians
x
,
float
rotation angle for the y-axis, in radians
y
,
float
rotation angle for the z-axis, in radians
z
)

Creates a 4x4 matrix from a set of euler angles.

public static void
aiMatrix4FromMatrix3(AIMatrix4x4
receives the output matrix
dst
,
AIMatrix3x3
the 3x3 matrix to use
mat
)

Construct a 4x4 matrix from a 3x3 matrix.

public static void
aiMatrix4FromRotationAroundAxis(AIMatrix4x4
receives the output matrix
mat
,
AIVector3D
rotation axis, should be a normalized vector
axis
,
float
rotation angle, in radians
angle
)

Returns a 4x4 rotation matrix for a rotation around an arbitrary axis.

public static void
aiMatrix4FromScalingQuaternionPosition(AIMatrix4x4
receives the output matrix
mat
,
AIVector3D
the scaling for the x,y,z axes
scaling
,
AIQuaternion
the rotation as a hamilton quaternion
rotation
,
AIVector3D
the position for the x,y,z axes
position
)

Construct a 4x4 matrix from scaling, rotation and position.

public static void
aiMatrix4FromTo(AIMatrix4x4
receives the output matrix
mat
,
AIVector3D
vector to rotate from
from
,
AIVector3D
vector to rotate to
to
)

Create a 4x4 matrix that rotates one vector to another vector.

public static void
aiMatrix4Inverse(AIMatrix4x4
matrix to invert
mat
)

Invert a 4x4 matrix.

public static boolean
aiMatrix4IsIdentity(AIMatrix4x4
matrix to get the determinant from
mat
)

Returns true of the matrix is the identity matrix.

public static void
aiMatrix4RotationX(AIMatrix4x4
receives the output matrix
mat
,
float
rotation angle, in radians
angle
)

Get a 4x4 rotation matrix around the X axis.

public static void
aiMatrix4RotationY(AIMatrix4x4
receives the output matrix
mat
,
float
rotation angle, in radians
angle
)

Get a 4x4 rotation matrix around the Y axis.

public static void
aiMatrix4RotationZ(AIMatrix4x4
receives the output matrix
mat
,
float
rotation angle, in radians
angle
)

Get a 4x4 rotation matrix around the Z axis.

public static void
aiMatrix4Scaling(AIMatrix4x4
receives the output matrix
mat
,
AIVector3D
the scaling vector
scaling
)

Get a 4x4 scaling matrix.

public static void
aiMatrix4Translation(AIMatrix4x4
receives the output matrix
mat
,
AIVector3D
the translation vector
translation
)

Get a 4x4 translation matrix.

public static void
aiMultiplyMatrix3(AIMatrix3x3
First factor, receives result.
dst
,
AIMatrix3x3
Matrix to be multiplied with 'dst'.
src
)

Multiply two 3x3 matrices.

public static void
aiMultiplyMatrix4(AIMatrix4x4
First factor, receives result.
dst
,
AIMatrix4x4
Matrix to be multiplied with 'dst'.
src
)

Multiply two 4x4 matrices.

public static boolean
aiQuaternionAreEqual(AIQuaternion
first quaternion to compare
a
,
AIQuaternion
second quaternion to compare
b
)

Check if quaternions are equal.

public static boolean
aiQuaternionAreEqualEpsilon(AIQuaternion
first quaternion to compare
a
,
AIQuaternion
second quaternion to compare
b
,
float
epsilon
epsilon
)

Check if quaternions are equal using epsilon.

public static void
aiQuaternionConjugate(AIQuaternion
quaternion to compute conjugate, receives the output quaternion
q
)

Compute quaternion conjugate.

public static void
aiQuaternionFromAxisAngle(AIQuaternion
receives the output quaternion
q
,
AIVector3D
the orientation axis
axis
,
float
the rotation angle, in radians
angle
)

Create a Quaternion from an axis angle pair.

public static void
aiQuaternionFromEulerAngles(AIQuaternion
receives the output quaternion
q
,
float
rotation angle for the x-axis, in radians
x
,
float
rotation angle for the y-axis, in radians
y
,
float
rotation angle for the z-axis, in radians
z
)

Create a Quaternion from euler angles.

public static void
aiQuaternionFromNormalizedQuaternion(AIQuaternion
receives the output quaternion
q
,
AIVector3D
the vector that stores the quaternion
normalized
)

Create a Quaternion from a normalized quaternion stored in a 3D vector.

public static void
aiQuaternionInterpolate(AIQuaternion
receives the quaternion resulting from the interpolation
dst
,
AIQuaternion
quaternion when factor == 0
start
,
AIQuaternion
quaternion when factor == 1
end
,
float
interpolation factor between 0 and 1
factor
)

Performs a spherical interpolation between two quaternions.

public static void
aiQuaternionMultiply(AIQuaternion
first quaternion, receives the output quaternion
dst
,
AIQuaternion
second quaternion
q
)

Multiply quaternions.

public static void
aiQuaternionNormalize(AIQuaternion
quaternion to normalize
q
)

Normalize a quaternion.

public static void
aiReleaseExportBlob(AIExportDataBlob
the data blob returned by ExportSceneToBlob
pData
)

Releases the memory associated with the given exported data.

public static void
aiReleaseExportFormatDescription(AIExportFormatDesc
Pointer to the description
desc
)

Release a description of the nth export file format.

public static void
aiReleaseImport(AIScene
The imported data to release. NULL is a valid value.
pScene
)

Releases all resources associated with the given import process.

public static void
aiReleasePropertyStore(AIPropertyStore
Property store to be deleted.
p
)

Delete a property store.

public static void
aiSetImportPropertyFloat(AIPropertyStore
Store to modify. Use CreatePropertyStore to obtain a store.
store
,
ByteBuffer
Name of the configuration property to be set. One of:
AI_CONFIG_GLOB_MEASURE_TIMEAI_CONFIG_IMPORT_NO_SKELETON_MESHES
AI_CONFIG_PP_SBBC_MAX_BONESAI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEXAI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_MDL_COLORMAPAI_CONFIG_PP_RRM_EXCLUDE_LIST
AI_CONFIG_PP_PTV_KEEP_HIERARCHYAI_CONFIG_PP_PTV_NORMALIZE
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATIONAI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
AI_CONFIG_PP_FD_REMOVEAI_CONFIG_PP_FD_CHECKAREA
AI_CONFIG_PP_OG_EXCLUDE_LISTAI_CONFIG_PP_SLM_TRIANGLE_LIMIT
AI_CONFIG_PP_SLM_VERTEX_LIMITAI_CONFIG_PP_LBW_MAX_WEIGHTS
AI_CONFIG_PP_DB_THRESHOLDAI_CONFIG_PP_DB_ALL_OR_NONE
AI_CONFIG_PP_ICL_PTCACHE_SIZEAI_CONFIG_PP_RVC_FLAGS
AI_CONFIG_PP_SBP_REMOVEAI_CONFIG_PP_FID_ANIM_ACCURACY
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDSAI_CONFIG_PP_TUV_EVALUATE
AI_CONFIG_FAVOUR_SPEEDAI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERSAI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS
AI_CONFIG_IMPORT_FBX_READ_MATERIALSAI_CONFIG_IMPORT_FBX_READ_TEXTURES
AI_CONFIG_IMPORT_FBX_READ_CAMERASAI_CONFIG_IMPORT_FBX_READ_LIGHTS
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONSAI_CONFIG_IMPORT_FBX_READ_WEIGHTS
AI_CONFIG_IMPORT_FBX_STRICT_MODEAI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVESAI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONESAI_CONFIG_FBX_CONVERT_TO_M
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINERAI_CONFIG_IMPORT_GLOBAL_KEYFRAME
AI_CONFIG_IMPORT_MD3_KEYFRAMEAI_CONFIG_IMPORT_MD2_KEYFRAME
AI_CONFIG_IMPORT_MDL_KEYFRAMEAI_CONFIG_IMPORT_MDC_KEYFRAME
AI_CONFIG_IMPORT_SMD_KEYFRAMEAI_CONFIG_IMPORT_UNREAL_KEYFRAME
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONSAI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERSAI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTSAI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXESAI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LISTAI_CONFIG_IMPORT_AC_SEPARATE_BFCULL
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISIONAI_CONFIG_UNREAL_HANDLE_FLAGS
AI_CONFIG_IMPORT_TER_MAKE_UVSAI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPARTAI_CONFIG_IMPORT_MD3_SKIN_NAME
AI_CONFIG_IMPORT_MD3_LOAD_SHADERSAI_CONFIG_IMPORT_MD3_SHADER_SRC
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLYAI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
AI_CONFIG_IMPORT_LWS_ANIM_STARTAI_CONFIG_IMPORT_LWS_ANIM_END
AI_CONFIG_IMPORT_IRR_ANIM_FPSAI_CONFIG_IMPORT_OGRE_MATERIAL_FILE
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAMEAI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORTAI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATIONAI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATIONAI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZEAI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES
AI_CONFIG_EXPORT_XFILE_64BITAI_CONFIG_EXPORT_POINT_CLOUDS
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESSAI_CONFIG_EXPORT_BLOB_NAME
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEYAI_CONFIG_APP_SCALE_KEY
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULTAI_CONFIG_APP_SCALE_DEFAULT
szName
,
float
New value for the property
value
)

Set an floating-point property.

public static void
aiSetImportPropertyFloat(AIPropertyStore
Store to modify. Use CreatePropertyStore to obtain a store.
store
,
CharSequence
Name of the configuration property to be set. One of:
AI_CONFIG_GLOB_MEASURE_TIMEAI_CONFIG_IMPORT_NO_SKELETON_MESHES
AI_CONFIG_PP_SBBC_MAX_BONESAI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEXAI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_MDL_COLORMAPAI_CONFIG_PP_RRM_EXCLUDE_LIST
AI_CONFIG_PP_PTV_KEEP_HIERARCHYAI_CONFIG_PP_PTV_NORMALIZE
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATIONAI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
AI_CONFIG_PP_FD_REMOVEAI_CONFIG_PP_FD_CHECKAREA
AI_CONFIG_PP_OG_EXCLUDE_LISTAI_CONFIG_PP_SLM_TRIANGLE_LIMIT
AI_CONFIG_PP_SLM_VERTEX_LIMITAI_CONFIG_PP_LBW_MAX_WEIGHTS
AI_CONFIG_PP_DB_THRESHOLDAI_CONFIG_PP_DB_ALL_OR_NONE
AI_CONFIG_PP_ICL_PTCACHE_SIZEAI_CONFIG_PP_RVC_FLAGS
AI_CONFIG_PP_SBP_REMOVEAI_CONFIG_PP_FID_ANIM_ACCURACY
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDSAI_CONFIG_PP_TUV_EVALUATE
AI_CONFIG_FAVOUR_SPEEDAI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERSAI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS
AI_CONFIG_IMPORT_FBX_READ_MATERIALSAI_CONFIG_IMPORT_FBX_READ_TEXTURES
AI_CONFIG_IMPORT_FBX_READ_CAMERASAI_CONFIG_IMPORT_FBX_READ_LIGHTS
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONSAI_CONFIG_IMPORT_FBX_READ_WEIGHTS
AI_CONFIG_IMPORT_FBX_STRICT_MODEAI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVESAI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONESAI_CONFIG_FBX_CONVERT_TO_M
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINERAI_CONFIG_IMPORT_GLOBAL_KEYFRAME
AI_CONFIG_IMPORT_MD3_KEYFRAMEAI_CONFIG_IMPORT_MD2_KEYFRAME
AI_CONFIG_IMPORT_MDL_KEYFRAMEAI_CONFIG_IMPORT_MDC_KEYFRAME
AI_CONFIG_IMPORT_SMD_KEYFRAMEAI_CONFIG_IMPORT_UNREAL_KEYFRAME
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONSAI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERSAI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTSAI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXESAI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LISTAI_CONFIG_IMPORT_AC_SEPARATE_BFCULL
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISIONAI_CONFIG_UNREAL_HANDLE_FLAGS
AI_CONFIG_IMPORT_TER_MAKE_UVSAI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPARTAI_CONFIG_IMPORT_MD3_SKIN_NAME
AI_CONFIG_IMPORT_MD3_LOAD_SHADERSAI_CONFIG_IMPORT_MD3_SHADER_SRC
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLYAI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
AI_CONFIG_IMPORT_LWS_ANIM_STARTAI_CONFIG_IMPORT_LWS_ANIM_END
AI_CONFIG_IMPORT_IRR_ANIM_FPSAI_CONFIG_IMPORT_OGRE_MATERIAL_FILE
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAMEAI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORTAI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATIONAI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATIONAI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZEAI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES
AI_CONFIG_EXPORT_XFILE_64BITAI_CONFIG_EXPORT_POINT_CLOUDS
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESSAI_CONFIG_EXPORT_BLOB_NAME
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEYAI_CONFIG_APP_SCALE_KEY
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULTAI_CONFIG_APP_SCALE_DEFAULT
szName
,
float
New value for the property
value
)

Set an floating-point property.

public static void
aiSetImportPropertyInteger(AIPropertyStore
Store to modify. Use CreatePropertyStore to obtain a store.
store
,
ByteBuffer
Name of the configuration property to be set. One of:
AI_CONFIG_GLOB_MEASURE_TIMEAI_CONFIG_IMPORT_NO_SKELETON_MESHES
AI_CONFIG_PP_SBBC_MAX_BONESAI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEXAI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_MDL_COLORMAPAI_CONFIG_PP_RRM_EXCLUDE_LIST
AI_CONFIG_PP_PTV_KEEP_HIERARCHYAI_CONFIG_PP_PTV_NORMALIZE
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATIONAI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
AI_CONFIG_PP_FD_REMOVEAI_CONFIG_PP_FD_CHECKAREA
AI_CONFIG_PP_OG_EXCLUDE_LISTAI_CONFIG_PP_SLM_TRIANGLE_LIMIT
AI_CONFIG_PP_SLM_VERTEX_LIMITAI_CONFIG_PP_LBW_MAX_WEIGHTS
AI_CONFIG_PP_DB_THRESHOLDAI_CONFIG_PP_DB_ALL_OR_NONE
AI_CONFIG_PP_ICL_PTCACHE_SIZEAI_CONFIG_PP_RVC_FLAGS
AI_CONFIG_PP_SBP_REMOVEAI_CONFIG_PP_FID_ANIM_ACCURACY
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDSAI_CONFIG_PP_TUV_EVALUATE
AI_CONFIG_FAVOUR_SPEEDAI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERSAI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS
AI_CONFIG_IMPORT_FBX_READ_MATERIALSAI_CONFIG_IMPORT_FBX_READ_TEXTURES
AI_CONFIG_IMPORT_FBX_READ_CAMERASAI_CONFIG_IMPORT_FBX_READ_LIGHTS
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONSAI_CONFIG_IMPORT_FBX_READ_WEIGHTS
AI_CONFIG_IMPORT_FBX_STRICT_MODEAI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVESAI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONESAI_CONFIG_FBX_CONVERT_TO_M
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINERAI_CONFIG_IMPORT_GLOBAL_KEYFRAME
AI_CONFIG_IMPORT_MD3_KEYFRAMEAI_CONFIG_IMPORT_MD2_KEYFRAME
AI_CONFIG_IMPORT_MDL_KEYFRAMEAI_CONFIG_IMPORT_MDC_KEYFRAME
AI_CONFIG_IMPORT_SMD_KEYFRAMEAI_CONFIG_IMPORT_UNREAL_KEYFRAME
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONSAI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERSAI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTSAI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXESAI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LISTAI_CONFIG_IMPORT_AC_SEPARATE_BFCULL
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISIONAI_CONFIG_UNREAL_HANDLE_FLAGS
AI_CONFIG_IMPORT_TER_MAKE_UVSAI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPARTAI_CONFIG_IMPORT_MD3_SKIN_NAME
AI_CONFIG_IMPORT_MD3_LOAD_SHADERSAI_CONFIG_IMPORT_MD3_SHADER_SRC
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLYAI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
AI_CONFIG_IMPORT_LWS_ANIM_STARTAI_CONFIG_IMPORT_LWS_ANIM_END
AI_CONFIG_IMPORT_IRR_ANIM_FPSAI_CONFIG_IMPORT_OGRE_MATERIAL_FILE
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAMEAI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORTAI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATIONAI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATIONAI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZEAI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES
AI_CONFIG_EXPORT_XFILE_64BITAI_CONFIG_EXPORT_POINT_CLOUDS
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESSAI_CONFIG_EXPORT_BLOB_NAME
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEYAI_CONFIG_APP_SCALE_KEY
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULTAI_CONFIG_APP_SCALE_DEFAULT
szName
,
int
New value for the property
value
)

Set an integer property.

public static void
aiSetImportPropertyInteger(AIPropertyStore
Store to modify. Use CreatePropertyStore to obtain a store.
store
,
CharSequence
Name of the configuration property to be set. One of:
AI_CONFIG_GLOB_MEASURE_TIMEAI_CONFIG_IMPORT_NO_SKELETON_MESHES
AI_CONFIG_PP_SBBC_MAX_BONESAI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEXAI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_MDL_COLORMAPAI_CONFIG_PP_RRM_EXCLUDE_LIST
AI_CONFIG_PP_PTV_KEEP_HIERARCHYAI_CONFIG_PP_PTV_NORMALIZE
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATIONAI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
AI_CONFIG_PP_FD_REMOVEAI_CONFIG_PP_FD_CHECKAREA
AI_CONFIG_PP_OG_EXCLUDE_LISTAI_CONFIG_PP_SLM_TRIANGLE_LIMIT
AI_CONFIG_PP_SLM_VERTEX_LIMITAI_CONFIG_PP_LBW_MAX_WEIGHTS
AI_CONFIG_PP_DB_THRESHOLDAI_CONFIG_PP_DB_ALL_OR_NONE
AI_CONFIG_PP_ICL_PTCACHE_SIZEAI_CONFIG_PP_RVC_FLAGS
AI_CONFIG_PP_SBP_REMOVEAI_CONFIG_PP_FID_ANIM_ACCURACY
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDSAI_CONFIG_PP_TUV_EVALUATE
AI_CONFIG_FAVOUR_SPEEDAI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERSAI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS
AI_CONFIG_IMPORT_FBX_READ_MATERIALSAI_CONFIG_IMPORT_FBX_READ_TEXTURES
AI_CONFIG_IMPORT_FBX_READ_CAMERASAI_CONFIG_IMPORT_FBX_READ_LIGHTS
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONSAI_CONFIG_IMPORT_FBX_READ_WEIGHTS
AI_CONFIG_IMPORT_FBX_STRICT_MODEAI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVESAI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONESAI_CONFIG_FBX_CONVERT_TO_M
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINERAI_CONFIG_IMPORT_GLOBAL_KEYFRAME
AI_CONFIG_IMPORT_MD3_KEYFRAMEAI_CONFIG_IMPORT_MD2_KEYFRAME
AI_CONFIG_IMPORT_MDL_KEYFRAMEAI_CONFIG_IMPORT_MDC_KEYFRAME
AI_CONFIG_IMPORT_SMD_KEYFRAMEAI_CONFIG_IMPORT_UNREAL_KEYFRAME
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONSAI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERSAI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTSAI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXESAI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LISTAI_CONFIG_IMPORT_AC_SEPARATE_BFCULL
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISIONAI_CONFIG_UNREAL_HANDLE_FLAGS
AI_CONFIG_IMPORT_TER_MAKE_UVSAI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPARTAI_CONFIG_IMPORT_MD3_SKIN_NAME
AI_CONFIG_IMPORT_MD3_LOAD_SHADERSAI_CONFIG_IMPORT_MD3_SHADER_SRC
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLYAI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
AI_CONFIG_IMPORT_LWS_ANIM_STARTAI_CONFIG_IMPORT_LWS_ANIM_END
AI_CONFIG_IMPORT_IRR_ANIM_FPSAI_CONFIG_IMPORT_OGRE_MATERIAL_FILE
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAMEAI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORTAI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATIONAI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATIONAI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZEAI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES
AI_CONFIG_EXPORT_XFILE_64BITAI_CONFIG_EXPORT_POINT_CLOUDS
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESSAI_CONFIG_EXPORT_BLOB_NAME
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEYAI_CONFIG_APP_SCALE_KEY
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULTAI_CONFIG_APP_SCALE_DEFAULT
szName
,
int
New value for the property
value
)

Set an integer property.

public static void
aiSetImportPropertyMatrix(AIPropertyStore
Store to modify. Use CreatePropertyStore to obtain a store.
store
,
ByteBuffer
Name of the configuration property to be set. One of:
AI_CONFIG_GLOB_MEASURE_TIMEAI_CONFIG_IMPORT_NO_SKELETON_MESHES
AI_CONFIG_PP_SBBC_MAX_BONESAI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEXAI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_MDL_COLORMAPAI_CONFIG_PP_RRM_EXCLUDE_LIST
AI_CONFIG_PP_PTV_KEEP_HIERARCHYAI_CONFIG_PP_PTV_NORMALIZE
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATIONAI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
AI_CONFIG_PP_FD_REMOVEAI_CONFIG_PP_FD_CHECKAREA
AI_CONFIG_PP_OG_EXCLUDE_LISTAI_CONFIG_PP_SLM_TRIANGLE_LIMIT
AI_CONFIG_PP_SLM_VERTEX_LIMITAI_CONFIG_PP_LBW_MAX_WEIGHTS
AI_CONFIG_PP_DB_THRESHOLDAI_CONFIG_PP_DB_ALL_OR_NONE
AI_CONFIG_PP_ICL_PTCACHE_SIZEAI_CONFIG_PP_RVC_FLAGS
AI_CONFIG_PP_SBP_REMOVEAI_CONFIG_PP_FID_ANIM_ACCURACY
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDSAI_CONFIG_PP_TUV_EVALUATE
AI_CONFIG_FAVOUR_SPEEDAI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERSAI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS
AI_CONFIG_IMPORT_FBX_READ_MATERIALSAI_CONFIG_IMPORT_FBX_READ_TEXTURES
AI_CONFIG_IMPORT_FBX_READ_CAMERASAI_CONFIG_IMPORT_FBX_READ_LIGHTS
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONSAI_CONFIG_IMPORT_FBX_READ_WEIGHTS
AI_CONFIG_IMPORT_FBX_STRICT_MODEAI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVESAI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONESAI_CONFIG_FBX_CONVERT_TO_M
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINERAI_CONFIG_IMPORT_GLOBAL_KEYFRAME
AI_CONFIG_IMPORT_MD3_KEYFRAMEAI_CONFIG_IMPORT_MD2_KEYFRAME
AI_CONFIG_IMPORT_MDL_KEYFRAMEAI_CONFIG_IMPORT_MDC_KEYFRAME
AI_CONFIG_IMPORT_SMD_KEYFRAMEAI_CONFIG_IMPORT_UNREAL_KEYFRAME
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONSAI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERSAI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTSAI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXESAI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LISTAI_CONFIG_IMPORT_AC_SEPARATE_BFCULL
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISIONAI_CONFIG_UNREAL_HANDLE_FLAGS
AI_CONFIG_IMPORT_TER_MAKE_UVSAI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPARTAI_CONFIG_IMPORT_MD3_SKIN_NAME
AI_CONFIG_IMPORT_MD3_LOAD_SHADERSAI_CONFIG_IMPORT_MD3_SHADER_SRC
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLYAI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
AI_CONFIG_IMPORT_LWS_ANIM_STARTAI_CONFIG_IMPORT_LWS_ANIM_END
AI_CONFIG_IMPORT_IRR_ANIM_FPSAI_CONFIG_IMPORT_OGRE_MATERIAL_FILE
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAMEAI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORTAI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATIONAI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATIONAI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZEAI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES
AI_CONFIG_EXPORT_XFILE_64BITAI_CONFIG_EXPORT_POINT_CLOUDS
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESSAI_CONFIG_EXPORT_BLOB_NAME
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEYAI_CONFIG_APP_SCALE_KEY
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULTAI_CONFIG_APP_SCALE_DEFAULT
szName
,
AIMatrix4x4
New value for the property
value
)

Set a matrix property.

public static void
aiSetImportPropertyMatrix(AIPropertyStore
Store to modify. Use CreatePropertyStore to obtain a store.
store
,
CharSequence
Name of the configuration property to be set. One of:
AI_CONFIG_GLOB_MEASURE_TIMEAI_CONFIG_IMPORT_NO_SKELETON_MESHES
AI_CONFIG_PP_SBBC_MAX_BONESAI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEXAI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_MDL_COLORMAPAI_CONFIG_PP_RRM_EXCLUDE_LIST
AI_CONFIG_PP_PTV_KEEP_HIERARCHYAI_CONFIG_PP_PTV_NORMALIZE
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATIONAI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
AI_CONFIG_PP_FD_REMOVEAI_CONFIG_PP_FD_CHECKAREA
AI_CONFIG_PP_OG_EXCLUDE_LISTAI_CONFIG_PP_SLM_TRIANGLE_LIMIT
AI_CONFIG_PP_SLM_VERTEX_LIMITAI_CONFIG_PP_LBW_MAX_WEIGHTS
AI_CONFIG_PP_DB_THRESHOLDAI_CONFIG_PP_DB_ALL_OR_NONE
AI_CONFIG_PP_ICL_PTCACHE_SIZEAI_CONFIG_PP_RVC_FLAGS
AI_CONFIG_PP_SBP_REMOVEAI_CONFIG_PP_FID_ANIM_ACCURACY
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDSAI_CONFIG_PP_TUV_EVALUATE
AI_CONFIG_FAVOUR_SPEEDAI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERSAI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS
AI_CONFIG_IMPORT_FBX_READ_MATERIALSAI_CONFIG_IMPORT_FBX_READ_TEXTURES
AI_CONFIG_IMPORT_FBX_READ_CAMERASAI_CONFIG_IMPORT_FBX_READ_LIGHTS
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONSAI_CONFIG_IMPORT_FBX_READ_WEIGHTS
AI_CONFIG_IMPORT_FBX_STRICT_MODEAI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVESAI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONESAI_CONFIG_FBX_CONVERT_TO_M
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINERAI_CONFIG_IMPORT_GLOBAL_KEYFRAME
AI_CONFIG_IMPORT_MD3_KEYFRAMEAI_CONFIG_IMPORT_MD2_KEYFRAME
AI_CONFIG_IMPORT_MDL_KEYFRAMEAI_CONFIG_IMPORT_MDC_KEYFRAME
AI_CONFIG_IMPORT_SMD_KEYFRAMEAI_CONFIG_IMPORT_UNREAL_KEYFRAME
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONSAI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERSAI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTSAI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXESAI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LISTAI_CONFIG_IMPORT_AC_SEPARATE_BFCULL
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISIONAI_CONFIG_UNREAL_HANDLE_FLAGS
AI_CONFIG_IMPORT_TER_MAKE_UVSAI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPARTAI_CONFIG_IMPORT_MD3_SKIN_NAME
AI_CONFIG_IMPORT_MD3_LOAD_SHADERSAI_CONFIG_IMPORT_MD3_SHADER_SRC
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLYAI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
AI_CONFIG_IMPORT_LWS_ANIM_STARTAI_CONFIG_IMPORT_LWS_ANIM_END
AI_CONFIG_IMPORT_IRR_ANIM_FPSAI_CONFIG_IMPORT_OGRE_MATERIAL_FILE
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAMEAI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORTAI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATIONAI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATIONAI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZEAI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES
AI_CONFIG_EXPORT_XFILE_64BITAI_CONFIG_EXPORT_POINT_CLOUDS
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESSAI_CONFIG_EXPORT_BLOB_NAME
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEYAI_CONFIG_APP_SCALE_KEY
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULTAI_CONFIG_APP_SCALE_DEFAULT
szName
,
AIMatrix4x4
New value for the property
value
)

Set a matrix property.

public static void
aiSetImportPropertyString(AIPropertyStore
Store to modify. Use CreatePropertyStore to obtain a store.
store
,
ByteBuffer
Name of the configuration property to be set. One of:
AI_CONFIG_GLOB_MEASURE_TIMEAI_CONFIG_IMPORT_NO_SKELETON_MESHES
AI_CONFIG_PP_SBBC_MAX_BONESAI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEXAI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_MDL_COLORMAPAI_CONFIG_PP_RRM_EXCLUDE_LIST
AI_CONFIG_PP_PTV_KEEP_HIERARCHYAI_CONFIG_PP_PTV_NORMALIZE
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATIONAI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
AI_CONFIG_PP_FD_REMOVEAI_CONFIG_PP_FD_CHECKAREA
AI_CONFIG_PP_OG_EXCLUDE_LISTAI_CONFIG_PP_SLM_TRIANGLE_LIMIT
AI_CONFIG_PP_SLM_VERTEX_LIMITAI_CONFIG_PP_LBW_MAX_WEIGHTS
AI_CONFIG_PP_DB_THRESHOLDAI_CONFIG_PP_DB_ALL_OR_NONE
AI_CONFIG_PP_ICL_PTCACHE_SIZEAI_CONFIG_PP_RVC_FLAGS
AI_CONFIG_PP_SBP_REMOVEAI_CONFIG_PP_FID_ANIM_ACCURACY
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDSAI_CONFIG_PP_TUV_EVALUATE
AI_CONFIG_FAVOUR_SPEEDAI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERSAI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS
AI_CONFIG_IMPORT_FBX_READ_MATERIALSAI_CONFIG_IMPORT_FBX_READ_TEXTURES
AI_CONFIG_IMPORT_FBX_READ_CAMERASAI_CONFIG_IMPORT_FBX_READ_LIGHTS
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONSAI_CONFIG_IMPORT_FBX_READ_WEIGHTS
AI_CONFIG_IMPORT_FBX_STRICT_MODEAI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVESAI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONESAI_CONFIG_FBX_CONVERT_TO_M
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINERAI_CONFIG_IMPORT_GLOBAL_KEYFRAME
AI_CONFIG_IMPORT_MD3_KEYFRAMEAI_CONFIG_IMPORT_MD2_KEYFRAME
AI_CONFIG_IMPORT_MDL_KEYFRAMEAI_CONFIG_IMPORT_MDC_KEYFRAME
AI_CONFIG_IMPORT_SMD_KEYFRAMEAI_CONFIG_IMPORT_UNREAL_KEYFRAME
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONSAI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERSAI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTSAI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXESAI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LISTAI_CONFIG_IMPORT_AC_SEPARATE_BFCULL
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISIONAI_CONFIG_UNREAL_HANDLE_FLAGS
AI_CONFIG_IMPORT_TER_MAKE_UVSAI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPARTAI_CONFIG_IMPORT_MD3_SKIN_NAME
AI_CONFIG_IMPORT_MD3_LOAD_SHADERSAI_CONFIG_IMPORT_MD3_SHADER_SRC
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLYAI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
AI_CONFIG_IMPORT_LWS_ANIM_STARTAI_CONFIG_IMPORT_LWS_ANIM_END
AI_CONFIG_IMPORT_IRR_ANIM_FPSAI_CONFIG_IMPORT_OGRE_MATERIAL_FILE
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAMEAI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORTAI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATIONAI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATIONAI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZEAI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES
AI_CONFIG_EXPORT_XFILE_64BITAI_CONFIG_EXPORT_POINT_CLOUDS
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESSAI_CONFIG_EXPORT_BLOB_NAME
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEYAI_CONFIG_APP_SCALE_KEY
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULTAI_CONFIG_APP_SCALE_DEFAULT
szName
,
AIString
New value for the property
value
)

Set a string property.

public static void
aiSetImportPropertyString(AIPropertyStore
Store to modify. Use CreatePropertyStore to obtain a store.
store
,
CharSequence
Name of the configuration property to be set. One of:
AI_CONFIG_GLOB_MEASURE_TIMEAI_CONFIG_IMPORT_NO_SKELETON_MESHES
AI_CONFIG_PP_SBBC_MAX_BONESAI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE
AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEXAI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_MDL_COLORMAPAI_CONFIG_PP_RRM_EXCLUDE_LIST
AI_CONFIG_PP_PTV_KEEP_HIERARCHYAI_CONFIG_PP_PTV_NORMALIZE
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATIONAI_CONFIG_PP_PTV_ROOT_TRANSFORMATION
AI_CONFIG_PP_FD_REMOVEAI_CONFIG_PP_FD_CHECKAREA
AI_CONFIG_PP_OG_EXCLUDE_LISTAI_CONFIG_PP_SLM_TRIANGLE_LIMIT
AI_CONFIG_PP_SLM_VERTEX_LIMITAI_CONFIG_PP_LBW_MAX_WEIGHTS
AI_CONFIG_PP_DB_THRESHOLDAI_CONFIG_PP_DB_ALL_OR_NONE
AI_CONFIG_PP_ICL_PTCACHE_SIZEAI_CONFIG_PP_RVC_FLAGS
AI_CONFIG_PP_SBP_REMOVEAI_CONFIG_PP_FID_ANIM_ACCURACY
AI_CONFIG_PP_FID_IGNORE_TEXTURECOORDSAI_CONFIG_PP_TUV_EVALUATE
AI_CONFIG_FAVOUR_SPEEDAI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER
AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERSAI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS
AI_CONFIG_IMPORT_FBX_READ_MATERIALSAI_CONFIG_IMPORT_FBX_READ_TEXTURES
AI_CONFIG_IMPORT_FBX_READ_CAMERASAI_CONFIG_IMPORT_FBX_READ_LIGHTS
AI_CONFIG_IMPORT_FBX_READ_ANIMATIONSAI_CONFIG_IMPORT_FBX_READ_WEIGHTS
AI_CONFIG_IMPORT_FBX_STRICT_MODEAI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS
AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVESAI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING
AI_CONFIG_IMPORT_REMOVE_EMPTY_BONESAI_CONFIG_FBX_CONVERT_TO_M
AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINERAI_CONFIG_IMPORT_GLOBAL_KEYFRAME
AI_CONFIG_IMPORT_MD3_KEYFRAMEAI_CONFIG_IMPORT_MD2_KEYFRAME
AI_CONFIG_IMPORT_MDL_KEYFRAMEAI_CONFIG_IMPORT_MDC_KEYFRAME
AI_CONFIG_IMPORT_SMD_KEYFRAMEAI_CONFIG_IMPORT_UNREAL_KEYFRAME
AI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATIONSAI_CONFIG_IMPORT_MDL_HL1_READ_ANIMATION_EVENTS
AI_CONFIG_IMPORT_MDL_HL1_READ_BLEND_CONTROLLERSAI_CONFIG_IMPORT_MDL_HL1_READ_SEQUENCE_TRANSITIONS
AI_CONFIG_IMPORT_MDL_HL1_READ_ATTACHMENTSAI_CONFIG_IMPORT_MDL_HL1_READ_BONE_CONTROLLERS
AI_CONFIG_IMPORT_MDL_HL1_READ_HITBOXESAI_CONFIG_IMPORT_MDL_HL1_READ_MISC_GLOBAL_INFO
AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LISTAI_CONFIG_IMPORT_AC_SEPARATE_BFCULL
AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISIONAI_CONFIG_UNREAL_HANDLE_FLAGS
AI_CONFIG_IMPORT_TER_MAKE_UVSAI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS
AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPARTAI_CONFIG_IMPORT_MD3_SKIN_NAME
AI_CONFIG_IMPORT_MD3_LOAD_SHADERSAI_CONFIG_IMPORT_MD3_SHADER_SRC
AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLYAI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
AI_CONFIG_IMPORT_LWS_ANIM_STARTAI_CONFIG_IMPORT_LWS_ANIM_END
AI_CONFIG_IMPORT_IRR_ANIM_FPSAI_CONFIG_IMPORT_OGRE_MATERIAL_FILE
AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAMEAI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS
AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORTAI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS
AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATIONAI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE
AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATIONAI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION
AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZEAI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES
AI_CONFIG_EXPORT_XFILE_64BITAI_CONFIG_EXPORT_POINT_CLOUDS
AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESSAI_CONFIG_EXPORT_BLOB_NAME
AI_CONFIG_GLOBAL_SCALE_FACTOR_KEYAI_CONFIG_APP_SCALE_KEY
AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULTAI_CONFIG_APP_SCALE_DEFAULT
szName
,
AIString
New value for the property
value
)

Set a string property.

public static String
aiTextureTypeToString(int in)

Get a string for a given aiTextureType.

public static void
aiTransformVecByMatrix3(AIVector3D
Vector to be transformed.
vec
,
AIMatrix3x3
Matrix to transform the vector with.
mat
)

Transform a vector by a 3x3 matrix

public static void
aiTransformVecByMatrix4(AIVector3D
Vector to be transformed.
vec
,
AIMatrix4x4
Matrix to transform the vector with.
mat
)

Transform a vector by a 4x4 matrix

public static void
aiTransposeMatrix3(AIMatrix3x3
Pointer to the matrix to be transposed
mat
)

Transpose a 3x3 matrix.

public static void
aiTransposeMatrix4(AIMatrix4x4
Pointer to the matrix to be transposed
mat
)

Transpose a 4x4 matrix.

public static void
aiVector2Add(AIVector2D
first addend, receives result
dst
,
AIVector2D
vector to be added to dst
src
)

Add 2D vectors.

public static boolean
aiVector2AreEqual(AIVector2D
first vector to compare
a
,
AIVector2D
second vector to compare
b
)

Check if 2D vectors are equal.

public static boolean
aiVector2AreEqualEpsilon(AIVector2D
first vector to compare
a
,
AIVector2D
second vector to compare
b
,
float epsilon)

Check if 2D vectors are equal using epsilon.

public static void
aiVector2DivideByScalar(AIVector2D
vector to be divided by s
dst
,
float
scalar divisor
s
)

Divide a 2D vector by a scalar.

public static void
aiVector2DivideByVector(AIVector2D
vector as the dividend
dst
,
AIVector2D
vector as the divisor
v
)

Divide each component of a 2D vector by the components of another vector.

public static float
aiVector2DotProduct(AIVector2D
first vector
a
,
AIVector2D
second vector
b
)

Get the dot product of 2D vectors.

public static float
aiVector2Length(AIVector2D
vector to evaluate
v
)

Get the length of a 2D vector.

public static void
aiVector2Negate(AIVector2D
vector to be negated
dst
)

Negate a 2D vector.

public static void
aiVector2Normalize(AIVector2D
vector to normalize
v
)

Normalize a 2D vector.

public static void
aiVector2Scale(AIVector2D
vector to be scaled by s
dst
,
float
scale factor
s
)

Multiply a 2D vector by a scalar.

public static float
aiVector2SquareLength(AIVector2D
vector to evaluate
v
)

Get the squared length of a 2D vector.

public static void
aiVector2Subtract(AIVector2D
minuend, receives result
dst
,
AIVector2D
vector to be subtracted from dst
src
)

Subtract 2D vectors.

public static void
aiVector2SymMul(AIVector2D
first vector, receives result
dst
,
AIVector2D
second vector
other
)

Multiply each component of a 2D vector with the components of another vector.

public static void
aiVector3Add(AIVector3D
first addend, receives result
dst
,
AIVector3D
vector to be added to dst
src
)

Add 3D vectors.

public static boolean
aiVector3AreEqual(AIVector3D
first vector to compare
a
,
AIVector3D
second vector to compare
b
)

Check if 3D vectors are equal.

public static boolean
aiVector3AreEqualEpsilon(AIVector3D
first vector to compare
a
,
AIVector3D
second vector to compare
b
,
float
epsilon
epsilon
)

Check if 3D vectors are equal using epsilon.

public static void
aiVector3CrossProduct(AIVector3D
vector to receive the result
dst
,
AIVector3D
first vector
a
,
AIVector3D
second vector
b
)

Get cross product of 3D vectors.

public static void
aiVector3DivideByScalar(AIVector3D
vector to be divided by s
dst
,
float
scalar divisor
s
)

Divide a 3D vector by a scalar.

public static void
aiVector3DivideByVector(AIVector3D
vector as the dividend
dst
,
AIVector3D
vector as the divisor
v
)

Divide each component of a 3D vector by the components of another vector.

public static float
aiVector3DotProduct(AIVector3D
first vector
a
,
AIVector3D
second vector
b
)

Get the dot product of 3D vectors.

public static float
aiVector3Length(AIVector3D
vector to evaluate
v
)

Get the length of a 3D vector.

public static boolean
aiVector3LessThan(AIVector3D
first vector to compare
a
,
AIVector3D
second vector to compare
b
)

Check if vector a is less than vector b.

public static void
aiVector3Negate(AIVector3D
vector to be negated
dst
)

Negate a 3D vector.

public static void
aiVector3Normalize(AIVector3D
vector to normalize
v
)

Normalize a 3D vector.

public static void
aiVector3NormalizeSafe(AIVector3D
vector to normalize
v
)

Check for division by zero and normalize a 3D vector.

public static void
aiVector3RotateByQuaternion(AIVector3D
the vector to rotate by q
v
,
AIQuaternion
quaternion to use to rotate v
q
)

Rotate a 3D vector by a quaternion.

public static void
aiVector3Scale(AIVector3D
vector to be scaled by s
dst
,
float
scale factor
s
)

Multiply a 3D vector by a scalar.

public static float
aiVector3SquareLength(AIVector3D
vector to evaluate
v
)

Get the squared length of a 3D vector.

public static void
aiVector3Subtract(AIVector3D
minuend, receives result
dst
,
AIVector3D
vector to be subtracted from dst
src
)

Subtract 3D vectors.

public static void
aiVector3SymMul(AIVector3D
first vector, receives result
dst
,
AIVector3D
second vector
other
)

Multiply each component of a 3D vector with the components of another vector.

public static SharedLibrary
getDraco()

Returns the Draco SharedLibrary.

public static SharedLibrary
getLibrary()

Returns the assimp SharedLibrary.

public static long
naiApplyPostProcessing(long pScene, int pFlags)

Unsafe version of: ApplyPostProcessing

public static void
naiAttachLogStream(long stream)

Unsafe version of: AttachLogStream

public static void
naiCopyScene(long pIn, long pOut)

Unsafe version of: CopyScene

public static long
public static void
naiCreateQuaternionFromMatrix(long quat, long mat)

Unsafe version of: CreateQuaternionFromMatrix

public static void
naiDecomposeMatrix(long mat, long scaling, long rotation, long position)

Unsafe version of: DecomposeMatrix

public static int
naiDetachLogStream(long stream)

Unsafe version of: DetachLogStream

public static int
naiExportScene(long pScene, long pFormatId, long pFileName, int pPreProcessing)

Unsafe version of: ExportScene

public static int
naiExportSceneEx(long pScene, long pFormatId, long pFileName, long pIO, int pPreProcessing)

Unsafe version of: ExportSceneEx

public static long
naiExportSceneToBlob(long pScene, long pFormatId, int pPreProcessing)

Unsafe version of: ExportSceneToBlob

public static void
naiFreeScene(long pIn)

Unsafe version of: FreeScene

public static long
naiGetBranchName()

Unsafe version of: GetBranchName

public static long
naiGetErrorString()

Unsafe version of: GetErrorString

public static long
public static void
naiGetExtensionList(long szOut)

Unsafe version of: GetExtensionList

public static long
naiGetImporterDesc(long extension)

Unsafe version of: GetImporterDesc

public static long
public static long
naiGetLegalString()

Unsafe version of: GetLegalString

public static int
naiGetMaterialColor(long pMat, long pKey, int type, int index, long pOut)

Unsafe version of: GetMaterialColor

public static int
naiGetMaterialFloatArray(long pMat, long pKey, int type, int index, long pOut, long
Specifies the size of the given buffer, in float's. Receives the number of values (not bytes!) read.
pMax
)

Unsafe version of: GetMaterialFloatArray

public static int
naiGetMaterialIntegerArray(long pMat, long pKey, int type, int index, long pOut, long
Specifies the size of the given buffer, in int's. Receives the number of values (not bytes!) read.
pMax
)

Unsafe version of: GetMaterialIntegerArray

public static int
naiGetMaterialProperty(long pMat, long pKey, int type, int index, long mPropOut)

Unsafe version of: GetMaterialProperty

public static int
naiGetMaterialString(long pMat, long pKey, int type, int index, long pOut)

Unsafe version of: GetMaterialString

public static int
naiGetMaterialTexture(long pMat, int type, int index, long path, long mapping, long uvindex, long blend, long op, long mapmode, long flags)

Unsafe version of: GetMaterialTexture

public static int
naiGetMaterialTextureCount(long pMat, int type)

Unsafe version of: GetMaterialTextureCount

public static int
naiGetMaterialUVTransform(long pMat, long pKey, int type, int index, long pOut)

Unsafe version of: GetMaterialUVTransform

public static void
naiGetMemoryRequirements(long pIn, long in)

Unsafe version of: GetMemoryRequirements

public static void
naiGetPredefinedLogStream(int pStreams, long file, long __result)

Unsafe version of: GetPredefinedLogStream

public static void
naiIdentityMatrix3(long mat)

Unsafe version of: IdentityMatrix3

public static void
naiIdentityMatrix4(long mat)

Unsafe version of: IdentityMatrix4

public static long
naiImportFile(long pFile, int pFlags)

Unsafe version of: ImportFile

public static long
naiImportFileEx(long pFile, int pFlags, long pFS)

Unsafe version of: ImportFileEx

public static long
naiImportFileExWithProperties(long pFile, int pFlags, long pFS, long pProps)

Unsafe version of: ImportFileExWithProperties

public static long
naiImportFileFromMemory(long pBuffer, int
Length of pBuffer, in bytes
pLength
,
int pFlags, long pHint)

Unsafe version of: ImportFileFromMemory

public static long
naiImportFileFromMemoryWithProperties(long pBuffer, int
Length of pBuffer, in bytes
pLength
,
int pFlags, long pHint, long pProps)

Unsafe version of: ImportFileFromMemoryWithProperties

public static int
naiIsExtensionSupported(long szExtension)

Unsafe version of: IsExtensionSupported

public static int
naiMatrix3AreEqual(long a, long b)

Unsafe version of: Matrix3AreEqual

public static int
naiMatrix3AreEqualEpsilon(long a, long b, float epsilon)

Unsafe version of: Matrix3AreEqualEpsilon

public static float
naiMatrix3Determinant(long mat)

Unsafe version of: Matrix3Determinant

public static void
naiMatrix3FromMatrix4(long dst, long mat)

Unsafe version of: Matrix3FromMatrix4

public static void
naiMatrix3FromQuaternion(long mat, long q)

Unsafe version of: Matrix3FromQuaternion

public static void
naiMatrix3FromRotationAroundAxis(long mat, long axis, float angle)

Unsafe version of: Matrix3FromRotationAroundAxis

public static void
naiMatrix3FromTo(long mat, long from, long to)

Unsafe version of: Matrix3FromTo

public static void
naiMatrix3Inverse(long mat)

Unsafe version of: Matrix3Inverse

public static void
naiMatrix3RotationZ(long mat, float angle)

Unsafe version of: Matrix3RotationZ

public static void
naiMatrix3Translation(long mat, long translation)

Unsafe version of: Matrix3Translation

public static void
naiMatrix4Add(long dst, long src)

Unsafe version of: Matrix4Add

public static int
naiMatrix4AreEqual(long a, long b)

Unsafe version of: Matrix4AreEqual

public static int
naiMatrix4AreEqualEpsilon(long a, long b, float epsilon)

Unsafe version of: Matrix4AreEqualEpsilon

public static void
naiMatrix4DecomposeIntoScalingAxisAnglePosition(long mat, long scaling, long axis, long angle, long position)

Unsafe version of: Matrix4DecomposeIntoScalingAxisAnglePosition

public static void
naiMatrix4DecomposeIntoScalingEulerAnglesPosition(long mat, long scaling, long rotation, long position)

Unsafe version of: Matrix4DecomposeIntoScalingEulerAnglesPosition

public static void
naiMatrix4DecomposeNoScaling(long mat, long rotation, long position)

Unsafe version of: Matrix4DecomposeNoScaling

public static float
naiMatrix4Determinant(long mat)

Unsafe version of: Matrix4Determinant

public static void
naiMatrix4FromEulerAngles(long mat, float x, float y, float z)

Unsafe version of: Matrix4FromEulerAngles

public static void
naiMatrix4FromMatrix3(long dst, long mat)

Unsafe version of: Matrix4FromMatrix3

public static void
naiMatrix4FromRotationAroundAxis(long mat, long axis, float angle)

Unsafe version of: Matrix4FromRotationAroundAxis

public static void
naiMatrix4FromScalingQuaternionPosition(long mat, long scaling, long rotation, long position)

Unsafe version of: Matrix4FromScalingQuaternionPosition

public static void
naiMatrix4FromTo(long mat, long from, long to)

Unsafe version of: Matrix4FromTo

public static void
naiMatrix4Inverse(long mat)

Unsafe version of: Matrix4Inverse

public static int
naiMatrix4IsIdentity(long mat)

Unsafe version of: Matrix4IsIdentity

public static void
naiMatrix4RotationX(long mat, float angle)

Unsafe version of: Matrix4RotationX

public static void
naiMatrix4RotationY(long mat, float angle)

Unsafe version of: Matrix4RotationY

public static void
naiMatrix4RotationZ(long mat, float angle)

Unsafe version of: Matrix4RotationZ

public static void
naiMatrix4Scaling(long mat, long scaling)

Unsafe version of: Matrix4Scaling

public static void
naiMatrix4Translation(long mat, long translation)

Unsafe version of: Matrix4Translation

public static void
naiMultiplyMatrix3(long dst, long src)

Unsafe version of: MultiplyMatrix3

public static void
naiMultiplyMatrix4(long dst, long src)

Unsafe version of: MultiplyMatrix4

public static int
naiQuaternionAreEqual(long a, long b)

Unsafe version of: QuaternionAreEqual

public static int
naiQuaternionAreEqualEpsilon(long a, long b, float epsilon)

Unsafe version of: QuaternionAreEqualEpsilon

public static void
naiQuaternionConjugate(long q)

Unsafe version of: QuaternionConjugate

public static void
naiQuaternionFromAxisAngle(long q, long axis, float angle)

Unsafe version of: QuaternionFromAxisAngle

public static void
naiQuaternionFromEulerAngles(long q, float x, float y, float z)

Unsafe version of: QuaternionFromEulerAngles

public static void
public static void
naiQuaternionInterpolate(long dst, long start, long end, float factor)

Unsafe version of: QuaternionInterpolate

public static void
naiQuaternionMultiply(long dst, long q)

Unsafe version of: QuaternionMultiply

public static void
naiQuaternionNormalize(long q)

Unsafe version of: QuaternionNormalize

public static void
naiReleaseExportBlob(long pData)

Unsafe version of: ReleaseExportBlob

public static void
public static void
naiReleaseImport(long pScene)

Unsafe version of: ReleaseImport

public static void
public static void
naiSetImportPropertyFloat(long store, long szName, float value)

Unsafe version of: SetImportPropertyFloat

public static void
naiSetImportPropertyInteger(long store, long szName, int value)

Unsafe version of: SetImportPropertyInteger

public static void
naiSetImportPropertyMatrix(long store, long szName, long value)

Unsafe version of: SetImportPropertyMatrix

public static void
naiSetImportPropertyString(long store, long szName, long value)

Unsafe version of: SetImportPropertyString

public static long
naiTextureTypeToString(int in)

Unsafe version of: TextureTypeToString

public static void
naiTransformVecByMatrix3(long vec, long mat)

Unsafe version of: TransformVecByMatrix3

public static void
naiTransformVecByMatrix4(long vec, long mat)

Unsafe version of: TransformVecByMatrix4

public static void
naiTransposeMatrix3(long mat)

Unsafe version of: TransposeMatrix3

public static void
naiTransposeMatrix4(long mat)

Unsafe version of: TransposeMatrix4

public static void
naiVector2Add(long dst, long src)

Unsafe version of: Vector2Add

public static int
naiVector2AreEqual(long a, long b)

Unsafe version of: Vector2AreEqual

public static int
naiVector2AreEqualEpsilon(long a, long b, float epsilon)

Unsafe version of: Vector2AreEqualEpsilon

public static void
naiVector2DivideByScalar(long dst, float s)

Unsafe version of: Vector2DivideByScalar

public static void
naiVector2DivideByVector(long dst, long v)

Unsafe version of: Vector2DivideByVector

public static float
naiVector2DotProduct(long a, long b)

Unsafe version of: Vector2DotProduct

public static float
naiVector2Length(long v)

Unsafe version of: Vector2Length

public static void
naiVector2Negate(long dst)

Unsafe version of: Vector2Negate

public static void
naiVector2Normalize(long v)

Unsafe version of: Vector2Normalize

public static void
naiVector2Scale(long dst, float s)

Unsafe version of: Vector2Scale

public static float
naiVector2SquareLength(long v)

Unsafe version of: Vector2SquareLength

public static void
naiVector2Subtract(long dst, long src)

Unsafe version of: Vector2Subtract

public static void
naiVector2SymMul(long dst, long other)

Unsafe version of: Vector2SymMul

public static void
naiVector3Add(long dst, long src)

Unsafe version of: Vector3Add

public static int
naiVector3AreEqual(long a, long b)

Unsafe version of: Vector3AreEqual

public static int
naiVector3AreEqualEpsilon(long a, long b, float epsilon)

Unsafe version of: Vector3AreEqualEpsilon

public static void
naiVector3CrossProduct(long dst, long a, long b)

Unsafe version of: Vector3CrossProduct

public static void
naiVector3DivideByScalar(long dst, float s)

Unsafe version of: Vector3DivideByScalar

public static void
naiVector3DivideByVector(long dst, long v)

Unsafe version of: Vector3DivideByVector

public static float
naiVector3DotProduct(long a, long b)

Unsafe version of: Vector3DotProduct

public static float
naiVector3Length(long v)

Unsafe version of: Vector3Length

public static int
naiVector3LessThan(long a, long b)

Unsafe version of: Vector3LessThan

public static void
naiVector3Negate(long dst)

Unsafe version of: Vector3Negate

public static void
naiVector3Normalize(long v)

Unsafe version of: Vector3Normalize

public static void
public static void
naiVector3RotateByQuaternion(long v, long q)

Unsafe version of: Vector3RotateByQuaternion

public static void
naiVector3Scale(long dst, float s)

Unsafe version of: Vector3Scale

public static float
naiVector3SquareLength(long v)

Unsafe version of: Vector3SquareLength

public static void
naiVector3Subtract(long dst, long src)

Unsafe version of: Vector3Subtract

public static void
naiVector3SymMul(long dst, long other)

Unsafe version of: Vector3SymMul

Inherited from java.lang.Object:
cloneequalsfinalizegetClasshashCodenotifynotifyAlltoStringwaitwaitwait