Merge branch 'master' into master

pull/2825/head
Kim Kulling 2019-12-22 09:18:02 +01:00 committed by GitHub
commit 79aeb65ab4
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 159 additions and 141 deletions

View File

@ -77,6 +77,7 @@ The cmake-build-environment provides options to configure the build. The followi
- **ASSIMP_BUILD_SAMPLES ( default OFF )**: If the official samples are built as well (needs Glut).
- **ASSIMP_BUILD_TESTS ( default ON )**: If the test suite for Assimp is built in addition to the library.
- **ASSIMP_COVERALLS ( default OFF )**: Enable this to measure test coverage.
- **ASSIMP_ERROR_MAX( default OFF)**: Enable all warnings.
- **ASSIMP_WERROR( default OFF )**: Treat warnings as errors.
- **ASSIMP_ASAN ( default OFF )**: Enable AddressSanitizer.
- **ASSIMP_UBSAN ( default OFF )**: Enable Undefined Behavior sanitizer.

View File

@ -100,6 +100,10 @@ OPTION ( ASSIMP_COVERALLS
"Enable this to measure test coverage."
OFF
)
OPTION ( ASSIMP_ERROR_MAX
"Enable all warnings."
OFF
)
OPTION ( ASSIMP_WERROR
"Treat warnings as errors."
OFF
@ -253,7 +257,7 @@ ELSEIF(MSVC)
IF(MSVC12)
ADD_COMPILE_OPTIONS(/wd4351)
ENDIF()
SET(CMAKE_CXX_FLAGS_DEBUG "/D_DEBUG /MDd /Zi /Od")
SET(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /D_DEBUG /Zi /Od")
ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang" )
IF(NOT HUNTER_ENABLED)
SET(CMAKE_CXX_FLAGS "-fPIC -std=c++11 ${CMAKE_CXX_FLAGS}")
@ -294,6 +298,16 @@ IF (ASSIMP_COVERALLS)
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
ENDIF()
IF (ASSIMP_ERROR_MAX)
MESSAGE(STATUS "Turning on all warnings")
IF (MSVC)
ADD_COMPILE_OPTIONS(/W4) # NB: there is a /Wall option, pedantic mode
ELSE()
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall")
ENDIF()
ENDIF()
IF (ASSIMP_WERROR)
MESSAGE(STATUS "Treating warnings as errors")
IF (MSVC)

View File

@ -103,7 +103,7 @@ void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperti
void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneA3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportSceneM3DA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
@ -177,7 +177,7 @@ static void setupExporterArray(std::vector<Exporter::ExportFormatEntry> &exporte
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
exporters.push_back(Exporter::ExportFormatEntry("m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0));
exporters.push_back(Exporter::ExportFormatEntry("a3d", "Model 3D (ascii)", "m3d", &ExportSceneA3D, 0));
exporters.push_back(Exporter::ExportFormatEntry("m3da", "Model 3D (ascii)", "a3d", &ExportSceneM3DA, 0));
#endif
#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER

View File

@ -289,7 +289,7 @@ void ExportSceneM3D(
// ---------------------------------------------------------------------
// Worker function for exporting a scene to ASCII A3D.
// Prototyped and registered in Exporter.cpp
void ExportSceneA3D(
void ExportSceneM3DA(
const char *pFile,
IOSystem *pIOSystem,
const aiScene *pScene,

View File

@ -749,7 +749,7 @@ namespace glTF
/// \fn void Read(Value& pJSON_Object, Asset& pAsset_Root)
/// Get mesh data from JSON-object and place them to root asset.
/// \param [in] pJSON_Object - reference to pJSON-object from which data are read.
/// \param [out] pAsset_Root - reference to root assed where data will be stored.
/// \param [out] pAsset_Root - reference to root asset where data will be stored.
void Read(Value& pJSON_Object, Asset& pAsset_Root);
#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC

View File

@ -783,7 +783,7 @@ namespace glTF2
/// \fn void Read(Value& pJSON_Object, Asset& pAsset_Root)
/// Get mesh data from JSON-object and place them to root asset.
/// \param [in] pJSON_Object - reference to pJSON-object from which data are read.
/// \param [out] pAsset_Root - reference to root assed where data will be stored.
/// \param [out] pAsset_Root - reference to root asset where data will be stored.
void Read(Value& pJSON_Object, Asset& pAsset_Root);
};

View File

@ -1,4 +1,4 @@
#-*- coding: UTF-8 -*-
#-*- coding: utf-8 -*-
from ctypes import POINTER, c_void_p, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte, c_size_t, c_uint32
@ -6,7 +6,7 @@ from ctypes import POINTER, c_void_p, c_uint, c_char, c_float, Structure, c_char
class Vector2D(Structure):
"""
See 'vector2.h' for details.
"""
"""
_fields_ = [
@ -16,7 +16,7 @@ class Vector2D(Structure):
class Matrix3x3(Structure):
"""
See 'matrix3x3.h' for details.
"""
"""
_fields_ = [
@ -28,7 +28,7 @@ class Matrix3x3(Structure):
class Texel(Structure):
"""
See 'texture.h' for details.
"""
"""
_fields_ = [
("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
@ -37,7 +37,7 @@ class Texel(Structure):
class Color4D(Structure):
"""
See 'color4.h' for details.
"""
"""
_fields_ = [
@ -48,7 +48,7 @@ class Color4D(Structure):
class Plane(Structure):
"""
See 'types.h' for details.
"""
"""
_fields_ = [
# Plane equation
@ -58,7 +58,7 @@ class Plane(Structure):
class Color3D(Structure):
"""
See 'types.h' for details.
"""
"""
_fields_ = [
# Red, green and blue color values
@ -68,7 +68,7 @@ class Color3D(Structure):
class String(Structure):
"""
See 'types.h' for details.
"""
"""
MAXLEN = 1024
@ -76,8 +76,8 @@ class String(Structure):
# Binary length of the string excluding the terminal 0. This is NOT the
# logical length of strings containing UTF-8 multibyte sequences! It's
# the number of bytes from the beginning of the string to its end.
("length", c_size_t),
("length", c_uint32),
# String buffer. Size limit is MAXLEN
("data", c_char*MAXLEN),
]
@ -85,7 +85,7 @@ class String(Structure):
class MaterialPropertyString(Structure):
"""
See 'MaterialSystem.cpp' for details.
The size of length is truncated to 4 bytes on 64-bit platforms when used as a
material property (see MaterialSystem.cpp aiMaterial::AddProperty() for details).
"""
@ -97,7 +97,7 @@ class MaterialPropertyString(Structure):
# logical length of strings containing UTF-8 multibyte sequences! It's
# the number of bytes from the beginning of the string to its end.
("length", c_uint32),
# String buffer. Size limit is MAXLEN
("data", c_char*MAXLEN),
]
@ -105,30 +105,30 @@ class MaterialPropertyString(Structure):
class MemoryInfo(Structure):
"""
See 'types.h' for details.
"""
"""
_fields_ = [
# Storage allocated for texture data
("textures", c_uint),
# Storage allocated for material data
("materials", c_uint),
# Storage allocated for mesh data
("meshes", c_uint),
# Storage allocated for node data
("nodes", c_uint),
# Storage allocated for animation data
("animations", c_uint),
# Storage allocated for camera data
("cameras", c_uint),
# Storage allocated for light data
("lights", c_uint),
# Total storage allocated for the full import.
("total", c_uint),
]
@ -136,7 +136,7 @@ class MemoryInfo(Structure):
class Quaternion(Structure):
"""
See 'quaternion.h' for details.
"""
"""
_fields_ = [
@ -147,14 +147,14 @@ class Quaternion(Structure):
class Face(Structure):
"""
See 'mesh.h' for details.
"""
"""
_fields_ = [
# Number of indices defining this face.
# The maximum value for this member is
#AI_MAX_FACE_INDICES.
("mNumIndices", c_uint),
# Pointer to the indices array. Size of the array is given in numIndices.
("mIndices", POINTER(c_uint)),
]
@ -162,12 +162,12 @@ class Face(Structure):
class VertexWeight(Structure):
"""
See 'mesh.h' for details.
"""
"""
_fields_ = [
# Index of the vertex which is influenced by the bone.
("mVertexId", c_uint),
# The strength of the influence in the range (0...1).
# The influence from all bones at one vertex amounts to 1.
("mWeight", c_float),
@ -176,7 +176,7 @@ class VertexWeight(Structure):
class Matrix4x4(Structure):
"""
See 'matrix4x4.h' for details.
"""
"""
_fields_ = [
@ -189,7 +189,7 @@ class Matrix4x4(Structure):
class Vector3D(Structure):
"""
See 'vector3.h' for details.
"""
"""
_fields_ = [
@ -199,12 +199,12 @@ class Vector3D(Structure):
class MeshKey(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# The time of this key
("mTime", c_double),
# Index into the aiMesh::mAnimMeshes array of the
# mesh corresponding to the
#aiMeshAnim hosting this
@ -252,7 +252,7 @@ class Metadata(Structure):
class Node(Structure):
"""
See 'scene.h' for details.
"""
"""
Node._fields_ = [
@ -270,22 +270,22 @@ Node._fields_ = [
# this text. You should be able to handle stuff like whitespace, tabs,
# linefeeds, quotation marks, ampersands, ... .
("mName", String),
# The transformation relative to the node's parent.
("mTransformation", Matrix4x4),
# Parent node. NULL if this node is the root node.
("mParent", POINTER(Node)),
# The number of child nodes of this node.
("mNumChildren", c_uint),
# The child nodes of this node. NULL if mNumChildren is 0.
("mChildren", POINTER(POINTER(Node))),
# The number of meshes of this node.
("mNumMeshes", c_uint),
# The meshes of this node. Each entry is an index into the mesh
("mMeshes", POINTER(c_uint)),
@ -297,7 +297,7 @@ Node._fields_ = [
class Light(Structure):
"""
See 'light.h' for details.
"""
"""
_fields_ = [
@ -306,22 +306,22 @@ class Light(Structure):
# This node specifies the position of the light in the scene
# hierarchy and can be animated.
("mName", String),
# The type of the light source.
# aiLightSource_UNDEFINED is not a valid value for this member.
("mType", c_uint),
# Position of the light source in space. Relative to the
# transformation of the node corresponding to the light.
# The position is undefined for directional lights.
("mPosition", Vector3D),
# Direction of the light source in space. Relative to the
# transformation of the node corresponding to the light.
# The direction is undefined for point lights. The vector
# may be normalized, but it needn't.
("mDirection", Vector3D),
# Up direction of the light source in space. Relative to the
# transformation of the node corresponding to the light.
#
@ -340,7 +340,7 @@ class Light(Structure):
# This member corresponds to the att0 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationConstant", c_float),
# Linear light attenuation factor.
# The intensity of the light source at a given distance 'd' from
# the light's position is
@ -352,7 +352,7 @@ class Light(Structure):
# This member corresponds to the att1 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationLinear", c_float),
# Quadratic light attenuation factor.
# The intensity of the light source at a given distance 'd' from
# the light's position is
@ -364,19 +364,19 @@ class Light(Structure):
# This member corresponds to the att2 variable in the equation.
# Naturally undefined for directional lights.
("mAttenuationQuadratic", c_float),
# Diffuse color of the light source
# The diffuse light color is multiplied with the diffuse
# material color to obtain the final color that contributes
# to the diffuse shading term.
("mColorDiffuse", Color3D),
# Specular color of the light source
# The specular light color is multiplied with the specular
# material color to obtain the final color that contributes
# to the specular shading term.
("mColorSpecular", Color3D),
# Ambient color of the light source
# The ambient light color is multiplied with the ambient
# material color to obtain the final color that contributes
@ -384,13 +384,13 @@ class Light(Structure):
# this value it, is just a remaining of the fixed-function pipeline
# that is still supported by quite many file formats.
("mColorAmbient", Color3D),
# Inner angle of a spot light's light cone.
# The spot light has maximum influence on objects inside this
# angle. The angle is given in radians. It is 2PI for point
# lights and undefined for directional lights.
("mAngleInnerCone", c_float),
# Outer angle of a spot light's light cone.
# The spot light does not affect objects outside this angle.
# The angle is given in radians. It is 2PI for point lights and
@ -408,7 +408,7 @@ class Light(Structure):
class Texture(Structure):
"""
See 'texture.h' for details.
"""
"""
_fields_ = [
@ -417,15 +417,15 @@ class Texture(Structure):
# 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 any format (e.g. JPEG).
("mHeight", c_uint),
# A hint from the loader to make it easier for applications
# to determine the type of embedded textures.
#
#
# If mHeight != 0 this member is show how data is packed. Hint will consist of
# two parts: channel order and channel bitness (count of the bits for every
# color channel). For simple parsing by the viewer it's better to not omit
@ -443,7 +443,7 @@ class Texture(Structure):
# E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
# The fourth character will always be '\\0'.
("achFormatHint", c_char*9),
# Data of the texture.
# Points to an array of mWidth
# mHeight aiTexel's.
@ -462,7 +462,7 @@ class Texture(Structure):
class Ray(Structure):
"""
See 'types.h' for details.
"""
"""
_fields_ = [
# Position and direction of the ray
@ -472,17 +472,17 @@ class Ray(Structure):
class UVTransform(Structure):
"""
See 'material.h' for details.
"""
"""
_fields_ = [
# Translation on the u and v axes.
# The default value is (0|0).
("mTranslation", Vector2D),
# Scaling on the u and v axes.
# The default value is (1|1).
("mScaling", Vector2D),
# Rotation - in counter-clockwise direction.
# The rotation angle is specified in radians. The
# rotation center is 0.5f|0.5f. The default value
@ -493,34 +493,34 @@ class UVTransform(Structure):
class MaterialProperty(Structure):
"""
See 'material.h' for details.
"""
"""
_fields_ = [
# Specifies the name of the property (key)
# Keys are generally case insensitive.
("mKey", String),
# Textures: Specifies their exact usage semantic.
# For non-texture properties, this member is always 0
# (or, better-said,
#aiTextureType_NONE).
("mSemantic", c_uint),
# Textures: Specifies the index of the texture.
# For non-texture properties, this member is always 0.
("mIndex", c_uint),
# Size of the buffer mData is pointing to, in bytes.
# This value may not be 0.
("mDataLength", c_uint),
# Type information for the property.
# Defines the data layout inside the data buffer. This is used
# by the library internally to perform debug checks and to
# utilize proper type conversions.
# (It's probably a hacky solution, but it works.)
("mType", c_uint),
# Binary buffer to hold the property's value.
# The size of the buffer is always mDataLength.
("mData", POINTER(c_char)),
@ -529,15 +529,15 @@ class MaterialProperty(Structure):
class Material(Structure):
"""
See 'material.h' for details.
"""
"""
_fields_ = [
# List of all material properties loaded.
("mProperties", POINTER(POINTER(MaterialProperty))),
# Number of properties in the data base
("mNumProperties", c_uint),
# Storage allocated
("mNumAllocated", c_uint),
]
@ -545,20 +545,20 @@ class Material(Structure):
class Bone(Structure):
"""
See 'mesh.h' for details.
"""
"""
_fields_ = [
# The name of the bone.
("mName", String),
# The number of vertices affected by this bone
# The maximum value for this member is
#AI_MAX_BONE_WEIGHTS.
("mNumWeights", c_uint),
# The vertices affected by this bone
("mWeights", POINTER(VertexWeight)),
# Matrix that transforms from mesh space to bone space in bind pose
("mOffsetMatrix", Matrix4x4),
]
@ -567,12 +567,15 @@ class Bone(Structure):
class AnimMesh(Structure):
"""
See 'mesh.h' for details.
"""
"""
AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
_fields_ = [
# Anim Mesh name
("mName", String),
# Replacement for aiMesh::mVertices. If this array is non-NULL,
# it *must* contain mNumVertices entries. The corresponding
# array in the host mesh must be non-NULL as well - animation
@ -613,7 +616,7 @@ class AnimMesh(Structure):
class Mesh(Structure):
"""
See 'mesh.h' for details.
"""
"""
AI_MAX_FACE_INDICES = 0x7fff
AI_MAX_BONE_WEIGHTS = 0x7fffffff
@ -628,24 +631,24 @@ class Mesh(Structure):
# The "SortByPrimitiveType"-Step can be used to make sure the
# output meshes consist of one primitive type each.
("mPrimitiveTypes", c_uint),
# The number of vertices in this mesh.
# This is also the size of all of the per-vertex data arrays.
# The maximum value for this member is
#AI_MAX_VERTICES.
("mNumVertices", c_uint),
# The number of primitives (triangles, polygons, lines) in this mesh.
# This is also the size of the mFaces array.
# The maximum value for this member is
#AI_MAX_FACES.
("mNumFaces", c_uint),
# Vertex positions.
# This array is always present in a mesh. The array is
# mNumVertices in size.
("mVertices", POINTER(Vector3D)),
# Vertex normals.
# The array contains normalized vectors, NULL if not present.
# The array is mNumVertices in size. Normals are undefined for
@ -666,7 +669,7 @@ class Mesh(Structure):
# However, this needn't apply for normals that have been taken
# directly from the model file.
("mNormals", POINTER(Vector3D)),
# 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 +684,7 @@ 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 +692,19 @@ 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 +712,7 @@ 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 +720,22 @@ 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:
@ -744,15 +747,15 @@ 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).
# Note! Currently only works with Collada loader.
("mAnimMesh", POINTER(POINTER(AnimMesh))),
("mAnimMeshes", POINTER(POINTER(AnimMesh))),
# Method of morphing when animeshes are specified.
("mMethod", c_uint),
@ -762,7 +765,7 @@ class Mesh(Structure):
class Camera(Structure):
"""
See 'camera.h' for details.
"""
"""
_fields_ = [
@ -771,12 +774,12 @@ 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 +787,25 @@ 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 +813,7 @@ 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 +825,12 @@ 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 +838,12 @@ 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 +851,7 @@ class QuatKey(Structure):
class MeshMorphKey(Structure):
"""
See 'anim.h' for details.
"""
"""
_fields_ = [
# The time of this key
@ -866,47 +869,47 @@ 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 +920,7 @@ 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 +939,7 @@ 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 +959,32 @@ 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 +994,7 @@ 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 +1035,7 @@ ExportDataBlob._fields_ = [
class Scene(Structure):
"""
See 'aiScene.h' for details.
"""
"""
AI_SCENE_FLAGS_INCOMPLETE = 0x1
AI_SCENE_FLAGS_VALIDATED = 0x2
@ -1047,64 +1050,64 @@ 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