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.