26 class SLProgressHandler;
 
   83                          SLbool             deleteTexImgAfterBuild = 
false,
 
   84                          SLbool             loadMeshesOnly         = 
true,
 
   86                          float              ambientFactor          = 0.0f,
 
   87                          SLbool             forceCookTorranceRM    = 
false,
 
   88                          SLProgressHandler* progressHandler        = 
nullptr,
 
vector< SLAnimation * > SLVAnimation
 
SLPostProcessSteps
Copy of the aiPostProcessStep enum for usage in the wrapper load function.
 
@ SLProcess_SplitByJointCount
 
@ SLProcess_OptimizeMeshes
 
@ SLProcess_SplitLargeMeshes
 
@ SLProcess_FindInstances
 
@ SLProcess_ImproveCacheLocality
 
@ SLProcess_PreTransformVertices
 
@ SLProcess_FindDegenerates
 
@ SLProcess_FlipWindingOrder
 
@ SLProcess_FixInfacingNormals
 
@ SLProcess_FindInvalidData
 
@ SLProcess_GenSmoothNormals
 
@ SLProcess_ValidateDataStructure
 
@ SLProcess_LimitJointWeights
 
@ SLProcess_RemoveRedundantMaterials
 
@ SLProcess_TransformUVCoords
 
@ SLProcess_OptimizeGraph
 
@ SLProcess_JoinIdenticalVertices
 
@ SLProcess_MakeLeftHanded
 
@ SLProcess_RemoveComponent
 
@ SLProcess_CalcTangentSpace
 
std::map< int, SLMesh * > SLMeshMap
 
vector< SLMesh * > SLVMesh
 
SLAnimManager is the central class for all animation handling.
 
SLAnimSkeleton keeps track of a skeletons joints and animations.
 
Toplevel holder of the assets meshes, materials, textures and shaders.
 
Interface for 3D file format importer implementations.
 
SLAnimSkeleton * _skeleton
the imported skeleton for this file
 
void logConsoleVerbosity(SLLogVerbosity verb)
 
SLVAnimation _animationNamesMap
all imported node animations
 
SLAnimSkeleton * skeleton()
 
SLLogVerbosity _logConsoleVerbosity
verbosity level of log output to the console
 
SLVMesh _meshes
all imported meshes
 
void logFileVerbosity(SLLogVerbosity verb)
 
SLVAnimation & nodeAnimations()
 
SLLogVerbosity _logFileVerbosity
verbosity level of log output to the file
 
SLNode * _sceneRoot
the root node of the scene
 
void logMessage(SLLogVerbosity verbosity, const char *msg,...)
 
std::ofstream _log
log stream
 
virtual SLNode * load(SLAnimManager &aniMan, SLAssetManager *assetMgr, SLstring pathFilename, SLstring texturePath, SLSkybox *skybox=nullptr, SLbool deleteTexImgAfterBuild=false, SLbool loadMeshesOnly=true, SLMaterial *overrideMat=nullptr, float ambientFactor=0.0f, SLbool forceCookTorranceRM=false, SLProgressHandler *progressHandler=nullptr, SLuint flags=SLProcess_Triangulate|SLProcess_JoinIdenticalVertices|SLProcess_SplitLargeMeshes|SLProcess_RemoveRedundantMaterials|SLProcess_SortByPType|SLProcess_FindDegenerates|SLProcess_FindInvalidData)=0
 
SLstring _logFile
name of the log file
 
Defines a standard CG material with textures and a shader program.
 
SLNode represents a node in a hierarchical scene graph.
 
Skybox node class with a SLBox mesh.