use std::os::raw::{c_float, c_uint};
pub use self::color3::*;
pub use self::color4::*;
pub use self::matrix3::*;
pub use self::matrix4::*;
pub use self::quaternion::*;
pub use self::string::*;
pub use self::vector2::*;
pub use self::vector3::*;
mod color3;
mod color4;
mod matrix3;
mod matrix4;
mod quaternion;
mod string;
mod vector2;
mod vector3;
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct AiPlane {
pub a: c_float,
pub b: c_float,
pub c: c_float,
pub d: c_float,
}
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct AiRay {
pub pos: AiVector3D,
pub dir: AiVector3D,
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum AiReturn {
Success = 0,
Failure = 1,
OutOfMemory = 3,
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum AiOrigin {
Set = 0,
Cur = 1,
End = 2,
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum AiDefaultLogStream {
File = 1,
StdOut = 2,
StdErr = 4,
Debugger = 8,
}
#[repr(C)]
#[derive(Clone, Copy, Debug, Default)]
pub struct AiMemoryInfo {
pub textures: c_uint,
pub materials: c_uint,
pub meshes: c_uint,
pub nodes: c_uint,
pub animations: c_uint,
pub cameras: c_uint,
pub lights: c_uint,
pub total: c_uint,
}