git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@162 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
sebastianhempel 2008-09-23 13:11:30 +00:00
parent 64c431b5eb
commit a4f2aab6c3
3 changed files with 100 additions and 29 deletions

View File

@ -27,7 +27,8 @@ class AssimpBase(object):
Base class for all Assimp-classes. Base class for all Assimp-classes.
""" """
def _load_array(self, data, count, cons): @staticmethod
def _load_array(data, count, cons):
""" """
Loads a whole array out of data, and constructs a new object. If data Loads a whole array out of data, and constructs a new object. If data
is NULL, an empty list will be returned. is NULL, an empty list will be returned.
@ -42,6 +43,19 @@ class AssimpBase(object):
return [cons(data[i]) for i in range(count)] return [cons(data[i]) for i in range(count)]
else: else:
return [] return []
@staticmethod
def make_loader(function):
"""
Creates a loader function for "_load_array".
function - function to be applied to the content of an element
"""
def loader(x):
return function(x.contents)
return loader
class Material(object): class Material(object):
@ -179,11 +193,53 @@ class Bone(AssimpBase):
self.matrix = Matrix(bone.mOffsetMatrix) self.matrix = Matrix(bone.mOffsetMatrix)
#and of course the weights! #and of course the weights!
self._load_array(bone.mWeights, Bone._load_array(bone.mWeights,
bone.mNumWeights, bone.mNumWeights,
VertexWeight) VertexWeight)
class Texture(AssimpBase):
"""
Texture included in the model.
"""
def __init__(self, texture):
"""
Convertes the raw data to a texture.
texture - raw data
"""
#dimensions
self.width = texture.mWidth
self.height = texture.mHeight
#format hint
self.hint = texture.achFormatHint
#load data
self.data = self._load_data(texture)
def _load_data(self, texture):
"""
Loads the texture data.
texture - the texture
result texture data in (red, green, blue, alpha)
"""
if self.height == 0:
#compressed data
size = self.width
else:
size = self.width * self.height
#load!
return Texture._load_array(texture.pcData,
size,
lambda x: (x.r, x.g, x.b, x.a))
class Scene(AssimpBase): class Scene(AssimpBase):
""" """
The root structure of the imported data. The root structure of the imported data.
@ -214,14 +270,19 @@ class Scene(AssimpBase):
self.flags = model.flags self.flags = model.flags
#load mesh-data #load mesh-data
self.meshes = self._load_array(model.mMeshes, self.meshes = Scene._load_array(model.mMeshes,
model.mNumMeshes, model.mNumMeshes,
lambda x: Mesh(x.contents)) Scene.make_loader(Mesh))
#load materials #load materials
self.materials = self._load_array(model.mMaterials, self.materials = Scene._load_array(model.mMaterials,
model.mNumMaterials, model.mNumMaterials,
lambda x: Material(x.contents)) Scene.make_loader(Material))
#load textures
self.textures = Scene._load_array(model.mTextures,
model.mNumTextures,
Scene.make_loader(Texture))
def list_flags(self): def list_flags(self):
@ -283,22 +344,22 @@ class Mesh(AssimpBase):
mesh - raw mesh-data mesh - raw mesh-data
""" """
#load vertices #load vertices
self.vertices = self._load_array(mesh.mVertices, self.vertices = Mesh._load_array(mesh.mVertices,
mesh.mNumVertices, mesh.mNumVertices,
helper.vec2tuple) helper.vec2tuple)
#load normals #load normals
self.normals = self._load_array(mesh.mNormals, self.normals = Mesh._load_array(mesh.mNormals,
mesh.mNumVertices, mesh.mNumVertices,
helper.vec2tuple) helper.vec2tuple)
#load tangents #load tangents
self.tangents = self._load_array(mesh.mTangents, self.tangents = Mesh._load_array(mesh.mTangents,
mesh.mNumVertices, mesh.mNumVertices,
helper.vec2tuple) helper.vec2tuple)
#load bitangents #load bitangents
self.bitangents = self._load_array(mesh.mBitangents, self.bitangents = Mesh._load_array(mesh.mBitangents,
mesh.mNumVertices, mesh.mNumVertices,
helper.vec2tuple) helper.vec2tuple)
@ -337,9 +398,9 @@ class Mesh(AssimpBase):
#read bones #read bones
bones = mesh.mBones.contents bones = mesh.mBones.contents
self._load_array(bones, return Mesh._load_array(bones,
count, count,
Bone) Bone)
def _load_faces(self, mesh): def _load_faces(self, mesh):
@ -376,7 +437,7 @@ class Mesh(AssimpBase):
result = [] result = []
for i in range(structs.MESH.AI_MAX_NUMBER_OF_TEXTURECOORDS): for i in range(structs.MESH.AI_MAX_NUMBER_OF_TEXTURECOORDS):
result.append(self._load_array(mesh.mTextureCoords[i], result.append(Mesh._load_array(mesh.mTextureCoords[i],
mesh.mNumVertices, mesh.mNumVertices,
helper.vec2tuple)) helper.vec2tuple))

View File

@ -445,12 +445,12 @@ class TEXTURE(Structure):
#If mHeight is zero the texture is compressed in a format #If mHeight is zero the texture is compressed in a format
#like JPEG. In this case mWidth specifies the size of the #like JPEG. In this case mWidth specifies the size of the
#memory area pcData is pointing to, in bytes. #memory area pcData is pointing to, in bytes.
("mWidth", c_uint), ("mWidth", c_uint), #OK
#Height of the texture, in pixels #Height of the texture, in pixels
#If this value is zero, pcData points to an compressed texture #If this value is zero, pcData points to an compressed texture
#in an unknown format (e.g. JPEG). #in an unknown format (e.g. JPEG).
("mHeight", c_uint), ("mHeight", c_uint), #OK
#A hint from the loader to make it easier for applications #A hint from the loader to make it easier for applications
#to determine the type of embedded compressed textures. #to determine the type of embedded compressed textures.
@ -459,7 +459,7 @@ class TEXTURE(Structure):
#information about the texture file format used OR the #information about the texture file format used OR the
#file extension of the format without a leading dot. #file extension of the format without a leading dot.
#E.g. 'dds\0', 'pcx\0'. All characters are lower-case. #E.g. 'dds\0', 'pcx\0'. All characters are lower-case.
("achFormatHint", c_char*4), ("achFormatHint", c_char*4), #OK
#Data of the texture. #Data of the texture.
#Points to an array of mWidth * mHeight aiTexel's. #Points to an array of mWidth * mHeight aiTexel's.
@ -468,7 +468,7 @@ class TEXTURE(Structure):
#as possible. If mHeight = 0 this is a pointer to a memory #as possible. If mHeight = 0 this is a pointer to a memory
#buffer of size mWidth containing the compressed texture #buffer of size mWidth containing the compressed texture
#data. Good luck, have fun! #data. Good luck, have fun!
("pcData", POINTER(TEXEL)) ("pcData", POINTER(TEXEL)) #OK
] ]
@ -513,11 +513,11 @@ class SCENE(Structure):
("mAnimations", POINTER(POINTER(ANIMATION))), ("mAnimations", POINTER(POINTER(ANIMATION))),
#The number of textures embedded into the file #The number of textures embedded into the file
("mNumTextures", c_uint), ("mNumTextures", c_uint), #OK
#The array of embedded textures. #The array of embedded textures.
#Not many file formats embedd their textures into the file. #Not many file formats embedd their textures into the file.
#An example is Quake's MDL format (which is also used by #An example is Quake's MDL format (which is also used by
#some GameStudio(TM) versions) #some GameStudio(TM) versions)
("mTextures", POINTER(POINTER(TEXTURE))) ("mTextures", POINTER(POINTER(TEXTURE))) #OK
] ]

View File

@ -11,7 +11,7 @@ import os
#get a model out of assimp's test-data #get a model out of assimp's test-data
MODEL = os.path.join(os.path.dirname(__file__), MODEL = os.path.join(os.path.dirname(__file__),
"..", "..", "..", "..",
"test", "3DSFiles", "test1.3ds") "test", "MDLFiles", "MDL3 (3DGS A4)", "minigun.MDL")
def main(): def main():
scene = pyassimp.load(MODEL) scene = pyassimp.load(MODEL)
@ -25,12 +25,7 @@ def main():
print " flags:", ", ".join(scene.list_flags()) print " flags:", ", ".join(scene.list_flags())
print " meshes:", len(scene.meshes) print " meshes:", len(scene.meshes)
print " materials:", len(scene.materials) print " materials:", len(scene.materials)
print print " textures:", len(scene.textures)
for index, material in enumerate(scene.materials):
print "MATERIAL", index+1
for key, value in material.properties.iteritems():
print " %s: %s" % (key, value)
print print
print "MESHES:" print "MESHES:"
@ -49,6 +44,21 @@ def main():
print " bones:", len(mesh.bones), "first:", mesh.bones[:3] print " bones:", len(mesh.bones), "first:", mesh.bones[:3]
print print
print "MATERIALS:"
for index, material in enumerate(scene.materials):
print " MATERIAL", index+1
for key, value in material.properties.iteritems():
print " %s: %s" % (key, value)
print
print "TEXTURES:"
for index, texture in enumerate(scene.textures):
print " TEXTURE", index+1
print " width:", texture.width
print " height:", texture.height
print " hint:", texture.hint
print " data (size):", len(texture.data)
if __name__ == "__main__": if __name__ == "__main__":
main() main()