assimp/port/PyAssimp/pyassimp/structs.py

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#-*- coding: utf-8 -*-
from ctypes import POINTER, c_void_p, c_uint, c_char, c_float, Structure, c_double, c_ubyte, c_size_t, c_uint32, c_int
class Vector2D(Structure):
"""
See 'vector2.h' for details.
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"""
_fields_ = [
("x", c_float),("y", c_float),
]
class Matrix3x3(Structure):
"""
See 'matrix3x3.h' for details.
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"""
_fields_ = [
("a1", c_float),("a2", c_float),("a3", c_float),
("b1", c_float),("b2", c_float),("b3", c_float),
("c1", c_float),("c2", c_float),("c3", c_float),
]
class Texel(Structure):
"""
See 'texture.h' for details.
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"""
_fields_ = [
("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
]
class Color4D(Structure):
"""
See 'color4.h' for details.
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"""
_fields_ = [
# Red, green, blue and alpha color values
("r", c_float),("g", c_float),("b", c_float),("a", c_float),
]
class Plane(Structure):
"""
See 'types.h' for details.
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"""
_fields_ = [
# Plane equation
("a", c_float),("b", c_float),("c", c_float),("d", c_float),
]
class Color3D(Structure):
"""
See 'types.h' for details.
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"""
_fields_ = [
# Red, green and blue color values
("r", c_float),("g", c_float),("b", c_float),
]
class String(Structure):
"""
See 'types.h' for details.
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"""
AI_MAXLEN = 1024
_fields_ = [
# Binary length of the string excluding the terminal 0. This is NOT the
# logical length of strings containing UTF-8 multibyte sequences! It's
# the number of bytes from the beginning of the string to its end.
("length", c_uint32),
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# String buffer. Size limit is AI_MAXLEN
("data", c_char*AI_MAXLEN),
]
class MaterialPropertyString(Structure):
"""
See 'MaterialSystem.cpp' for details.
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The size of length is truncated to 4 bytes on 64-bit platforms when used as a
material property (see MaterialSystem.cpp aiMaterial::AddProperty() for details).
"""
AI_MAXLEN = 1024
_fields_ = [
# Binary length of the string excluding the terminal 0. This is NOT the
# logical length of strings containing UTF-8 multibyte sequences! It's
# the number of bytes from the beginning of the string to its end.
("length", c_uint32),
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# String buffer. Size limit is AI_MAXLEN
("data", c_char*AI_MAXLEN),
]
class MemoryInfo(Structure):
"""
See 'types.h' for details.
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"""
_fields_ = [
# Storage allocated for texture data
("textures", c_uint),
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# Storage allocated for material data
("materials", c_uint),
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# Storage allocated for mesh data
("meshes", c_uint),
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# Storage allocated for node data
("nodes", c_uint),
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# Storage allocated for animation data
("animations", c_uint),
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# Storage allocated for camera data
("cameras", c_uint),
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# Storage allocated for light data
("lights", c_uint),
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# Total storage allocated for the full import.
("total", c_uint),
]
class Quaternion(Structure):
"""
See 'quaternion.h' for details.
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"""
_fields_ = [
# w,x,y,z components of the quaternion
("w", c_float),("x", c_float),("y", c_float),("z", c_float),
]
class Face(Structure):
"""
See 'mesh.h' for details.
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"""
_fields_ = [
# Number of indices defining this face.
# The maximum value for this member is
#AI_MAX_FACE_INDICES.
("mNumIndices", c_uint),
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# Pointer to the indices array. Size of the array is given in numIndices.
("mIndices", POINTER(c_uint)),
]
class VertexWeight(Structure):
"""
See 'mesh.h' for details.
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"""
_fields_ = [
# Index of the vertex which is influenced by the bone.
("mVertexId", c_uint),
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# The strength of the influence in the range (0...1).
# The influence from all bones at one vertex amounts to 1.
("mWeight", c_float),
]
class Matrix4x4(Structure):
"""
See 'matrix4x4.h' for details.
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"""
_fields_ = [
("a1", c_float),("a2", c_float),("a3", c_float),("a4", c_float),
("b1", c_float),("b2", c_float),("b3", c_float),("b4", c_float),
("c1", c_float),("c2", c_float),("c3", c_float),("c4", c_float),
("d1", c_float),("d2", c_float),("d3", c_float),("d4", c_float),
]
class Vector3D(Structure):
"""
See 'vector3.h' for details.
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"""
_fields_ = [
("x", c_float),("y", c_float),("z", c_float),
]
class MeshKey(Structure):
"""
See 'anim.h' for details.
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"""
_fields_ = [
# The time of this key
("mTime", c_double),
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# Index into the aiMesh::mAnimMeshes array of the
# mesh corresponding to the
#aiMeshAnim hosting this
# key frame. The referenced anim mesh is evaluated
# according to the rules defined in the docs for
#aiAnimMesh.
("mValue", c_uint),
]
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class MetadataEntry(Structure):
"""
See 'metadata.h' for details
"""
AI_BOOL = 0
AI_INT32 = 1
AI_UINT64 = 2
AI_FLOAT = 3
AI_DOUBLE = 4
AI_AISTRING = 5
AI_AIVECTOR3D = 6
AI_META_MAX = 7
_fields_ = [
# The type field uniquely identifies the underlying type of the data field
("mType", c_uint),
("mData", c_void_p),
]
class Metadata(Structure):
"""
See 'metadata.h' for details
"""
_fields_ = [
# Length of the mKeys and mValues arrays, respectively
("mNumProperties", c_uint),
# Arrays of keys, may not be NULL. Entries in this array may not be NULL
# as well.
("mKeys", POINTER(String)),
# Arrays of values, may not be NULL. Entries in this array may be NULL
# if the corresponding property key has no assigned value.
("mValues", POINTER(MetadataEntry)),
]
class Node(Structure):
"""
See 'scene.h' for details.
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"""
Node._fields_ = [
# The name of the node.
# The name might be empty (length of zero) but all nodes which
# need to be accessed afterwards by bones or anims are usually named.
# Multiple nodes may have the same name, but nodes which are accessed
# by bones (see
#aiBone and
#aiMesh::mBones) *must* be unique.
# Cameras and lights are assigned to a specific node name - if there
# are multiple nodes with this name, they're assigned to each of them.
# <br>
# There are no limitations regarding the characters contained in
# this text. You should be able to handle stuff like whitespace, tabs,
# linefeeds, quotation marks, ampersands, ... .
("mName", String),
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# The transformation relative to the node's parent.
("mTransformation", Matrix4x4),
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# Parent node. NULL if this node is the root node.
("mParent", POINTER(Node)),
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# The number of child nodes of this node.
("mNumChildren", c_uint),
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# The child nodes of this node. NULL if mNumChildren is 0.
("mChildren", POINTER(POINTER(Node))),
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# The number of meshes of this node.
("mNumMeshes", c_uint),
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# The meshes of this node. Each entry is an index into the mesh
("mMeshes", POINTER(c_uint)),
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# Metadata associated with this node or NULL if there is no metadata.
# Whether any metadata is generated depends on the source file format.
("mMetadata", POINTER(Metadata)),
]
class Light(Structure):
"""
See 'light.h' for details.
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"""
_fields_ = [
# The name of the light source.
# There must be a node in the scenegraph with the same name.
# This node specifies the position of the light in the scene
# hierarchy and can be animated.
("mName", String),
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# The type of the light source.
# aiLightSource_UNDEFINED is not a valid value for this member.
("mType", c_uint),
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# Position of the light source in space. Relative to the
# transformation of the node corresponding to the light.
# The position is undefined for directional lights.
("mPosition", Vector3D),
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# Direction of the light source in space. Relative to the
# transformation of the node corresponding to the light.
# The direction is undefined for point lights. The vector
# may be normalized, but it needn't.
("mDirection", Vector3D),
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# Up direction of the light source in space. Relative to the
# transformation of the node corresponding to the light.
#
# The direction is undefined for point lights. The vector
# may be normalized, but it needn't.
("mUp", Vector3D),
# Constant light attenuation factor.
# The intensity of the light source at a given distance 'd' from
# the light's position is
# @code
# Atten = 1/( att0 + att1
# d + att2
# d*d)
# @endcode
# This member corresponds to the att0 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationConstant", c_float),
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# Linear light attenuation factor.
# The intensity of the light source at a given distance 'd' from
# the light's position is
# @code
# Atten = 1/( att0 + att1
# d + att2
# d*d)
# @endcode
# This member corresponds to the att1 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationLinear", c_float),
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# Quadratic light attenuation factor.
# The intensity of the light source at a given distance 'd' from
# the light's position is
# @code
# Atten = 1/( att0 + att1
# d + att2
# d*d)
# @endcode
# This member corresponds to the att2 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationQuadratic", c_float),
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# Diffuse color of the light source
# The diffuse light color is multiplied with the diffuse
# material color to obtain the final color that contributes
# to the diffuse shading term.
("mColorDiffuse", Color3D),
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# Specular color of the light source
# The specular light color is multiplied with the specular
# material color to obtain the final color that contributes
# to the specular shading term.
("mColorSpecular", Color3D),
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# Ambient color of the light source
# The ambient light color is multiplied with the ambient
# material color to obtain the final color that contributes
# to the ambient shading term. Most renderers will ignore
# this value it, is just a remaining of the fixed-function pipeline
# that is still supported by quite many file formats.
("mColorAmbient", Color3D),
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# Inner angle of a spot light's light cone.
# The spot light has maximum influence on objects inside this
# angle. The angle is given in radians. It is 2PI for point
# lights and undefined for directional lights.
("mAngleInnerCone", c_float),
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# Outer angle of a spot light's light cone.
# The spot light does not affect objects outside this angle.
# The angle is given in radians. It is 2PI for point lights and
# undefined for directional lights. The outer angle must be
# greater than or equal to the inner angle.
# It is assumed that the application uses a smooth
# interpolation between the inner and the outer cone of the
# spot light.
("mAngleOuterCone", c_float),
# Size of area light source.
("mSize", Vector2D),
]
class Texture(Structure):
"""
See 'texture.h' for details.
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"""
_fields_ = [
# Width of the texture, in pixels
# If mHeight is zero the texture is compressed in a format
# like JPEG. In this case mWidth specifies the size of the
# memory area pcData is pointing to, in bytes.
("mWidth", c_uint),
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# Height of the texture, in pixels
# If this value is zero, pcData points to an compressed texture
# in any format (e.g. JPEG).
("mHeight", c_uint),
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# A hint from the loader to make it easier for applications
# to determine the type of embedded textures.
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#
# If mHeight != 0 this member is show how data is packed. Hint will consist of
# two parts: channel order and channel bitness (count of the bits for every
# color channel). For simple parsing by the viewer it's better to not omit
# absent color channel and just use 0 for bitness. For example:
# 1. Image contain RGBA and 8 bit per channel, achFormatHint == "rgba8888";
# 2. Image contain ARGB and 8 bit per channel, achFormatHint == "argb8888";
# 3. Image contain RGB and 5 bit for R and B channels and 6 bit for G channel,
# achFormatHint == "rgba5650";
# 4. One color image with B channel and 1 bit for it, achFormatHint == "rgba0010";
# If mHeight == 0 then achFormatHint is set set to '\\0\\0\\0\\0' if the loader has no additional
# information about the texture file format used OR the
# file extension of the format without a trailing dot. If there
# are multiple file extensions for a format, the shortest
# extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
# E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
# The fourth character will always be '\\0'.
("achFormatHint", c_char*9),
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# Data of the texture.
# Points to an array of mWidth
# mHeight aiTexel's.
# The format of the texture data is always ARGB8888 to
# make the implementation for user of the library as easy
# as possible. If mHeight = 0 this is a pointer to a memory
# buffer of size mWidth containing the compressed texture
# data. Good luck, have fun!
("pcData", POINTER(Texel)),
# Texture original filename
# Used to get the texture reference
("mFilename", String),
]
class Ray(Structure):
"""
See 'types.h' for details.
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"""
_fields_ = [
# Position and direction of the ray
("pos", Vector3D),("dir", Vector3D),
]
class UVTransform(Structure):
"""
See 'material.h' for details.
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"""
_fields_ = [
# Translation on the u and v axes.
# The default value is (0|0).
("mTranslation", Vector2D),
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# Scaling on the u and v axes.
# The default value is (1|1).
("mScaling", Vector2D),
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# Rotation - in counter-clockwise direction.
# The rotation angle is specified in radians. The
# rotation center is 0.5f|0.5f. The default value
# 0.f.
("mRotation", c_float),
]
class MaterialProperty(Structure):
"""
See 'material.h' for details.
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"""
_fields_ = [
# Specifies the name of the property (key)
# Keys are generally case insensitive.
("mKey", String),
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# Textures: Specifies their exact usage semantic.
# For non-texture properties, this member is always 0
# (or, better-said,
#aiTextureType_NONE).
("mSemantic", c_uint),
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# Textures: Specifies the index of the texture.
# For non-texture properties, this member is always 0.
("mIndex", c_uint),
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# Size of the buffer mData is pointing to, in bytes.
# This value may not be 0.
("mDataLength", c_uint),
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# Type information for the property.
# Defines the data layout inside the data buffer. This is used
# by the library internally to perform debug checks and to
# utilize proper type conversions.
# (It's probably a hacky solution, but it works.)
("mType", c_uint),
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# Binary buffer to hold the property's value.
# The size of the buffer is always mDataLength.
("mData", POINTER(c_char)),
]
class Material(Structure):
"""
See 'material.h' for details.
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"""
_fields_ = [
# List of all material properties loaded.
("mProperties", POINTER(POINTER(MaterialProperty))),
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# Number of properties in the data base
("mNumProperties", c_uint),
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# Storage allocated
("mNumAllocated", c_uint),
]
class Bone(Structure):
"""
See 'mesh.h' for details.
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"""
_fields_ = [
# The name of the bone.
("mName", String),
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# The number of vertices affected by this bone
# The maximum value for this member is
#AI_MAX_BONE_WEIGHTS.
("mNumWeights", c_uint),
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# The vertices affected by this bone
("mWeights", POINTER(VertexWeight)),
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# Matrix that transforms from mesh space to bone space in bind pose
("mOffsetMatrix", Matrix4x4),
]
class AnimMesh(Structure):
"""
See 'mesh.h' for details.
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"""
AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
_fields_ = [
# Anim Mesh name
("mName", String),
# 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)
("mVertices", POINTER(Vector3D)),
# Replacement for aiMesh::mNormals.
("mNormals", POINTER(Vector3D)),
# Replacement for aiMesh::mTangents.
("mTangents", POINTER(Vector3D)),
# Replacement for aiMesh::mBitangents.
("mBitangents", POINTER(Vector3D)),
# Replacement for aiMesh::mColors
("mColors", POINTER(Color4D) * AI_MAX_NUMBER_OF_COLOR_SETS),
# Replacement for aiMesh::mTextureCoords
("mTextureCoords", POINTER(Vector3D) * 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.
("mNumVertices", c_uint),
# Weight of the AnimMesh.
("mWeight", c_float),
]
class Mesh(Structure):
"""
See 'mesh.h' for details.
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"""
AI_MAX_FACE_INDICES = 0x7fff
AI_MAX_BONE_WEIGHTS = 0x7fffffff
AI_MAX_VERTICES = 0x7fffffff
AI_MAX_FACES = 0x7fffffff
AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
_fields_ = [ # Bitwise combination of the members of the
#aiPrimitiveType enum.
# This specifies which types of primitives are present in the mesh.
# The "SortByPrimitiveType"-Step can be used to make sure the
# output meshes consist of one primitive type each.
("mPrimitiveTypes", c_uint),
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# The number of vertices in this mesh.
# This is also the size of all of the per-vertex data arrays.
# The maximum value for this member is
#AI_MAX_VERTICES.
("mNumVertices", c_uint),
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# The number of primitives (triangles, polygons, lines) in this mesh.
# This is also the size of the mFaces array.
# The maximum value for this member is
#AI_MAX_FACES.
("mNumFaces", c_uint),
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# Vertex positions.
# This array is always present in a mesh. The array is
# mNumVertices in size.
("mVertices", POINTER(Vector3D)),
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# Vertex normals.
# The array contains normalized vectors, NULL if not present.
# The array is mNumVertices in size. Normals are undefined for
# point and line primitives. A mesh consisting of points and
# lines only may not have normal vectors. Meshes with mixed
# primitive types (i.e. lines and triangles) may have normals,
# but the normals for vertices that are only referenced by
# point or line primitives are undefined and set to QNaN (WARN:
# qNaN compares to inequal to *everything*, even to qNaN itself.
# Using code like this to check whether a field is qnan is:
# @code
#define IS_QNAN(f) (f != f)
# @endcode
# still dangerous because even 1.f == 1.f could evaluate to false! (
# remember the subtleties of IEEE754 artithmetics). Use stuff like
# @c fpclassify instead.
# @note Normal vectors computed by Assimp are always unit-length.
# However, this needn't apply for normals that have been taken
# directly from the model file.
("mNormals", POINTER(Vector3D)),
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# Vertex tangents.
# The tangent of a vertex points in the direction of the positive
# X texture axis. The array contains normalized vectors, NULL if
# not present. The array is mNumVertices in size. A mesh consisting
# of points and lines only may not have normal vectors. Meshes with
# mixed primitive types (i.e. lines and triangles) may have
# normals, but the normals for vertices that are only referenced by
# point or line primitives are undefined and set to qNaN. See
# the
2016-04-03 00:38:00 +00:00
#mNormals member for a detailed discussion of qNaNs.
# @note If the mesh contains tangents, it automatically also
# contains bitangents (the bitangent is just the cross product of
# tangent and normal vectors).
("mTangents", POINTER(Vector3D)),
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# Vertex bitangents.
# The bitangent of a vertex points in the direction of the positive
# Y texture axis. The array contains normalized vectors, NULL if not
# present. The array is mNumVertices in size.
# @note If the mesh contains tangents, it automatically also contains
# bitangents.
("mBitangents", POINTER(Vector3D)),
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# Vertex color sets.
# A mesh may contain 0 to
#AI_MAX_NUMBER_OF_COLOR_SETS vertex
# colors per vertex. NULL if not present. Each array is
# mNumVertices in size if present.
("mColors", POINTER(Color4D)*AI_MAX_NUMBER_OF_COLOR_SETS),
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# Vertex texture coords, also known as UV channels.
# A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
# vertex. NULL if not present. The array is mNumVertices in size.
("mTextureCoords", POINTER(Vector3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
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# Specifies the number of components for a given UV channel.
# Up to three channels are supported (UVW, for accessing volume
# or cube maps). If the value is 2 for a given channel n, the
# component p.z of mTextureCoords[n][p] is set to 0.0f.
# If the value is 1 for a given channel, p.y is set to 0.0f, too.
# @note 4D coords are not supported
("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS),
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# The faces the mesh is constructed from.
# Each face refers to a number of vertices by their indices.
# This array is always present in a mesh, its size is given
# in mNumFaces. If the
#AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
# is NOT set each face references an unique set of vertices.
("mFaces", POINTER(Face)),
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# The number of bones this mesh contains.
# Can be 0, in which case the mBones array is NULL.
("mNumBones", c_uint),
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# The bones of this mesh.
# A bone consists of a name by which it can be found in the
# frame hierarchy and a set of vertex weights.
("mBones", POINTER(POINTER(Bone))),
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# The material used by this mesh.
# A mesh does use only a single material. If an imported model uses
# multiple materials, the import splits up the mesh. Use this value
# as index into the scene's material list.
("mMaterialIndex", c_uint),
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# Name of the mesh. Meshes can be named, but this is not a
# requirement and leaving this field empty is totally fine.
# There are mainly three uses for mesh names:
# - some formats name nodes and meshes independently.
# - importers tend to split meshes up to meet the
# one-material-per-mesh requirement. Assigning
# the same (dummy) name to each of the result meshes
# aids the caller at recovering the original mesh
# partitioning.
# - Vertex animations refer to meshes by their names.
("mName", String),
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# The number of attachment meshes.
# Currently known to work with loaders:
# - Collada
# - gltf
("mNumAnimMeshes", c_uint),
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# Attachment meshes for this mesh, for vertex-based animation.
# Attachment meshes carry replacement data for some of the
# mesh'es vertex components (usually positions, normals).
# Currently known to work with loaders:
# - Collada
# - gltf
("mAnimMeshes", POINTER(POINTER(AnimMesh))),
# Method of morphing when animeshes are specified.
("mMethod", c_uint),
# The bounding box.
("mAABB", 2 * Vector3D),
# Vertex UV stream names. Pointer to array of size AI_MAX_NUMBER_OF_TEXTURECOORDS
("mTextureCoordsNames", POINTER(POINTER(String)))
]
class Camera(Structure):
"""
See 'camera.h' for details.
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"""
_fields_ = [
# The name of the camera.
# There must be a node in the scenegraph with the same name.
# This node specifies the position of the camera in the scene
# hierarchy and can be animated.
("mName", String),
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# Position of the camera relative to the coordinate space
# defined by the corresponding node.
# The default value is 0|0|0.
("mPosition", Vector3D),
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# 'Up' - vector of the camera coordinate system relative to
# the coordinate space defined by the corresponding node.
# The 'right' vector of the camera coordinate system is
# the cross product of the up and lookAt vectors.
# The default value is 0|1|0. The vector
# may be normalized, but it needn't.
("mUp", Vector3D),
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# 'LookAt' - vector of the camera coordinate system relative to
# the coordinate space defined by the corresponding node.
# This is the viewing direction of the user.
# The default value is 0|0|1. The vector
# may be normalized, but it needn't.
("mLookAt", Vector3D),
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# Half horizontal field of view angle, in radians.
# The field of view angle is the angle between the center
# line of the screen and the left or right border.
# The default value is 1/4PI.
("mHorizontalFOV", c_float),
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# Distance of the near clipping plane from the camera.
# The value may not be 0.f (for arithmetic reasons to prevent
# a division through zero). The default value is 0.1f.
("mClipPlaneNear", c_float),
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# Distance of the far clipping plane from the camera.
# The far clipping plane must, of course, be further away than the
# near clipping plane. The default value is 1000.f. The ratio
# between the near and the far plane should not be too
# large (between 1000-10000 should be ok) to avoid floating-point
# inaccuracies which could lead to z-fighting.
("mClipPlaneFar", c_float),
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# Screen aspect ratio.
# This is the ration between the width and the height of the
# screen. Typical values are 4/3, 1/2 or 1/1. This value is
# 0 if the aspect ratio is not defined in the source file.
# 0 is also the default value.
("mAspect", c_float),
]
class VectorKey(Structure):
"""
See 'anim.h' for details.
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"""
_fields_ = [
# The time of this key
("mTime", c_double),
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# The value of this key
("mValue", Vector3D),
]
class QuatKey(Structure):
"""
See 'anim.h' for details.
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"""
_fields_ = [
# The time of this key
("mTime", c_double),
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# The value of this key
("mValue", Quaternion),
]
class MeshMorphKey(Structure):
"""
See 'anim.h' for details.
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"""
_fields_ = [
# The time of this key
("mTime", c_double),
# The values and weights at the time of this key
("mValues", POINTER(c_uint)),
("mWeights", POINTER(c_double)),
# The number of values and weights
("mNumValuesAndWeights", c_uint),
]
class NodeAnim(Structure):
"""
See 'anim.h' for details.
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"""
_fields_ = [
# The name of the node affected by this animation. The node
# must exist and it must be unique.
("mNodeName", String),
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# The number of position keys
("mNumPositionKeys", c_uint),
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# The position keys of this animation channel. Positions are
# specified as 3D vector. The array is mNumPositionKeys in size.
# If there are position keys, there will also be at least one
# scaling and one rotation key.
("mPositionKeys", POINTER(VectorKey)),
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# The number of rotation keys
("mNumRotationKeys", c_uint),
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# The rotation keys of this animation channel. Rotations are
# given as quaternions, which are 4D vectors. The array is
# mNumRotationKeys in size.
# If there are rotation keys, there will also be at least one
# scaling and one position key.
("mRotationKeys", POINTER(QuatKey)),
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# The number of scaling keys
("mNumScalingKeys", c_uint),
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# The scaling keys of this animation channel. Scalings are
# specified as 3D vector. The array is mNumScalingKeys in size.
# If there are scaling keys, there will also be at least one
# position and one rotation key.
("mScalingKeys", POINTER(VectorKey)),
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# Defines how the animation behaves before the first
# key is encountered.
# The default value is aiAnimBehaviour_DEFAULT (the original
# transformation matrix of the affected node is used).
("mPreState", c_uint),
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# Defines how the animation behaves after the last
# key was processed.
# The default value is aiAnimBehaviour_DEFAULT (the original
# transformation matrix of the affected node is taken).
("mPostState", c_uint),
]
class MeshAnim(Structure):
"""
See 'anim.h' for details.
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"""
_fields_ = [
# Name of the mesh to be animated. An empty string is not allowed,
# animated meshes need to be named (not necessarily uniquely,
# the name can basically serve as wild-card to select a group
# of meshes with similar animation setup)
("mName", String),
# Size of the #mKeys array. Must be 1, at least.
("mNumKeys", c_uint),
# Key frames of the animation. May not be NULL.
("mKeys", POINTER(MeshKey)),
]
class MeshMorphAnim(Structure):
"""
See 'anim.h' for details.
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"""
_fields_ = [
# Name of the mesh to be animated. An empty string is not allowed,
# animated meshes need to be named (not necessarily uniquely,
# the name can basically serve as wildcard to select a group
# of meshes with similar animation setup)
("mName", String),
# Size of the #mKeys array. Must be 1, at least.
("mNumKeys", c_uint),
# Key frames of the animation. May not be NULL.
("mKeys", POINTER(MeshMorphKey)),
]
class Animation(Structure):
"""
See 'anim.h' for details.
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"""
_fields_ = [
# The name of the animation. If the modeling package this data was
# exported from does support only a single animation channel, this
# name is usually empty (length is zero).
("mName", String),
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# Duration of the animation in ticks.
("mDuration", c_double),
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# Ticks per second. 0 if not specified in the imported file
("mTicksPerSecond", c_double),
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# The number of bone animation channels. Each channel affects
# a single node.
("mNumChannels", c_uint),
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# The node animation channels. Each channel affects a single node.
# The array is mNumChannels in size.
("mChannels", POINTER(POINTER(NodeAnim))),
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# The number of mesh animation channels. Each channel affects
# a single mesh and defines vertex-based animation.
("mNumMeshChannels", c_uint),
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# The mesh animation channels. Each channel affects a single mesh.
# The array is mNumMeshChannels in size.
("mMeshChannels", POINTER(POINTER(MeshAnim))),
# The number of mesh animation channels. Each channel affects
# a single mesh and defines morphing animation.
("mNumMorphMeshChannels", c_uint),
# The morph mesh animation channels. Each channel affects a single mesh.
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# The array is mNumMorphMeshChannels in size.
("mMorphMeshChannels", POINTER(POINTER(MeshMorphAnim))),
]
class SkeletonBone(Structure):
"""
See 'mesh.h' for details
"""
_fields_ = [
# The parent bone index, is -1 one if this bone represents the root bone.
("mParent", c_int),
# The number of weights
("mNumnWeights", c_uint),
# The mesh index, which will get influenced by the weight
("mMeshId", POINTER(Mesh)),
# The influence weights of this bone, by vertex index.
("mWeights", POINTER(VertexWeight)),
# Matrix that transforms from bone space to mesh space in bind pose.
#
# This matrix describes the position of the mesh
# in the local space of this bone when the skeleton was bound.
# Thus it can be used directly to determine a desired vertex position,
# given the world-space transform of the bone when animated,
# and the position of the vertex in mesh space.
#
# It is sometimes called an inverse-bind matrix,
# or inverse bind pose matrix
("mOffsetMatrix", Matrix4x4),
# Matrix that transforms the locale bone in bind pose.
("mLocalMatrix", Matrix4x4)
]
class Skeleton(Structure):
"""
See 'mesh.h' for details
"""
_fields_ = [
# Name
("mName", String),
# Number of bones
("mNumBones", c_uint),
# Bones
("mBones", POINTER(POINTER(SkeletonBone)))
]
class ExportDataBlob(Structure):
"""
See 'cexport.h' for details.
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Note that the '_fields_' definition is outside the class to allow the 'next' field to be recursive
"""
pass
ExportDataBlob._fields_ = [
# Size of the data in bytes
("size", c_size_t),
# The data.
("data", c_void_p),
# Name of the blob. An empty string always
# indicates the first (and primary) blob,
# which contains the actual file data.
# Any other blobs are auxiliary files produced
# by exporters (i.e. material files). Existence
# of such files depends on the file format. Most
# formats don't split assets across multiple files.
#
# If used, blob names usually contain the file
# extension that should be used when writing
# the data to disc.
("name", String),
# Pointer to the next blob in the chain or NULL if there is none.
("next", POINTER(ExportDataBlob)),
]
class Scene(Structure):
"""
See 'aiScene.h' for details.
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"""
AI_SCENE_FLAGS_INCOMPLETE = 0x1
AI_SCENE_FLAGS_VALIDATED = 0x2
AI_SCENE_FLAGS_VALIDATION_WARNING = 0x4
AI_SCENE_FLAGS_NON_VERBOSE_FORMAT = 0x8
AI_SCENE_FLAGS_TERRAIN = 0x10
AI_SCENE_FLAGS_ALLOW_SHARED = 0x20
_fields_ = [
# Any combination of the AI_SCENE_FLAGS_XXX flags. By default
# this value is 0, no flags are set. Most applications will
# want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
# bit set.
("mFlags", c_uint),
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# The root node of the hierarchy.
# There will always be at least the root node if the import
# was successful (and no special flags have been set).
# Presence of further nodes depends on the format and content
# of the imported file.
("mRootNode", POINTER(Node)),
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# The number of meshes in the scene.
("mNumMeshes", c_uint),
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# The array of meshes.
# Use the indices given in the aiNode structure to access
# this array. The array is mNumMeshes in size. If the
# AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
# be at least ONE material.
("mMeshes", POINTER(POINTER(Mesh))),
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# The number of materials in the scene.
("mNumMaterials", c_uint),
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# The array of materials.
# Use the index given in each aiMesh structure to access this
# array. The array is mNumMaterials in size. If the
# AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
# be at least ONE material.
("mMaterials", POINTER(POINTER(Material))),
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# The number of animations in the scene.
("mNumAnimations", c_uint),
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# The array of animations.
# All animations imported from the given file are listed here.
# The array is mNumAnimations in size.
("mAnimations", POINTER(POINTER(Animation))),
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# The number of textures embedded into the file
("mNumTextures", c_uint),
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# The array of embedded textures.
# Not many file formats embed their textures into the file.
# An example is Quake's MDL format (which is also used by
# some GameStudio versions)
("mTextures", POINTER(POINTER(Texture))),
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# The number of light sources in the scene. Light sources
# are fully optional, in most cases this attribute will be 0
("mNumLights", c_uint),
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# The array of light sources.
# All light sources imported from the given file are
# listed here. The array is mNumLights in size.
("mLights", POINTER(POINTER(Light))),
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# The number of cameras in the scene. Cameras
# are fully optional, in most cases this attribute will be 0
("mNumCameras", c_uint),
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# The array of cameras.
# All cameras imported from the given file are listed here.
# The array is mNumCameras in size. The first camera in the
# array (if existing) is the default camera view into
# the scene.
("mCameras", POINTER(POINTER(Camera))),
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# This data contains global metadata which belongs to the scene like
# unit-conversions, versions, vendors or other model-specific data. This
# can be used to store format-specific metadata as well.
("mMetadata", POINTER(Metadata)),
# The name of the scene itself
("mName", String),
# Number of skeletons
("mNumSkeletons", c_uint),
# Skeletons
("mSkeletons", POINTER(POINTER(Skeleton))),
# Internal data, do not touch
("mPrivate", POINTER(c_char)),
]
assimp_structs_as_tuple = (Matrix4x4,
Matrix3x3,
Vector2D,
Vector3D,
Color3D,
Color4D,
Quaternion,
Plane,
Texel)