assimp::import

Struct Importer

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pub struct Importer { /* private fields */ }
Expand description

The Importer type.

See module-level documentation for examples.

Implementations§

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impl Importer

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pub fn new() -> Importer

Create a new Importer.

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pub fn read_file<'a>(&self, file: &str) -> Result<Scene<'a>, &str>

Load a scene from the specified file.

If the call succeeds, return value is Ok, containing the loaded Scene structure. If the call fails, return value is Err, containing the error string returned from the Assimp library.

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pub fn read_string<'a>(&self, data: &str) -> Result<Scene<'a>, &str>

Load a scene from a string.

If the call succeeds, return value is Ok, containing the loaded Scene structure. If the call fails, return value is Err, containing the error string returned from the Assimp library.

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pub fn apply_postprocessing<'a>( &'a self, scene: Scene<'a>, ) -> Result<Scene<'_>, &str>

Apply post-processing to an already-imported scene.

This performs all enabled post-processing steps on an already imported scene. The main use case for this is to inspect the scene returned by read_file before choosing which additional post-process steps to apply.

Due to how the Assimp C API works, this isn’t as useful as it should be. Currently it isn’t possible to configure properties of post-processing steps after the initial import.

§Return value

The new scene, with new post-processing steps applied. Note that it is possible for this method to fail, in which case the return value is Err.

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pub fn measure_time(&mut self, enable: bool)

Enables time measurements.

If enabled, measures the time needed for each part of the loading process (i.e. IO time, importing, postprocessing, ..) and dumps these timings to the output log.

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pub fn favour_speed(&mut self, enable: bool)

A hint to Assimp to favour speed against import quality.

Enabling this option may result in faster loading, but it needn’t. It represents just a hint to loaders and post-processing steps to use faster code paths, if possible.

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pub fn calc_tangent_space<F: Fn(&mut CalcTangentSpace)>(&mut self, closure: F)

Calculates the tangents and bitangents for the imported meshes.

Does nothing if a mesh does not have normals. You might want this post processing step to be executed if you plan to use tangent space calculations such as normal mapping applied to the meshes. The max_smoothing_angle property allows you to specify a maximum smoothing angle for the algorithm. However, usually you’ll want to leave it at the default value.

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pub fn join_identical_vertices(&mut self, enable: bool)

Identifies and joins identical vertex data sets within all imported meshes.

After this step is run, each mesh contains unique vertices, so a vertex may be used by multiple faces. You usually want to use this post processing step. If your application deals with indexed geometry, this step is compulsory or you’ll just waste rendering time. If this flag is not specified, no vertices are referenced by more than one face and no index buffer is required for rendering.

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pub fn make_left_handed(&mut self, enable: bool)

Converts all the imported data to a left-handed coordinate space.

By default the data is returned in a right-handed coordinate space (which OpenGL prefers). In this space, +X points to the right, +Z points towards the viewer, and +Y points upwards. In the DirectX coordinate space +X points to the right, +Y points upwards, and +Z points away from the viewer.

You’ll probably want to consider this flag if you use Direct3D for rendering.

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pub fn triangulate(&mut self, enable: bool)

Triangulates all faces of all meshes.

By default the imported mesh data might contain faces with more than 3 indices. For rendering you’ll usually want all faces to be triangles. This post processing step splits up faces with more than 3 indices into triangles. Line and point primitives are not modified! If you want ‘triangles only’ with no other kinds of primitives, try the following solution:

  • Enable both triangulate and sort_by_primitive_type
  • Ignore all point and line meshes when you process assimp’s output
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pub fn remove_component<F: Fn(&mut RemoveComponent)>(&mut self, closure: F)

Removes some parts of the data structure (animations, materials, light sources, cameras, textures, vertex components).

The components to be removed are specified in the flags property. This is quite useful if you don’t need all parts of the output structure. Vertex colors are rarely used today for example… Calling this step to remove unneeded data from the pipeline as early as possible results in increased performance and a more optimized output data structure.

This step is also useful if you want to force Assimp to recompute normals or tangents. The corresponding steps don’t recompute them if they’re already there (loaded from the source asset). By using this step you can make sure they are NOT there.

This flag is a poor one, mainly because its purpose is usually misunderstood. Consider the following case: a 3D model has been exported from a CAD app, and it has per-face vertex colors. Vertex positions can’t be shared, thus the join_identical_vertices step fails to optimize the data because of these nasty little vertex colors. Most apps don’t even process them, so it’s all for nothing. By using this step, unneeded components are excluded as early as possible, thus opening more room for internal optimizations.

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pub fn generate_normals<F: Fn(&mut GenerateNormals)>(&mut self, closure: F)

Generates normals for imported meshes.

This is ignored if normals are already there at the time this flag is evaluated. Model importers try to load them from the source file, so they’re usually already there.

The smooth property specifies how normals are calculated. When set to false, normals are calculated per face, and shared between all points of a single face, so a single point can have multiple normals, which forces the library to duplicate vertices in some cases.

When set to true, normals are calculated per vertex. The max_smoothing_angle property allows you to specify an angle maximum for the normal smoothing algorithm. Normals exceeding this limit are not smoothed, resulting in a hard seam between two faces. Using a decent angle here (e.g. 80 degrees) results in very good visual appearance.

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pub fn split_large_meshes<F: Fn(&mut SplitLargeMeshes)>(&mut self, closure: F)

Splits large meshes into smaller sub-meshes.

This is quite useful for real-time rendering, where the number of triangles which can be maximally processed in a single draw-call is limited by the video driver/hardware. The maximum vertex buffer is usually limited too. Both requirements can be met with this step: you may specify both a triangle and vertex limit for a single mesh.

The split limits can (and should!) be set through the vertex_limit and triangle_limit properties.

Note that splitting is generally a time-consuming task, but only if there’s something to split. The use of this step is recommended for most users.

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pub fn pre_transform_vertices<F: Fn(&mut PreTransformVertices)>( &mut self, closure: F, )

Removes the node graph and pre-transforms all vertices with the local transformation matrices of their nodes.

The output scene still contains nodes, however there is only a root node with children, each one referencing only one mesh, and each mesh referencing one material. For rendering, you can simply render all meshes in order - you don’t need to pay attention to local transformations and the node hierarchy. Animations are removed during this step.

This step is intended for applications without a scenegraph. The step CAN cause some problems: if e.g. a mesh of the asset contains normals and another, using the same material index, does not, they will be brought together, but the first meshes’s part of the normal list is zeroed. However, these artifacts are rare.

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pub fn limit_bone_weights<F: Fn(&mut LimitBoneWeights)>(&mut self, closure: F)

Limits the number of bones simultaneously affecting a single vertex to a maximum value.

If any vertex is affected by more than the maximum number of bones, the least important vertex weights are removed and the remaining vertex weights are renormalized so that the weights still sum up to 1. The default bone weight limit is 4, but you can use the max_weights property to supply your own limit to the post processing step.

If you intend to perform the skinning in hardware, this post processing step might be of interest to you.

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pub fn validate_data_structure(&mut self, enable: bool)

Validates the imported scene data structure.

This makes sure that all indices are valid, all animations and bones are linked correctly, all material references are correct .. etc.

It is recommended that you capture Assimp’s log output if you use this flag, so you can easily find out what’s wrong if a file fails the validation. The validator is quite strict and will find all inconsistencies in the data structure… It is recommended that plugin developers use it to debug their loaders. There are two types of validation failures:

  • Error: Error: There’s something wrong with the imported data. Further postprocessing is not possible and the data is not usable at all. The import fails. #Importer::GetErrorString() or #aiGetErrorString() carry the error message around.
  • Warning: There are some minor issues (e.g. 1000000 animation keyframes with the same time), but further postprocessing and use of the data structure is still safe. Warning details are written to the log file, #AI_SCENE_FLAGS_VALIDATION_WARNING is set in #aiScene::mFlags

This post-processing step is not time-consuming. Its use is not compulsory, but recommended.

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pub fn improve_cache_locality<F: Fn(&mut ImproveCacheLocality)>( &mut self, closure: F, )

Reorders triangles for better vertex cache locality.

The step tries to improve the ACMR (average post-transform vertex cache miss ratio) for all meshes. The implementation runs in O(n) and is roughly based on the ‘tipsify’ algorithm (see this paper).

If you intend to render huge models in hardware, this step might be of interest to you. The cache_size property can be used to fine-tune the cache optimization.

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pub fn remove_redudant_materials<F: Fn(&mut RemoveRedundantMaterials)>( &mut self, closure: F, )

Searches for redundant/unreferenced materials and removes them.

This is especially useful in combination with the pre_transform_vertices and optimize_meshes steps. Both join small meshes with equal characteristics, but they can’t do their work if two meshes have different materials. Because several material settings are lost during Assimp’s import filters, (and because many exporters don’t check for redundant materials), huge models often have materials which are are defined several times with exactly the same settings.

Several material settings not contributing to the final appearance of a surface are ignored in all comparisons (e.g. the material name). So, if you’re passing additional information through the content pipeline (probably using magic material names), don’t specify this flag. Alternatively take a look at the exclude_list` property.

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pub fn fix_infacing_normals(&mut self, enable: bool)

This step tries to determine which meshes have normal vectors that are facing inwards and inverts them.

The algorithm is simple but effective: the bounding box of all vertices + their normals is compared against the volume of the bounding box of all vertices without their normals. This works well for most objects, problems might occur with planar surfaces. However, the step tries to filter such cases. The step inverts all in-facing normals. Generally it is recommended to enable this step, although the result is not always correct.

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pub fn sort_by_primitive_type<F: Fn(&mut SortByPrimitiveType)>( &mut self, closure: F, )

This step splits meshes with more than one primitive type in homogeneous sub-meshes.

The step is executed after the triangulation step. After the step returns, just one bit is set in aiMesh::mPrimitiveTypes. This is especially useful for real-time rendering where point and line primitives are often ignored or rendered separately.

You can use the types property to specify which primitive types you need. This can be used to easily exclude lines and points, which are rarely used, from the import.

§Panics

Specifying all possible primitive types for removal is illegal and causes a panic.

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pub fn find_degenerates<F: Fn(&mut FindDegenerates)>(&mut self, closure: F)

This step searches all meshes for degenerate primitives and converts them to proper lines or points.

A face is ‘degenerate’ if one or more of its points are identical. To have the degenerate stuff not only detected and collapsed but removed, try one of the following procedures:

  1. If you support lines and points for rendering but don’t want the degenerates:
    • Enable the find_degenerates step.
    • Set the remove property to true. This will cause the step to remove degenerate triangles from the import as soon as they’re detected. They won’t pass any further pipeline steps.
  2. If you don’t support lines and points at all:
    • Enable the find_degenerates step.
    • Enable the sort_by_primitive_type step. This moves line and point primitives to separate meshes.
    • Set the components property to aiPrimitiveType_POINTS | aiPrimitiveType_LINES to cause sort_by_primitive_type to reject point and line meshes from the scene.

Degenerate polygons are not necessarily evil and that’s why they’re not removed by default. There are several file formats which don’t support lines or points, and some exporters bypass the format specification and write them as degenerate triangles instead.

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pub fn find_invalid_data<F: Fn(&mut FindInvalidData)>(&mut self, closure: F)

This step searches all meshes for invalid data, such as zeroed normal vectors or invalid UV coords and removes/fixes them. This is intended to get rid of some common exporter errors.

This is especially useful for normals. If they are invalid, and the step recognizes this, they will be removed and can later be recomputed, i.e. by the gen_normals step.

The step will also remove meshes that are infinitely small and reduce animation tracks consisting of hundreds if redundant keys to a single key. The accuracy property decides the accuracy of the check for duplicate animation tracks.

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pub fn gen_uv_coords(&mut self, enable: bool)

This step converts non-UV mappings (such as spherical or cylindrical mapping) to proper texture coordinate channels.

Most applications will support UV mapping only, so you will probably want to specify this step in every case. Note that Assimp is not always able to match the original mapping implementation of the 3D app which produced a model perfectly. It’s always better to let the modelling app compute the UV channels - 3ds max, Maya, Blender, LightWave, and Modo do this for example.

If this step is not requested, you’ll need to process the AI_MATKEY_MAPPING material property in order to display all assets properly.

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pub fn transform_uv_coords<F: Fn(&mut TransformUVCoords)>(&mut self, closure: F)

This step applies per-texture UV transformations and bakes them into stand-alone vtexture coordinate channels.

UV transformations are specified per-texture - see the AI_MATKEY_UVTRANSFORM material key for more information. This step processes all textures with transformed input UV coordinates and generates a new (pre-transformed) UV channel which replaces the old channel. Most applications won’t support UV transformations, so you will probably want to specify this step.

UV transformations are usually implemented in real-time apps by transforming texture coordinates at vertex shader stage with a 3x3 (homogenous) transformation matrix.

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pub fn find_instances(&mut self, enable: bool)

This step searches for duplicate meshes and replaces them with references to the first mesh.

This step takes a while, so don’t use it if speed is a concern. Its main purpose is to workaround the fact that many export file formats don’t support instanced meshes, so exporters need to duplicate meshes. This step removes the duplicates again. Please note that Assimp does not currently support per-node material assignment to meshes, which means that identical meshes with different materials are currently not joined, although this is planned for future versions.

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pub fn optimize_meshes(&mut self, enable: bool)

A postprocessing step to reduce the number of meshes.

This will, in fact, reduce the number of draw calls.

This is a very effective optimization and is recommended to be used together with optimize_graph, if possible. The flag is fully compatible with both split_large_meshes and sort_by_primitive_type.

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pub fn optimize_graph<F: Fn(&mut OptimizeGraph)>(&mut self, closure: F)

A postprocessing step to optimize the scene hierarchy.

Nodes without animations, bones, lights or cameras assigned are collapsed and joined.

Node names can be lost during this step. If you use special ‘tag nodes’ to pass additional information through your content pipeline, use the exclude_list property to specify a list of node names you want to be kept. Nodes matching one of the names in this list won’t be touched or modified.

Use this flag with caution. Most simple files will be collapsed to a single node, so complex hierarchies are usually completely lost. This is not useful for editor environments, but probably a very effective optimization if you just want to get the model data, convert it to your own format, and render it as fast as possible.

This flag is designed to be used with optimize_meshes for best results.

‘Crappy’ scenes with thousands of extremely small meshes packed in deeply nested nodes exist for almost all file formats. optimize_meshes in combination with optimize_graph usually fixes them all and makes them renderable.

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pub fn flip_uvs(&mut self, enable: bool)

This step flips all UV coordinates along the y-axis and adjusts material settings and bitangents accordingly.

Output UV coordinate system:

0y|0y ---------- 1x|0y
|                 |
|                 |
|                 |
0x|1y ---------- 1x|1y

You’ll probably want to consider this flag if you use Direct3D for rendering.

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pub fn flip_winding_order(&mut self, enable: bool)

This step adjusts the output face winding order to be CW.

The default face winding order is counter clockwise (CCW).

Output face order:

      x2

                        x0
 x1
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pub fn split_by_bone_count<F: Fn(&mut SplitByBoneCount)>(&mut self, closure: F)

This step splits meshes with many bones into sub-meshes so that each submesh has fewer or as many bones as a given limit.

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pub fn debone<F: Fn(&mut Debone)>(&mut self, closure: F)

This step removes bones losslessly or according to some threshold.

In some cases (i.e. formats that require it) exporters are forced to assign dummy bone weights to otherwise static meshes assigned to animated meshes. Full, weight-based skinning is expensive while animating nodes is extremely cheap, so this step is offered to clean up the data in that regard.

Use the threshold property to control this. Use the all_or_none property if you want bones removed if and only if all bones within the scene qualify for removal.

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pub fn import_no_skeleton_meshes(&mut self, enable: bool)

Global setting to disable generation of skeleton dummy meshes

Skeleton dummy meshes are generated as a visualization aid in cases which the input data contains no geometry, but only animation data.

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pub fn import_mdl_colormap(&mut self, path: &str)

Sets the colormap to be used to decode embedded textures in MDL (Quake or 3DGS) files.

This must be a valid path to a file. The file is 768 (256*3) bytes large and contains RGB triplets for each of the 256 palette entries. If the file is not found, a default palette (from Quake 1) is used.

Default: colormap.lmp

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pub fn fbx_read_all_geometry_layers(&mut self, enable: bool)

Set whether the FBX importer will merge all geometry layers present in the source file or take only the first.

Default: true.

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pub fn fbx_read_all_materials(&mut self, enable: bool)

Set whether the FBX importer will read all materials present in the source file or take only the referenced materials. This has no effect if fbx_read_materials is false.

Default: false.

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pub fn fbx_read_materials(&mut self, enable: bool)

Set whether the FBX importer will read materials.

Default: true.

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pub fn fbx_read_textures(&mut self, enable: bool)

Set whether the FBX importer will read embedded textures.

Default: true.

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pub fn fbx_read_cameras(&mut self, enable: bool)

Set whether the FBX importer will read cameras.

Default: true.

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pub fn fbx_read_lights(&mut self, enable: bool)

Set whether the FBX importer will read light sources.

Default: true.

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pub fn fbx_read_animations(&mut self, enable: bool)

Set whether the FBX importer will read animations.

Default: true.

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pub fn fbx_strict_mode(&mut self, enable: bool)

Set whether the FBX importer will act in strict mode in which only FBX 2013 is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this format is best supported and well-tested.

Default: false.

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pub fn fbx_preserve_pivots(&mut self, enable: bool)

Set whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots and offsets will be evaluated whenever possible.

Default: true.

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pub fn fbx_optimize_empty_animation_curves(&mut self, enable: bool)

Specifies whether the FBX importer will drop empty animation curves or animation curves which match the bind pose transformation over their entire defined range.

Default: true.

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pub fn global_keyframe(&mut self, value: i32)

Set the vertex animation keyframe to be imported

Assimp does not support vertex keyframes (only bone animation is supported). The library reads only one frame of models with vertex animations. This option applies to all importers, unless overridden for a specific loader.

Default: first frame.

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pub fn md3_keyframe(&mut self, value: i32)

Override global_keyframe property for the MD3 importer.

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pub fn md2_keyframe(&mut self, value: i32)

Override global_keyframe property for the MD2 importer.

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pub fn mdl_keyframe(&mut self, value: i32)

Override global_keyframe property for the MDL importer.

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pub fn mdc_keyframe(&mut self, value: i32)

Override global_keyframe property for the MDC importer.

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pub fn smd_keyframe(&mut self, value: i32)

Override global_keyframe property for the SMD importer.

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pub fn unreal_keyframe(&mut self, value: i32)

Override global_keyframe property for the Unreal importer.

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pub fn ac_separate_bf_cull(&mut self, enable: bool)

Configures the AC importer to collect all surfaces which have the “Backface cull” flag set in separate meshes.

Default: true.

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pub fn ac_eval_subdivision(&mut self, enable: bool)

Configures whether the AC importer evaluates subdivision surfaces (indicated by the presence of the ‘subdiv’ attribute in the file). By default, Assimp performs the subdivision using the standard Catmull-Clark algorithm.

Default: true.

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pub fn unreal_handle_flags(&mut self, enable: bool)

Configures the Unreal importer to separate faces with different surface flags (e.g. two-sided vs. single-sided).

Default: true.

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pub fn ter_make_uvs(&mut self, enable: bool)

Configures the terragen importer to compute UVs for terrains, if not given. Furthermore a default texture is assigned.

Default: false.

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pub fn ase_reconstruct_normals(&mut self, enable: bool)

Configures the ASE importer to always reconstruct normal vectors based on the smoothing groups loaded from the file.

Default: true.

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pub fn md3_handle_multipart(&mut self, enable: bool)

Configures the MD3 importer to detect and process multi-part Quake player models.

These models usually consist of 3 files, lower.md3, upper.md3 and head.md3. If this property is set to true, Assimp will try to load and combine all three files if one of them is loaded.

Default: true.

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pub fn md3_skin_name(&mut self, name: &str)

Tells the MD3 importer which skin files to load.

When loading MD3 files, Assimp checks whether a file <md3_file_name>_<skin_name>.skin is existing. These files are used by Quake III to be able to assign different skins (e.g. red and blue team) to models. ‘default’, ‘red’, ‘blue’ are typical skin names.

Default: “default”.

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pub fn md3_shader_src(&mut self, path: &str)

Specify the Quake 3 shader file to be used for a particular MD3 file. This can also be a search path.

By default Assimp’s behaviour is as follows: If a MD3 file <any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3 is loaded, the library tries to locate the corresponding shader file in <any_path>/scripts/<model_name>.shader. This property overrides this behaviour. It can either specify a full path to the shader to be loaded or alternatively the path (relative or absolute) to the directory where the shaders for all MD3s to be loaded reside. Assimp attempts to open <dir>/<model_name>.shader first, <dir>/<file_name>.shader is the fallback file. Note that <dir> should have a terminal (back)slash.

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pub fn lwo_one_layer_only_str(&mut self, name: &str)

Configures the LWO importer to load just one layer from the model.

LWO files consist of layers and in some cases it could be useful to load only one of them. This property is a string which specifies the name of the layer. If the property is not set the whole LWO model is loaded. Loading fails if the requested layer is not available. The layer name may not be empty.

Default: all layers are loaded.

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pub fn lwo_one_layer_only_int(&mut self, index: i32)

Configures the LWO importer to load just one layer from the model.

LWO files consist of layers and in some cases it could be useful to load only one of them. This property is an integer which specifies the index of the layer. If the property is not set the whole LWO model is loaded. Loading fails if the requested layer is not available. The layer index is zero-based.

Default: all layers are loaded.

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pub fn md5_no_anim_autoload(&mut self, enable: bool)

Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically.

The default strategy is to look for a file with the same name but the MD5ANIM extension in the same directory. If it is found, it is loaded and combined with the MD5MESH file. This configuration option can be used to disable this behaviour.

Default: false.

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pub fn lws_anim_start(&mut self, frame: i32)

Defines the begin of the time range for which the LWS loader evaluates animations and computes aiNodeAnims.

Assimp provides full conversion of LightWave’s envelope system, including pre and post conditions. The loader computes linearly subsampled animation channels with the frame rate given in the LWS file. This property defines the start time. Note: animation channels are only generated if a node has at least one envelope with more than one key assigned. This property is given in frames, ‘0’ is the first frame. By default, if this property is not set, the importer takes the animation start from the input LWS file (‘FirstFrame’ line)

Default: taken from file.

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pub fn lws_anim_end(&mut self, frame: i32)

Defines the end of the time range for which the LWS loader evaluates animations and computs aiNodeAnims. See lws_anim_start for more info.

Default: taken from file.

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pub fn irr_anim_fps(&mut self, fps: i32)

Defines the output frame rate of the IRR loader.

IRR animations are difficult to convert for Assimp and there will always be a loss of quality. This setting defines how many keys per second are returned by the converter.

Default: 100.

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pub fn ogre_material_file(&mut self, file: &str)

Ogre Importer will try to find referenced materials from this file.

Ogre meshes reference with material names, this does not tell Assimp the file where it is located in. Assimp will try to find the source file in the following order:

  1. <material-name>.material
  2. <mesh-filename-base>.material
  3. The material name defined by this config property.

Default value: Scene.material.

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pub fn ogre_texture_type_from_filename(&mut self, enable: bool)

Ogre Importer detect the texture usage from its filename.

Ogre material texture units do not define texture type, the textures usage depends on the used shader or Ogres fixed pipeline. If this config property is true Assimp will try to detect the type from the textures filename postfix:

  • _n, _nrm, _nrml, _normal, _normals and _normalmap for normal map
  • _s, _spec, _specular and _specularmap for specular map
  • _l, _light, _lightmap, _occ and _occlusion for light map
  • _disp and _displacement for displacement map

The matching is case insensitive. Post fix is taken between last “_” and last “.”. Default behavior is to detect type from lower cased texture unit name by matching against: normalmap, specularmap, lightmap and displacementmap. For both cases if no match is found aiTextureType_DIFFUSE is used.

Default: false.

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pub fn ifc_skip_space_representations(&mut self, enable: bool)

Specifies whether the IFC loader skips over IfcSpace elements.

IfcSpace elements (and their geometric representations) are used to represent, well, free space in a building storey.

Default: true.

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pub fn ifc_skip_curve_representations(&mut self, enable: bool)

Specifies whether the IFC loader skips over shape representations of type ‘Curve2D’.

A lot of files contain both a faceted mesh representation and a outline with a presentation type of ‘Curve2D’. Currently Assimp doesn’t convert those, so turning this option off just

Default: true.

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pub fn ifc_custom_triangulation(&mut self, enable: bool)

Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes.

If this property is set to false, walls will be either triangulated by triangulate triangulate or will be passed through as huge polygons with faked holes (i.e. holes that are connected with the outer boundary using a dummy edge). It is highly recommended to set this property to true if you want triangulated data because triangulate is known to have problems with the kind of polygons that the IFC loader spits out for complicated meshes.

Default: true.

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pub fn collada_ignore_up_direction(&mut self, enable: bool)

Tells the Collada importer to ignore the up direction specified in the file.

Default: false.

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pub fn get_extension_list() -> Vec<String>

Get a list of all file extensions supported by Assimp.

If a file extension is contained in the list this does, of course, not mean that Assimp is able to load all files with this extension.

§Return value

Vec<String> containing the supported file extensions in lower-case with no leading wildcard or period characters, e.g. “3ds”, “obj”, “fbx”.

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impl Drop for Importer

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fn drop(&mut self)

Executes the destructor for this type. Read more

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where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.