Merge branch 'assimp:master' into sfjohnston_mods

pull/5175/head
sfjohnston 2023-07-23 08:37:47 -07:00 committed by GitHub
commit 3ec8a36764
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32 changed files with 3 additions and 400 deletions

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@ -45,6 +45,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/StringUtils.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Base64.hpp>
#include <rapidjson/document.h>
#include <rapidjson/schema.h>
#include <rapidjson/stringbuffer.h>
// clang-format off
#ifdef ASSIMP_ENABLE_DRACO

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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.

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%module assimp
// SWIG helpers for std::string and std::vector wrapping.
%include <std_string.i>
%include <std_vector.i>
// Globally enable enum prefix stripping.
%dstripprefix;
// PACK_STRUCT is a no-op for SWIG it does not matter for the generated
// bindings how the underlying C++ code manages its memory.
#define PACK_STRUCT
// Helper macros for wrapping the pointer-and-length arrays used in the
// Assimp API.
%define ASSIMP_ARRAY(CLASS, TYPE, NAME, LENGTH)
%newobject CLASS::NAME;
%extend CLASS {
std::vector<TYPE > *NAME() const {
std::vector<TYPE > *result = new std::vector<TYPE >;
result->reserve(LENGTH);
for (unsigned int i = 0; i < LENGTH; ++i) {
result->push_back($self->NAME[i]);
}
return result;
}
}
%ignore CLASS::NAME;
%enddef
%define ASSIMP_POINTER_ARRAY(CLASS, TYPE, NAME, LENGTH)
%newobject CLASS::NAME;
%extend CLASS {
std::vector<TYPE *> *NAME() const {
std::vector<TYPE *> *result = new std::vector<TYPE *>;
result->reserve(LENGTH);
TYPE *currentValue = $self->NAME;
TYPE *valueLimit = $self->NAME + LENGTH;
while (currentValue < valueLimit) {
result->push_back(currentValue);
++currentValue;
}
return result;
}
}
%ignore CLASS::NAME;
%enddef
%define ASSIMP_POINTER_ARRAY_ARRAY(CLASS, TYPE, NAME, OUTER_LENGTH, INNER_LENGTH)
%newobject CLASS::NAME;
%extend CLASS {
std::vector<std::vector<TYPE *> > *NAME() const {
std::vector<std::vector<TYPE *> > *result = new std::vector<std::vector<TYPE *> >;
result->reserve(OUTER_LENGTH);
for (unsigned int i = 0; i < OUTER_LENGTH; ++i) {
std::vector<TYPE *> currentElements;
if ($self->NAME[i] != 0) {
currentElements.reserve(INNER_LENGTH);
TYPE *currentValue = $self->NAME[i];
TYPE *valueLimit = $self->NAME[i] + INNER_LENGTH;
while (currentValue < valueLimit) {
currentElements.push_back(currentValue);
++currentValue;
}
}
result->push_back(currentElements);
}
return result;
}
}
%ignore CLASS::NAME;
%enddef
%include "interface/aiDefines.i"
%include "interface/aiTypes.i"
%include "interface/assimp.i"
%include "interface/aiTexture.i"
%include "interface/aiMatrix4x4.i"
%include "interface/aiMatrix3x3.i"
%include "interface/aiVector3D.i"
%include "interface/aiVector2D.i"
%include "interface/aiColor4D.i"
%include "interface/aiLight.i"
%include "interface/aiCamera.i"
%include "interface/aiFileIO.i"
%include "interface/aiAssert.i"
%include "interface/aiVersion.i"
%include "interface/aiAnim.i"
%include "interface/aiMaterial.i"
%include "interface/aiMesh.i"
%include "interface/aiPostProcess.i"
%include "interface/aiConfig.i"
%include "interface/assimp.i"
%include "interface/aiQuaternion.i"
%include "interface/aiScene.i"
%include "interface/Logger.i"
%include "interface/DefaultLogger.i"
%include "interface/NullLogger.i"
%include "interface/LogStream.i"
%include "interface/IOStream.i"
%include "interface/IOSystem.i"
// We have to "instantiate" the templates used by the ASSSIMP_*_ARRAY macros
// here at the end to avoid running into forward reference issues (SWIG would
// spit out the helper functions before the header includes for the element
// types otherwise).
%template(UintVector) std::vector<unsigned int>;
%template(aiAnimationVector) std::vector<aiAnimation *>;
%template(aiAnimMeshVector) std::vector<aiAnimMesh *>;
%template(aiBonesVector) std::vector<aiBone *>;
%template(aiCameraVector) std::vector<aiCamera *>;
%template(aiColor4DVector) std::vector<aiColor4D *>;
%template(aiColor4DVectorVector) std::vector<std::vector<aiColor4D *> >;
%template(aiFaceVector) std::vector<aiFace *>;
%template(aiLightVector) std::vector<aiLight *>;
%template(aiMaterialVector) std::vector<aiMaterial *>;
%template(aiMaterialPropertyVector) std::vector<aiMaterialProperty *>;
%template(aiMeshAnimVector) std::vector<aiMeshAnim *>;
%template(aiMeshVector) std::vector<aiMesh *>;
%template(aiNodeVector) std::vector<aiNode *>;
%template(aiNodeAnimVector) std::vector<aiNodeAnim *>;
%template(aiTextureVector) std::vector<aiTexture *>;
%template(aiVector3DVector) std::vector<aiVector3D *>;
%template(aiVector3DVectorVector) std::vector<std::vector<aiVector3D *> >;
%template(aiVertexWeightVector) std::vector<aiVertexWeight *>;

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#!/bin/sh
gcc -shared -fPIC -g3 -I../../../include/ -lassimp -olibassimp_wrap.so assimp_wrap.cxx

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#!/bin/sh
rm -rf assimp/
mkdir assimp
swig -c++ -d -outcurrentdir -I../../../include -splitproxy -package assimp $@ ../assimp.i

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%{
#include "DefaultLogger.h"
%}
%include "DefaultLogger.h"

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%{
#include "IOStream.h"
%}
%include "IOStream.h"

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%{
#include "IOSystem.h"
%}
// The const char* overload is used instead.
%ignore Assimp::IOSystem::Exists(const std::string&) const;
%ignore Assimp::IOSystem::Open(const std::string& pFile);
%ignore Assimp::IOSystem::Open(const std::string& pFile, const std::string& pMode);
%ignore Assimp::IOSystem::ComparePaths(const std::string& one, const std::string& second) const;
%include "IOSystem.h"

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%{
#include "LogStream.h"
%}
%include "LogStream.h"

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%{
#include "Logger.h"
%}
%include "Logger.h"

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%{
#include "NullLogger.h"
%}
%include "NullLogger.h"

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%{
#include "aiAnim.h"
%}
ASSIMP_ARRAY(aiAnimation, aiNodeAnim*, mChannels, $self->mNumChannels);
ASSIMP_ARRAY(aiAnimation, aiMeshAnim*, mMeshChannels, $self->mNumMeshChannels);
%include "aiAnim.h"

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%{
#include "aiAssert.h"
%}
%include "aiAssert.h"

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%{
#include "aiCamera.h"
%}
%include "aiCamera.h"

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%{
#include "aiColor4D.h"
%}
%include "aiColor4D.h"

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%{
#include "aiConfig.h"
%}
%include "aiConfig.h"

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%{
#include "aiDefines.h"
%}
%include "aiDefines.h"

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%{
#include "aiFileIO.h"
%}
%include "aiFileIO.h"

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%{
#include "aiLight.h"
%}
%include "aiLight.h"

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%{
#include "aiMaterial.h"
%}
ASSIMP_ARRAY(aiMaterial, aiMaterialProperty*, mProperties, $self->mNumProperties)
%include <typemaps.i>
%apply enum SWIGTYPE *OUTPUT { aiTextureMapping* mapping };
%apply unsigned int *OUTPUT { unsigned int* uvindex };
%apply float *OUTPUT { float* blend };
%apply enum SWIGTYPE *OUTPUT { aiTextureOp* op };
%apply unsigned int *OUTPUT { unsigned int* flags };
%include "aiMaterial.h"
%clear unsigned int* flags;
%clear aiTextureOp* op;
%clear float *blend;
%clear unsigned int* uvindex;
%clear aiTextureMapping* mapping;
%apply int &OUTPUT { int &pOut };
%apply float &OUTPUT { float &pOut };
%template(GetInteger) aiMaterial::Get<int>;
%template(GetFloat) aiMaterial::Get<float>;
%template(GetColor4D) aiMaterial::Get<aiColor4D>;
%template(GetColor3D) aiMaterial::Get<aiColor3D>;
%template(GetString) aiMaterial::Get<aiString>;
%clear int &pOut;
%clear float &pOut;

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%{
#include "aiMatrix3x3.h"
%}
%include "aiMatrix3x3.h"

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%{
#include "aiMatrix4x4.h"
%}
%include "aiMatrix4x4.h"

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%{
#include "aiMesh.h"
%}
ASSIMP_ARRAY(aiFace, unsigned int, mIndices, $self->mNumIndices);
ASSIMP_POINTER_ARRAY(aiBone, aiVertexWeight, mWeights, $self->mNumWeights);
ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mVertices, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mNormals, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mTangents, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mBitangents, $self->mNumVertices);
ASSIMP_POINTER_ARRAY_ARRAY(aiAnimMesh, aiVector3D, mTextureCoords, AI_MAX_NUMBER_OF_TEXTURECOORDS, $self->mNumVertices);
ASSIMP_POINTER_ARRAY_ARRAY(aiAnimMesh, aiColor4D, mColors, AI_MAX_NUMBER_OF_COLOR_SETS, $self->mNumVertices);
ASSIMP_ARRAY(aiMesh, aiAnimMesh*, mAnimMeshes, $self->mNumAnimMeshes);
ASSIMP_ARRAY(aiMesh, aiBone*, mBones, $self->mNumBones);
ASSIMP_ARRAY(aiMesh, unsigned int, mNumUVComponents, AI_MAX_NUMBER_OF_TEXTURECOORDS);
ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mVertices, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mNormals, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mTangents, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mBitangents, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiMesh, aiFace, mFaces, $self->mNumFaces);
ASSIMP_POINTER_ARRAY_ARRAY(aiMesh, aiVector3D, mTextureCoords, AI_MAX_NUMBER_OF_TEXTURECOORDS, $self->mNumVertices);
ASSIMP_POINTER_ARRAY_ARRAY(aiMesh, aiColor4D, mColors, AI_MAX_NUMBER_OF_COLOR_SETS, $self->mNumVertices);
%include "aiMesh.h"

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%{
#include "aiPostProcess.h"
%}
%feature("d:stripprefix", "aiProcess_") aiPostProcessSteps;
%include "aiPostProcess.h"

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%{
#include "aiQuaternion.h"
%}
%include "aiQuaternion.h"

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%{
#include "aiScene.h"
%}
ASSIMP_ARRAY(aiScene, aiAnimation*, mAnimations, $self->mNumAnimations);
ASSIMP_ARRAY(aiScene, aiCamera*, mCameras, $self->mNumCameras);
ASSIMP_ARRAY(aiScene, aiLight*, mLights, $self->mNumLights);
ASSIMP_ARRAY(aiScene, aiMaterial*, mMaterials, $self->mNumMaterials);
ASSIMP_ARRAY(aiScene, aiMesh*, mMeshes, $self->mNumMeshes);
ASSIMP_ARRAY(aiScene, aiTexture*, mTextures, $self->mNumTextures);
ASSIMP_ARRAY(aiNode, aiNode*, mChildren, $self->mNumChildren);
ASSIMP_ARRAY(aiNode, unsigned int, mMeshes, $self->mNumMeshes);
%include "aiScene.h"

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%{
#include "aiTexture.h"
%}
%include "aiTexture.h"

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%{
#include "aiTypes.h"
%}
// The const char* overload is used instead.
%ignore aiString::Set(const std::string& pString);
%include "aiTypes.h"

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%{
#include "aiVector2D.h"
%}
%include "aiVector2D.h"

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%{
#include "aiVector3D.h"
%}
%include "aiVector3D.h"

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%{
#include "aiVersion.h"
%}
%include "aiVersion.h"

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%{
#include "assimp.hpp"
%}
namespace Assimp {
// See docs in assimp.hpp.
%ignore Importer::ReadFile(const std::string& pFile, unsigned int pFlags);
%ignore Importer::GetExtensionList(std::string& szOut);
%ignore Importer::IsExtensionSupported(const std::string& szExtension);
// These are only necessary for extending Assimp with custom importers or post
// processing steps, which would require wrapping the internal BaseImporter and
// BaseProcess classes.
%ignore Importer::RegisterLoader(BaseImporter* pImp);
%ignore Importer::UnregisterLoader(BaseImporter* pImp);
%ignore Importer::RegisterPPStep(BaseProcess* pImp);
%ignore Importer::UnregisterPPStep(BaseProcess* pImp);
%ignore Importer::FindLoader(const char* szExtension);
}
// Each aiScene has to keep a reference to the Importer to prevent it from
// being garbage collected, whose destructor would release the underlying
// C++ memory the scene is stored in.
%typemap(dcode) aiScene "package Object m_importer;"
%typemap(dout)
aiScene* GetScene,
aiScene* ReadFile,
aiScene* ApplyPostProcessing,
aiScene* ReadFileFromMemory {
void* cPtr = $wcall;
$dclassname ret = (cPtr is null) ? null : new $dclassname(cPtr, $owner);$excode
ret.m_importer = this;
return ret;
}
%include <typemaps.i>
%apply bool *OUTPUT { bool *bWasExisting };
%include "assimp.hpp"
%clear bool *bWasExisting;