+ add Delphi Units to access the C DLL interface to /port. Thansk to Ed Diana for the patch. This relates to tracker id [3212646] (https://sourceforge.net/tracker/?func=detail&aid=3212646&group_id=226462&atid=1067634)

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@945 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2011-04-08 16:05:46 +00:00
parent 2c83543b39
commit 473dae7876
14 changed files with 508 additions and 2 deletions

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@ -104,11 +104,14 @@ Contributed a fix for the Normalize method in aiQuaternion.
- dbburgess
Contributes a Android-specific build issue: log the hardware architecture for ARM.
- alfiereinre7
- alfiereinre7
Contributes a obj-fileparser fix: missing tokens in the obj-token list.
- Roman Kharitonov
Contributes a fix for the configure script environment.
-rdb
- Ed Diana
Contributed AssimpDelphi (/port/AssimpDelphi).
- rdb
Contributes a bundle of fixes and improvments for the bsp-importer.

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This is a set of Delphi units for using the Assimp C DLL. This was created for use with Delphi 7, but should be usable as-is or with minimal modifications with later Delphi versions.
This set of headers is enough to load and display a model with external textures. Since I'm not familiar with animated models and some of the other functionality of the assimp library, I did not convert the headers for those features.
See http://sourceforge.net/tracker/?func=detail&aid=3212646&group_id=226462&atid=1067634 for the original patch

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unit aiColor4D;
interface
const AI_MAX_NUMBER_OF_COLOR_SETS = $04;
type TaiColor4D = packed record
r, g, b, a: single;
end;
type PaiColor4D = ^TaiColor4D;
type TaiColor4DArray = array[0..0] of TaiColor4D;
type PTaiColor4DArray = ^TaiColor4DArray;
implementation
end.

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unit aiMaterial;
interface
uses aiTypes, aiVector2D, aiVector3D;
{This following directive causes enums to be stored as double words (32bit), to be compatible with
the assimp C Dll}
{$Z4}
type TaiTextureOp = (
aiTextureOp_Multiply = $0,
aiTextureOp_Add = $1,
aiTextureOp_Subtract = $2,
aiTextureOp_Divide = $3,
aiTextureOp_SmoothAdd = $4,
aiTextureOp_SignedAdd = $5
//_aiTextureOp_Force32Bit = 0x9fffffff
);
type TaiTextureMapMode = (
aiTextureMapMode_Wrap = $0,
aiTextureMapMode_Clamp = $1,
aiTextureMapMode_Decal = $3,
aiTextureMapMode_Mirror = $2
//_aiTextureMapMode_Force32Bit = 0x9fffffff
);
type TaiTextureMapping = (
aiTextureMapping_UV = $0,
aiTextureMapping_SPHERE = $1,
aiTextureMapping_CYLINDER = $2,
aiTextureMapping_BOX = $3,
aiTextureMapping_PLANE = $4,
aiTextureMapping_OTHER = $5
//_aiTextureMapping_Force32Bit = 0x9fffffff
);
type TaiTextureType = (
aiTextureType_NONE = $0,
aiTextureType_DIFFUSE = $1,
aiTextureType_SPECULAR = $2,
aiTextureType_AMBIENT = $3,
aiTextureType_EMISSIVE = $4,
aiTextureType_HEIGHT = $5,
aiTextureType_NORMALS = $6,
aiTextureType_SHININESS = $7,
aiTextureType_OPACITY = $8,
aiTextureType_DISPLACEMENT = $9,
aiTextureType_LIGHTMAP = $A,
aiTextureType_REFLECTION = $B,
aiTextureType_UNKNOWN = $C
//_aiTextureType_Force32Bit = 0x9fffffff
);
const AI_TEXTURE_TYPE_MAX = aiTextureType_UNKNOWN;
type TaiShadingMode = (
aiShadingMode_Flat = $1,
aiShadingMode_Gouraud = $2,
aiShadingMode_Phong = $3,
aiShadingMode_Blinn = $4,
aiShadingMode_Toon = $5,
aiShadingMode_OrenNayar = $6,
aiShadingMode_Minnaert = $7,
aiShadingMode_CookTorrance = $8,
aiShadingMode_NoShading = $9,
aiShadingMode_Fresnel = $A
//_aiShadingMode_Force32Bit = 0x9fffffff
);
type TaiTextureFlags = (
aiTextureFlags_Invert = $1,
aiTextureFlags_UseAlpha = $2,
aiTextureFlags_IgnoreAlpha = $4
//_aiTextureFlags_Force32Bit = 0x9fffffff
);
type TaiBlendMode = (
aiBlendMode_Default = $0,
aiBlendMode_Additive = $1
//_aiBlendMode_Force32Bit = 0x9fffffff
);
type TaiUVTransform = packed record
mTranslation: TaiVector2D;
mScaling: TaiVector2D;
mRotation: single;
end;
type TaiPropertyTypeInfo = (
aiPTI_Float = $1,
aiPTI_String = $3,
aiPTI_Integer = $4,
aiPTI_Buffer = $5
// _aiPTI_Force32Bit = 0x9fffffff
);
type TaiMaterialProperty = packed record
mKey: aiString;
mSemantic: Cardinal;
mIndex: Cardinal;
mDataLength: Cardinal;
mType: TaiPropertyTypeInfo;
mData: PChar;
end;
type PaiMaterialProperty = ^TaiMaterialProperty;
type TaiMaterial = packed record
mProperties: pointer;
mNumProperties: Cardinal;
mNumAllocated: Cardinal;
end;
type PaiMaterial = ^TaiMaterial;
type PaiMaterialArray = array[0..0] of PaiMaterial;
type PPaiMaterialArray = ^PaiMaterialArray;
const AI_MATKEY_NAME = '?mat.name';
const AI_MATKEY_TWOSIDED = '$mat.twosided';
const AI_MATKEY_SHADING_MODEL = '$mat.shadingm';
const AI_MATKEY_ENABLE_WIREFRAME = '$mat.wireframe';
const AI_MATKEY_BLEND_FUNC = '$mat.blend';
const AI_MATKEY_OPACITY = '$mat.opacity';
const AI_MATKEY_BUMPSCALING = '$mat.bumpscaling';
const AI_MATKEY_SHININESS = '$mat.shininess';
const AI_MATKEY_REFLECTIVITY = '$mat.reflectivity';
const AI_MATKEY_SHININESS_STRENGTH = '$mat.shinpercent';
const AI_MATKEY_REFRACTI = '$mat.refracti';
const AI_MATKEY_COLOR_DIFFUSE = '$clr.diffuse';
const AI_MATKEY_COLOR_AMBIENT = '$clr.ambient';
const AI_MATKEY_COLOR_SPECULAR = '$clr.specular';
const AI_MATKEY_COLOR_EMISSIVE = '$clr.emissive';
const AI_MATKEY_COLOR_TRANSPARENT = '$clr.transparent';
const AI_MATKEY_COLOR_REFLECTIVE = '$clr.reflective';
const AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = '?bg.global';
const _AI_MATKEY_TEXTURE_BASE = '$tex.file';
const _AI_MATKEY_UVWSRC_BASE = '$tex.uvwsrc';
const _AI_MATKEY_TEXOP_BASE = '$tex.op';
const _AI_MATKEY_MAPPING_BASE = '$tex.mapping';
const _AI_MATKEY_TEXBLEND_BASE = '$tex.blend';
const _AI_MATKEY_MAPPINGMODE_U_BASE = '$tex.mapmodeu';
const _AI_MATKEY_MAPPINGMODE_V_BASE = '$tex.mapmodev';
const _AI_MATKEY_TEXMAP_AXIS_BASE = '$tex.mapaxis';
const _AI_MATKEY_UVTRANSFORM_BASE = '$tex.uvtrafo';
const _AI_MATKEY_TEXFLAGS_BASE = '$tex.flags';
implementation
end.

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unit aiMatrix3x3;
interface
type TaiMatrix3x3 = packed record
a1, a2, a3, a4: single;
b1, b2, b3, b4: single;
c1, c2, c3, c4: single;
end;
PaiMatrix3x3 = ^TaiMatrix3x3;
implementation
end.

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unit aiMatrix4x4;
interface
type TaiMatrix4x4 = packed record
a1, a2, a3, a4: single;
b1, b2, b3, b4: single;
c1, c2, c3, c4: single;
d1, d2, d3, d4: single;
end;
PaiMatrix4x4 = ^TaiMatrix4x4;
implementation
end.

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unit aiMesh;
interface
uses aiTypes, aiMatrix4x4, aiVector3D, aiColor4D;
const
AI_MAX_NUMBER_OF_COLOR_SETS = $4;
AI_MAX_NUMBER_OF_TEXTURECOORDS = $4;
type TaiFace = packed record
mNumIndicies: cardinal;
mIndices: PCardinalArray;
end;
type PaiFace = ^TaiFace;
type PaiFaceArray = array [0..0] of PaiFace;
type TaiFaceArray = array [0..0] of TaiFace;
type PTaiFaceArray = ^TaiFaceArray;
type TaiVertexWeight = packed record
mVertexId: cardinal;
mWeight: single;
end;
type TaiBone = packed record
mName: aiString;
mNumWeights: cardinal;
mWeights: Pointer;
mOffsetMatrix: TaiMatrix4x4;
end;
type PaiBone = ^TaiBone;
type TaiPrimitiveType =
(
aiPrimitiveType_POINT = $1,
aiPrimitiveType_LINE = $2,
aiPrimitiveType_TRIANGLE = $4,
aiPrimitiveType_POLYGON = $8
//,_aiPrimitiveType_Force32Bit = $9fffffff
);
type TaiMesh = packed record
mPrimitiveTypes: cardinal;
mNumVertices: cardinal;
mNumFaces: cardinal;
mVertices: PTaiVector3DArray;
mNormals: PTaiVector3DArray;
mTangents: PaiVector3DArray;
mBitangents: PaiVector3DArray;
mColors: array[0..3] of PTaiColor4Darray; //array [0..3] of PaiColor4DArray; //array of 4
mTextureCoords: array [0..3] of PTaiVector3DArray; //array of 4
mNumUVComponents: array[0..AI_MAX_NUMBER_OF_TEXTURECOORDS -1] of cardinal;
mFaces: PTaiFaceArray;
mNumBones: cardinal;
mBones: PaiBone;
mMaterialIndex: cardinal;
mName: aiString;
mNumAniMeshes: cardinal;
mAniMeshes: pointer;
end;
type PaiMesh = ^TaiMesh;
type PPaiMesh = ^PaiMesh;
type PaiMeshArray = array [0..0] of PaiMesh;
type PPaiMeshArray = ^PaiMeshArray;
implementation
end.

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unit aiQuaternion;
interface
type TaiQuaternion = packed record
w, x, y, z: single;
end;
type PaiQuaternion = ^TaiQuaternion;
implementation
end.

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unit aiScene;
interface
uses aiTypes, aiMatrix4x4, aiMesh, aiMaterial, aiTexture;
type
PaiNode = ^TaiNode;
PPaiNode = ^PaiNode;
PaiNodeArray = array[0..0] of PaiNode;
PPaiNodeArray = ^PaiNodeArray;
TaiNode = packed record
mName: aiString;
mTransformation: TaiMatrix4x4;
mParent: PPaiNode;
mNumChildren: cardinal;
mChildren: PPaiNodeArray;
mNumMeshes: cardinal;
mMeshes: PCardinalArray;
end;
type TaiScene = packed record
mFlags: cardinal;
mRootNode: PaiNode;
mNumMeshes: Cardinal;
mMeshes: PPaiMeshArray; //?
mNumMaterials: Cardinal;
mMaterials: PPaiMaterialArray;
mNumAnimations: Cardinal;
mAnimations: Pointer;
mNumTextures: Cardinal;
mTextures: PPaiTextureArray;
mNumLights: Cardinal;
mLights: Pointer;
mNumCameras: Cardinal;
mCameras: Pointer;
end;
type PaiScene = ^TaiScene;
implementation
end.

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unit aiTexture;
interface
type TaiTexel = packed record
b, g, r, a: byte;
end;
PaiTexel = ^TaiTexel;
TaiTexelArray = array[0..0] of TaiTexel;
PaiTexelArray = ^TaiTexelArray;
type TaiTexture = packed record
mWidth: Cardinal; //width in pixels, OR total embedded file size if texture is a jpg/png/etc
mHeight: Cardinal; //0 if texture is an embedded file
achFormatHint: array[0..3] of byte;
pcData: PaiTexelArray;
end;
PaiTexture = ^TaiTexture;
PaiTextureArray = array [0..0] of PaiTexture;
PPaiTextureArray = ^PaiTextureArray;
implementation
end.

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unit aiTypes;
interface
//added for Delphi interface
type
TCardinalArray = array [0..0] of Cardinal;
PCardinalArray = ^TCardinalArray;
TSingleArray = array[0..0] of Single;
PSingleArray = ^TSingleArray;
type aiString = packed record
length: Cardinal;
data: array [0..1023] of char;
end;
type PaiString = ^aiString;
type aiReturn = (
aiReturn_SUCCESS = $0,
aiReturn_FAILURE = -$1,
aiReturn_OUTOFMEMORY = -$3,
_AI_ENFORCE_ENUM_SIZE = $7fffffff
);
const AI_SUCCESS = aiReturn_SUCCESS;
const AI_FAILURE = aiReturn_FAILURE;
const AI_OUTOFMEMORY = aiReturn_OUTOFMEMORY;
function aiStringToDelphiString( a: aiString): AnsiString;
implementation
function aiStringToDelphiString( a: aiString): AnsiString;
var
i: integer;
begin
result := '';
if a.length > 0 then
begin
SetLength( result, a.length);
for i := 1 to a.length do
begin
result[i] := a.data[i-1];
end;
end;
end;
end.

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unit aiVector2D;
interface
type TaiVector2D = packed record
x, y: single;
end;
type PaiVector2D = ^TaiVector2D;
implementation
end.

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unit aiVector3D;
interface
type TaiVector3D = packed record
x, y, z: single;
end;
type PaiVector3D = ^TaiVector3D;
type PaiVector3DArray = array [0..0] of PaiVector3D;
type TaiVector3DArray = array[0..0] of TaiVector3D;
type PTaiVector3DArray = ^TaiVector3DArray;
implementation
end.

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unit assimp;
interface
uses aiTypes, aiMatrix4x4, aiMatrix3x3, aiMesh, aiScene, aiMaterial, aiColor4d, aiVector3D;
const ASSIMP_DLL = 'assimp32.dll';
function aiImportFile(filename: pchar; pFlags: integer): PaiScene; cdecl; external ASSIMP_DLL;
procedure aiReleaseImport( pScene: pointer); cdecl; external ASSIMP_DLL;
function aiGetErrorString(): PChar; cdecl; external ASSIMP_DLL;
//procedure aiDecomposeMatrix( var mat: TaiMatrix4x4; var scaling: TaiVector3D; var rotation: TaiQuaternion; var position: TaiVector3D); cdecl; external ASSIMP_DLL;
procedure aiTransposeMatrix4( var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
procedure aiTransposeMatrix3( var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
procedure aiTransformVecByMatrix3( var vec: TaiVector3D; var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
procedure aiTransformVecByMatrix4( var vec: TaiVector3D; var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
procedure aiMultiplyMatrix4(var dst: TaiMatrix4x4; var src: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
procedure aiMultiplyMatrix3(var dst: TaiMatrix3x3; var src: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
procedure aiIdentityMatrix3(var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
procedure aiIdentityMatrix4(var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
//----- from aiMaterial.h
function aiGetMaterialProperty( pMat: PaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; pPropOut: pointer): aiReturn; cdecl; external ASSIMP_DLL;
function aiGetMaterialFloatArray( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single; var pMax: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
function aiGetMaterialFloat( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single): aiReturn;
function aiGetMaterialIntegerArray(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Integer; var pMax: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
function aiGetMaterialInteger(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Integer): aiReturn;
function aiGetMaterialColor(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: TaiColor4d): aiReturn; cdecl; external ASSIMP_DLL;
function aiGetMaterialString(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: aiString): aiReturn; cdecl; external ASSIMP_DLL;
function aiGetMaterialTextureCount(var pMat: TaiMaterial; nType: TaiTextureType): Cardinal; cdecl; external ASSIMP_DLL;
function aiGetMaterialTexture(var mat: TaiMaterial; nType: TaiTextureType; nIndex: Cardinal; var path: aiString; var mapping: TaiTextureMapping; var uvindex: Cardinal; var blend: single; var op: TaiTextureOp; var mapmode: TaiTextureMapMode; var flags: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
implementation
function aiGetMaterialFloat( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single): aiReturn;
var
n: cardinal;
begin
n := 0;
result := aiGetMaterialFloatArray( pMat, pKey, nType, nIndex, pOut, n);
end;
function aiGetMaterialInteger(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: integer): aiReturn;
var
n: cardinal;
begin
n := 0;
result := aiGetMaterialIntegerArray( pMat, pKey, nType, nIndex, pOut, n);
end;
end.