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/** @file dox.h
 *  @brief General documentation built from a doxygen comment
 */

/**
@mainpage assimp - Open Asset Import Library

<img src="dragonsplash.png"></img>

@section intro Introduction

assimp is a library to load and process geometric scenes from various data formats. It is tailored at typical game
scenarios by supporting a node hierarchy, static or skinned meshes, materials, bone animations and potential texture data.
The library is *not* designed for speed, it is primarily useful for importing assets from various sources once and
storing it in a engine-specific format for easy and fast every-day-loading. assimp is also able to apply various post
processing steps to the imported data such as conversion to indexed meshes, calculation of normals or tangents/bitangents
or conversion from right-handed to left-handed coordinate systems.

assimp currently supports the following file formats (note that some loaders lack some features of their formats because
some file formats contain data not supported by assimp, some stuff would require so much conversion work
that it has not been implemented yet and some (most ...) formats lack proper specifications):
<hr>
<br><tt>
<b>Collada</b> ( <i>*.dae;*.xml</i> )<br>
<b>Blender</b> ( <i>*.blend</i> ) <sup>3</sup><br>
<b>Biovision BVH </b> ( <i>*.bvh</i> ) <br>
<b>3D Studio Max 3DS</b> ( <i>*.3ds</i> ) <br>
<b>3D Studio Max ASE</b> ( <i>*.ase</i> ) <br>
<b>Wavefront Object</b> ( <i>*.obj</i> ) <br>
<b>Stanford Polygon Library</b> ( <i>*.ply</i> ) <br>
<b>AutoCAD DXF</b> ( <i>*.dxf</i> ) <br>
<b>IFC-STEP</b> ( <i>*.ifc</i> )<br>
<b>Neutral File Format</b> ( <i>*.nff</i> ) <br>
<b>Sense8 WorldToolkit</b> ( <i>*.nff</i> ) <br>
<b>Valve Model</b> ( <i>*.smd,*.vta</i> ) <sup>3</sup> <br>
<b>Quake I</b> ( <i>*.mdl</i> ) <br>
<b>Quake II</b> ( <i>*.md2</i> ) <br>
<b>Quake III</b> ( <i>*.md3</i> ) <br>
<b>Quake 3 BSP</b> ( <i>*.pk3</i> )  <sup>1</sup> <br>
<b>RtCW</b> ( <i>*.mdc</i> )<br>
<b>Doom 3</b> ( <i>*.md5mesh;*.md5anim;*.md5camera</i> ) <br>
<b>DirectX X </b> ( <i>*.x</i> ). <br>
<b>Quick3D </b> ( <i>*.q3o;*q3s</i> ). <br>
<b>Raw Triangles </b> ( <i>*.raw</i> ). <br>
<b>AC3D </b> ( <i>*.ac</i> ). <br>
<b>Stereolithography </b> ( <i>*.stl</i> ). <br>
<b>Autodesk DXF </b> ( <i>*.dxf</i> ). <br>
<b>Irrlicht Mesh </b> ( <i>*.irrmesh;*.xml</i> ). <br>
<b>Irrlicht Scene </b> ( <i>*.irr;*.xml</i> ). <br>
<b>Object File Format </b> ( <i>*.off</i> ). <br>
<b>Terragen Terrain </b> ( <i>*.ter</i> ) <br>
<b>3D GameStudio Model </b> ( <i>*.mdl</i> ) <br>
<b>3D GameStudio Terrain</b> ( <i>*.hmp</i> )<br>
<b>Ogre</b> (<i>*.mesh.xml, *.skeleton.xml, *.material</i>)<sup>3</sup> <br>
<b>Milkshape 3D</b> ( <i>*.ms3d</i> )<br>
<b>LightWave Model</b> ( <i>*.lwo</i> )<br>
<b>LightWave Scene</b> ( <i>*.lws</i> )<br>
<b>Modo Model</b> ( <i>*.lxo</i> )<br>
<b>CharacterStudio Motion</b> ( <i>*.csm</i> )<br>
<b>Stanford Ply</b> ( <i>*.ply</i> )<br>
<b>TrueSpace</b> ( <i>*.cob, *.scn</i> )<sup>2</sup><br><br>
</tt>
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See the @link importer_notes Importer Notes Page @endlink for information, what a specific importer can do and what not.
Note that although this paper claims to be the official documentation,
https://github.com/assimp/assimp/blob/master/Readme.md
<br>is usually the most up-to-date list of file formats supported by the library. <br>

<sup>1</sup>: Experimental loaders<br>
<sup>2</sup>: Indicates very limited support - many of the format's features don't map to Assimp's data structures.<br>
<sup>3</sup>: These formats support animations, but assimp doesn't yet support them (or they're buggy)<br>
<br>
<hr>

assimp is independent of the Operating System by nature, providing a C++ interface for easy integration
with game engines and a C interface to allow bindings to other programming languages. At the moment the library runs
on any little-endian platform including X86/Windows/Linux/Mac and X64/Windows/Linux/Mac. Special attention
was paid to keep the library as free as possible from dependencies.

Big endian systems such as PPC-Macs or PPC-Linux systems are not officially supported at the moment. However, most
formats handle the required endian conversion correctly, so large parts of the library should work.

The assimp linker library and viewer application are provided under the BSD 3-clause license. This basically means
that you are free to use it in open- or closed-source projects, for commercial or non-commercial purposes as you like
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as long as you retain the license information and take own responsibility for what you do with it. For details see
the LICENSE file.

You can find test models for almost all formats in the <assimp_root>/test/models directory. Beware, they're *free*,
but not all of them are *open-source*. If there's an accompanying '<file>\source.txt' file don't forget to read it.

@section main_install Installation

assimp can be used in two ways: linking against the pre-built libraries or building the library on your own. The former
option is the easiest, but the assimp distribution contains pre-built libraries only for Visual C++ 2013, 2015 and 2017.
For other compilers you'll have to build assimp for yourself. Which is hopefully as hassle-free as the other way, but
needs a bit more work. Both ways are described at the @link install Installation page. @endlink
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If you want to use assimp on Ubuntu you can install it via the following command:

@code
sudo apt-get install assimp
@endcode

If you want to use the python-assimp-port just follow these instructions: https://github.com/assimp/assimp/tree/master/port/PyAssimp

@section main_usage Usage

When you're done integrating the library into your IDE / project, you can now start using it. There are two separate
interfaces by which you can access the library: a C++ interface and a C interface using flat functions. While the former
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is easier to handle, the latter also forms a point where other programming languages can connect to. Up to the moment, though,
there are no bindings for any other language provided. Have a look at the @link usage Usage page @endlink for a detailed explanation and code examples.

@section main_data Data Structures

When the importer successfully completed its job, the imported data is returned in an aiScene structure. This is the root
point from where you can access all the various data types that a scene/model file can possibly contain. The
@link data Data Structures page @endlink describes how to interpret this data.

@section ext Extending the library

There are many 3d file formats in the world, and we're happy to support as many as possible. If you need support for
a particular file format, why not implement it yourself and add it to the library? Writing importer plugins for
assimp is considerably easy, as the whole postprocessing infrastructure is available and does much of the work for you.
See the @link extend Extending the library @endlink page for more information.


@section main_support Support & Feedback

If you have any questions/comments/suggestions/bug reports you're welcome to post them in our
<a href="https://sourceforge.net/forum/forum.php?forum_id=817653">forums</a>. Alternatively there's
a mailing list, <a href="https://sourceforge.net/mailarchive/forum.php?forum_name=assimp-discussions">
assimp-discussions</a>.


*/


/**
@page install Installation


@section install_prebuilt Using the pre-built libraries with Visual C++ 8/9

If you develop at Visual Studio 2015 or 2017, you can simply use the pre-built linker libraries provided in the distribution.
Extract all files to a place of your choice. A directory called "assimp" will be created there. Add the assimp/include path
to your include paths (Menu-&gt;Extras-&gt;Options-&gt;Projects and Solutions-&gt;VC++ Directories-&gt;Include files)
and the assimp/lib/&lt;Compiler&gt; path to your linker paths (Menu-&gt;Extras-&gt;Options-&gt;Projects and Solutions-&gt;VC++ Directories-&gt;Library files).
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This is necessary only once to setup all paths inside you IDE.
To use the library in your C++ project you can simply generate a project file via cmake. One way is to add the assimp-folder
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as a subdirectory via the cmake-command
addsubdiectory(assimp)
Now just add the assimp-dependency to your application:
@code
TARGET_LINK_LIBRARIES(my_game assimp)
@endcode
If done correctly you should now be able to compile, link, run and use the application.
First you need to install cmake. Now just get the code from github or download the latest version from the webside.
to build the library just open a command-prompt / bash, navigate into the repo-folder and run cmake via:
@code
cmake CMakeLists.txt
@endcode
A project-file of your default make-system ( like gnu-make on linux or Visual-Studio on Windows ) will be generated.
Run the build and you are done. You can find the libs at assimp/lib and the dll's / so's at bin.
The Assimp-package can be built as DLL. You just need to run the default cmake run.
The Assimp-package can be build as a static library as well. Do do so just set the configuration variable <b>BUILD_SHARED_LIBS</b>
to off during the cmake run.

*/


/**
@page usage Usage

@section access_cpp Access by C++ class interface

The assimp library can be accessed by both a class or flat function interface. The C++ class
interface is the preferred way of interaction: you create an instance of class Assimp::Importer,
maybe adjust some settings of it and then call Assimp::Importer::ReadFile(). The class will
read the files and process its data, handing back the imported data as a pointer to an aiScene
to you. You can now extract the data you need from the file. The importer manages all the resources
for itsself. If the importer is destroyed, all the data that was created/read by it will be
destroyed, too. So the easiest way to use the Importer is to create an instance locally, use its
results and then simply let it go out of scope.

C++ example:
@code
#include <assimp/Importer.hpp>      // C++ importer interface
#include <assimp/scene.h>           // Output data structure
#include <assimp/postprocess.h>     // Post processing flags

bool DoTheImportThing( const std::string& pFile)
{
  // Create an instance of the Importer class
  Assimp::Importer importer;

  // And have it read the given file with some example postprocessing
  // Usually - if speed is not the most important aspect for you - you'll
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  // probably to request more postprocessing than we do in this example.
  const aiScene* scene = importer.ReadFile( pFile,
	aiProcess_CalcTangentSpace       |
	aiProcess_Triangulate            |
	aiProcess_JoinIdenticalVertices  |
	aiProcess_SortByPType);

  // If the import failed, report it
  if( !scene)
  {
    DoTheErrorLogging( importer.GetErrorString());
    return false;
  }

  // Now we can access the file's contents.
  DoTheSceneProcessing( scene);

  // We're done. Everything will be cleaned up by the importer destructor
  return true;
}
@endcode

What exactly is read from the files and how you interpret it is described at the @ref data page. @endlink The post processing steps that the assimp library can apply to the
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imported data are listed at #aiPostProcessSteps. See the @ref pp Post processing page for more details.

Note that the aiScene data structure returned is declared 'const'. Yes, you can get rid of
these 5 letters with a simple cast. Yes, you may do that. No, it's not recommended (and it's
suicide in DLL builds if you try to use new or delete on any of the arrays in the scene).

@section access_c Access by plain-c function interface

The plain function interface is just as simple, but requires you to manually call the clean-up
after you're done with the imported data. To start the import process, call aiImportFile()
with the filename in question and the desired postprocessing flags like above. If the call
is successful, an aiScene pointer with the imported data is handed back to you. When you're
done with the extraction of the data you're interested in, call aiReleaseImport() on the
imported scene to clean up all resources associated with the import.

C example:
@code
#include <assimp/cimport.h>        // Plain-C interface
#include <assimp/scene.h>          // Output data structure
#include <assimp/postprocess.h>    // Post processing flags

bool DoTheImportThing( const char* pFile)
{
  // Start the import on the given file with some example postprocessing
  // Usually - if speed is not the most important aspect for you - you'll t
  // probably to request more postprocessing than we do in this example.
  const aiScene* scene = aiImportFile( pFile,
    aiProcess_CalcTangentSpace       |
	aiProcess_Triangulate            |
	aiProcess_JoinIdenticalVertices  |
	aiProcess_SortByPType);

  // If the import failed, report it
  if( !scene)
  {
    DoTheErrorLogging( aiGetErrorString());
    return false;
  }

  // Now we can access the file's contents
  DoTheSceneProcessing( scene);

  // We're done. Release all resources associated with this import
  aiReleaseImport( scene);
  return true;
}
@endcode

@section custom_io Using custom IO logic with the C++ class interface

The assimp library needs to access files internally. This of course applies to the file you want
to read, but also to additional files in the same folder for certain file formats. By default,
standard C/C++ IO logic is used to access these files. If your application works in a special
environment where custom logic is needed to access the specified files, you have to supply
custom implementations of IOStream and IOSystem. A shortened example might look like this:

@code
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>

// My own implementation of IOStream
class MyIOStream : public Assimp::IOStream
{
  friend class MyIOSystem;

protected:
  // Constructor protected for private usage by MyIOSystem
  MyIOStream(void);

public:
  ~MyIOStream(void);
  size_t Read( void* pvBuffer, size_t pSize, size_t pCount) { ... }
  size_t Write( const void* pvBuffer, size_t pSize, size_t pCount) { ... }
  aiReturn Seek( size_t pOffset, aiOrigin pOrigin) { ... }
  size_t Tell() const { ... }
  size_t FileSize() const { ... }
  void Flush () { ... }
};

// Fisher Price - My First Filesystem
class MyIOSystem : public Assimp::IOSystem
{
  MyIOSystem() { ... }
  ~MyIOSystem() { ... }

  // Check whether a specific file exists
  bool Exists( const std::string& pFile) const {
    ..
  }

  // Get the path delimiter character we'd like to see
  char GetOsSeparator() const {
    return '/';
  }

  // ... and finally a method to open a custom stream
  IOStream* Open( const std::string& pFile, const std::string& pMode) {
	return new MyIOStream( ... );
  }

  void Close( IOStream* pFile) { delete pFile; }
};
@endcode

Now that your IO system is implemented, supply an instance of it to the Importer object by calling
Assimp::Importer::SetIOHandler().

@code
void DoTheImportThing( const std::string& pFile)
{
  Assimp::Importer importer;
  // put my custom IO handling in place
  importer.SetIOHandler( new MyIOSystem());

  // the import process will now use this implementation to access any file
  importer.ReadFile( pFile, SomeFlag | SomeOtherFlag);
}
@endcode


@section custom_io_c Using custom IO logic with the plain-c function interface

The C interface also provides a way to override the file system. Control is not as fine-grained as for C++ although
surely enough for almost any purpose. The process is simple:

<ul>
<li> Include cfileio.h
<li> Fill an aiFileIO structure with custom file system callbacks (they're self-explanatory as they work similar to the CRT's fXXX functions)
<li> .. and pass it as parameter to #aiImportFileEx
</ul>

@section  logging Logging

The assimp library provides an easy mechanism to log messages. For instance if you want to check the state of your
import and you just want to see, after which preprocessing step the import-process was aborted you can take a look
into the log.
Per default the assimp-library provides a default log implementation, where you can log your user specific message
by calling it as a singleton with the requested logging-type. To see how this works take a look to this:

@code
using namespace Assimp;

// Create a logger instance
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DefaultLogger::create("", Logger::VERBOSE);

// Now I am ready for logging my stuff
DefaultLogger::get()->info("this is my info-call");

// Kill it after the work is done
DefaultLogger::kill();
@endcode

At first you have to create the default-logger-instance (create). Now you are ready to rock and can log a
little bit around. After that you should kill it to release the singleton instance.

If you want to integrate the assimp-log into your own GUI it my be helpful to have a mechanism writing
the logs into your own log windows. The logger interface provides this by implementing an interface called LogStream.
You can attach and detach this log stream to the default-logger instance or any implementation derived from Logger.
Just derivate your own logger from the abstract base class LogStream and overwrite the write-method:

@code
// Example stream
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class myStream : public LogStream
{
public:
	// Write womethink using your own functionality
	void write(const char* message)
	{
		::printf("%s\n", message);
	}
};

// Select the kinds of messages you want to receive on this log stream
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const unsigned int severity = Logger::Debugging|Logger::Info|Logger::Err|Logger::Warn;
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Assimp::DefaultLogger::get()->attachStream( new myStream, severity );

@endcode

The severity level controls the kind of message which will be written into
the attached stream. If you just want to log errors and warnings set the warn
and error severity flag for those severities. It is also possible to remove
a self defined logstream from an error severity by detaching it with the severity
flag set:

@code

unsigned int severity = 0;
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severity |= Logger::Debugging;

// Detach debug messages from you self defined stream
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Assimp::DefaultLogger::get()->attachStream( new myStream, severity );

@endcode

If you want to implement your own logger just derive from the abstract base class
#Logger and overwrite the methods debug, info, warn and error.

If you want to see the debug-messages in a debug-configured build, the Logger-interface
provides a logging-severity. You can set it calling the following method:

@code

Assimp::DefaultLogger::get()->setLogSeverity( LogSeverity log_severity );

@endcode

The normal logging severity supports just the basic stuff like, info, warnings and errors.
In the verbose level very fine-grained debug messages will be logged, too. Note that this
kind kind of logging might decrease import performance.
*/

/**
@page data Data Structures

The assimp library returns the imported data in a collection of structures. aiScene forms the root
of the data, from here you gain access to all the nodes, meshes, materials, animations or textures
that were read from the imported file. The aiScene is returned from a successful call to
assimp::Importer::ReadFile(), aiImportFile() or aiImportFileEx() - see the @link usage Usage page @endlink
for further information on how to use the library.

By default, all 3D data is provided in a right-handed coordinate system such as OpenGL uses. In
this coordinate system, +X points to the right, +Y points upwards and +Z points out of the screen
towards the viewer. Several modeling packages such as 3D Studio Max use this coordinate system as well
(or a rotated variant of it).
By contrast, some other environments use left-handed coordinate systems, a prominent example being
DirectX. If you need the imported data to be in a left-handed coordinate system, supply the
#aiProcess_MakeLeftHanded flag to the ReadFile() function call.

The output face winding is counter clockwise. Use #aiProcess_FlipWindingOrder to get CW data.
@code
x2

            x1
	x0
@endcode

Outputted polygons can be literally everything: they're probably concave, self-intersecting or non-planar,
although our built-in triangulation (#aiProcess_Triangulate postprocessing step) doesn't handle the two latter.

The output UV coordinate system has its origin in the lower-left corner:
@code
 |                |
 |                |
 |                |
0x|0y ---------- 1x|0y
@endcode
Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin.

A typical 4x4 matrix including a translational part looks like this:
with <tt>(X1, X2, X3)</tt> being the local X base vector, <tt>(Y1, Y2, Y3)</tt> being the local
Y base vector, <tt>(Z1, Z2, Z3)</tt> being the local Z base vector and <tt>(T1, T2, T3)</tt> being the
offset of the local origin (the translational part).
All matrices in the library use row-major storage order. That means that the matrix elements are
stored row-by-row, i.e. they end up like this in memory:
<tt>[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]</tt>.

Note that this is neither the OpenGL format nor the DirectX format, because both of them specify the
matrix layout such that the translational part occupies three consecutive addresses in memory (so those
matrices end with <tt>[..., T1, T2, T3, 1]</tt>), whereas the translation in an Assimp matrix is found at
the offsets 3, 7 and 11 (spread across the matrix). You can transpose an Assimp matrix to end up with
the format that OpenGL and DirectX mandate. To be very precise: The transposition has nothing
to do with a left-handed or right-handed coordinate system but 'converts' between row-major and
column-major storage format.

<hr>

<b>11.24.09:</b> We changed the orientation of our quaternions to the most common convention to avoid confusion.
However, if you're a previous user of Assimp and you update the library to revisions beyond SVNREV 502,
you have to adapt your animation loading code to match the new quaternion orientation.

<hr>

@section hierarchy The Node Hierarchy

Nodes are little named entities in the scene that have a place and orientation relative to their parents.
Starting from the scene's root node all nodes can have 0 to x child nodes, thus forming a hierarchy.
They form the base on which the scene is built on: a node can refer to 0..x meshes, can be referred to
by a bone of a mesh or can be animated by a key sequence of an animation. DirectX calls them "frames",
others call them "objects", we call them aiNode.

A node can potentially refer to single or multiple meshes. The meshes are not stored inside the node, but
instead in an array of aiMesh inside the aiScene. A node only refers to them by their array index. This also means
that multiple nodes can refer to the same mesh, which provides a simple form of instancing. A mesh referred to
by this way lives in the node's local coordinate system. If you want the mesh's orientation in global
space, you'd have to concatenate the transformations from the referring node and all of its parents.

Most of the file formats don't really support complex scenes, though, but a single model only. But there are
more complex formats such as .3ds, .x or .collada scenes which may contain an arbitrary complex
hierarchy of nodes and meshes. I for myself would suggest a recursive filter function such as the
following pseudocode:

@code
void CopyNodesWithMeshes( aiNode node, SceneObject targetParent, Matrix4x4 accTransform)
{
  SceneObject parent;
  Matrix4x4 transform;

  // if node has meshes, create a new scene object for it
  if( node.mNumMeshes > 0)
  {
    SceneObjekt newObject = new SceneObject;
    targetParent.addChild( newObject);
    // copy the meshes
    CopyMeshes( node, newObject);

    // the new object is the parent for all child nodes
    parent = newObject;
    transform.SetUnity();
  } else
  {
    // if no meshes, skip the node, but keep its transformation
    parent = targetParent;
    transform = node.mTransformation * accTransform;
  }

  // continue for all child nodes
  for( all node.mChildren)
    CopyNodesWithMeshes( node.mChildren[a], parent, transform);
}
@endcode

This function copies a node into the scene graph if it has children. If yes, a new scene object
is created for the import node and the node's meshes are copied over. If not, no object is created.
Potential child objects will be added to the old targetParent, but there transformation will be correct
in respect to the global space. This function also works great in filtering the bone nodes - nodes
that form the bone hierarchy for another mesh/node, but don't have any mesh themselves.

@section meshes Meshes

All meshes of an imported scene are stored in an array of aiMesh* inside the aiScene. Nodes refer
to them by their index in the array and providing the coordinate system for them, too. One mesh uses
only a single material everywhere - if parts of the model use a different material, this part is
moved to a separate mesh at the same node. The mesh refers to its material in the same way as the
node refers to its meshes: materials are stored in an array inside aiScene, the mesh stores only
an index into this array.

An aiMesh is defined by a series of data channels. The presence of these data channels is defined
by the contents of the imported file: by default there are only those data channels present in the mesh
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that were also found in the file. The only channels guaranteed to be always present are aiMesh::mVertices
and aiMesh::mFaces. You can test for the presence of other data by testing the pointers against NULL
or use the helper functions provided by aiMesh. You may also specify several post processing flags
at Importer::ReadFile() to let assimp calculate or recalculate additional data channels for you.

At the moment, a single aiMesh may contain a set of triangles and polygons. A single vertex does always
have a position. In addition it may have one normal, one tangent and bitangent, zero to AI_MAX_NUMBER_OF_TEXTURECOORDS
(4 at the moment) texture coords and zero to AI_MAX_NUMBER_OF_COLOR_SETS (4) vertex colors. In addition
a mesh may or may not have a set of bones described by an array of aiBone structures. How to interpret
the bone information is described later on.

@section material Materials

See the @link materials Material System Page. @endlink

@section bones Bones

A mesh may have a set of bones in the form of aiBone objects. Bones are a means to deform a mesh
according to the movement of a skeleton. Each bone has a name and a set of vertices on which it has influence.
Its offset matrix declares the transformation needed to transform from mesh space to the local space of this bone.

Using the bones name you can find the corresponding node in the node hierarchy. This node in relation
to the other bones' nodes defines the skeleton of the mesh. Unfortunately there might also be
nodes which are not used by a bone in the mesh, but still affect the pose of the skeleton because
they have child nodes which are bones. So when creating the skeleton hierarchy for a mesh I
suggest the following method:

a) Create a map or a similar container to store which nodes are necessary for the skeleton.
Pre-initialise it for all nodes with a "no". <br>
b) For each bone in the mesh: <br>
b1) Find the corresponding node in the scene's hierarchy by comparing their names. <br>
b2) Mark this node as "yes" in the necessityMap. <br>
b3) Mark all of its parents the same way until you 1) find the mesh's node or 2) the parent of the mesh's node. <br>
c) Recursively iterate over the node hierarchy <br>
c1) If the node is marked as necessary, copy it into the skeleton and check its children <br>
c2) If the node is marked as not necessary, skip it and do not iterate over its children. <br>

Reasons: you need all the parent nodes to keep the transformation chain intact. For most
file formats and modelling packages the node hierarchy of the skeleton is either a child
of the mesh node or a sibling of the mesh node but this is by no means a requirement so you shouldn't rely on it.
The node closest to the root node is your skeleton root, from there you
start copying the hierarchy. You can skip every branch without a node being a bone in the mesh -
that's why the algorithm skips the whole branch if the node is marked as "not necessary".

You should now have a mesh in your engine with a skeleton that is a subset of the imported hierarchy.

@section anims Animations

An imported scene may contain zero to x aiAnimation entries. An animation in this context is a set
of keyframe sequences where each sequence describes the orientation of a single node in the hierarchy
over a limited time span. Animations of this kind are usually used to animate the skeleton of
a skinned mesh, but there are other uses as well.

An aiAnimation has a duration. The duration as well as all time stamps are given in ticks. To get
the correct timing, all time stamp thus have to be divided by aiAnimation::mTicksPerSecond. Beware,
though, that certain combinations of file format and exporter don't always store this information
in the exported file. In this case, mTicksPerSecond is set to 0 to indicate the lack of knowledge.

The aiAnimation consists of a series of aiNodeAnim's. Each bone animation affects a single node in
the node hierarchy only, the name specifying which node is affected. For this node the structure
stores three separate key sequences: a vector key sequence for the position, a quaternion key sequence
for the rotation and another vector key sequence for the scaling. All 3d data is local to the
coordinate space of the node's parent, that means in the same space as the node's transformation matrix.
There might be cases where animation tracks refer to a non-existent node by their name, but this
should not be the case in your every-day data.

To apply such an animation you need to identify the animation tracks that refer to actual bones
in your mesh. Then for every track: <br>
a) Find the keys that lay right before the current anim time. <br>
b) Optional: interpolate between these and the following keys. <br>
c) Combine the calculated position, rotation and scaling to a transformation matrix <br>
d) Set the affected node's transformation to the calculated matrix. <br>

If you need hints on how to convert to or from quaternions, have a look at the
<a href="http://www.j3d.org/matrix_faq/matrfaq_latest.html">Matrix&Quaternion FAQ</a>. I suggest
using logarithmic interpolation for the scaling keys if you happen to need them - usually you don't
need them at all.

@section textures Textures

Normally textures used by assets are stored in separate files, however,
there are file formats embedding their textures directly into the model file.
Such textures are loaded into an aiTexture structure.

In previous versions, the path from the query for `AI_MATKEY_TEXTURE(textureType, index)` would be
`*<index>` where `<index>` is the index of the texture in aiScene::mTextures. Now this call will
return a file path for embedded textures in FBX files. To test if it is an embedded texture use
aiScene::GetEmbeddedTexture. If the returned pointer is not null, it is embedded und can be loaded
from the data structure. If it is null, search for a separate file. Other file types still use the
old behaviour.<br>
If your rely on the old behaviour, you can use Assimp::Importer::SetPropertyBool with the key
#AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING to force the old behaviour.

1. The texture is NOT compressed. Its color data is directly stored in the aiTexture structure as an
   array of aiTexture::mWidth * aiTexture::mHeight aiTexel structures. Each aiTexel represents a
   pixel (or "texel") of the texture image. The color data is stored in an unsigned RGBA8888 format,
   which can be easily used for both Direct3D and OpenGL (swizzling the order of the color
   components might be necessary).  RGBA8888 has been chosen because it is well-known, easy to use
   and natively supported by nearly all graphics APIs.
2. This applies if aiTexture::mHeight == 0 is fulfilled. Then, texture is stored in a "compressed"
   format such as DDS or PNG. The term "compressed" does not mean that the texture data must
   actually be compressed, however the texture was found in the model file as if it was stored in a
   separate file on the harddisk. Appropriate decoders (such as libjpeg, libpng, D3DX, DevIL) are
   required to load these textures.  aiTexture::mWidth specifies the size of the texture data in
   bytes, aiTexture::pcData is a pointer to the raw image data and aiTexture::achFormatHint is
   either zeroed or contains the most common file extension of the embedded texture's format. This
   value is only set if assimp is able to determine the file format.
*/


/**
@page materials Material System

@section General Overview
All materials are stored in an array of aiMaterial inside the aiScene.

Each aiMesh refers to one
material by its index in the array. Due to the vastly diverging definitions and usages of material
parameters there is no hard definition of a material structure. Instead a material is defined by
a set of properties accessible by their names. Have a look at assimp/material.h to see what types of
properties are defined. In this file there are also various functions defined to test for the
presence of certain properties in a material and retrieve their values.

@section mat_tex Textures

Eric Engestrom's avatar
Eric Engestrom committed
Textures are organized in stacks, each stack being evaluated independently. The final color value from a particular texture stack is used in the shading equation. For example, the computed color value of the diffuse texture stack (aiTextureType_DIFFUSE) is multiplied with the amount of incoming diffuse light to obtain the final diffuse color of a pixel.

@code

 Stack                               Resulting equation

------------------------
| Constant base color  |             color
------------------------
| Blend operation 0    |             +
------------------------
| Strength factor 0    |             0.25*
------------------------
| Texture 0            |             texture_0
------------------------
| Blend operation 1    |             *
------------------------
| Strength factor 1    |             1.0*
------------------------
| Texture 1            |             texture_1
------------------------
  ...                                ...

@endcode

@section keys Constants

All material key constants start with 'AI_MATKEY' (it's an ugly macro for historical reasons, don't ask).

<table border="1">
  <tr>
    <th>Name</th>
    <th>Data Type</th>
    <th>Default Value</th>
    <th>Meaning</th>
    <th>Notes</th>
  </tr>
  <tr>
    <td><tt>NAME</tt></td>
    <td>aiString</td>
    <td>n/a</td>
    <td>The name of the material, if available. </td>
    <td>Ignored by <tt>aiProcess_RemoveRedundantMaterials</tt>. Materials are considered equal even if their names are different.</td>
  </tr>
  <tr>
    <td><tt>COLOR_DIFFUSE</tt></td>
    <td>aiColor3D</td>
    <td>black (0,0,0)</td>
    <td>Diffuse color of the material. This is typically scaled by the amount of incoming diffuse light (e.g. using gouraud shading) </td>
    <td>---</td>
  </tr>
  <tr>
    <td><tt>COLOR_SPECULAR</tt></td>
    <td>aiColor3D</td>
    <td>black (0,0,0)</td>
    <td>Specular color of the material. This is typically scaled by the amount of incoming specular light (e.g. using phong shading) </td>
    <td>---</td>
  </tr>
  <tr>
    <td><tt>COLOR_AMBIENT</tt></td>
    <td>aiColor3D</td>
    <td>black (0,0,0)</td>
    <td>Ambient color of the material. This is typically scaled by the amount of ambient light </td>
    <td>---</td>
  </tr>
  <tr>
    <td><tt>COLOR_EMISSIVE</tt></td>
    <td>aiColor3D</td>
    <td>black (0,0,0)</td>
    <td>Emissive color of the material. This is the amount of light emitted by the object. In real time applications it will usually not affect surrounding objects, but raytracing applications may wish to treat emissive objects as light sources. </td>
    <td>---</td>
  </tr>

  <tr>
    <td><tt>COLOR_TRANSPARENT</tt></td>
    <td>aiColor3D</td>
    <td>black (0,0,0)</td>
    <td>Defines the transparent color of the material, this is the color to be multiplied with the color of translucent light to construct the final 'destination color' for a particular position in the screen buffer.</td>
    <td>---</td>
  </tr>

  <tr>
    <td><tt>COLOR_REFLECTIVE</tt></td>
    <td>aiColor3D</td>
    <td>black (0,0,0)</td>
    <td>Defines the reflective color of the material. This is typically scaled by the amount of incoming light from the direction of mirror reflection. Usually combined with an environment lightmap of some kind for real-time applications.</td>
    <td>---</td>
  </tr>

  <tr>
    <td><tt>REFLECTIVITY</tt></td>
    <td>float</td>
    <td>0.0</td>
    <td>Scales the reflective color of the material.</td>
    <td>---</td>
    <td>Specifies whether wireframe rendering must be turned on for the material. 0 for false, !0 for true. </td>
    <td>---</td>
    <td>Specifies whether meshes using this material must be rendered without backface culling. 0 for false, !0 for true. </td>
    <td>Some importers set this property if they don't know whether the output face order is right. As long as it is not set, you may safely enable backface culling.</tt></td>
  </tr>

  <tr>
    <td><tt>SHADING_MODEL</tt></td>
    <td>int</td>
    <td>gouraud</td>
    <td>One of the #aiShadingMode enumerated values. Defines the library shading model to use for (real time) rendering to approximate the original look of the material as closely as possible. </td>
    <td>The presence of this key might indicate a more complex material. If absent, assume phong shading only if a specular exponent is given.</tt></td>
  </tr>

  <tr>
    <td><tt>BLEND_FUNC</tt></td>
    <td>int</td>
    <td>false</td>
    <td>One of the #aiBlendMode enumerated values. Defines how the final color value in the screen buffer is computed from the given color at that position and the newly computed color from the material. Simply said, alpha blending settings.</td>
    <td>-</td>
    <td>Defines the opacity of the material in a range between 0..1.</td>
    <td>Use this value to decide whether you have to activate alpha blending for rendering. <tt>OPACITY</tt> != 1 usually also implies TWOSIDED=1 to avoid cull artifacts.</td>
    <td>Defines the shininess of a phong-shaded material. This is actually the exponent of the phong specular equation</td>
    <td><tt>SHININESS</tt>=0 is equivalent to <tt>SHADING_MODEL</tt>=<tt>aiShadingMode_Gouraud</tt>.</td>
  </tr>

  <tr>
    <td><tt>SHININESS_STRENGTH</tt></td>
    <td>float</td>
    <td>1.0</td>
    <td>Scales the specular color of the material.</td>
    <td>This value is kept separate from the specular color by most modelers, and so do we.</td>
    <td>Defines the Index Of Refraction for the material. That's not supported by most file formats.</td>
    <td>Might be of interest for raytracing.</td>
  </tr>

  <tr>
    <td><tt>TEXTURE(t,n)</tt></td>
    <td>aiString</td>
    <td>n/a</td>
    <td>Defines the path of the n'th texture on the stack 't', where 'n' is any value >= 0 and 't'
    is one of the #aiTextureType enumerated values. A file path to an external file or an embedded
    texture. Use aiScene::GetEmbeddedTexture to test if it is embedded for FBX files, in other cases
    embedded textures start with '*' followed by an index into aiScene::mTextures.</td>
    <td>See the @ref mat_tex section above. Also see @ref textures for a more information about texture retrieval.</td>
  </tr>

  <tr>
    <td><tt>TEXBLEND(t,n)</tt></td>
    <td>float</td>
    <td>n/a</td>
    <td>Defines the strength the n'th texture on the stack 't'. All color components (rgb) are multiplied with this factor *before* any further processing is done.</td>
    <td>-</td>
    <td>One of the #aiTextureOp enumerated values. Defines the arithmetic operation to be used to combine the n'th texture on the stack 't' with the n-1'th. <tt>TEXOP(t,0)</tt> refers to the blend operation between the base color for this stack (e.g. <tt>COLOR_DIFFUSE</tt> for the diffuse stack) and the first texture.</td>
    <td>-</td>
  </tr>

  <tr>
    <td><tt>MAPPING(t,n)</tt></td>
    <td>int</td>
    <td>n/a</td>
    <td>Defines how the input mapping coordinates for sampling the n'th texture on the stack 't' are computed. Usually explicit UV coordinates are provided, but some model file formats might also be using basic shapes, such as spheres or cylinders, to project textures onto meshes.</td>
    <td>See the 'Textures' section below. #aiProcess_GenUVCoords can be used to let Assimp compute proper UV coordinates from projective mappings.</td>
    <td>Defines the UV channel to be used as input mapping coordinates for sampling the n'th texture on the stack 't'. All meshes assigned to this material share the same UV channel setup</td>
    <td>Presence of this key implies <tt>MAPPING(t,n)</tt> to be #aiTextureMapping_UV. See @ref uvwsrc for more details. </td>
  </tr>

  <tr>
    <td><tt>MAPPINGMODE_U(t,n)</tt></td>
    <td>int</td>
    <td>n/a</td>
    <td>Any of the #aiTextureMapMode enumerated values. Defines the texture wrapping mode on the x axis for sampling the n'th texture on the stack 't'. 'Wrapping' occurs whenever UVs lie outside the 0..1 range. </td>
    <td>-</td>
  </tr>

  <tr>
    <td><tt>MAPPINGMODE_V(t,n)</tt></td>
    <td>int</td>
    <td>n/a</td>
    <td>Wrap mode on the v axis. See <tt>MAPPINGMODE_U</tt>. </td>
    <td>-</td>
  </tr>

   <tr>
    <td><tt>TEXMAP_AXIS(t,n)</tt></td>
    <td>aiVector3D</td>
    <td>n/a</td>
    <td></tt> Defines the base axis to to compute the mapping coordinates for the n'th texture on the stack 't' from. This is not required for UV-mapped textures. For instance, if <tt>MAPPING(t,n)</tt> is #aiTextureMapping_SPHERE, U and V would map to longitude and latitude of a sphere around the given axis. The axis is given in local mesh space.</td>
    <td>-</td>
  </tr>

  <tr>
    <td><tt>TEXFLAGS(t,n)</tt></td>
    <td>int</td>
    <td>n/a</td>
    <td></tt> Defines miscellaneous flag for the n'th texture on the stack 't'. This is a bitwise combination of the #aiTextureFlags enumerated values.</td>
    <td>-</td>
  </tr>

</table>

@section cpp C++-API

Retrieving a property from a material is done using various utility functions. For C++ it's simply calling aiMaterial::Get()

@code

aiMaterial* mat = .....

// The generic way
if(AI_SUCCESS != mat->Get(<material-key>,<where-to-store>)) {
   // handle epic failure here
}

@endcode

Simple, isn't it? To get the name of a material you would use

@code

aiString name;
mat->Get(AI_MATKEY_NAME,name);

@endcode

Or for the diffuse color ('color' won't be modified if the property is not set)

@code

aiColor3D color (0.f,0.f,0.f);
mat->Get(AI_MATKEY_COLOR_DIFFUSE,color);

@endcode

<b>Note:</b> Get() is actually a template with explicit specializations for aiColor3D, aiColor4D, aiString, float, int and some others.
Make sure that the type of the second parameter matches the expected data type of the material property (no compile-time check yet!).
Don't follow this advice if you wish to encounter very strange results.

@section C C-API

For good old C it's slightly different. Take a look at the aiGetMaterialGet<data-type> functions.

@code

aiMaterial* mat = .....

if(AI_SUCCESS != aiGetMaterialFloat(mat,<material-key>,<where-to-store>)) {
   // handle epic failure here
}

@endcode