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Whitespace cleanup.
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git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@859 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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klickverbot committed Nov 21, 2010
1 parent 6744cb3 commit 3bf1178
Showing 1 changed file with 45 additions and 45 deletions.
90 changes: 45 additions & 45 deletions port/dAssimp/assimp/mesh.d
Original file line number Diff line number Diff line change
Expand Up @@ -214,57 +214,57 @@ extern ( C ) {
// Note: The AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) macro from the C headers is
// missing since there is probably not much use for it when just reading
// scene files.

/**
* NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores
* per-vertex animations for a particular frame.
*
*
* You may think of an <code>aiAnimMesh</code> as a `patch` for the host
* mesh, which replaces only certain vertex data streams at a particular
* time.
*
*
* Each mesh stores n attached attached meshes (<code>aiMesh.mAnimMeshes</code>).
* The actual relationship between the time line and anim meshes is
* The actual relationship between the time line and anim meshes is
* established by #aiMeshAnim, which references singular mesh attachments
* by their ID and binds them to a time offset.
*/
struct aiAnimMesh {
/**
* Replacement for aiMesh.mVertices.
*
* If this array is non-null, it *must* contain mNumVertices entries.
* The corresponding array in the host mesh must be non-null as well -
* animation meshes may neither add or nor remove vertex components (if
* a replacement array is NULL and the corresponding source array is
* not, the source data is taken instead).
*/
aiVector3D* mVertices;

/// Replacement for <code>aiMesh.mNormals</code>.
aiVector3D* mNormals;

/// Replacement for <code>aiMesh.mTangents</code>.
aiVector3D* mTangents;

/// Replacement for <code>aiMesh.mBitangents</code>.
aiVector3D* mBitangents;

/// Replacement for <code>aiMesh.mColors</code>.
aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];

/// Replacement for <code>aiMesh.mTextureCoords</code>.
aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];

/**
* The number of vertices in the aiAnimMesh, and thus the length of all
* the member arrays.
*
* This has always the same value as the mNumVertices property in the
* corresponding aiMesh. It is duplicated here merely to make the length
* of the member arrays accessible even if the aiMesh is not known, e.g.
* from language bindings.
*/
uint mNumVertices;
/**
* Replacement for aiMesh.mVertices.
*
* If this array is non-null, it *must* contain mNumVertices entries.
* The corresponding array in the host mesh must be non-null as well -
* animation meshes may neither add or nor remove vertex components (if
* a replacement array is NULL and the corresponding source array is
* not, the source data is taken instead).
*/
aiVector3D* mVertices;

/// Replacement for <code>aiMesh.mNormals</code>.
aiVector3D* mNormals;

/// Replacement for <code>aiMesh.mTangents</code>.
aiVector3D* mTangents;

/// Replacement for <code>aiMesh.mBitangents</code>.
aiVector3D* mBitangents;

/// Replacement for <code>aiMesh.mColors</code>.
aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];

/// Replacement for <code>aiMesh.mTextureCoords</code>.
aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];

/**
* The number of vertices in the aiAnimMesh, and thus the length of all
* the member arrays.
*
* This has always the same value as the mNumVertices property in the
* corresponding aiMesh. It is duplicated here merely to make the length
* of the member arrays accessible even if the aiMesh is not known, e.g.
* from language bindings.
*/
uint mNumVertices;
}

/**
Expand Down Expand Up @@ -449,15 +449,15 @@ extern ( C ) {
* - Vertex animations refer to meshes by their names.
*/
aiString mName;

/// NOT CURRENTLY IN USE. The number of attachment meshes.
uint mNumAnimMeshes;

/**
/**
* NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-
* based animation.
*
* Attachment meshes carry replacement data for some of the mesh's
* based animation.
*
* Attachment meshes carry replacement data for some of the mesh's
* vertex components (usually positions, normals).
*/
aiAnimMesh** mAnimMeshes;
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