diff --git a/port/PyAssimp/pyassimp/structs.py b/port/PyAssimp/pyassimp/structs.py index 7cd8e634c..15e50b14b 100644 --- a/port/PyAssimp/pyassimp/structs.py +++ b/port/PyAssimp/pyassimp/structs.py @@ -5,7 +5,7 @@ from ctypes import POINTER, c_void_p, c_int, c_uint, c_char, c_float, Structure, class Vector2D(Structure): """ - See 'aiVector2D.h' for details. + See 'vector2.h' for details. """ @@ -15,7 +15,7 @@ class Vector2D(Structure): class Matrix3x3(Structure): """ - See 'aiMatrix3x3.h' for details. + See 'matrix3x3.h' for details. """ @@ -27,7 +27,7 @@ class Matrix3x3(Structure): class Texel(Structure): """ - See 'aiTexture.h' for details. + See 'texture.h' for details. """ _fields_ = [ @@ -36,7 +36,7 @@ class Texel(Structure): class Color4D(Structure): """ - See 'aiColor4D.h' for details. + See 'color4.h' for details. """ @@ -47,7 +47,7 @@ class Color4D(Structure): class Plane(Structure): """ - See 'aiTypes.h' for details. + See 'types.h' for details. """ _fields_ = [ @@ -57,7 +57,7 @@ class Plane(Structure): class Color3D(Structure): """ - See 'aiTypes.h' for details. + See 'types.h' for details. """ _fields_ = [ @@ -67,7 +67,7 @@ class Color3D(Structure): class String(Structure): """ - See 'aiTypes.h' for details. + See 'types.h' for details. """ MAXLEN = 1024 @@ -84,7 +84,7 @@ class String(Structure): class MaterialPropertyString(Structure): """ - See 'aiTypes.h' for details. + See 'MaterialSystem.cpp' for details. 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). @@ -104,7 +104,7 @@ class MaterialPropertyString(Structure): class MemoryInfo(Structure): """ - See 'aiTypes.h' for details. + See 'types.h' for details. """ _fields_ = [ @@ -135,7 +135,7 @@ class MemoryInfo(Structure): class Quaternion(Structure): """ - See 'aiQuaternion.h' for details. + See 'quaternion.h' for details. """ @@ -146,7 +146,7 @@ class Quaternion(Structure): class Face(Structure): """ - See 'aiMesh.h' for details. + See 'mesh.h' for details. """ _fields_ = [ @@ -161,7 +161,7 @@ class Face(Structure): class VertexWeight(Structure): """ - See 'aiMesh.h' for details. + See 'mesh.h' for details. """ _fields_ = [ @@ -175,7 +175,7 @@ class VertexWeight(Structure): class Matrix4x4(Structure): """ - See 'aiMatrix4x4.h' for details. + See 'matrix4x4.h' for details. """ @@ -188,7 +188,7 @@ class Matrix4x4(Structure): class Vector3D(Structure): """ - See 'aiVector3D.h' for details. + See 'vector3.h' for details. """ @@ -198,7 +198,7 @@ class Vector3D(Structure): class MeshKey(Structure): """ - See 'aiAnim.h' for details. + See 'anim.h' for details. """ _fields_ = [ @@ -251,7 +251,7 @@ class Metadata(Structure): class Node(Structure): """ - See 'aiScene.h' for details. + See 'scene.h' for details. """ @@ -296,7 +296,7 @@ Node._fields_ = [ class Light(Structure): """ - See 'aiLight.h' for details. + See 'light.h' for details. """ @@ -322,6 +322,13 @@ class Light(Structure): # may be normalized, but it needn't. ("mDirection", Vector3D), + # 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 @@ -393,11 +400,14 @@ class Light(Structure): # 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 'aiTexture.h' for details. + See 'texture.h' for details. """ @@ -414,16 +424,25 @@ class Texture(Structure): ("mHeight", c_uint), # A hint from the loader to make it easier for applications - # to determine the type of embedded compressed textures. - # If mHeight != 0 this member is undefined. Otherwise it - # is set set to '\\0\\0\\0\\0' if the loader has no additional + # to determine the type of embedded textures. + # + # 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*4), + ("achFormatHint", c_char*9), # Data of the texture. # Points to an array of mWidth @@ -434,11 +453,15 @@ class Texture(Structure): # 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 'aiTypes.h' for details. + See 'types.h' for details. """ _fields_ = [ @@ -448,7 +471,7 @@ class Ray(Structure): class UVTransform(Structure): """ - See 'aiMaterial.h' for details. + See 'material.h' for details. """ _fields_ = [ @@ -469,7 +492,7 @@ class UVTransform(Structure): class MaterialProperty(Structure): """ - See 'aiMaterial.h' for details. + See 'material.h' for details. """ _fields_ = [ @@ -505,7 +528,7 @@ class MaterialProperty(Structure): class Material(Structure): """ - See 'aiMaterial.h' for details. + See 'material.h' for details. """ _fields_ = [ @@ -521,7 +544,7 @@ class Material(Structure): class Bone(Structure): """ - See 'aiMesh.h' for details. + See 'mesh.h' for details. """ _fields_ = [ @@ -540,20 +563,66 @@ class Bone(Structure): ("mOffsetMatrix", Matrix4x4), ] -class Mesh(Structure): + +class AnimMesh(Structure): """ - See 'aiMesh.h' for details. + See 'mesh.h' for details. """ - 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 + AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8 + AI_MAX_NUMBER_OF_COLOR_SETS = 0x8 _fields_ = [ - # Bitwise combination of the members of the + # 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. + """ + + 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 @@ -676,17 +745,23 @@ class Mesh(Structure): # - Vertex animations refer to meshes by their names. ("mName", String), - # NOT CURRENTLY IN USE. The number of attachment meshes + # The number of attachment meshes. Note! Currently only works with Collada loader. ("mNumAnimMeshes", c_uint), - # NOT CURRENTLY IN USE. 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). + # 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). + # Note! Currently only works with Collada loader. + ("mAnimMesh", POINTER(POINTER(AnimMesh))), + + # Method of morphing when animeshes are specified. + ("mMethod", c_uint), + ] class Camera(Structure): """ - See 'aiCamera.h' for details. + See 'camera.h' for details. """ @@ -746,7 +821,7 @@ class Camera(Structure): class VectorKey(Structure): """ - See 'aiAnim.h' for details. + See 'anim.h' for details. """ _fields_ = [ @@ -759,7 +834,7 @@ class VectorKey(Structure): class QuatKey(Structure): """ - See 'aiAnim.h' for details. + See 'anim.h' for details. """ _fields_ = [ @@ -770,9 +845,27 @@ class QuatKey(Structure): ("mValue", Quaternion), ] +class MeshMorphKey(Structure): + """ + See 'anim.h' for details. + """ + + _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 'aiAnim.h' for details. + See 'anim.h' for details. """ _fields_ = [ @@ -821,9 +914,48 @@ class NodeAnim(Structure): ("mPostState", c_uint), ] +class MeshAnim(Structure): + """ + See 'anim.h' for details. + """ + + _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. + """ + + _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 'aiAnim.h' for details. + See 'anim.h' for details. """ _fields_ = [ @@ -852,6 +984,16 @@ class Animation(Structure): # 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. + # The array is mNumMorphMeshChannels in size. + ("mMorphMeshChannels", POINTER(POINTER(MeshMorphAnim))), + ] class Scene(Structure): @@ -859,11 +1001,12 @@ class Scene(Structure): See 'aiScene.h' for details. """ - 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_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 @@ -940,6 +1083,9 @@ class Scene(Structure): # unit-conversions, versions, vendors or other model-specific data. This # can be used to store format-specific metadata as well. ("mMetadata", POINTER(Metadata)), + + # Internal data, do not touch + ("mPrivate", c_char_p), ] assimp_structs_as_tuple = (Matrix4x4,