namespace meshio {
namespace mqo {
-typedef la::Vector2 Vector2;
-typedef la::Vector3 Vector3;
-typedef la::Vector4 Vector4;
-typedef color::bRGBA RGBA;
+typedef ::meshio::la::Vector2 Vector2;
+typedef ::meshio::la::Vector3 Vector3;
+typedef ::meshio::la::Vector4 Vector4;
+typedef ::meshio::color::fRGBA RGBA;
//! Scene\83`\83\83\83\93\83N
struct Scene
: shader(0), diffuse(1), ambient(0), emmit(0), specular(0), power(0),
vcol(0)
{}
+
+ // for python3 unicode
+ std::wstring getName()const;
+ std::wstring getTexture()const;
};
inline std::ostream &operator<<(std::ostream &os, const Material &rhs)
{
uv[2]=Vector2();
uv[3]=Vector2();
}
+ int getIndex(int i){ return indices[i]; }
+ Vector2 getUV(int i){ return uv[i]; }
};
inline std::ostream &operator<<(std::ostream &os, const Face &rhs)
{
float smoothing;
Vector3 color;
int color_type;
+ int mirror;
std::vector<Vector3> vertices;
std::vector<Face> faces;
+
+ Object()
+ : depth(0), folding(0), visible(1), locking(0), shading(0),
+ smoothing(60.0f), color_type(0), mirror(0)
+ {}
+
+ std::wstring getName()const;
};
inline std::ostream &operator<<(std::ostream &os, const Object &rhs)
{
std::vector<Object> objects;
bool read(binary::IReader &reader);
- bool write(std::ostream &os);
+ bool read(const char *path);
+//#ifdef _WIN32
+ bool read(const wchar_t *path);
+//#endif
+ bool write(binary::IWriter &writer);
+ bool write(const char *path);
};
} // namespace mqo