On request, merged current state of the SWIG bindings for the D programming language.
The interface files are by no means complete yet and only work with the not-yet-released D SWIG backend, although adding support for other languages should not be too much of problem via #ifdefs. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@596 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
07558b15a3
commit
11aa5c339d
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%module assimp
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// SWIG helpers for std::string and std::vector wrapping.
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%include <std_string.i>
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%include <std_vector.i>
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// Globally enable enum prefix stripping.
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%dstripprefix;
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// PACK_STRUCT is a no-op for SWIG – it does not matter for the generated
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// bindings how the underlying C++ code manages its memory.
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#define PACK_STRUCT
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// Helper macros for wrapping the pointer-and-length arrays used in the
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// Assimp API.
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%define ASSIMP_ARRAY(CLASS, TYPE, NAME, LENGTH)
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%newobject CLASS::NAME;
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%extend CLASS {
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std::vector<TYPE > *NAME() {
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std::vector<TYPE > *result = new std::vector<TYPE >;
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result->reserve(LENGTH);
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for (unsigned int i = 0; i < LENGTH; ++i) {
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result->push_back($self->NAME[i]);
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}
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return result;
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}
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}
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%ignore CLASS::NAME;
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%enddef
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%define ASSIMP_POINTER_ARRAY(CLASS, TYPE, NAME, LENGTH)
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%newobject CLASS::NAME;
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%extend CLASS {
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std::vector<TYPE *> *NAME() {
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std::vector<TYPE *> *result = new std::vector<TYPE *>;
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result->reserve(LENGTH);
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TYPE *currentValue = $self->NAME;
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TYPE *valueLimit = $self->NAME + LENGTH;
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while (currentValue < valueLimit) {
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result->push_back(currentValue);
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++currentValue;
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}
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return result;
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}
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}
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%ignore CLASS::NAME;
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%enddef
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%define ASSIMP_POINTER_ARRAY_ARRAY(CLASS, TYPE, NAME, OUTER_LENGTH, INNER_LENGTH)
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%newobject CLASS::NAME;
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%extend CLASS {
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std::vector<std::vector<TYPE *> > *NAME() {
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std::vector<std::vector<TYPE *> > *result = new std::vector<std::vector<TYPE *> >;
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result->reserve(OUTER_LENGTH);
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for (unsigned int i = 0; i < OUTER_LENGTH; ++i) {
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std::vector<TYPE *> currentElements;
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if ($self->NAME[i] != 0) {
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currentElements.reserve(INNER_LENGTH);
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TYPE *currentValue = $self->NAME[i];
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TYPE *valueLimit = $self->NAME[i] + INNER_LENGTH;
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while (currentValue < valueLimit) {
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currentElements.push_back(currentValue);
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++currentValue;
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}
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}
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result->push_back(currentElements);
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}
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return result;
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}
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}
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%ignore CLASS::NAME;
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%enddef
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%include "interface/aiDefines.i"
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%include "interface/aiTypes.i"
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%include "interface/assimp.i"
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%include "interface/aiTexture.i"
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%include "interface/aiMatrix4x4.i"
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%include "interface/aiMatrix3x3.i"
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%include "interface/aiVector3D.i"
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%include "interface/aiVector2D.i"
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%include "interface/aiColor4D.i"
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%include "interface/aiLight.i"
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%include "interface/aiCamera.i"
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%include "interface/aiFileIO.i"
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%include "interface/aiAssert.i"
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%include "interface/aiVersion.i"
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%include "interface/aiAnim.i"
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%include "interface/aiMaterial.i"
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%include "interface/aiMesh.i"
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%include "interface/aiPostProcess.i"
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%include "interface/aiConfig.i"
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%include "interface/assimp.i"
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%include "interface/aiQuaternion.i"
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%include "interface/aiScene.i"
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%include "interface/Logger.i"
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%include "interface/DefaultLogger.i"
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%include "interface/NullLogger.i"
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%include "interface/LogStream.i"
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%include "interface/IOStream.i"
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%include "interface/IOSystem.i"
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// We have to "instanciate" the templates at the end to avoid running into
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// forward reference issues (SWIG would spit out the vector helper functions
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// before the header includes otherwise).
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%template(UintVector) std::vector<unsigned int>;
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%template(aiAnimationVector) std::vector<aiAnimation *>;
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%template(aiCameraVector) std::vector<aiCamera *>;
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%template(aiColor4DVector) std::vector<aiColor4D *>;
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%template(aiColor4DVectorVector) std::vector<std::vector<aiColor4D *> >;
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%template(aiFaceVector) std::vector<aiFace *>;
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%template(aiLightVector) std::vector<aiLight *>;
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%template(aiMaterialVector) std::vector<aiMaterial *>;
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%template(aiMeshVector) std::vector<aiMesh *>;
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%template(aiNodeVector) std::vector<aiNode *>;
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%template(aiNodeAnimVector) std::vector<aiNodeAnim *>;
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%template(aiTextureVector) std::vector<aiTexture *>;
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%template(aiVector3DVector) std::vector<aiVector3D *>;
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%template(aiVector3DVectorVector) std::vector<std::vector<aiVector3D *> >;
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#!/bin/sh
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gcc -shared -fPIC -g3 -I../../../include/ -lassimp -olibassimp_wrap.so assimp_wrap.cxx
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#!/bin/sh
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rm -rf assimp/
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mkdir assimp
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swig -c++ -d -outcurrentdir -I../../../include -splitproxy -package assimp $@ ../assimp.i
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%{
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#include "DefaultLogger.h"
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%}
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%include "DefaultLogger.h"
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%{
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#include "IOStream.h"
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%}
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%include "IOStream.h"
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%{
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#include "IOSystem.h"
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%}
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// The const char* overload is used instead.
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%ignore Assimp::IOSystem::Exists(const std::string&) const;
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%ignore Assimp::IOSystem::Open(const std::string& pFile);
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%ignore Assimp::IOSystem::Open(const std::string& pFile, const std::string& pMode);
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%ignore Assimp::IOSystem::ComparePaths(const std::string& one, const std::string& second) const;
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%include "IOSystem.h"
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%{
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#include "LogStream.h"
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%}
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%include "LogStream.h"
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%{
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#include "Logger.h"
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%}
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%include "Logger.h"
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%{
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#include "NullLogger.h"
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%}
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%include "NullLogger.h"
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%{
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#include "aiAnim.h"
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%}
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ASSIMP_ARRAY(aiAnimation, aiNodeAnim*, mChannels, $self->mNumChannels);
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%include "aiAnim.h"
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%{
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#include "aiAssert.h"
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%}
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%include "aiAssert.h"
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%{
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#include "aiCamera.h"
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%}
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%include "aiCamera.h"
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%{
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#include "aiColor4D.h"
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%}
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%include "aiColor4D.h"
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%{
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#include "aiConfig.h"
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%}
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%include "aiConfig.h"
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%{
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#include "aiDefines.h"
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%}
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%include "aiDefines.h"
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%{
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#include "aiFileIO.h"
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%}
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%include "aiFileIO.h"
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%{
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#include "aiLight.h"
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%}
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%include "aiLight.h"
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%{
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#include "aiMaterial.h"
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%}
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%include "aiMaterial.h"
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%include <typemaps.i>
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%apply int &OUTPUT { int &pOut };
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%apply float &OUTPUT { float &pOut };
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%template(GetInteger) aiMaterial::Get<int>;
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%template(GetFloat) aiMaterial::Get<float>;
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%template(GetColor4D) aiMaterial::Get<aiColor4D>;
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%template(GetColor3D) aiMaterial::Get<aiColor3D>;
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%template(GetString) aiMaterial::Get<aiString>;
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%clear int &pOut;
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%clear float &pOut;
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%{
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#include "aiMatrix3x3.h"
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%}
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%include "aiMatrix3x3.h"
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%{
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#include "aiMatrix4x4.h"
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%}
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%include "aiMatrix4x4.h"
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%{
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#include "aiMesh.h"
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%}
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ASSIMP_ARRAY(aiMesh, unsigned int, mNumUVComponents, AI_MAX_NUMBER_OF_TEXTURECOORDS);
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ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mVertices, $self->mNumVertices);
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ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mNormals, $self->mNumVertices);
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ASSIMP_POINTER_ARRAY(aiMesh, aiFace, mFaces, $self->mNumFaces);
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ASSIMP_POINTER_ARRAY_ARRAY(aiMesh, aiVector3D, mTextureCoords, AI_MAX_NUMBER_OF_TEXTURECOORDS, $self->mNumVertices);
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ASSIMP_POINTER_ARRAY_ARRAY(aiMesh, aiColor4D, mColors, AI_MAX_NUMBER_OF_COLOR_SETS, $self->mNumVertices);
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ASSIMP_ARRAY(aiFace, unsigned int, mIndices, $self->mNumIndices);
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%include "aiMesh.h"
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%{
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#include "aiPostProcess.h"
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%}
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%feature("d:stripprefix", "aiProcess_") aiPostProcessSteps;
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%include "aiPostProcess.h"
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%{
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#include "aiQuaternion.h"
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%}
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%include "aiQuaternion.h"
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%{
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#include "aiScene.h"
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%}
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ASSIMP_ARRAY(aiScene, aiAnimation*, mAnimations, $self->mNumAnimations);
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ASSIMP_ARRAY(aiScene, aiCamera*, mCameras, $self->mNumCameras);
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ASSIMP_ARRAY(aiScene, aiLight*, mLights, $self->mNumLights);
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ASSIMP_ARRAY(aiScene, aiMaterial*, mMaterials, $self->mNumMaterials);
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ASSIMP_ARRAY(aiScene, aiMesh*, mMeshes, $self->mNumMeshes);
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ASSIMP_ARRAY(aiScene, aiTexture*, mTextures, $self->mNumTextures);
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ASSIMP_ARRAY(aiNode, aiNode*, mChildren, $self->mNumChildren);
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ASSIMP_ARRAY(aiNode, unsigned int, mMeshes, $self->mNumMeshes);
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%include "aiScene.h"
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%{
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#include "aiTexture.h"
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%}
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%include "aiTexture.h"
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%{
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#include "aiTypes.h"
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%}
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// The const char* overload is used instead.
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%ignore aiString::Set(const std::string& pString);
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%include "aiTypes.h"
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%{
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#include "aiVector2D.h"
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%}
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%include "aiVector2D.h"
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%{
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#include "aiVector3D.h"
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%}
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%include "aiVector3D.h"
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%{
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#include "aiVersion.h"
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%}
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%include "aiVersion.h"
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%{
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#include "assimp.hpp"
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%}
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namespace Assimp {
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// See docs in assimp.hpp.
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%ignore Importer::ReadFile(const std::string& pFile, unsigned int pFlags);
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%ignore Importer::GetExtensionList(std::string& szOut);
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%ignore Importer::IsExtensionSupported(const std::string& szExtension);
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// These are only neccessary for extending Assimp with custom importers or post
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// processing steps, which would require wrapping the internal BaseImporter and
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// BaseProcess classes.
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%ignore Importer::RegisterLoader(BaseImporter* pImp);
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%ignore Importer::UnregisterLoader(BaseImporter* pImp);
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%ignore Importer::RegisterPPStep(BaseProcess* pImp);
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%ignore Importer::UnregisterPPStep(BaseProcess* pImp);
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%ignore Importer::FindLoader(const char* szExtension);
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}
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// Each aiScene has to keep a reference to the Importer to prevent it from
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// being garbage collected, whose destructor would release the underlying
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// C++ memory the scene is stored in.
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%typemap(dcode) aiScene "package Object m_importer;"
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%typemap(dout)
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aiScene* GetScene,
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aiScene* ReadFile,
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aiScene* ApplyPostProcessing,
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aiScene* ReadFileFromMemory {
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void* cPtr = $wcall;
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$dclassname ret = (cPtr is null) ? null : new $dclassname(cPtr, $owner);$excode
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ret.m_importer = this;
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return ret;
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}
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%include "assimp.hpp"
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Loading…
Reference in New Issue