ModelPipelineImportDef

Constructors

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constructor()

Properties

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Functions

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open fun __init(_i: Int, _bb: ByteBuffer)
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open fun __reset()
Resets the internal state with a null ByteBuffer and a zero position.
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open fun addAxisSystem(builder: FlatBufferBuilder, axisSystem: Int)
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open fun addCmPerUnit(builder: FlatBufferBuilder, cmPerUnit: Float)
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open fun addEnsureVertexOrientationWNotZero(builder: FlatBufferBuilder, ensureVertexOrientationWNotZero: Boolean)
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open fun addFile(builder: FlatBufferBuilder, fileOffset: Int)
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open fun addFixInfacingNormals(builder: FlatBufferBuilder, fixInfacingNormals: Boolean)
open fun addFlattenHierarchyAndTransformVerticesToRootSpace(builder: FlatBufferBuilder, flattenHierarchyAndTransformVerticesToRootSpace: Boolean)
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open fun addFlipTextureCoordinates(builder: FlatBufferBuilder, flipTextureCoordinates: Boolean)
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open fun addMaxBoneWeights(builder: FlatBufferBuilder, maxBoneWeights: Int)
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open fun addMergeMaterials(builder: FlatBufferBuilder, mergeMaterials: Boolean)
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open fun addName(builder: FlatBufferBuilder, nameOffset: Int)
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open fun addRecenter(builder: FlatBufferBuilder, recenter: Boolean)
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open fun addReportErrorsToStdout(builder: FlatBufferBuilder, reportErrorsToStdout: Boolean)
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open fun addScale(builder: FlatBufferBuilder, scale: Float)
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open fun addSmoothingAngle(builder: FlatBufferBuilder, smoothingAngle: Float)
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open fun addTargetMeshes(builder: FlatBufferBuilder, targetMeshesOffset: Int)
open fun addUseSpecularGlossinessTexturesIfPresent(builder: FlatBufferBuilder, useSpecularGlossinessTexturesIfPresent: Boolean)
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open fun axisSystem(): Int
The axis system used by the model asset.
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open fun cmPerUnit(): Float
Distinct from 'scale'; defines the unit we expect positions to be in.
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open fun createModelPipelineImportDef(builder: FlatBufferBuilder, nameOffset: Int, fileOffset: Int, recenter: Boolean, scale: Float, axis_system: Int, smoothing_angle: Float, max_bone_weights: Int, report_errors_to_stdout: Boolean, flip_texture_coordinates: Boolean, flatten_hierarchy_and_transform_vertices_to_root_space: Boolean, use_specular_glossiness_textures_if_present: Boolean, fix_infacing_normals: Boolean, ensure_vertex_orientation_w_not_zero: Boolean, cm_per_unit: Float, target_meshesOffset: Int, merge_materials: Boolean): Int
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Encodes a sign into the w value of the orientation quaternion such that >0 implies a right handed space, and <0 implies a left handed space.
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open fun file(): String
The location of disk of the asset.
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Toggle for Assimp's aiProcess_FixInfacingNormals process.
Pre-transforms vertices by their node hierarchy so that all vertices are in the same object-space, and the node hierarchy is flattened.
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Inverts vertical texture coordinates when enabled (D3D/OGL difference).
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Get the underlying ByteBuffer.
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open fun maxBoneWeights(): Int
Limit per-vertex bone weights to the N most significant bones.
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open fun name(): String
The short name of the asset that is referenced by the individual model components (eg.
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open fun recenter(): Boolean
Inserts an extra node into the asset hierarchy so that the resulting model is centered around the origin.
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some clients do not use LOG to report errors
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open fun scale(): Float
Multiplier applied to the model to change its scale.
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open fun smoothingAngle(): Float
The limit angle (in degrees) between two normals being considered for tangent space smoothing.
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open fun startTargetMeshesVector(builder: FlatBufferBuilder, numElems: Int)
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open fun targetMeshes(j: Int): String
The names of the nodes that contain the target meshes to import from the asset.
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If a model contains both metallic-roughness textures and specular-glossiness textures, this flag causes the import to only use the specular-glossiness textures.