Add pyassimp code generation script for materials

In the style of gen/structsgen.py, we construct a similar method for
keeping the constants in materials.py up to date.
pull/1700/head
Robert Spencer 2018-01-10 12:33:44 +02:00
parent 923f2b6e45
commit c036a3b840
2 changed files with 138 additions and 42 deletions

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@ -0,0 +1,96 @@
#!/usr/bin/env python
# -*- Coding: UTF-8 -*-
# ---------------------------------------------------------------------------
# Open Asset Import Library (ASSIMP)
# ---------------------------------------------------------------------------
#
# Copyright (c) 2006-2010, ASSIMP Development Team
#
# All rights reserved.
#
# Redistribution and use of this software in source and binary forms,
# with or without modification, are permitted provided that the following
# conditions are met:
#
# * Redistributions of source code must retain the above
# copyright notice, this list of conditions and the
# following disclaimer.
#
# * Redistributions in binary form must reproduce the above
# copyright notice, this list of conditions and the
# following disclaimer in the documentation and/or other
# materials provided with the distribution.
#
# * Neither the name of the ASSIMP team, nor the names of its
# contributors may be used to endorse or promote products
# derived from this software without specific prior
# written permission of the ASSIMP Development Team.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# ---------------------------------------------------------------------------
"""Update PyAssimp's texture type constants C/C++ headers.
This script is meant to be executed in the source tree, directly from
port/PyAssimp/gen
"""
import os
import re
REenumTextureType = re.compile(r''
r'enum\saiTextureType' # enum aiTextureType
r'[^{]*?\{' # {
r'(?P<code>.*?)' # code
r'\};' # };
, re.IGNORECASE + re.DOTALL + re.MULTILINE)
# Replace comments
RErpcom = re.compile(r''
r'\s*(/\*+\s|\*+/|\B\*\s?|///?!?)' # /**
r'(?P<line>.*?)' # * line
, re.IGNORECASE + re.DOTALL)
# Remove trailing commas
RErmtrailcom = re.compile(r',$', re.IGNORECASE + re.DOTALL)
# Remove #ifdef __cplusplus
RErmifdef = re.compile(r''
r'#ifndef SWIG' # #ifndef SWIG
r'(?P<code>.*)' # code
r'#endif(\s*//\s*!?\s*SWIG)*' # #endif
, re.IGNORECASE + re.DOTALL)
path = '../../../include/assimp'
files = os.listdir (path)
enumText = ''
for fileName in files:
if fileName.endswith('.h'):
text = open(os.path.join(path, fileName)).read()
for enum in REenumTextureType.findall(text):
enumText = enum
text = ''
for line in enumText.split('\n'):
line = line.lstrip().rstrip()
line = RErmtrailcom.sub('', line)
text += RErpcom.sub('# \g<line>', line) + '\n'
text = RErmifdef.sub('', text)
file = open('material.py', 'w')
file.write(text)
file.close()
print("Generation done. You can now review the file 'material.py' and merge it.")

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@ -1,89 +1,89 @@
## <hr>Dummy value.
# Dummy value.
#
# No texture, but the value to be used as 'texture semantic'
# (#aiMaterialProperty::mSemantic) for all material properties
# *not* related to textures.
# No texture, but the value to be used as 'texture semantic'
# (#aiMaterialProperty::mSemantic) for all material properties
# # not* related to textures.
#
aiTextureType_NONE = 0x0
## <hr>The texture is combined with the result of the diffuse
# lighting equation.
# The texture is combined with the result of the diffuse
# lighting equation.
#
aiTextureType_DIFFUSE = 0x1
## <hr>The texture is combined with the result of the specular
# lighting equation.
# The texture is combined with the result of the specular
# lighting equation.
#
aiTextureType_SPECULAR = 0x2
## <hr>The texture is combined with the result of the ambient
# lighting equation.
# The texture is combined with the result of the ambient
# lighting equation.
#
aiTextureType_AMBIENT = 0x3
## <hr>The texture is added to the result of the lighting
# calculation. It isn't influenced by incoming light.
# The texture is added to the result of the lighting
# calculation. It isn't influenced by incoming light.
#
aiTextureType_EMISSIVE = 0x4
## <hr>The texture is a height map.
# The texture is a height map.
#
# By convention, higher gray-scale values stand for
# higher elevations from the base height.
# By convention, higher gray-scale values stand for
# higher elevations from the base height.
#
aiTextureType_HEIGHT = 0x5
## <hr>The texture is a (tangent space) normal-map.
# The texture is a (tangent space) normal-map.
#
# Again, there are several conventions for tangent-space
# normal maps. Assimp does (intentionally) not
# distinguish here.
# Again, there are several conventions for tangent-space
# normal maps. Assimp does (intentionally) not
# distinguish here.
#
aiTextureType_NORMALS = 0x6
## <hr>The texture defines the glossiness of the material.
# The texture defines the glossiness of the material.
#
# The glossiness is in fact the exponent of the specular
# (phong) lighting equation. Usually there is a conversion
# function defined to map the linear color values in the
# texture to a suitable exponent. Have fun.
# The glossiness is in fact the exponent of the specular
# (phong) lighting equation. Usually there is a conversion
# function defined to map the linear color values in the
# texture to a suitable exponent. Have fun.
#
aiTextureType_SHININESS = 0x7
## <hr>The texture defines per-pixel opacity.
# The texture defines per-pixel opacity.
#
# Usually 'white' means opaque and 'black' means
# 'transparency'. Or quite the opposite. Have fun.
# Usually 'white' means opaque and 'black' means
# 'transparency'. Or quite the opposite. Have fun.
#
aiTextureType_OPACITY = 0x8
## <hr>Displacement texture
# Displacement texture
#
# The exact purpose and format is application-dependent.
# Higher color values stand for higher vertex displacements.
# The exact purpose and format is application-dependent.
# Higher color values stand for higher vertex displacements.
#
aiTextureType_DISPLACEMENT = 0x9
## <hr>Lightmap texture (aka Ambient Occlusion)
# Lightmap texture (aka Ambient Occlusion)
#
# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
# covered by this material property. The texture contains a
# scaling value for the final color value of a pixel. Its
# intensity is not affected by incoming light.
# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
# covered by this material property. The texture contains a
# scaling value for the final color value of a pixel. Its
# intensity is not affected by incoming light.
#
aiTextureType_LIGHTMAP = 0xA
## <hr>Reflection texture
# Reflection texture
#
#Contains the color of a perfect mirror reflection.
#Rarely used, almost never for real-time applications.
# Contains the color of a perfect mirror reflection.
# Rarely used, almost never for real-time applications.
#
aiTextureType_REFLECTION = 0xB
## <hr>Unknown texture
# Unknown texture
#
# A texture reference that does not match any of the definitions
# above is considered to be 'unknown'. It is still imported
# but is excluded from any further postprocessing.
# A texture reference that does not match any of the definitions
# above is considered to be 'unknown'. It is still imported
# but is excluded from any further postprocessing.
#
aiTextureType_UNKNOWN = 0xC