PyAssimp initial import.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@147 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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PyAssimp Readme
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---------------
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To be filled.
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import structs
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import ctypes
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import os
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from ctypes import POINTER, c_int, c_uint, c_double, c_char, c_float
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#get the assimp path
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LIBRARY = os.path.join(os.path.dirname(__file__), "assimp.so")
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class AssimpError(BaseException):
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"""
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If ann internal error occures.
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"""
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pass
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class AssimpLib(object):
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#open library
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_dll = ctypes.cdll.LoadLibrary(LIBRARY)
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#get functions
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load = _dll.aiImportFile
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load.restype = POINTER(structs.SCENE)
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release = _dll.aiReleaseImport
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class AssimpBase(object):
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"""
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Base class for all Assimp-classes.
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"""
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def _load_array(self, data, count, cons):
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"""
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Loads a whole array out of data, and constructs a new object. If data
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is NULL, an empty list will be returned.
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data - pointer to array
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count - size of the array
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cons - constructor
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result array data
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"""
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if data:
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return [cons(data[i]) for i in range(count)]
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else:
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return []
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class Scene(AssimpBase):
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"""
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The root structure of the imported data.
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Everything that was imported from the given file can be accessed from here.
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"""
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#possible flags
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FLAGS = {1 : "AI_SCENE_FLAGS_ANIM_SKELETON_ONLY"}
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def __init__(self, model):
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"""
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Converts the model-data to a real scene
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model - the raw model-data
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"""
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#process data
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self._load(model)
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def _load(self, model):
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"""
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Converts model from raw-data to fancy data!
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model - pointer to data
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"""
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#store scene flags
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self.flags = model.flags
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#load mesh-data
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self.meshes = self._load_array(model.mMeshes,
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model.mNumMeshes,
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lambda x: Mesh(x.contents))
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def list_flags(self):
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"""
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Returns a list of all used flags.
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result list of flags
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"""
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return [name for (key, value) in Scene.FLAGS.iteritems()
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if (key & self.flags)>0]
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class Mesh(AssimpBase):
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"""
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A mesh represents a geometry or model with a single material.
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It usually consists of a number of vertices and a series of primitives/faces
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referencing the vertices. In addition there might be a series of bones, each
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of them addressing a number of vertices with a certain weight. Vertex data
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is presented in channels with each channel containing a single per-vertex
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information such as a set of texture coords or a normal vector.
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If a data pointer is non-null, the corresponding data stream is present.
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A Mesh uses only a single material which is referenced by a material ID.
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"""
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def __init__(self, mesh):
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"""
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Loads mesh from raw-data.
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"""
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#process data
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self._load(mesh)
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def _load(self, mesh):
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"""
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Loads mesh-data from raw data
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mesh - raw mesh-data
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"""
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#converts a VECTOR3D-struct to a tuple
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vec2tuple = lambda x: (x.x, x.y, x.z)
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#load vertices
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self.vertices = self._load_array(mesh.mVertices,
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mesh.mNumVertices,
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vec2tuple)
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#load normals
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self.normals = self._load_array(mesh.mNormals,
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mesh.mNumVertices,
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vec2tuple)
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#load tangents
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self.tangents = self._load_array(mesh.mTangents,
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mesh.mNumVertices,
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vec2tuple)
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#load bitangents
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self.bitangents = self._load_array(mesh.mBitangents,
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mesh.mNumVertices,
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vec2tuple)
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#vertex color sets
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self.colors = self._load_colors(mesh)
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#number of texture coordinates
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self.numuv = self._load_uv_component_count(mesh) #FIXME
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def _load_uv_component_count(self, mesh):
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"""
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Loads the number of components for a given UV channel.
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mesh - mesh-data
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result (count channel 1, count channel 2, ...)
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"""
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return tuple(mesh.mNumUVComponents[i]
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for i in range(structs.MESH.AI_MAX_NUMBER_OF_TEXTURECOORDS))
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def _load_colors(self, mesh):
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"""
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Loads color sets.
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mesh - mesh with color sets
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result all color sets
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"""
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result = []
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#for all possible sets
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for i in range(structs.MESH.AI_MAX_NUMBER_OF_COLOR_SETS):
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#try this set
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x = mesh.mColors[i]
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if x:
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channel = []
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#read data for al vertices!
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for j in range(mesh.mNumVertices):
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c = x[j]
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channel.append((c.r, c.g, c.b, c.a))
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result.append(channel)
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return result
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#the loader as singleton
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_assimp_lib = AssimpLib()
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def load(filename, processing=0):
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"""
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Loads the model with some specific processing parameters.
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filename - file to load model from
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processing - processing parameters
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result Scene-object with model-data
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throws AssimpError - could not open file
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"""
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#read pure data
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model = _assimp_lib.load(filename, processing)
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if not model:
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#Uhhh, something went wrong!
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raise AssimpError, ("could not import file: %s" % filename)
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try:
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#create scene
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return Scene(model.contents)
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finally:
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#forget raw data
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_assimp_lib.release(model)
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"""
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All ASSIMP C-structures.
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"""
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from ctypes import POINTER, c_int, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte
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class STRING(Structure):
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"""
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Represents a String in ASSIMP.
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"""
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#Maximum length of a string. See "MAXLEN" in "aiTypes.h"
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MAXLEN = 1024
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_fields_ = [
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#length of the string
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("length", c_uint),
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#string data
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("data", c_char*MAXLEN)
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]
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class MATRIX4X4(Structure):
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"""
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ASSIMP's 4x4-matrix
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"""
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_fields_ = [
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#all the fields
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("a1", c_float), ("a2", c_float), ("a3", c_float), ("a4", c_float),
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("b1", c_float), ("b2", c_float), ("b3", c_float), ("b4", c_float),
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("c1", c_float), ("c2", c_float), ("c3", c_float), ("c4", c_float),
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("d1", c_float), ("d2", c_float), ("d3", c_float), ("d4", c_float),
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]
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class NODE(Structure):
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"""
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A node in the imported hierarchy.
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Each node has name, a parent node (except for the root node),
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a transformation relative to its parent and possibly several child nodes.
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Simple file formats don't support hierarchical structures, for these formats
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the imported scene does consist of only a single root node with no childs.
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"""
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pass
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NODE._fields_ = [
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#The name of the node
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("mName", STRING),
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#The transformation relative to the node's parent.
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("aiMatrix4x4", 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_int))
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]
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class VECTOR3D(Structure):
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"""
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Represents a three-dimensional vector.
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"""
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_fields_ = [
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("x", c_float),
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("y", c_float),
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("z", c_float)
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]
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class COLOR4D(Structure):
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"""
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Represents a color in Red-Green-Blue space including an alpha component.
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"""
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_fields_ = [
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("r", c_float),
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("g", c_float),
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("b", c_float),
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("a", c_float)
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]
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class FACE(Structure):
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"""
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A single face in a mesh, referring to multiple vertices.
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If mNumIndices is 3, the face is a triangle,
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for mNumIndices > 3 it's a polygon.
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Point and line primitives are rarely used and are NOT supported. However,
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a load could pass them as degenerated triangles.
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"""
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_fields_ = [
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#Number of indices defining this face. 3 for a triangle, >3 for polygon
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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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class VERTEXWEIGHT(Structure):
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"""
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A single influence of a bone on a vertex.
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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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]
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class BONE(Structure):
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"""
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A single bone of a mesh. A bone has a name by which it can be found
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in the frame hierarchy and by which it can be addressed by animations.
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In addition it has a number of influences on vertices.
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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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("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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class MESH(Structure):
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"""
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A mesh represents a geometry or model with a single material.
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It usually consists of a number of vertices and a series of primitives/faces
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referencing the vertices. In addition there might be a series of bones, each
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of them addressing a number of vertices with a certain weight. Vertex data
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is presented in channels with each channel containing a single per-vertex
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information such as a set of texture coords or a normal vector.
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If a data pointer is non-null, the corresponding data stream is present.
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A Mesh uses only a single material which is referenced by a material ID.
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"""
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#Maximum number of texture coord sets (UV(W) channels) per mesh.
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#See "AI_MAX_NUMBER_OF_TEXTURECOORDS" in "aiMesh.h" for further
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#information.
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AI_MAX_NUMBER_OF_TEXTURECOORDS = 4
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#Maximum number of vertex color sets per mesh.
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#Normally: Diffuse, specular, ambient and emissive
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#However one could use the vertex color sets for any other purpose, too.
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AI_MAX_NUMBER_OF_COLOR_SETS = 4
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_fields_ = [
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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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("mNumVertices", c_uint), #OK
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#The number of primitives (triangles, polygones, lines) in this mesh.
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#This is also the size of the mFaces array
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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)), #OK
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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.
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("mNormals", POINTER(VECTOR3D)), #OK
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#Vertex tangents.
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#The tangent of a vertex points in the direction of the positive
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#X texture axis. The array contains normalized vectors, NULL if
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#not present. The array is mNumVertices in size.
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#@note If the mesh contains tangents, it automatically also
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#contains bitangents.
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("mTangents", POINTER(VECTOR3D)), #OK
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#Vertex bitangents.
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#The bitangent of a vertex points in the direction of the positive
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#Y texture axis. The array contains normalized vectors, NULL if not
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#present. The array is mNumVertices in size.
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#@note If the mesh contains tangents, it automatically also contains
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#bitangents.
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("mBitangents", POINTER(VECTOR3D)), #OK
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#Vertex color sets.
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#A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
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#colors per vertex. NULL if not present. Each array is
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#mNumVertices in size if present.
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("mColors", POINTER(COLOR4D)*AI_MAX_NUMBER_OF_COLOR_SETS), #OK
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#Vertex texture coords, also known as UV channels.
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#A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
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#vertex. NULL if not present. The array is mNumVertices in size.
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("mTextureCoords", POINTER(VECTOR3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
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#Specifies the number of components for a given UV channel.
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#Up to three channels are supported (UVW, for accessing volume
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#or cube maps). If the value is 2 for a given channel n, the
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#component p.z of mTextureCoords[n][p] is set to 0.0f.
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#If the value is 1 for a given channel, p.y is set to 0.0f, too.
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#@note 4D coords are not supported
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("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS),
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#The faces the mesh is contstructed from.
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#Each face referres to a number of vertices by their indices.
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#This array is always present in a mesh, its size is given
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#in mNumFaces.
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("mFaces", POINTER(FACE)),
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#The number of bones this mesh contains.
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#Can be 0, in which case the mBones array is NULL.
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("mNumBones", c_uint),
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#The bones of this mesh.
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#A bone consists of a name by which it can be found in the
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#frame hierarchy and a set of vertex weights.
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("mBones", POINTER(POINTER(BONE))),
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#The material used by this mesh.
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#A mesh does use only a single material. If an imported model uses
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#multiple materials, the import splits up the mesh. Use this value
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#as index into the scene's material list.
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("mMaterialIndex", c_uint)
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]
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class MATERIALPROPERTY(Structure):
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"""
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Data structure for a single property inside a material.
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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 case insensitive.
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("mKey", STRING),
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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
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#data buffer. This is used by the library
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#internally to perform debug checks.
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#THIS IS AN ENUM!
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("mType", c_int),
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#Binary buffer to hold the property's value
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#The buffer has no terminal character. However,
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#if a string is stored inside it may use 0 as terminal,
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#but it would be contained in mDataLength. This member
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#is never 0
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("mData", c_char_p)
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]
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class MATERIAL(Structure):
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"""
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Data structure for a material.
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Material data is stored using a key-value structure, called property
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(to guarant that the system is maximally flexible).
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The library defines a set of standard keys (AI_MATKEY) which should be
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enough for nearly all purposes.
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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 loaded
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("mNumProperties", c_uint),
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("mNumAllocated", c_uint)
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]
|
||||
|
||||
|
||||
class VECTORKEY(Structure):
|
||||
"""
|
||||
A time-value pair specifying a certain 3D vector for the given time.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#The time of this key
|
||||
("mTime", c_double),
|
||||
|
||||
#The value of this key
|
||||
("mValue", VECTOR3D)
|
||||
]
|
||||
|
||||
|
||||
class QUATERNION(Structure):
|
||||
"""
|
||||
Represents a quaternion in a 4D vector.
|
||||
"""
|
||||
|
||||
_fields = [
|
||||
#the components
|
||||
("w", c_float),
|
||||
("x", c_float),
|
||||
("y", c_float),
|
||||
("z", c_float)
|
||||
]
|
||||
|
||||
|
||||
class QUATKEY(Structure):
|
||||
"""
|
||||
A time-value pair specifying a rotation for the given time. For joint
|
||||
animations the rotation is usually expressed using a quaternion.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#The time of this key
|
||||
("mTime", c_double),
|
||||
|
||||
#The value of this key
|
||||
("mValue", QUATERNION)
|
||||
]
|
||||
|
||||
|
||||
class BONEANIM(Structure):
|
||||
"""
|
||||
Describes the animation of a single node. The name specifies the bone/node
|
||||
which is affected by this animation channel. The keyframes are given in
|
||||
three separate series of values, one each for position, rotation and
|
||||
scaling.
|
||||
|
||||
NOTE: The name "BoneAnim" is misleading. This structure is also used to
|
||||
describe the animation of regular nodes on the node graph. They needn't be
|
||||
nodes.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#The name of the bone affected by this animation.
|
||||
("mBoneName", 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.
|
||||
("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.
|
||||
("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.
|
||||
("mScalingKeys", POINTER(VECTORKEY))
|
||||
]
|
||||
|
||||
|
||||
class ANIMATION(Structure):
|
||||
"""
|
||||
An animation consists of keyframe data for a number of bones.
|
||||
For each bone affected by the animation a separate series of data is given.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#The name of the animation. If the modelling 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 bone.
|
||||
("mNumBones", c_uint),
|
||||
|
||||
#The bone animation channels. Each channel affects a single bone.
|
||||
#The array is mNumBones in size.
|
||||
("mBones", POINTER(POINTER(BONEANIM)))
|
||||
]
|
||||
|
||||
|
||||
class TEXEL(Structure):
|
||||
"""
|
||||
Helper structure to represent a texel in ARGB8888 format
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
("b", c_ubyte),
|
||||
("g", c_ubyte),
|
||||
("r", c_ubyte),
|
||||
("a", c_ubyte)
|
||||
]
|
||||
|
||||
|
||||
class TEXTURE(Structure):
|
||||
"""
|
||||
Helper structure to describe an embedded texture
|
||||
|
||||
Normally textures are contained in external files but some file formats
|
||||
do embedd them.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#Width of the texture, in pixels
|
||||
#If mHeight is zero the texture is compressed in a format
|
||||
#like JPEG. In this case mWidth specifies the size of the
|
||||
#memory area pcData is pointing to, in bytes.
|
||||
("mWidth", c_uint),
|
||||
|
||||
#Height of the texture, in pixels
|
||||
#If this value is zero, pcData points to an compressed texture
|
||||
#in an unknown format (e.g. JPEG).
|
||||
("mHeight", c_uint),
|
||||
|
||||
#A hint from the loader to make it easier for applications
|
||||
#to determine the type of embedded compressed textures.
|
||||
#If mHeight != 0 this member is undefined. Otherwise it
|
||||
#will be set to '\0\0\0\0' if the loader has no additional
|
||||
#information about the texture file format used OR the
|
||||
#file extension of the format without a leading dot.
|
||||
#E.g. 'dds\0', 'pcx\0'. All characters are lower-case.
|
||||
("achFormatHint", c_char*4),
|
||||
|
||||
#Data of the texture.
|
||||
#Points to an array of mWidth * mHeight aiTexel's.
|
||||
#The format of the texture data is always ARGB8888 to
|
||||
#make the implementation for user of the library as easy
|
||||
#as possible. If mHeight = 0 this is a pointer to a memory
|
||||
#buffer of size mWidth containing the compressed texture
|
||||
#data. Good luck, have fun!
|
||||
("pcData", POINTER(TEXEL))
|
||||
]
|
||||
|
||||
|
||||
class SCENE(Structure):
|
||||
"""
|
||||
The root structure of the imported data.
|
||||
Everything that was imported from the given file can be accessed from here.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#Any combination of the AI_SCENE_FLAGS_XXX flags
|
||||
("flags", c_uint), #OK
|
||||
|
||||
#The root node of the hierarchy.
|
||||
#There will always be at least the root node if the import
|
||||
#was successful. 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), #OK
|
||||
|
||||
#The array of meshes.
|
||||
#Use the indices given in the aiNode structure to access
|
||||
#this array. The array is mNumMeshes in size.
|
||||
("mMeshes", POINTER(POINTER(MESH))), #OK
|
||||
|
||||
#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.
|
||||
("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 embedd their textures into the file.
|
||||
#An example is Quake's MDL format (which is also used by
|
||||
#some GameStudio(TM) versions)
|
||||
("mTextures", POINTER(POINTER(TEXTURE)))
|
||||
]
|
|
@ -0,0 +1,24 @@
|
|||
from pyassimp import pyassimp
|
||||
|
||||
MODEL = r"../test.ase"
|
||||
|
||||
def main():
|
||||
scene = pyassimp.load(MODEL)
|
||||
|
||||
#write some statistics
|
||||
print "SCENE:"
|
||||
print " flags:", ", ".join(scene.list_flags())
|
||||
print " meshes:", len(scene.meshes)
|
||||
print ""
|
||||
print "MESHES:"
|
||||
for index, mesh in enumerate(scene.meshes):
|
||||
print " MESH", index+1
|
||||
print " vertices:", len(mesh.vertices)
|
||||
print " first:", mesh.vertices[:3]
|
||||
print " colors:", len(mesh.colors)
|
||||
print " uv-counts:", mesh.numuv
|
||||
print ""
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
Loading…
Reference in New Issue