assimp/port/PyAssimp/pyassimp/pyassimp.py

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#-*- coding: UTF-8 -*-
"""
PyAssimp
This is the main-module of PyAssimp.
"""
import structs
import ctypes
import os
import helper
from errors import AssimpError
class AssimpLib(object):
"""
Assimp-Singleton
"""
load, release = helper.search_library()
class AssimpBase(object):
"""
Base class for all Assimp-classes.
"""
@staticmethod
def _load_array(data, count, cons):
"""
Loads a whole array out of data, and constructs a new object. If data
is NULL, an empty list will be returned.
data - pointer to array
count - size of the array
cons - constructor
result array data
"""
if data:
return [cons(data[i]) for i in range(count)]
else:
return []
@staticmethod
def make_loader(function):
"""
Creates a loader function for "_load_array".
function - function to be applied to the content of an element
"""
def loader(x):
return function(x.contents)
return loader
class Material(object):
"""
A Material.
"""
def __init__(self, material):
"""
Converts the raw material data to a material.
"""
self.properties = self._load_properties(material.mProperties,
material.mNumProperties)
def _load_properties(self, data, size):
"""
Loads all properties of this mateiral.
data - properties
size - elements in properties
"""
result = {}
#read all properties
for i in range(size):
p = data[i].contents
#the name
key = p.mKey.data
#the data
value = p.mData[:p.mDataLength]
result[key] = str(value)
return result
def __repr__(self):
return repr(self.properties)
def __str__(self):
return str(self.properties)
class Matrix(AssimpBase):
"""
Assimp 4x4-matrix
"""
def __init__(self, matrix):
"""
Copies matrix data to this structure.
matrix - raw matrix data
"""
m = matrix
self.data = [
[m.a1, m.a2, m.a3, m.a4],
[m.b1, m.b2, m.b3, m.b4],
[m.c1, m.c2, m.c3, m.c4],
[m.d1, m.d2, m.d3, m.d4],
]
def __getitem__(self, index):
"""
Returns an item out of the matrix data. Use (row, column) to access
data directly or an natural number n to access the n-th row.
index - matrix index
result element or row
"""
try:
#tuple as index?
x, y = index
return data[x][y]
except TypeError:
#index as index
return data[index]
def __setitem__(self, index, value):
"""
Sets an item of the matrix data. Use (row, column) to access
data directly or an natural number n to access the n-th row.
index - matrix index
value - new value
"""
try:
#tuple as index?
x, y = index
data[x][y] = value
except TypeError:
#index as index
data[index] = value
class VertexWeight(AssimpBase):
"""
Weight for vertices.
"""
def __init__(self, weight):
"""
Copies vertex weights to this structure.
weight - new weight
"""
#corresponding vertex id
self.vertex = weight.mVertexId
#my weight
self.weight = weight.mWeight
class Bone(AssimpBase):
"""
Single bone of a mesh. A bone has a name by which it can be found
in the frame hierarchy and by which it can be addressed by animations.
"""
def __init__(self, bone):
"""
Converts an ASSIMP-bone to a PyAssimp-bone.
"""
#the name is easy
self.name = str(bone.mName)
#matrix that transforms from mesh space to bone space in bind pose
self.matrix = Matrix(bone.mOffsetMatrix)
#and of course the weights!
Bone._load_array(bone.mWeights,
bone.mNumWeights,
VertexWeight)
class Texture(AssimpBase):
"""
Texture included in the model.
"""
def __init__(self, texture):
"""
Convertes the raw data to a texture.
texture - raw data
"""
#dimensions
self.width = texture.mWidth
self.height = texture.mHeight
#format hint
self.hint = texture.achFormatHint
#load data
self.data = self._load_data(texture)
def _load_data(self, texture):
"""
Loads the texture data.
texture - the texture
result texture data in (red, green, blue, alpha)
"""
if self.height == 0:
#compressed data
size = self.width
else:
size = self.width * self.height
#load!
return Texture._load_array(texture.pcData,
size,
lambda x: (x.r, x.g, x.b, x.a))
class Scene(AssimpBase):
"""
The root structure of the imported data.
Everything that was imported from the given file can be accessed from here.
"""
#possible flags
FLAGS = {1 : "AI_SCENE_FLAGS_ANIM_SKELETON_ONLY"}
def __init__(self, model):
"""
Converts the model-data to a real scene
model - the raw model-data
"""
#process data
self._load(model)
def _load(self, model):
"""
Converts model from raw-data to fancy data!
model - pointer to data
"""
#store scene flags
self.flags = model.flags
#load mesh-data
self.meshes = Scene._load_array(model.mMeshes,
model.mNumMeshes,
Scene.make_loader(Mesh))
#load materials
self.materials = Scene._load_array(model.mMaterials,
model.mNumMaterials,
Scene.make_loader(Material))
#load textures
self.textures = Scene._load_array(model.mTextures,
model.mNumTextures,
Scene.make_loader(Texture))
def list_flags(self):
"""
Returns a list of all used flags.
result list of flags
"""
return [name for (key, value) in Scene.FLAGS.iteritems()
if (key & self.flags)>0]
class Face(AssimpBase):
"""
A single face in a mesh, referring to multiple vertices.
If the number of indices is 3, the face is a triangle,
for more than 3 it is a polygon.
Point and line primitives are rarely used and are NOT supported. However,
a load could pass them as degenerated triangles.
"""
def __init__(self, face):
"""
Loads a face from raw-data.
"""
self.indices = [face.mIndices[i] for i in range(face.mNumIndices)]
def __repr__(self):
return str(self.indices)
class Mesh(AssimpBase):
"""
A mesh represents a geometry or model with a single material.
It usually consists of a number of vertices and a series of primitives/faces
referencing the vertices. In addition there might be a series of bones, each
of them addressing a number of vertices with a certain weight. Vertex data
is presented in channels with each channel containing a single per-vertex
information such as a set of texture coords or a normal vector.
If a data pointer is non-null, the corresponding data stream is present.
A Mesh uses only a single material which is referenced by a material ID.
"""
def __init__(self, mesh):
"""
Loads mesh from raw-data.
"""
#process data
self._load(mesh)
def _load(self, mesh):
"""
Loads mesh-data from raw data
mesh - raw mesh-data
"""
#load vertices
self.vertices = Mesh._load_array(mesh.mVertices,
mesh.mNumVertices,
helper.vec2tuple)
#load normals
self.normals = Mesh._load_array(mesh.mNormals,
mesh.mNumVertices,
helper.vec2tuple)
#load tangents
self.tangents = Mesh._load_array(mesh.mTangents,
mesh.mNumVertices,
helper.vec2tuple)
#load bitangents
self.bitangents = Mesh._load_array(mesh.mBitangents,
mesh.mNumVertices,
helper.vec2tuple)
#vertex color sets
self.colors = self._load_colors(mesh)
#number of coordinates per uv-channel
self.uvsize = self._load_uv_component_count(mesh)
#number of uv channels
self.texcoords = self._load_texture_coords(mesh)
#the used material
self.material_index = int(mesh.mMaterialIndex)
#faces
self.faces = self._load_faces(mesh)
#bones
self.bones = self._load_bones(mesh)
def _load_bones(self, mesh):
"""
Loads bones of this mesh.
mesh - mesh-data
result bones
"""
count = mesh.mNumBones
if count==0:
#no bones
return []
#read bones
bones = mesh.mBones.contents
return Mesh._load_array(bones,
count,
Bone)
def _load_faces(self, mesh):
"""
Loads all faces.
mesh - mesh-data
result faces
"""
return [Face(mesh.mFaces[i]) for i in range(mesh.mNumFaces)]
def _load_uv_component_count(self, mesh):
"""
Loads the number of components for a given UV channel.
mesh - mesh-data
result (count channel 1, count channel 2, ...)
"""
return tuple(mesh.mNumUVComponents[i]
for i in range(structs.MESH.AI_MAX_NUMBER_OF_TEXTURECOORDS))
def _load_texture_coords(self, mesh):
"""
Loads texture coordinates.
mesh - mesh-data
result texture coordinates
"""
result = []
for i in range(structs.MESH.AI_MAX_NUMBER_OF_TEXTURECOORDS):
result.append(Mesh._load_array(mesh.mTextureCoords[i],
mesh.mNumVertices,
helper.vec2tuple))
return result
def _load_colors(self, mesh):
"""
Loads color sets.
mesh - mesh with color sets
result all color sets
"""
result = []
#for all possible sets
for i in range(structs.MESH.AI_MAX_NUMBER_OF_COLOR_SETS):
#try this set
x = mesh.mColors[i]
if x:
channel = []
#read data for al vertices!
for j in range(mesh.mNumVertices):
c = x[j]
channel.append((c.r, c.g, c.b, c.a))
result.append(channel)
return result
#the loader as singleton
_assimp_lib = AssimpLib()
def load(filename, processing=0):
"""
Loads the model with some specific processing parameters.
filename - file to load model from
processing - processing parameters
result Scene-object with model-data
throws AssimpError - could not open file
"""
#read pure data
model = _assimp_lib.load(filename, processing)
if not model:
#Uhhh, something went wrong!
raise AssimpError, ("could not import file: %s" % filename)
try:
#create scene
return Scene(model.contents)
finally:
#forget raw data
_assimp_lib.release(model)