remove trailing whitespace
parent
71cac7ab8d
commit
298a89b4ee
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@ -6,7 +6,7 @@ from ctypes import POINTER, c_void_p, c_uint, c_char, c_float, Structure, c_char
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class Vector2D(Structure):
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"""
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See 'vector2.h' for details.
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"""
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"""
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_fields_ = [
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@ -16,7 +16,7 @@ class Vector2D(Structure):
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class Matrix3x3(Structure):
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"""
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See 'matrix3x3.h' for details.
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"""
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"""
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_fields_ = [
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@ -28,7 +28,7 @@ class Matrix3x3(Structure):
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class Texel(Structure):
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"""
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See 'texture.h' for details.
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"""
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"""
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_fields_ = [
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("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
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@ -37,7 +37,7 @@ class Texel(Structure):
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class Color4D(Structure):
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"""
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See 'color4.h' for details.
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"""
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"""
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_fields_ = [
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@ -48,7 +48,7 @@ class Color4D(Structure):
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class Plane(Structure):
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"""
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See 'types.h' for details.
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"""
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"""
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_fields_ = [
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# Plane equation
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@ -58,7 +58,7 @@ class Plane(Structure):
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class Color3D(Structure):
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"""
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See 'types.h' for details.
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"""
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"""
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_fields_ = [
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# Red, green and blue color values
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@ -68,7 +68,7 @@ class Color3D(Structure):
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class String(Structure):
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"""
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See 'types.h' for details.
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"""
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"""
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MAXLEN = 1024
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@ -77,7 +77,7 @@ class String(Structure):
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# logical length of strings containing UTF-8 multibyte sequences! It's
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# the number of bytes from the beginning of the string to its end.
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("length", c_size_t),
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# String buffer. Size limit is MAXLEN
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("data", c_char*MAXLEN),
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]
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@ -85,7 +85,7 @@ class String(Structure):
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class MaterialPropertyString(Structure):
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"""
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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
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material property (see MaterialSystem.cpp aiMaterial::AddProperty() for details).
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"""
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@ -97,7 +97,7 @@ class MaterialPropertyString(Structure):
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# logical length of strings containing UTF-8 multibyte sequences! It's
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# the number of bytes from the beginning of the string to its end.
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("length", c_uint32),
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# String buffer. Size limit is MAXLEN
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("data", c_char*MAXLEN),
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]
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@ -105,30 +105,30 @@ class MaterialPropertyString(Structure):
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class MemoryInfo(Structure):
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"""
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See 'types.h' for details.
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"""
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"""
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_fields_ = [
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# Storage allocated for texture data
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("textures", c_uint),
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# Storage allocated for material data
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("materials", c_uint),
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# Storage allocated for mesh data
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("meshes", c_uint),
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# Storage allocated for node data
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("nodes", c_uint),
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# Storage allocated for animation data
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("animations", c_uint),
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# Storage allocated for camera data
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("cameras", c_uint),
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# Storage allocated for light data
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("lights", c_uint),
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# Total storage allocated for the full import.
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("total", c_uint),
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]
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@ -136,7 +136,7 @@ class MemoryInfo(Structure):
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class Quaternion(Structure):
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"""
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See 'quaternion.h' for details.
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"""
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"""
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_fields_ = [
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@ -147,14 +147,14 @@ class Quaternion(Structure):
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class Face(Structure):
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"""
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See 'mesh.h' for details.
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"""
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"""
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_fields_ = [
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# Number of indices defining this face.
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# The maximum value for this member is
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#AI_MAX_FACE_INDICES.
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("mNumIndices", c_uint),
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# Pointer to the indices array. Size of the array is given in numIndices.
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("mIndices", POINTER(c_uint)),
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]
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@ -162,12 +162,12 @@ class Face(Structure):
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class VertexWeight(Structure):
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"""
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See 'mesh.h' for details.
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"""
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"""
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_fields_ = [
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# Index of the vertex which is influenced by the bone.
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("mVertexId", c_uint),
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# The strength of the influence in the range (0...1).
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# The influence from all bones at one vertex amounts to 1.
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("mWeight", c_float),
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@ -176,7 +176,7 @@ class VertexWeight(Structure):
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class Matrix4x4(Structure):
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"""
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See 'matrix4x4.h' for details.
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"""
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"""
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_fields_ = [
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@ -189,7 +189,7 @@ class Matrix4x4(Structure):
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class Vector3D(Structure):
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"""
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See 'vector3.h' for details.
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"""
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"""
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_fields_ = [
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@ -199,12 +199,12 @@ class Vector3D(Structure):
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class MeshKey(Structure):
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"""
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See 'anim.h' for details.
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"""
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"""
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_fields_ = [
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# The time of this key
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("mTime", c_double),
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# Index into the aiMesh::mAnimMeshes array of the
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# mesh corresponding to the
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#aiMeshAnim hosting this
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@ -252,7 +252,7 @@ class Metadata(Structure):
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class Node(Structure):
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"""
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See 'scene.h' for details.
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"""
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"""
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Node._fields_ = [
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@ -270,22 +270,22 @@ Node._fields_ = [
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# this text. You should be able to handle stuff like whitespace, tabs,
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# linefeeds, quotation marks, ampersands, ... .
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("mName", String),
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# The transformation relative to the node's parent.
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("mTransformation", Matrix4x4),
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# Parent node. NULL if this node is the root node.
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("mParent", POINTER(Node)),
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# The number of child nodes of this node.
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("mNumChildren", c_uint),
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# The child nodes of this node. NULL if mNumChildren is 0.
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("mChildren", POINTER(POINTER(Node))),
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# The number of meshes of this node.
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("mNumMeshes", c_uint),
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# The meshes of this node. Each entry is an index into the mesh
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("mMeshes", POINTER(c_uint)),
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@ -297,7 +297,7 @@ Node._fields_ = [
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class Light(Structure):
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"""
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See 'light.h' for details.
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"""
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"""
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_fields_ = [
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@ -306,22 +306,22 @@ class Light(Structure):
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# This node specifies the position of the light in the scene
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# hierarchy and can be animated.
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("mName", String),
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# The type of the light source.
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# aiLightSource_UNDEFINED is not a valid value for this member.
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("mType", c_uint),
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# Position of the light source in space. Relative to the
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# transformation of the node corresponding to the light.
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# The position is undefined for directional lights.
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("mPosition", Vector3D),
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# Direction of the light source in space. Relative to the
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# transformation of the node corresponding to the light.
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# The direction is undefined for point lights. The vector
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# may be normalized, but it needn't.
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("mDirection", Vector3D),
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# Up direction of the light source in space. Relative to the
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# transformation of the node corresponding to the light.
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#
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@ -340,7 +340,7 @@ class Light(Structure):
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# This member corresponds to the att0 variable in the equation.
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# Naturally undefined for directional lights.
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("mAttenuationConstant", c_float),
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# Linear light attenuation factor.
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# The intensity of the light source at a given distance 'd' from
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# the light's position is
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@ -352,7 +352,7 @@ class Light(Structure):
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# This member corresponds to the att1 variable in the equation.
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# Naturally undefined for directional lights.
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("mAttenuationLinear", c_float),
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# Quadratic light attenuation factor.
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# The intensity of the light source at a given distance 'd' from
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# the light's position is
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@ -364,19 +364,19 @@ class Light(Structure):
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# This member corresponds to the att2 variable in the equation.
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# Naturally undefined for directional lights.
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("mAttenuationQuadratic", c_float),
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# Diffuse color of the light source
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# The diffuse light color is multiplied with the diffuse
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# material color to obtain the final color that contributes
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# to the diffuse shading term.
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("mColorDiffuse", Color3D),
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# Specular color of the light source
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# The specular light color is multiplied with the specular
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# material color to obtain the final color that contributes
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# to the specular shading term.
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("mColorSpecular", Color3D),
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# Ambient color of the light source
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# The ambient light color is multiplied with the ambient
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# material color to obtain the final color that contributes
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# this value it, is just a remaining of the fixed-function pipeline
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# that is still supported by quite many file formats.
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("mColorAmbient", Color3D),
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# Inner angle of a spot light's light cone.
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# The spot light has maximum influence on objects inside this
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# angle. The angle is given in radians. It is 2PI for point
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# lights and undefined for directional lights.
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("mAngleInnerCone", c_float),
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# Outer angle of a spot light's light cone.
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# The spot light does not affect objects outside this angle.
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# The angle is given in radians. It is 2PI for point lights and
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@ -408,7 +408,7 @@ class Light(Structure):
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class Texture(Structure):
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"""
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See 'texture.h' for details.
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"""
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"""
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_fields_ = [
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@ -417,15 +417,15 @@ class Texture(Structure):
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# like JPEG. In this case mWidth specifies the size of the
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# memory area pcData is pointing to, in bytes.
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("mWidth", c_uint),
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# Height of the texture, in pixels
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# If this value is zero, pcData points to an compressed texture
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# in any format (e.g. JPEG).
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("mHeight", c_uint),
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# A hint from the loader to make it easier for applications
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# to determine the type of embedded textures.
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#
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#
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# If mHeight != 0 this member is show how data is packed. Hint will consist of
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# two parts: channel order and channel bitness (count of the bits for every
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# color channel). For simple parsing by the viewer it's better to not omit
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@ -443,7 +443,7 @@ class Texture(Structure):
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# E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
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# The fourth character will always be '\\0'.
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("achFormatHint", c_char*9),
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# Data of the texture.
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# Points to an array of mWidth
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# mHeight aiTexel's.
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@ -462,7 +462,7 @@ class Texture(Structure):
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class Ray(Structure):
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"""
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See 'types.h' for details.
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"""
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"""
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_fields_ = [
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# Position and direction of the ray
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@ -472,17 +472,17 @@ class Ray(Structure):
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class UVTransform(Structure):
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"""
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See 'material.h' for details.
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"""
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"""
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_fields_ = [
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# Translation on the u and v axes.
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# The default value is (0|0).
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("mTranslation", Vector2D),
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# Scaling on the u and v axes.
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# The default value is (1|1).
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("mScaling", Vector2D),
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# Rotation - in counter-clockwise direction.
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# The rotation angle is specified in radians. The
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# rotation center is 0.5f|0.5f. The default value
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@ -493,34 +493,34 @@ class UVTransform(Structure):
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class MaterialProperty(Structure):
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"""
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See 'material.h' for details.
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"""
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"""
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_fields_ = [
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# Specifies the name of the property (key)
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# Keys are generally case insensitive.
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("mKey", String),
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# Textures: Specifies their exact usage semantic.
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# For non-texture properties, this member is always 0
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# (or, better-said,
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#aiTextureType_NONE).
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("mSemantic", c_uint),
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# Textures: Specifies the index of the texture.
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# For non-texture properties, this member is always 0.
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("mIndex", c_uint),
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# Size of the buffer mData is pointing to, in bytes.
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# This value may not be 0.
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("mDataLength", c_uint),
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# Type information for the property.
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# Defines the data layout inside the data buffer. This is used
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# by the library internally to perform debug checks and to
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# utilize proper type conversions.
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# (It's probably a hacky solution, but it works.)
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("mType", c_uint),
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# Binary buffer to hold the property's value.
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# The size of the buffer is always mDataLength.
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("mData", POINTER(c_char)),
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@ -529,15 +529,15 @@ class MaterialProperty(Structure):
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class Material(Structure):
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"""
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See 'material.h' for details.
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"""
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"""
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_fields_ = [
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# List of all material properties loaded.
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("mProperties", POINTER(POINTER(MaterialProperty))),
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# Number of properties in the data base
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("mNumProperties", c_uint),
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# Storage allocated
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("mNumAllocated", c_uint),
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]
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@ -545,20 +545,20 @@ class Material(Structure):
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class Bone(Structure):
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"""
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See 'mesh.h' for details.
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"""
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"""
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_fields_ = [
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# The name of the bone.
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("mName", String),
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# The number of vertices affected by this bone
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# The maximum value for this member is
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#AI_MAX_BONE_WEIGHTS.
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("mNumWeights", c_uint),
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# The vertices affected by this bone
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("mWeights", POINTER(VertexWeight)),
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# Matrix that transforms from mesh space to bone space in bind pose
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("mOffsetMatrix", Matrix4x4),
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]
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@ -567,7 +567,7 @@ class Bone(Structure):
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class AnimMesh(Structure):
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"""
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See 'mesh.h' for details.
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"""
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"""
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AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
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AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
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@ -613,7 +613,7 @@ class AnimMesh(Structure):
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class Mesh(Structure):
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"""
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See 'mesh.h' for details.
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"""
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"""
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AI_MAX_FACE_INDICES = 0x7fff
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AI_MAX_BONE_WEIGHTS = 0x7fffffff
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@ -628,24 +628,24 @@ class Mesh(Structure):
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# The "SortByPrimitiveType"-Step can be used to make sure the
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# output meshes consist of one primitive type each.
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("mPrimitiveTypes", c_uint),
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# The number of vertices in this mesh.
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# This is also the size of all of the per-vertex data arrays.
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# The maximum value for this member is
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#AI_MAX_VERTICES.
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("mNumVertices", c_uint),
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# The number of primitives (triangles, polygons, lines) in this mesh.
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# This is also the size of the mFaces array.
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# The maximum value for this member is
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#AI_MAX_FACES.
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("mNumFaces", c_uint),
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# Vertex positions.
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# This array is always present in a mesh. The array is
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# mNumVertices in size.
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("mVertices", POINTER(Vector3D)),
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# Vertex normals.
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# The array contains normalized vectors, NULL if not present.
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# The array is mNumVertices in size. Normals are undefined for
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@ -666,7 +666,7 @@ class Mesh(Structure):
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# However, this needn't apply for normals that have been taken
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# directly from the model file.
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("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
|
||||
|
@ -681,7 +681,7 @@ class Mesh(Structure):
|
|||
# contains bitangents (the bitangent is just the cross product of
|
||||
# tangent and normal vectors).
|
||||
("mTangents", POINTER(Vector3D)),
|
||||
|
||||
|
||||
# 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
|
||||
|
@ -689,19 +689,19 @@ class Mesh(Structure):
|
|||
# @note If the mesh contains tangents, it automatically also contains
|
||||
# bitangents.
|
||||
("mBitangents", POINTER(Vector3D)),
|
||||
|
||||
|
||||
# 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),
|
||||
|
||||
|
||||
# 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),
|
||||
|
||||
|
||||
# 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
|
||||
|
@ -709,7 +709,7 @@ class Mesh(Structure):
|
|||
# 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),
|
||||
|
||||
|
||||
# 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
|
||||
|
@ -717,22 +717,22 @@ class Mesh(Structure):
|
|||
#AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
|
||||
# is NOT set each face references an unique set of vertices.
|
||||
("mFaces", POINTER(Face)),
|
||||
|
||||
|
||||
# The number of bones this mesh contains.
|
||||
# Can be 0, in which case the mBones array is NULL.
|
||||
("mNumBones", c_uint),
|
||||
|
||||
|
||||
# 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))),
|
||||
|
||||
|
||||
# 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),
|
||||
|
||||
|
||||
# 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:
|
||||
|
@ -744,10 +744,10 @@ class Mesh(Structure):
|
|||
# partitioning.
|
||||
# - Vertex animations refer to meshes by their names.
|
||||
("mName", String),
|
||||
|
||||
|
||||
# The number of attachment meshes. Note! Currently only works with Collada loader.
|
||||
("mNumAnimMeshes", c_uint),
|
||||
|
||||
|
||||
# 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).
|
||||
|
@ -762,7 +762,7 @@ class Mesh(Structure):
|
|||
class Camera(Structure):
|
||||
"""
|
||||
See 'camera.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
|
||||
_fields_ = [
|
||||
|
@ -771,12 +771,12 @@ class Camera(Structure):
|
|||
# This node specifies the position of the camera in the scene
|
||||
# hierarchy and can be animated.
|
||||
("mName", String),
|
||||
|
||||
|
||||
# Position of the camera relative to the coordinate space
|
||||
# defined by the corresponding node.
|
||||
# The default value is 0|0|0.
|
||||
("mPosition", Vector3D),
|
||||
|
||||
|
||||
# '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
|
||||
|
@ -784,25 +784,25 @@ class Camera(Structure):
|
|||
# The default value is 0|1|0. The vector
|
||||
# may be normalized, but it needn't.
|
||||
("mUp", Vector3D),
|
||||
|
||||
|
||||
# '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),
|
||||
|
||||
|
||||
# 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),
|
||||
|
||||
|
||||
# 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),
|
||||
|
||||
|
||||
# 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
|
||||
|
@ -810,7 +810,7 @@ class Camera(Structure):
|
|||
# large (between 1000-10000 should be ok) to avoid floating-point
|
||||
# inaccuracies which could lead to z-fighting.
|
||||
("mClipPlaneFar", c_float),
|
||||
|
||||
|
||||
# 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
|
||||
|
@ -822,12 +822,12 @@ class Camera(Structure):
|
|||
class VectorKey(Structure):
|
||||
"""
|
||||
See 'anim.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
# The time of this key
|
||||
("mTime", c_double),
|
||||
|
||||
|
||||
# The value of this key
|
||||
("mValue", Vector3D),
|
||||
]
|
||||
|
@ -835,12 +835,12 @@ class VectorKey(Structure):
|
|||
class QuatKey(Structure):
|
||||
"""
|
||||
See 'anim.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
# The time of this key
|
||||
("mTime", c_double),
|
||||
|
||||
|
||||
# The value of this key
|
||||
("mValue", Quaternion),
|
||||
]
|
||||
|
@ -848,7 +848,7 @@ class QuatKey(Structure):
|
|||
class MeshMorphKey(Structure):
|
||||
"""
|
||||
See 'anim.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
# The time of this key
|
||||
|
@ -866,47 +866,47 @@ class MeshMorphKey(Structure):
|
|||
class NodeAnim(Structure):
|
||||
"""
|
||||
See 'anim.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
# The name of the node affected by this animation. The node
|
||||
# must exist and it must be unique.
|
||||
("mNodeName", String),
|
||||
|
||||
|
||||
# The number of position keys
|
||||
("mNumPositionKeys", c_uint),
|
||||
|
||||
|
||||
# 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)),
|
||||
|
||||
|
||||
# The number of rotation keys
|
||||
("mNumRotationKeys", c_uint),
|
||||
|
||||
|
||||
# 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)),
|
||||
|
||||
|
||||
# The number of scaling keys
|
||||
("mNumScalingKeys", c_uint),
|
||||
|
||||
|
||||
# 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)),
|
||||
|
||||
|
||||
# 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),
|
||||
|
||||
|
||||
# Defines how the animation behaves after the last
|
||||
# key was processed.
|
||||
# The default value is aiAnimBehaviour_DEFAULT (the original
|
||||
|
@ -917,7 +917,7 @@ class NodeAnim(Structure):
|
|||
class MeshAnim(Structure):
|
||||
"""
|
||||
See 'anim.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
# Name of the mesh to be animated. An empty string is not allowed,
|
||||
|
@ -936,7 +936,7 @@ class MeshAnim(Structure):
|
|||
class MeshMorphAnim(Structure):
|
||||
"""
|
||||
See 'anim.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
# Name of the mesh to be animated. An empty string is not allowed,
|
||||
|
@ -956,32 +956,32 @@ class MeshMorphAnim(Structure):
|
|||
class Animation(Structure):
|
||||
"""
|
||||
See 'anim.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
_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),
|
||||
|
||||
|
||||
# Duration of the animation in ticks.
|
||||
("mDuration", c_double),
|
||||
|
||||
|
||||
# Ticks per second. 0 if not specified in the imported file
|
||||
("mTicksPerSecond", c_double),
|
||||
|
||||
|
||||
# The number of bone animation channels. Each channel affects
|
||||
# a single node.
|
||||
("mNumChannels", c_uint),
|
||||
|
||||
|
||||
# The node animation channels. Each channel affects a single node.
|
||||
# The array is mNumChannels in size.
|
||||
("mChannels", POINTER(POINTER(NodeAnim))),
|
||||
|
||||
|
||||
# The number of mesh animation channels. Each channel affects
|
||||
# a single mesh and defines vertex-based animation.
|
||||
("mNumMeshChannels", c_uint),
|
||||
|
||||
|
||||
# The mesh animation channels. Each channel affects a single mesh.
|
||||
# The array is mNumMeshChannels in size.
|
||||
("mMeshChannels", POINTER(POINTER(MeshAnim))),
|
||||
|
@ -991,7 +991,7 @@ class Animation(Structure):
|
|||
("mNumMorphMeshChannels", c_uint),
|
||||
|
||||
# The morph mesh animation channels. Each channel affects a single mesh.
|
||||
# The array is mNumMorphMeshChannels in size.
|
||||
# The array is mNumMorphMeshChannels in size.
|
||||
("mMorphMeshChannels", POINTER(POINTER(MeshMorphAnim))),
|
||||
|
||||
]
|
||||
|
@ -1032,7 +1032,7 @@ ExportDataBlob._fields_ = [
|
|||
class Scene(Structure):
|
||||
"""
|
||||
See 'aiScene.h' for details.
|
||||
"""
|
||||
"""
|
||||
|
||||
AI_SCENE_FLAGS_INCOMPLETE = 0x1
|
||||
AI_SCENE_FLAGS_VALIDATED = 0x2
|
||||
|
@ -1047,64 +1047,64 @@ class Scene(Structure):
|
|||
# want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
|
||||
# bit set.
|
||||
("mFlags", c_uint),
|
||||
|
||||
|
||||
# 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)),
|
||||
|
||||
|
||||
# The number of meshes in the scene.
|
||||
("mNumMeshes", c_uint),
|
||||
|
||||
|
||||
# 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))),
|
||||
|
||||
|
||||
# The number of materials in the scene.
|
||||
("mNumMaterials", c_uint),
|
||||
|
||||
|
||||
# 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))),
|
||||
|
||||
|
||||
# The number of animations in the scene.
|
||||
("mNumAnimations", c_uint),
|
||||
|
||||
|
||||
# The array of animations.
|
||||
# All animations imported from the given file are listed here.
|
||||
# The array is mNumAnimations in size.
|
||||
("mAnimations", POINTER(POINTER(Animation))),
|
||||
|
||||
|
||||
# The number of textures embedded into the file
|
||||
("mNumTextures", c_uint),
|
||||
|
||||
|
||||
# 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))),
|
||||
|
||||
|
||||
# The number of light sources in the scene. Light sources
|
||||
# are fully optional, in most cases this attribute will be 0
|
||||
("mNumLights", c_uint),
|
||||
|
||||
|
||||
# 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))),
|
||||
|
||||
|
||||
# The number of cameras in the scene. Cameras
|
||||
# are fully optional, in most cases this attribute will be 0
|
||||
("mNumCameras", c_uint),
|
||||
|
||||
|
||||
# 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
|
||||
|
|
Loading…
Reference in New Issue