Assimp  v3.0 (July 2012)
Public Member Functions | Public Attributes
aiScene Struct Reference

The root structure of the imported data. More...

List of all members.

Public Member Functions

 aiScene ()
 Default constructor - set everything to 0/NULL.
bool HasAnimations () const
 Check whether the scene contains animations.
bool HasCameras () const
 Check whether the scene contains cameras.
bool HasLights () const
 Check whether the scene contains lights.
bool HasMaterials () const
 Check whether the scene contains materials Unless no special scene flags are set this will always be true.
bool HasMeshes () const
 Check whether the scene contains meshes Unless no special scene flags are set this will always be true.
bool HasTextures () const
 Check whether the scene contains textures.
 ~aiScene ()
 Destructor.

Public Attributes

aiAnimation ** mAnimations
 The array of animations.
aiCamera ** mCameras
 The array of cameras.
unsigned int mFlags
 Any combination of the AI_SCENE_FLAGS_XXX flags.
aiLight ** mLights
 The array of light sources.
aiMaterial ** mMaterials
 The array of materials.
aiMesh ** mMeshes
 The array of meshes.
unsigned int mNumAnimations
 The number of animations in the scene.
unsigned int mNumCameras
 The number of cameras in the scene.
unsigned int mNumLights
 The number of light sources in the scene.
unsigned int mNumMaterials
 The number of materials in the scene.
unsigned int mNumMeshes
 The number of meshes in the scene.
unsigned int mNumTextures
 The number of textures embedded into the file.
void * mPrivate
 Internal data, do not touch.
aiNodemRootNode
 The root node of the hierarchy.
aiTexture ** mTextures
 The array of embedded textures.

Detailed Description

The root structure of the imported data.

Everything that was imported from the given file can be accessed from here. Objects of this class are generally maintained and owned by Assimp, not by the caller. You shouldn't want to instance it, nor should you ever try to delete a given scene on your own.


Constructor & Destructor Documentation

aiScene::aiScene ( )

Default constructor - set everything to 0/NULL.

aiScene::~aiScene ( )

Destructor.


Member Function Documentation

bool aiScene::HasAnimations ( ) const
inline

Check whether the scene contains animations.

bool aiScene::HasCameras ( ) const
inline

Check whether the scene contains cameras.

bool aiScene::HasLights ( ) const
inline

Check whether the scene contains lights.

bool aiScene::HasMaterials ( ) const
inline

Check whether the scene contains materials Unless no special scene flags are set this will always be true.

bool aiScene::HasMeshes ( ) const
inline

Check whether the scene contains meshes Unless no special scene flags are set this will always be true.

bool aiScene::HasTextures ( ) const
inline

Check whether the scene contains textures.


Member Data Documentation

aiAnimation** aiScene::mAnimations

The array of animations.

All animations imported from the given file are listed here. The array is mNumAnimations in size.

aiCamera** aiScene::mCameras

The array of cameras.

All cameras imported from the given file are listed here. The array is mNumCameras in size. The first camera in the array (if existing) is the default camera view into the scene.

unsigned int aiScene::mFlags

Any combination of the AI_SCENE_FLAGS_XXX flags.

By default this value is 0, no flags are set. Most applications will want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE bit set.

aiLight** aiScene::mLights

The array of light sources.

All light sources imported from the given file are listed here. The array is mNumLights in size.

aiMaterial** aiScene::mMaterials

The array of materials.

Use the index given in each aiMesh structure to access this array. The array is mNumMaterials in size. If the AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always be at least ONE material.

aiMesh** aiScene::mMeshes

The array of meshes.

Use the indices given in the aiNode structure to access this array. The array is mNumMeshes in size. If the AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always be at least ONE material.

unsigned int aiScene::mNumAnimations

The number of animations in the scene.

unsigned int aiScene::mNumCameras

The number of cameras in the scene.

Cameras are fully optional, in most cases this attribute will be 0

unsigned int aiScene::mNumLights

The number of light sources in the scene.

Light sources are fully optional, in most cases this attribute will be 0

unsigned int aiScene::mNumMaterials

The number of materials in the scene.

unsigned int aiScene::mNumMeshes

The number of meshes in the scene.

unsigned int aiScene::mNumTextures

The number of textures embedded into the file.

void* aiScene::mPrivate

Internal data, do not touch.

aiNode* aiScene::mRootNode

The root node of the hierarchy.

There will always be at least the root node if the import was successful (and no special flags have been set). Presence of further nodes depends on the format and content of the imported file.

aiTexture** aiScene::mTextures

The array of embedded textures.

Not many file formats embed their textures into the file. An example is Quake's MDL format (which is also used by some GameStudio versions)


The documentation for this struct was generated from the following file: