assimp_sys/
scene.rs

1use std::os::raw::{c_uint, c_void};
2
3use anim::*;
4use camera::*;
5use light::*;
6use material::*;
7use mesh::*;
8use metadata::*;
9use texture::*;
10use types::*;
11
12#[repr(C)]
13pub struct AiNode {
14    pub name: AiString,
15    pub transformation: AiMatrix4x4,
16    pub parent: *mut AiNode,
17    pub num_children: c_uint,
18    pub children: *mut *mut AiNode,
19    pub num_meshes: c_uint,
20    pub meshes: *mut c_uint,
21    pub metadata: *mut AiMetadata,
22}
23
24bitflags! {
25    #[repr(C)]
26    pub struct AiSceneFlags : c_uint {
27        const AI_SCENE_FLAGS_INCOMPLETE = 0x1;
28        const AI_SCENE_FLAGS_VALIDATED = 0x2;
29        const AI_SCENE_FLAGS_VALIDATION_WARNING = 0x4;
30        const AI_SCENE_FLAGS_NON_VERBOSE_FORMAT = 0x8;
31        const AI_SCENE_FLAGS_TERRAIN = 0x10;
32        const AI_SCENE_FLAGS_ALLOW_SHARED = 0x20;
33    }
34}
35
36#[repr(C)]
37pub struct AiScene {
38    pub flags: AiSceneFlags,
39    pub root_node: *mut AiNode,
40    pub num_meshes: c_uint,
41    pub meshes: *mut *mut AiMesh,
42    pub num_materials: c_uint,
43    pub materials: *mut *mut AiMaterial,
44    pub num_animations: c_uint,
45    pub animations: *mut *mut AiAnimation,
46    pub num_textures: c_uint,
47    pub textures: *mut *mut AiTexture,
48    pub num_lights: c_uint,
49    pub lights: *mut *mut AiLight,
50    pub num_cameras: c_uint,
51    pub cameras: *mut *mut AiCamera,
52    private: *const c_void,
53}
54
55impl AiScene {
56    pub fn has_meshes(&self) -> bool {
57        !self.meshes.is_null() && self.num_meshes > 0
58    }
59    pub fn has_materials(&self) -> bool {
60        !self.materials.is_null() && self.num_materials > 0
61    }
62    pub fn has_lights(&self) -> bool {
63        !self.lights.is_null() && self.num_lights > 0
64    }
65    pub fn has_textures(&self) -> bool {
66        !self.textures.is_null() && self.num_textures > 0
67    }
68    pub fn has_cameras(&self) -> bool {
69        !self.cameras.is_null() && self.num_cameras > 0
70    }
71    pub fn has_animations(&self) -> bool {
72        !self.animations.is_null() && self.num_animations > 0
73    }
74}