var searchIndex = {}; searchIndex["assimp"] = {"doc":"# assimp - Open Asset Import Library","items":[[3,"Animation","assimp","Animation type (not yet implemented)",null,null],[3,"NodeAnim","","NodeAnim type (not yet implemented)",null,null],[3,"VectorKey","","VectorKey type (not yet implemented)",null,null],[3,"QuatKey","","QuatKey type (not yet implemented)",null,null],[3,"Camera","","Camera type (not yet implemented)",null,null],[3,"Face","","Face type (not yet implemented)",null,null],[3,"Light","","Light type (not yet implemented)",null,null],[3,"Material","","Material type (not yet implemented)",null,null],[3,"Mesh","","Mesh type (incomplete)",null,null],[3,"Node","","The `Node` type represents a node in the imported scene hierarchy.",null,null],[3,"Scene","","The `Scene` type is the root container for all imported scene data.",null,null],[3,"Texture","","Texture type.",null,null],[0,"export","","The `export` module implements functionality for exporting scenes (not yet implemented).",null,null],[0,"import","","The `import` module contains functionality for importing scenes.",null,null],[3,"Importer","assimp::import","The `Importer` type.",null,null],[0,"structs","","Argument structs for `Importer` post-processing configuration.",null,null],[3,"CalcTangentSpace","assimp::import::structs","Arguments for `calc_tangent_space` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",0,null],[12,"max_smoothing_angle","","Maximum angle between two vertex tangents used for smoothing. Default: 45.0",0,null],[12,"texture_channel","","Source UV channel for tangent space computation. Default: 0",0,null],[3,"RemoveComponent","","Arguments for `remove_component` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",1,null],[12,"components","","Specify which components to remove. Default: none",1,null],[3,"GenerateNormals","","Arguments for `generate_normals` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",2,null],[12,"smooth","","Whether the generated normals are smoothed or not. Default: false",2,null],[12,"max_smoothing_angle","","Maximum angle between two vertex normals used for smoothing. Default: 175.0\nOnly applies if `smooth` is `true`.",2,null],[3,"SplitLargeMeshes","","Arguments for `split_large_meshes` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",3,null],[12,"vertex_limit","","Maximum number of vertices per mesh. Default: 1000000",3,null],[12,"triangle_limit","","Maximum number of triangles per mesh. Default: 1000000",3,null],[3,"PreTransformVertices","","Arguments for `pre_transform_vertices` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",4,null],[12,"keep_hierarchy","","Whether to keep the existing scene hierarchy. Default: false",4,null],[12,"normalize","","Whether to normalize all vertices into the [-1, 1] range. Default: false",4,null],[12,"add_root_transformation","","Whether to pre-transform all vertices using the matrix specified in the\n`root_transformation` field. Default: false",4,null],[12,"root_transformation","","Transformation matrix to use.",4,null],[3,"LimitBoneWeights","","Arguments for `limit_bone_weights` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",5,null],[12,"max_weights","","Maximum number of bones that affect a single vertex. Default: 4",5,null],[3,"ImproveCacheLocality","","Arguments for `improve_cache_locality` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",6,null],[12,"cache_size","","Set the size of the post-transform vertex cache. Default: 12",6,null],[3,"RemoveRedundantMaterials","","Arguments for `remove_redundant_materials` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",7,null],[12,"exclude_list","","Space-delimited list of materials to keep. Identifiers containing whitespace must be\nenclosed in single quotes. e.g. `material1 'material 2' material3`.",7,null],[3,"SortByPrimitiveType","","Arguments for `sort_by_primitive_type` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",8,null],[12,"remove","","List of primitive types to remove. Default: none",8,null],[3,"FindDegenerates","","Arguments for `find_degenerates` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",9,null],[12,"remove","","Whether to remove any found degenerates. Default: true",9,null],[3,"FindInvalidData","","Arguments for `find_invalid_data` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",10,null],[12,"accuracy","","Specify the accuracy for considering animation values as invalid. Default: 0",10,null],[3,"TransformUVCoords","","Arguments for `transform_uv_coords` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",11,null],[12,"flags","","Specify which UV transforms to evaluate. Default: all",11,null],[3,"OptimizeGraph","","Arguments for `optimize_graph` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",12,null],[12,"exclude_list","","Space-delimited list of nodes to keep. Identifiers containing whitespace must be\nenclosed in single quotes. e.g. `node1 'node 2' node3`.",12,null],[3,"SplitByBoneCount","","Arguments for `split_by_bone_count` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",13,null],[12,"max_bones","","Maximum number of bones per mesh. Default: 60",13,null],[3,"Debone","","Arguments for `debone` post-process step.",null,null],[12,"enable","","Whether to enable the step. Default: false",14,null],[12,"threshold","","Threshold for considering bone necessary. Default: 1.0",14,null],[12,"all_or_none","","Whether to require all bones to meet the threshold before removing any. Default: false",14,null],[4,"ComponentType","","Enumerates components of the Scene and Mesh data structures that can be excluded from the import\nusing the `remove_component` step.",null,null],[13,"Normals","","",15,null],[13,"TangentsAndBitangents","","",15,null],[13,"Colors","","",15,null],[13,"TexCoords","","",15,null],[13,"BoneWeights","","",15,null],[13,"Animations","","",15,null],[13,"Textures","","",15,null],[13,"Lights","","",15,null],[13,"Cameras","","",15,null],[13,"Meshes","","",15,null],[13,"Materials","","",15,null],[4,"UVTransformFlag","","",null,null],[13,"Scaling","","",16,null],[13,"Rotation","","",16,null],[13,"Translation","","",16,null],[13,"All","","",16,null],[4,"PrimitiveType","","",null,null],[13,"Point","","",17,null],[13,"Line","","",17,null],[13,"Triangle","","",17,null],[13,"Polygon","","",17,null],[11,"eq","","",15,null],[11,"fmt","","",15,null],[11,"clone","","",15,null],[11,"eq","","",16,null],[11,"fmt","","",16,null],[11,"clone","","",16,null],[11,"eq","","",17,null],[11,"fmt","","",17,null],[11,"clone","","",17,null],[11,"default","","",0,{"inputs":[],"output":{"name":"calctangentspace"}}],[11,"default","","",1,{"inputs":[],"output":{"name":"removecomponent"}}],[11,"default","","",2,{"inputs":[],"output":{"name":"generatenormals"}}],[11,"default","","",3,{"inputs":[],"output":{"name":"splitlargemeshes"}}],[11,"default","","",4,{"inputs":[],"output":{"name":"pretransformvertices"}}],[11,"default","","",5,{"inputs":[],"output":{"name":"limitboneweights"}}],[11,"default","","",6,{"inputs":[],"output":{"name":"improvecachelocality"}}],[11,"default","","",7,{"inputs":[],"output":{"name":"removeredundantmaterials"}}],[11,"default","","",8,{"inputs":[],"output":{"name":"sortbyprimitivetype"}}],[11,"default","","",9,{"inputs":[],"output":{"name":"finddegenerates"}}],[11,"default","","",10,{"inputs":[],"output":{"name":"findinvaliddata"}}],[11,"default","","",11,{"inputs":[],"output":{"name":"transformuvcoords"}}],[11,"default","","",12,{"inputs":[],"output":{"name":"optimizegraph"}}],[11,"default","","",13,{"inputs":[],"output":{"name":"splitbybonecount"}}],[11,"default","","",14,{"inputs":[],"output":{"name":"debone"}}],[11,"new","assimp::import","Create a new Importer.",18,{"inputs":[],"output":{"name":"importer"}}],[11,"read_file","","Load a scene from the specified file.",18,null],[11,"read_string","","Load a scene from a string.",18,null],[11,"apply_postprocessing","","Apply post-processing to an already-imported scene.",18,null],[11,"measure_time","","Enables time measurements.",18,null],[11,"favour_speed","","A hint to Assimp to favour speed against import quality.",18,null],[11,"calc_tangent_space","","Calculates the tangents and bitangents for the imported meshes.",18,null],[11,"join_identical_vertices","","Identifies and joins identical vertex data sets within all imported meshes.",18,null],[11,"make_left_handed","","Converts all the imported data to a left-handed coordinate space.",18,null],[11,"triangulate","","Triangulates all faces of all meshes.",18,null],[11,"remove_component","","Removes some parts of the data structure (animations, materials, light sources, cameras,\ntextures, vertex components).",18,null],[11,"generate_normals","","Generates normals for imported meshes.",18,null],[11,"split_large_meshes","","Splits large meshes into smaller sub-meshes.",18,null],[11,"pre_transform_vertices","","Removes the node graph and pre-transforms all vertices with the local transformation\nmatrices of their nodes.",18,null],[11,"limit_bone_weights","","Limits the number of bones simultaneously affecting a single vertex to a maximum value.",18,null],[11,"validate_data_structure","","Validates the imported scene data structure.",18,null],[11,"improve_cache_locality","","Reorders triangles for better vertex cache locality.",18,null],[11,"remove_redudant_materials","","Searches for redundant/unreferenced materials and removes them.",18,null],[11,"fix_infacing_normals","","This step tries to determine which meshes have normal vectors that are facing inwards and\ninverts them.",18,null],[11,"sort_by_primitive_type","","This step splits meshes with more than one primitive type in homogeneous sub-meshes.",18,null],[11,"find_degenerates","","This step searches all meshes for degenerate primitives and converts them to proper lines\nor points.",18,null],[11,"find_invalid_data","","This step searches all meshes for invalid data, such as zeroed normal vectors or invalid UV\ncoords and removes/fixes them. This is intended to get rid of some common exporter errors.",18,null],[11,"gen_uv_coords","","This step converts non-UV mappings (such as spherical or cylindrical mapping) to proper\ntexture coordinate channels.",18,null],[11,"transform_uv_coords","","This step applies per-texture UV transformations and bakes them into stand-alone vtexture\ncoordinate channels.",18,null],[11,"find_instances","","This step searches for duplicate meshes and replaces them with references to the first mesh.",18,null],[11,"optimize_meshes","","A postprocessing step to reduce the number of meshes.",18,null],[11,"optimize_graph","","A postprocessing step to optimize the scene hierarchy.",18,null],[11,"flip_uvs","","This step flips all UV coordinates along the y-axis and adjusts material settings and\nbitangents accordingly.",18,null],[11,"flip_winding_order","","This step adjusts the output face winding order to be CW.",18,null],[11,"split_by_bone_count","","This step splits meshes with many bones into sub-meshes so that each submesh has fewer or\nas many bones as a given limit.",18,null],[11,"debone","","This step removes bones losslessly or according to some threshold.",18,null],[11,"import_no_skeleton_meshes","","Global setting to disable generation of skeleton dummy meshes",18,null],[11,"import_mdl_colormap","","Sets the colormap to be used to decode embedded textures in MDL (Quake or 3DGS) files.",18,null],[11,"fbx_read_all_geometry_layers","","Set whether the FBX importer will merge all geometry layers present in the source file or\ntake only the first.",18,null],[11,"fbx_read_all_materials","","Set whether the FBX importer will read all materials present in the source file or take only\nthe referenced materials. This has no effect if `fbx_read_materials` is false.",18,null],[11,"fbx_read_materials","","Set whether the FBX importer will read materials.",18,null],[11,"fbx_read_cameras","","Set whether the FBX importer will read cameras.",18,null],[11,"fbx_read_lights","","Set whether the FBX importer will read light sources.",18,null],[11,"fbx_read_animations","","Set whether the FBX importer will read animations.",18,null],[11,"fbx_strict_mode","","Set whether the FBX importer will act in strict mode in which only FBX 2013 is supported and\nany other sub formats are rejected. FBX 2013 is the primary target for the importer, so this\nformat is best supported and well-tested.",18,null],[11,"fbx_preserve_pivots","","Set whether the FBX importer will preserve pivot points for transformations (as extra\nnodes). If set to false, pivots and offsets will be evaluated whenever possible.",18,null],[11,"fbx_optimize_empty_animation_curves","","Specifies whether the FBX importer will drop empty animation curves or animation curves\nwhich match the bind pose transformation over their entire defined range.",18,null],[11,"global_keyframe","","Set the vertex animation keyframe to be imported",18,null],[11,"md3_keyframe","","Override [`global_keyframe`](#method.global_keyframe) property for the MD3 importer.",18,null],[11,"md2_keyframe","","Override [`global_keyframe`](#method.global_keyframe) property for the MD2 importer.",18,null],[11,"mdl_keyframe","","Override [`global_keyframe`](#method.global_keyframe) property for the MDL importer.",18,null],[11,"mdc_keyframe","","Override [`global_keyframe`](#method.global_keyframe) property for the MDC importer.",18,null],[11,"smd_keyframe","","Override [`global_keyframe`](#method.global_keyframe) property for the SMD importer.",18,null],[11,"unreal_keyframe","","Override [`global_keyframe`](#method.global_keyframe) property for the Unreal importer.",18,null],[11,"ac_separate_bf_cull","","Configures the AC importer to collect all surfaces which have the "Backface cull" flag set\nin separate meshes.",18,null],[11,"ac_eval_subdivision","","Configures whether the AC importer evaluates subdivision surfaces (indicated by the presence\nof the 'subdiv' attribute in the file). By default, Assimp performs the subdivision using\nthe standard Catmull-Clark algorithm.",18,null],[11,"unreal_handle_flags","","Configures the Unreal importer to separate faces with different surface flags (e.g.\ntwo-sided vs. single-sided).",18,null],[11,"ter_make_uvs","","Configures the terragen importer to compute UVs for terrains, if not given.\nFurthermore a default texture is assigned.",18,null],[11,"ase_reconstruct_normals","","Configures the ASE importer to always reconstruct normal vectors based on the smoothing\ngroups loaded from the file.",18,null],[11,"md3_handle_multipart","","Configures the MD3 importer to detect and process multi-part Quake player models.",18,null],[11,"md3_skin_name","","Tells the MD3 importer which skin files to load.",18,null],[11,"md3_shader_src","","Specify the Quake 3 shader file to be used for a particular MD3 file. This can also be a\nsearch path.",18,null],[11,"lwo_one_layer_only_str","","Configures the LWO importer to load just one layer from the model.",18,null],[11,"lwo_one_layer_only_int","","Configures the LWO importer to load just one layer from the model.",18,null],[11,"md5_no_anim_autoload","","Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically.",18,null],[11,"lws_anim_start","","Defines the begin of the time range for which the LWS loader evaluates animations and\ncomputes aiNodeAnims.",18,null],[11,"lws_anim_end","","Defines the end of the time range for which the LWS loader evaluates animations and\ncomputs aiNodeAnims. See [`lws_anim_start`](#method.lws_anim_start) for more info.",18,null],[11,"irr_anim_fps","","Defines the output frame rate of the IRR loader.",18,null],[11,"ogre_material_file","","Ogre Importer will try to find referenced materials from this file.",18,null],[11,"ogre_texture_type_from_filename","","Ogre Importer detect the texture usage from its filename.",18,null],[11,"ifc_skip_space_representations","","Specifies whether the IFC loader skips over IfcSpace elements.",18,null],[11,"ifc_skip_curve_representations","","Specifies whether the IFC loader skips over shape representations of type 'Curve2D'.",18,null],[11,"ifc_custom_triangulation","","Specifies whether the IFC loader will use its own, custom triangulation algorithm to\ntriangulate wall and floor meshes.",18,null],[11,"collada_ignore_up_direction","","Tells the Collada importer to ignore the up direction specified in the file.",18,null],[11,"get_extension_list","","Get a list of all file extensions supported by Assimp.",18,{"inputs":[],"output":{"name":"vec"}}],[11,"drop","","",18,null],[0,"log","assimp","",null,null],[3,"LogStream","assimp::log","",null,null],[11,"file","","",19,{"inputs":[{"name":"str"}],"output":{"name":"option"}}],[11,"stdout","","",19,{"inputs":[],"output":{"name":"logstream"}}],[11,"stderr","","",19,{"inputs":[],"output":{"name":"logstream"}}],[11,"callback","","",19,null],[11,"attached","","",19,null],[11,"attach","","",19,null],[11,"detach","","",19,null],[11,"set_verbose_logging","","",19,{"inputs":[{"name":"bool"}],"output":null}],[11,"drop","","",19,null],[0,"math","assimp","The `math` module contains definitions of primitive math types.",null,null],[0,"color3","assimp::math","",null,null],[3,"Color3D","assimp::math::color3","Color3D docs",null,null],[11,"eq","","",20,null],[11,"ne","","",20,null],[11,"fmt","","",20,null],[11,"clone","","",20,null],[11,"deref","","",20,null],[11,"new","","",20,{"inputs":[{"name":"f32"},{"name":"f32"},{"name":"f32"}],"output":{"name":"color3d"}}],[11,"from","","",20,null],[11,"into","","",20,null],[0,"color4","assimp::math","",null,null],[3,"Color4D","assimp::math::color4","Color4D docs",null,null],[11,"eq","","",21,null],[11,"ne","","",21,null],[11,"fmt","","",21,null],[11,"clone","","",21,null],[11,"deref","","",21,null],[11,"new","","",21,{"inputs":[{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"}],"output":{"name":"color4d"}}],[11,"from","","",21,null],[11,"into","","",21,null],[0,"matrix3","assimp::math","",null,null],[3,"Matrix3x3","assimp::math::matrix3","Matrix3x3 docs",null,null],[11,"eq","","",22,null],[11,"ne","","",22,null],[11,"fmt","","",22,null],[11,"clone","","",22,null],[11,"deref","","",22,null],[11,"new","","",22,{"inputs":[{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"}],"output":{"name":"matrix3x3"}}],[0,"matrix4","assimp::math","",null,null],[3,"Matrix4x4","assimp::math::matrix4","Matrix4x4 docs",null,null],[11,"eq","","",23,null],[11,"ne","","",23,null],[11,"fmt","","",23,null],[11,"clone","","",23,null],[11,"deref","","",23,null],[11,"new","","",23,{"inputs":[{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"}],"output":{"name":"matrix4x4"}}],[0,"quaternion","assimp::math","",null,null],[3,"Quaternion","assimp::math::quaternion","Quaternion docs",null,null],[11,"eq","","",24,null],[11,"ne","","",24,null],[11,"fmt","","",24,null],[11,"clone","","",24,null],[11,"deref","","",24,null],[11,"new","","",24,{"inputs":[{"name":"f32"},{"name":"f32"},{"name":"f32"},{"name":"f32"}],"output":{"name":"quaternion"}}],[0,"vector2","assimp::math","",null,null],[3,"Vector2D","assimp::math::vector2","Vector2D docs",null,null],[11,"eq","","",25,null],[11,"ne","","",25,null],[11,"fmt","","",25,null],[11,"clone","","",25,null],[11,"deref","","",25,null],[11,"new","","",25,{"inputs":[{"name":"f32"},{"name":"f32"}],"output":{"name":"vector2d"}}],[11,"from","","",25,null],[11,"into","","",25,null],[0,"vector3","assimp::math","",null,null],[3,"Vector3D","assimp::math::vector3","Vector3D docs",null,null],[3,"Vector3DIter","","Vector3DIter docs",null,null],[11,"eq","","",26,null],[11,"ne","","",26,null],[11,"fmt","","",26,null],[11,"clone","","",26,null],[11,"deref","","",26,null],[11,"next","","",27,null],[11,"new","","",26,{"inputs":[{"name":"f32"},{"name":"f32"},{"name":"f32"}],"output":{"name":"vector3d"}}],[11,"from","","",26,null],[11,"into","","",26,null],[0,"scene","assimp","The `scene` module contains definitions of imported scene data.",null,null],[3,"Animation","assimp::scene","Animation type (not yet implemented)",null,null],[3,"AnimationIter","","Animation iterator type.",null,null],[3,"NodeAnim","","NodeAnim type (not yet implemented)",null,null],[3,"NodeAnimIter","","NodeAnim iterator type.",null,null],[3,"VectorKey","","VectorKey type (not yet implemented)",null,null],[3,"VectorKeyIter","","VectorKey iterator type.",null,null],[3,"QuatKey","","QuatKey type (not yet implemented)",null,null],[3,"QuatKeyIter","","QuatKey iterator type.",null,null],[3,"Camera","","Camera type (not yet implemented)",null,null],[3,"CameraIter","","Camera iterator type.",null,null],[3,"Face","","Face type (not yet implemented)",null,null],[3,"FaceIter","","Face iterator type.",null,null],[3,"Light","","Light type (not yet implemented)",null,null],[3,"LightIter","","Light iterator type.",null,null],[3,"Material","","Material type (not yet implemented)",null,null],[3,"MaterialIter","","Material iterator type.",null,null],[3,"Mesh","","Mesh type (incomplete)",null,null],[3,"MeshIter","","Mesh iterator type.",null,null],[3,"Bone","","Bone type",null,null],[3,"BoneIter","","Bone iterator type.",null,null],[3,"VertexWeight","","Vertex weight type",null,null],[3,"VertexWeightIter","","Vertex weight iterator type.",null,null],[3,"Node","","The `Node` type represents a node in the imported scene hierarchy.",null,null],[3,"NodeIter","","Node iterator type.",null,null],[3,"Scene","","The `Scene` type is the root container for all imported scene data.",null,null],[3,"Texture","","Texture type.",null,null],[3,"TextureIter","","Texture iterator type.",null,null],[11,"deref","assimp","",28,null],[11,"next","assimp::scene","",29,null],[11,"len","","",29,null],[11,"deref","assimp","",30,null],[11,"next","assimp::scene","",31,null],[11,"len","","",31,null],[11,"deref","assimp","",32,null],[11,"next","assimp::scene","",33,null],[11,"len","","",33,null],[11,"deref","assimp","",34,null],[11,"next","assimp::scene","",35,null],[11,"len","","",35,null],[11,"get_position_key","assimp","",30,null],[11,"get_rotation_key","","",30,null],[11,"get_scaling_key","","",30,null],[11,"get_node_anim","","",28,null],[11,"deref","","",36,null],[11,"next","assimp::scene","",37,null],[11,"len","","",37,null],[11,"deref","assimp","",38,null],[11,"next","assimp::scene","",39,null],[11,"len","","",39,null],[11,"index","assimp","",38,null],[11,"deref","","",40,null],[11,"next","assimp::scene","",41,null],[11,"len","","",41,null],[11,"deref","assimp","",42,null],[11,"next","assimp::scene","",43,null],[11,"len","","",43,null],[11,"deref","assimp","",44,null],[11,"next","assimp::scene","",45,null],[11,"len","","",45,null],[11,"deref","","",46,null],[11,"next","","",47,null],[11,"len","","",47,null],[11,"deref","","",48,null],[11,"next","","",49,null],[11,"len","","",49,null],[11,"primitive_types","assimp","",44,null],[11,"num_vertices","","",44,null],[11,"vertex_iter","","",44,null],[11,"get_vertex","","",44,null],[11,"normal_iter","","",44,null],[11,"get_normal","","",44,null],[11,"tangent_iter","","",44,null],[11,"get_tangent","","",44,null],[11,"bitangent_iter","","",44,null],[11,"get_bitangent","","",44,null],[11,"texture_coords_iter","","",44,null],[11,"get_texture_coord","","",44,null],[11,"num_faces","","",44,null],[11,"face_iter","","",44,null],[11,"get_face","","",44,null],[11,"num_bones","","",44,null],[11,"bone_iter","","",44,null],[11,"get_bone","","",44,null],[11,"name","assimp::scene","Returns the name of the bone.",46,null],[11,"offset_matrix","","Returns the bones's offset transformation matrix.",46,null],[11,"num_weights","","",46,null],[11,"weight_iter","","",46,null],[11,"get_weight","","",46,null],[11,"deref","assimp","",50,null],[11,"next","assimp::scene","",51,null],[11,"len","","",51,null],[11,"name","assimp","Returns the name of the node.",50,null],[11,"transformation","","Returns the node's transformation matrix.",50,null],[11,"parent","","Return the parent of this node. Returns `None` if this node is the root node.",50,null],[11,"num_children","","Returns the number of child nodes.",50,null],[11,"child_iter","","Returns a vector containing all of the child nodes under this node.",50,null],[11,"num_meshes","","Returns the number of meshes under this node.",50,null],[11,"meshes","","Returns a vector containing all of the meshes under this node. These are indices into\nthe meshes contained in the `Scene` struct.",50,null],[11,"deref","","",52,null],[11,"is_incomplete","","Returns true if the imported scene is not complete.",52,null],[11,"is_validated","","Returns true if the imported scene was successfully validated by the\n`validate_data_structure` post-process step.",52,null],[11,"has_validation_warning","","Returns true if any warnings were generated by the `validate_data_structure`\npost-process step. The details of the warnings are written to the output log.",52,null],[11,"is_non_verbose_format","","Returns true if the `join_identical_vertices` post-process step was run.",52,null],[11,"is_terrain","","Returns true if the imported mesh contained height-map terrain data.",52,null],[11,"root_node","","Returns the root node of the scene hierarchy",52,null],[11,"num_meshes","","Returns the number of meshes in the scene.",52,null],[11,"mesh_iter","","Returns an iterator over all the meshes in the scene.",52,null],[11,"mesh","","Return an individual mesh from the scene.",52,null],[11,"num_materials","","Returns the number of materials in the scene.",52,null],[11,"material_iter","","Returns an iterator over all the materials in the scene.",52,null],[11,"num_animations","","Returns the number of animations in the scene.",52,null],[11,"animation_iter","","Returns an iterator over all the animations in the scene.",52,null],[11,"animation","","Return an individual animation from the scene.",52,null],[11,"num_textures","","Returns the number of animations in the scene.",52,null],[11,"texture_iter","","Returns an iterator over all the textures in the scene.",52,null],[11,"num_lights","","Returns the number of lights in the scene.",52,null],[11,"light_iter","","Returns an iterator over all the lights in the scene.",52,null],[11,"num_cameras","","Returns the number of cameras in the scene.",52,null],[11,"camera_iter","","Returns an iterator over all the cameras in the scene.",52,null],[11,"drop","","",52,null],[11,"deref","","",53,null],[11,"next","assimp::scene","",54,null],[11,"len","","",54,null]],"paths":[[3,"CalcTangentSpace"],[3,"RemoveComponent"],[3,"GenerateNormals"],[3,"SplitLargeMeshes"],[3,"PreTransformVertices"],[3,"LimitBoneWeights"],[3,"ImproveCacheLocality"],[3,"RemoveRedundantMaterials"],[3,"SortByPrimitiveType"],[3,"FindDegenerates"],[3,"FindInvalidData"],[3,"TransformUVCoords"],[3,"OptimizeGraph"],[3,"SplitByBoneCount"],[3,"Debone"],[4,"ComponentType"],[4,"UVTransformFlag"],[4,"PrimitiveType"],[3,"Importer"],[3,"LogStream"],[3,"Color3D"],[3,"Color4D"],[3,"Matrix3x3"],[3,"Matrix4x4"],[3,"Quaternion"],[3,"Vector2D"],[3,"Vector3D"],[3,"Vector3DIter"],[3,"Animation"],[3,"AnimationIter"],[3,"NodeAnim"],[3,"NodeAnimIter"],[3,"VectorKey"],[3,"VectorKeyIter"],[3,"QuatKey"],[3,"QuatKeyIter"],[3,"Camera"],[3,"CameraIter"],[3,"Face"],[3,"FaceIter"],[3,"Light"],[3,"LightIter"],[3,"Material"],[3,"MaterialIter"],[3,"Mesh"],[3,"MeshIter"],[3,"Bone"],[3,"BoneIter"],[3,"VertexWeight"],[3,"VertexWeightIter"],[3,"Node"],[3,"NodeIter"],[3,"Scene"],[3,"Texture"],[3,"TextureIter"]]}; initSearch(searchIndex);