+ add rudimentary Python3 version of PyAssimp. Conversion using 2to3 plus some manual tweaks.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1057 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/2/head
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c58480d608
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PyAssimp3 Readme
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---------------
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-- a simple Python3 wrapper for Assimp using ctypes to access
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the library. Works with Python 3 upwards.
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Note that pyassimp is by no means considered mature. It works,
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but it is far away from wrapping Assimp perfectly.
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USAGE
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=====
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To get started with pyAssimp, examine the sample.py script, which
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illustrates the basic usage. All Assimp data structures are
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wrapped using ctypes. All the data+length fields in Assimp's
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data structures (such as 'aiMesh::mNumVertices','aiMesh::mVertices')
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are replaced by simple python lists, so you can call len() on
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them to get their respective size and access members using
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[].
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For example, to load a file named 'hello.3ds' and print the first
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vertex of the first mesh, you would do (proper error handling
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substituted by assertions ...):
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> from pyassimp import pyassimp, errors
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>
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> try:
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> scene = pyassimp.load('hello.3ds')
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> except AssimpError, msg:
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> print(msg)
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> return
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> assert len(scene.meshes)
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> mesh = scene.meshes[0]
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> assert len(mesh.vertices)
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> print(mesh.vertices[0])
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> # don't forget this one, or you will leak!
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> pyassimp.release(scene)
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INSTALL
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=======
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PyAssimp requires a assimp dynamic library (DLL on windows,
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so on linux :-) in order to work. The default search directories
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are:
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- the current directory
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- on linux additionally: /usr/local/lib
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To build that library, refer to the Assimp master INSTALL
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instructions. To look in more places, edit ./pyassimp/helper.py.
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There's an 'additional_dirs' list waiting for your entries.
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#-*- coding: UTF-8 -*-
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#-*- coding: UTF-8 -*-
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"""
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All possible errors.
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"""
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class AssimpError(BaseException):
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"""
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If an internal error occures.
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"""
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pass
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#-*- coding: UTF-8 -*-
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"""
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Some fancy helper functions.
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"""
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import os
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import ctypes
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from . import structs
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import operator
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from .errors import AssimpError
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from ctypes import POINTER
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additional_dirs, ext_whitelist = [],[]
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# populate search directories and lists of allowed file extensions
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# depending on the platform we're running on.
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if os.name=='posix':
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additional_dirs.append('/usr/local/lib/')
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# note - this won't catch libassimp.so.N.n, but
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# currently there's always a symlink called
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# libassimp.so in /usr/local/lib.
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ext_whitelist.append('.so')
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elif os.name=='nt':
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ext_whitelist.append('.dll')
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def vec2tuple(x):
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""" Converts a VECTOR3D to a Tuple """
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return (x.x, x.y, x.z)
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def try_load_functions(library,dll,candidates):
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"""try to functbind to aiImportFile and aiReleaseImport
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library - path to current lib
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dll - ctypes handle to it
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candidates - receives matching candidates
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They serve as signal functions to detect assimp,
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also they're currently the only functions we need.
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insert (library,aiImportFile,aiReleaseImport,dll)
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into 'candidates' if successful.
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"""
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try:
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load = dll.aiImportFile
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release = dll.aiReleaseImport
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except AttributeError:
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#OK, this is a library, but it has not the functions we need
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pass
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else:
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#Library found!
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load.restype = POINTER(structs.Scene)
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candidates.append((library, load, release, dll))
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def search_library():
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"""Loads the assimp-Library.
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result (load-function, release-function)
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exception AssimpError if no library is found
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"""
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#this path
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folder = os.path.dirname(__file__)
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# silence 'DLL not found' message boxes on win
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try:
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ctypes.windll.kernel32.SetErrorMode(0x8007)
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except AttributeError:
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pass
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candidates = []
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# test every file
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for curfolder in [folder]+additional_dirs:
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for filename in os.listdir(curfolder):
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# our minimum requirement for candidates is that
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# they should contain 'assimp' somewhere in
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# their name
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if filename.lower().find('assimp')==-1 or\
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os.path.splitext(filename)[-1].lower() not in ext_whitelist:
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continue
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library = os.path.join(curfolder, filename)
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print('PyAssimp3: trying ',library)
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try:
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dll = ctypes.cdll.LoadLibrary(library)
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except:
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# OK, this except is evil. But different OSs will throw different
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# errors. So just ignore any errors.
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continue
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try_load_functions(library,dll,candidates)
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if not candidates:
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# no library found
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raise AssimpError("assimp library not found")
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else:
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# get the newest library
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candidates = [(os.lstat(x[0])[-2], x) for x in candidates]
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res = max(candidates, key=operator.itemgetter(0))[1]
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print('PyAssimp3: taking ',res[0])
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# XXX: if there are 1000 dll/so files containing 'assimp'
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# in their name, do we have all of them in our address
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# space now until gc kicks in?
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# XXX: take version postfix of the .so on linux?
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return res[1:]
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#-*- coding: UTF-8 -*-
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"""
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PyAssimp
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This is the main-module of PyAssimp.
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"""
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import sys
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if sys.version_info < (3,0):
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raise Exception('pyassimp: need python 3.0 or newer')
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from . import structs
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import ctypes
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import os
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from . import helper
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from .errors import AssimpError
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class aiArray:
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"""
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A python class to 'safely' access C arrays.
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For m<Name> and mNum<Name> assimp class members.
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"""
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def __init__(self, instance, dataName, sizeName, i=None):
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self.instance = instance
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self.dataName = dataName
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self.sizeName = sizeName
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self.i = i
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self.count = 0
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def _GetSize(self):
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return getattr(self.instance, self.sizeName)
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def _GetData(self, index):
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if self.i != None:
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if not bool(getattr(self.instance, self.dataName)[self.i]):
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return None
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item = getattr(self.instance, self.dataName)[self.i][index]
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else:
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item = getattr(self.instance, self.dataName)[index]
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if hasattr(item, 'contents'):
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return item.contents._init()
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elif hasattr(item, '_init'):
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return item._init()
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else:
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return item
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def __next__(self):
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if self.count >= self._GetSize():
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self.count = 0
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raise StopIteration
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else:
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c = self.count
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self.count += 1
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return self._GetData(c)
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def __getitem__(self, index):
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if isinstance(index, slice):
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indices = index.indices(len(self))
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return [self.__getitem__(i) for i in range(*indices)]
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if index < 0 or index >= self._GetSize():
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raise IndexError("aiArray index out of range")
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return self._GetData(index)
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def __iter__(self):
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return self
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def __len__(self):
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return int(self._GetSize())
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def __str__(self):
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return str([x for x in self])
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def __repr__(self):
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return str([x for x in self])
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class aiTuple:
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"""
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A python class to 'safely' access C structs in a python tuple fashion.
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For C structs like vectors, matrices, colors, ...
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"""
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def __init__(self, instance):
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self.instance = instance
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self.count = 0
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def _GetSize(self):
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return len(self.instance._fields_)
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def _GetData(self, index):
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return getattr(self.instance, self.instance._fields_[index][0])
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def __next__(self):
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if self.count >= self._GetSize():
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self.count = 0
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raise StopIteration
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else:
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c = self.count
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self.count += 1
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return self._GetData(c)
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def __getitem__(self, index):
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if isinstance(index, slice):
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indices = index.indices(len(self))
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return [self.__getitem__(i) for i in range(*indices)]
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if index < 0 or index >= self._GetSize():
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raise IndexError("aiTuple index out of range")
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return self._GetData(index)
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def __iter__(self):
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return self
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def __len__(self):
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return int(self._GetSize())
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def __str__(self):
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return str([x for x in self])
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def __repr__(self):
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return str([x for x in self])
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def _init(self):
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"""
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Custom initialize() for C structs, adds safely accessable member functionality.
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"""
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if hasattr(self, '_is_init'):
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return self
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self._is_init = True
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if str(self.__class__.__name__) == "MaterialProperty":
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self.mKey._init()
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for m in list(self.__class__.__dict__.keys()):
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if m.startswith('mNum'):
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name = m.split('mNum')[1]
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if 'm'+name in list(self.__class__.__dict__.keys()):
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setattr(self.__class__, name.lower(), aiArray(self, 'm'+name , m))
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if name.lower() == "vertices":
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setattr(self.__class__, "normals", aiArray(self, 'mNormals' , m))
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setattr(self.__class__, "tangents", aiArray(self, 'mTangents' , m))
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setattr(self.__class__, "bitangets", aiArray(self, 'mBitangents' , m))
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setattr(self.__class__, "colors", [aiArray(self, 'mColors' , m, o) for o in range(len(self.mColors))])
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setattr(self.__class__, "texcoords", [aiArray(self, 'mTextureCoords' , m, o) for o in range(len(self.mColors))])
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elif m == "x" or m == "a1" or m == "b": # Vector, matrix, quat, color
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self._tuple = aiTuple(self)
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setattr(self.__class__, '__getitem__', lambda x, y: x._tuple.__getitem__(y))
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setattr(self.__class__, '__iter__', lambda x: x._tuple)
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setattr(self.__class__, 'next', lambda x: x._tuple.__next__)
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setattr(self.__class__, '__repr__', lambda x: str([c for c in x]))
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break
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elif m == "data": #String
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setattr(self.__class__, '__repr__', lambda x: str(x.data))
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setattr(self.__class__, '__str__', lambda x: str(x.data))
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break
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if hasattr(getattr(self, m), '_init'):
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getattr(self, m)._init()
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return self
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"""
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Python magic to add the _init() function to all C struct classes.
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"""
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for struct in dir(structs):
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if not (struct.startswith('_') or struct.startswith('c_') or struct == "Structure" or struct == "POINTER") and not isinstance(getattr(structs, struct),int):
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setattr(getattr(structs, struct), '_init', _init)
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class AssimpLib(object):
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"""
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Assimp-Singleton
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"""
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load, release, dll = helper.search_library()
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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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from ctypes import c_char_p, c_uint
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model = _assimp_lib.load(c_char_p(filename), c_uint(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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return model.contents._init()
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def release(scene):
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from ctypes import pointer
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_assimp_lib.release(pointer(scene))
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def aiGetMaterialFloatArray(material, key):
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AI_SUCCESS = 0
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from ctypes import byref, pointer, cast, c_float, POINTER, sizeof, c_uint
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out = structs.Color4D()
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max = c_uint(sizeof(structs.Color4D))
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r=_assimp_lib.dll.aiGetMaterialFloatArray(pointer(material),
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key[0],
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key[1],
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key[2],
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byref(out),
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byref(max))
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if (r != AI_SUCCESS):
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raise AssimpError("aiGetMaterialFloatArray failed!")
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out._init()
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return [out[i] for i in range(max.value)]
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def aiGetMaterialString(material, key):
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AI_SUCCESS = 0
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from ctypes import byref, pointer, cast, c_float, POINTER, sizeof, c_uint
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out = structs.String()
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r=_assimp_lib.dll.aiGetMaterialString(pointer(material),
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key[0],
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key[1],
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key[2],
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byref(out))
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if (r != AI_SUCCESS):
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raise AssimpError("aiGetMaterialString failed!")
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return str(out.data)
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def GetMaterialProperties(material):
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"""
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Convenience Function to get the material properties as a dict
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and values in a python format.
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"""
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result = {}
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#read all properties
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for p in material.properties:
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#the name
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key = p.mKey.data
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#the data
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from ctypes import POINTER, cast, c_int, c_float, sizeof
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if p.mType == 1:
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arr = cast(p.mData, POINTER(c_float*(p.mDataLength//sizeof(c_float)) )).contents
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value = [x for x in arr]
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elif p.mType == 3: #string can't be an array
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try:
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value = cast(p.mData, POINTER(structs.String)).contents.data
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except UnicodeDecodeError:
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print('UnicodeDecodeError reading material property, ignoring.')
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continue
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elif p.mType == 4:
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arr = cast(p.mData, POINTER(c_int*(p.mDataLength//sizeof(c_int)) )).contents
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value = [x for x in arr]
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else:
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value = p.mData[:p.mDataLength]
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result[key] = value
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return result
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def aiDecomposeMatrix(matrix):
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if not isinstance(matrix, structs.Matrix4x4):
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raise AssimpError("aiDecomposeMatrix failed: Not a aiMatrix4x4!")
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scaling = structs.Vector3D()
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rotation = structs.Quaternion()
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position = structs.Vector3D()
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from ctypes import byref, pointer
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_assimp_lib.dll.aiDecomposeMatrix(pointer(matrix), byref(scaling), byref(rotation), byref(position))
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return scaling._init(), rotation._init(), position._init()
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#-*- coding: UTF-8 -*-
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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 Vector2D(Structure):
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"""
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See 'aiVector2D.h' for details.
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"""
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_fields_ = [
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("x", c_float),("y", c_float),
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]
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class Texel(Structure):
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"""
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See 'aiTexture.h' for details.
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"""
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_fields_ = [
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("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
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]
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class Plane(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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_fields_ = [
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# Plane equation
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("a", c_float),("b", c_float),("c", c_float),("d", c_float),
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]
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class Color3D(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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_fields_ = [
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# Red, green and blue color values
|
||||
("r", c_float),("g", c_float),("b", c_float),
|
||||
]
|
||||
|
||||
class String(Structure):
|
||||
"""
|
||||
See 'aiTypes.h' for details.
|
||||
"""
|
||||
|
||||
MAXLEN = 1024
|
||||
|
||||
_fields_ = [
|
||||
#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_uint),#String buffer. Size limit is MAXLEN#
|
||||
("data", c_char*MAXLEN),
|
||||
]
|
||||
|
||||
class MemoryInfo(Structure):
|
||||
"""
|
||||
See 'aiTypes.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),
|
||||
]
|
||||
|
||||
class Matrix3x3(Structure):
|
||||
"""
|
||||
See 'aiMatrix3x3.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
_fields_ = [
|
||||
("a1", c_float),("a2", c_float),("a3", c_float),
|
||||
("b1", c_float),("b2", c_float),("b3", c_float),
|
||||
("c1", c_float),("c2", c_float),("c3", c_float),
|
||||
]
|
||||
|
||||
class Color4D(Structure):
|
||||
"""
|
||||
See 'aiColor4D.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
_fields_ = [
|
||||
# Red, green, blue and alpha color values
|
||||
("r", c_float),("g", c_float),("b", c_float),("a", c_float),
|
||||
]
|
||||
|
||||
class ExportFormatDesc(Structure):
|
||||
"""
|
||||
See 'export.h' for details.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
# a short string ID to uniquely identify the export format. Use this ID string to# specify which file format you want to export to when calling aiExportScene().# Example: "dae" or "obj"
|
||||
("id", POINTER(c_char)),# A short description of the file format to present to users. Useful if you want# to allow the user to select an export format.
|
||||
("description", POINTER(c_char)),# Recommended file extension for the exported file in lower case.
|
||||
("fileExtension", POINTER(c_char)),
|
||||
]
|
||||
|
||||
class Quaternion(Structure):
|
||||
"""
|
||||
See 'aiQuaternion.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
_fields_ = [
|
||||
# w,x,y,z components of the quaternion
|
||||
("w", c_float),("x", c_float),("y", c_float),("z", c_float),
|
||||
]
|
||||
|
||||
class Vector3D(Structure):
|
||||
"""
|
||||
See 'aiVector3D.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
_fields_ = [
|
||||
("x", c_float),("y", c_float),("z", c_float),
|
||||
]
|
||||
|
||||
class Face(Structure):
|
||||
"""
|
||||
See 'aiMesh.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)),
|
||||
]
|
||||
|
||||
class VertexWeight(Structure):
|
||||
"""
|
||||
See 'aiMesh.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),
|
||||
]
|
||||
|
||||
class MeshKey(Structure):
|
||||
"""
|
||||
See 'aiAnim.h' for details.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#The time of this key#
|
||||
("mTime", c_double),#Index into the aiMesh::mAnimMeshes array of the# mesh coresponding to the #aiMeshAnim hosting this# key frame. The referenced anim mesh is evaluated# according to the rules defined in the docs for #aiAnimMesh.#
|
||||
("mValue", c_uint),
|
||||
]
|
||||
|
||||
class Matrix4x4(Structure):
|
||||
"""
|
||||
See 'aiMatrix4x4.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
_fields_ = [
|
||||
("a1", c_float),("a2", c_float),("a3", c_float),("a4", c_float),
|
||||
("b1", c_float),("b2", c_float),("b3", c_float),("b4", c_float),
|
||||
("c1", c_float),("c2", c_float),("c3", c_float),("c4", c_float),
|
||||
("d1", c_float),("d2", c_float),("d3", c_float),("d4", c_float),
|
||||
]
|
||||
|
||||
class Node(Structure):
|
||||
"""
|
||||
See 'aiScene.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
Node._fields_ = [
|
||||
#The name of the node.##The name might be empty (length of zero) but all nodes which#need to be accessed afterwards by bones or anims are usually named.#Multiple nodes may have the same name, but nodes which are accessed#by bones (see #aiBone and #aiMesh::mBones) *must* be unique.##Cameras and lights are assigned to a specific node name - if there#are multiple nodes with this name, they're assigned to each of them.#<br>#There are no limitations regarding the characters contained in#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)),
|
||||
]
|
||||
|
||||
class Camera(Structure):
|
||||
"""
|
||||
See 'aiCamera.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
_fields_ = [
|
||||
#The name of the camera.## There must be a node in the scenegraph with the same name.# 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# the cross product of the up and lookAt vectors.# 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#between the near and the far plane should not be too#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#0 if the aspect ratio is not defined in the source file.#0 is also the default value.#
|
||||
("mAspect", c_float),
|
||||
]
|
||||
|
||||
class Texture(Structure):
|
||||
"""
|
||||
See 'aiTexture.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
_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 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 compressed textures.##If mHeight != 0 this member is undefined. Otherwise it#is set 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 trailing dot. If there#are multiple file extensions for a format, the shortest#extension is chosen (JPEG maps to 'jpg', not to 'jpeg').#E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.#The fourth character will always be '\\0'.#
|
||||
("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 Ray(Structure):
|
||||
"""
|
||||
See 'aiTypes.h' for details.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
# Position and direction of the ray
|
||||
("pos", Vector3D),("dir", Vector3D),
|
||||
]
|
||||
|
||||
class Light(Structure):
|
||||
"""
|
||||
See 'aiLight.h' for details.
|
||||
"""
|
||||
|
||||
|
||||
_fields_ = [
|
||||
#The name of the light source.## There must be a node in the scenegraph with the same name.# 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),#Constant light attenuation factor.## The intensity of the light source at a given distance 'd' from# the light's position is# @code# Atten = 1/( att0 + att1#d + att2#d*d)# @endcode# 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# @code# Atten = 1/( att0 + att1#d + att2#d*d)# @endcode# 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# @code# Atten = 1/( att0 + att1#d + att2#d*d)# @endcode# 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# to the ambient shading term. Most renderers will ignore# 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# undefined for directional lights. The outer angle must be# greater than or equal to the inner angle.# It is assumed that the application uses a smooth# interpolation between the inner and the outer cone of the# spot light.#
|
||||
("mAngleOuterCone", c_float),
|
||||
]
|
||||
|
||||
class Bone(Structure):
|
||||
"""
|
||||
See 'aiMesh.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),
|
||||
]
|
||||
|
||||
class Mesh(Structure):
|
||||
"""
|
||||
See 'aiMesh.h' for details.
|
||||
"""
|
||||
|
||||
AI_MAX_FACE_INDICES = 0x7fff
|
||||
AI_MAX_BONE_WEIGHTS = 0x7fffffff
|
||||
AI_MAX_VERTICES = 0x7fffffff
|
||||
AI_MAX_FACES = 0x7fffffff
|
||||
AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
|
||||
AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
|
||||
|
||||
_fields_ = [
|
||||
#Bitwise combination of the members of the #aiPrimitiveType enum.#This specifies which types of primitives are present in the mesh.#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#point and line primitives. A mesh consisting of points and#lines only may not have normal vectors. Meshes with mixed#primitive types (i.e. lines and triangles) may have normals,#but the normals for vertices that are only referenced by#point or line primitives are undefined and set to QNaN (WARN:#qNaN compares to inequal to *everything*, even to qNaN itself.#Using code like this to check whether a field is qnan is:#@code##define IS_QNAN(f) (f != f)#@endcode#still dangerous because even 1.f == 1.f could evaluate to false! (#remember the subtleties of IEEE754 artithmetics). Use stuff like#@c fpclassify instead.#@note Normal vectors computed by Assimp are always unit-length.#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#not present. The array is mNumVertices in size. A mesh consisting#of points and lines only may not have normal vectors. Meshes with#mixed primitive types (i.e. lines and triangles) may have#normals, but the normals for vertices that are only referenced by#point or line primitives are undefined and set to qNaN. See#the #mNormals member for a detailled discussion of qNaNs.#@note If the mesh contains tangents, it automatically also#contains bitangents.#
|
||||
("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#present. The array is mNumVertices in size.#@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#component p.z of mTextureCoords[n][p] is set to 0.0f.#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#in mNumFaces. If the #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:# - some formats name nodes and meshes independently.# - importers tend to split meshes up to meet the# one-material-per-mesh requirement. Assigning# the same (dummy) name to each of the result meshes# aids the caller at recovering the original mesh# partitioning.# - Vertex animations refer to meshes by their names.#
|
||||
("mName", String),#NOT CURRENTLY IN USE. The number of attachment meshes#
|
||||
("mNumAnimMeshes", c_uint),#NOT CURRENTLY IN USE. 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).#
|
||||
]
|
||||
|
||||
class VectorKey(Structure):
|
||||
"""
|
||||
See 'aiAnim.h' for details.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#The time of this key#
|
||||
("mTime", c_double),#The value of this key#
|
||||
("mValue", Vector3D),
|
||||
]
|
||||
|
||||
class QuatKey(Structure):
|
||||
"""
|
||||
See 'aiAnim.h' for details.
|
||||
"""
|
||||
|
||||
_fields_ = [
|
||||
#The time of this key#
|
||||
("mTime", c_double),#The value of this key#
|
||||
("mValue", Quaternion),
|
||||
]
|
||||
|
||||
class NodeAnim(Structure):
|
||||
"""
|
||||
See 'aiAnim.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# transformation matrix of the affected node is taken).#
|
||||
("mPostState", c_uint),
|
||||
]
|
||||
|
||||
class Animation(Structure):
|
||||
"""
|
||||
See 'aiAnim.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.#
|
||||
]
|
||||
|
||||
class UVTransform(Structure):
|
||||
"""
|
||||
See 'aiMaterial.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# 0.f.#
|
||||
("mRotation", c_float),
|
||||
]
|
||||
|
||||
class MaterialProperty(Structure):
|
||||
"""
|
||||
See 'aiMaterial.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)),
|
||||
]
|
||||
|
||||
class Material(Structure):
|
||||
"""
|
||||
See 'aiMaterial.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),
|
||||
]
|
||||
|
||||
class Scene(Structure):
|
||||
"""
|
||||
See 'aiScene.h' for details.
|
||||
"""
|
||||
|
||||
AI_SCENE_FLAGS_INCOMPLETE = 0x1
|
||||
AI_SCENE_FLAGS_VALIDATED = 0x2
|
||||
AI_SCENE_FLAGS_VALIDATION_WARNING = 0x4
|
||||
AI_SCENE_FLAGS_NON_VERBOSE_FORMAT = 0x8
|
||||
AI_SCENE_FLAGS_TERRAIN = 0x10
|
||||
|
||||
_fields_ = [
|
||||
#Any combination of the AI_SCENE_FLAGS_XXX flags. By default#this value is 0, no flags are set. Most applications will#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#array (if existing) is the default camera view into#the scene.#
|
||||
("mCameras", POINTER(POINTER(Camera))),
|
||||
]
|
|
@ -0,0 +1,45 @@
|
|||
#!/usr/bin/env python3
|
||||
#-*- coding: UTF-8 -*-
|
||||
|
||||
"""
|
||||
This module uses the sample.py script to load all test models it finds.
|
||||
|
||||
Note: this is not an exhaustive test suite, it does not check the
|
||||
data structures in detail. It just verifies whether basic
|
||||
loading and querying of 3d models using pyassimp works.
|
||||
"""
|
||||
|
||||
|
||||
import sys,os
|
||||
import sample
|
||||
from pyassimp import pyassimp,errors
|
||||
|
||||
# paths to be walkd recursively
|
||||
basepaths = [os.path.join('..','..','test','models'), os.path.join('..','..','test','models-nonbsd')]
|
||||
|
||||
# file extensions to be considered
|
||||
extensions = ['.3ds','.x','.lwo','.obj','.md5mesh','.dxf','.ply','.stl','.dae','.md5anim','.lws','.irrmesh','.nff','.off','.blend']
|
||||
|
||||
def run_tests():
|
||||
ok,err = 0,0
|
||||
for path in basepaths:
|
||||
for root, dirs, files in os.walk(path):
|
||||
for afile in files:
|
||||
base,ext = os.path.splitext(afile)
|
||||
if ext in extensions:
|
||||
try:
|
||||
sample.main(os.path.join(root,afile))
|
||||
ok += 1
|
||||
except errors.AssimpError as error:
|
||||
# assimp error is fine, this is a controlled case
|
||||
print(error)
|
||||
err += 1
|
||||
print(('** Loaded %s models, got controlled errors for %s files' % (ok,err)))
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
run_tests()
|
||||
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,71 @@
|
|||
#!/usr/bin/env python3
|
||||
#-*- coding: UTF-8 -*-
|
||||
|
||||
"""
|
||||
This module demonstrates the functionality of PyAssimp.
|
||||
"""
|
||||
|
||||
|
||||
from pyassimp import pyassimp
|
||||
import os, sys
|
||||
|
||||
#get a model out of assimp's test-data if none is provided on the command line
|
||||
DEFAULT_MODEL = os.path.join(os.path.dirname(__file__),
|
||||
"..", "..",
|
||||
"test", "models", "Collada", "duck.dae")
|
||||
|
||||
def main(filename=None):
|
||||
filename = filename or DEFAULT_MODEL
|
||||
scene = pyassimp.load(filename)
|
||||
|
||||
#the model we load
|
||||
print("MODEL:", filename)
|
||||
print()
|
||||
|
||||
#write some statistics
|
||||
print("SCENE:")
|
||||
print(" meshes:", len(scene.meshes))
|
||||
print(" materials:", len(scene.materials))
|
||||
print(" textures:", len(scene.textures))
|
||||
print()
|
||||
|
||||
print("MESHES:")
|
||||
for index, mesh in enumerate(scene.meshes):
|
||||
print(" MESH", index+1)
|
||||
print(" material:", mesh.mMaterialIndex+1)
|
||||
print(" vertices:", len(mesh.vertices))
|
||||
print(" first 3 verts:", mesh.vertices[:3])
|
||||
#if len(mesh.normals):
|
||||
# print " first 3 normals:", mesh.normals[:3]
|
||||
print(" colors:", len(mesh.colors))
|
||||
tc = mesh.texcoords
|
||||
print(" texture-coords 1:", len(tc[0]), "first3:", tc[0][:3])
|
||||
print(" texture-coords 2:", len(tc[1]), "first3:", tc[1][:3])
|
||||
print(" texture-coords 3:", len(tc[2]), "first3:", tc[2][:3])
|
||||
print(" texture-coords 4:", len(tc[3]), "first3:", tc[3][:3])
|
||||
print(" uv-component-count:", len(mesh.mNumUVComponents))
|
||||
print(" faces:", len(mesh.faces), "first:", [f.indices for f in mesh.faces[:3]])
|
||||
print(" bones:", len(mesh.bones), "first:", [b.mName for b in mesh.bones[:3]])
|
||||
print()
|
||||
|
||||
print("MATERIALS:")
|
||||
for index, material in enumerate(scene.materials):
|
||||
print(" MATERIAL", index+1)
|
||||
properties = pyassimp.GetMaterialProperties(material)
|
||||
for key in properties:
|
||||
print(" %s: %s" % (key, properties[key]))
|
||||
print()
|
||||
|
||||
print("TEXTURES:")
|
||||
for index, texture in enumerate(scene.textures):
|
||||
print(" TEXTURE", index+1)
|
||||
print(" width:", texture.mWidth)
|
||||
print(" height:", texture.mHeight)
|
||||
print(" hint:", texture.achFormatHint)
|
||||
print(" data (size):", texture.mWidth*texture.mHeight)
|
||||
|
||||
# Finally release the model
|
||||
pyassimp.release(scene)
|
||||
|
||||
if __name__ == "__main__":
|
||||
main(sys.argv[1] if len(sys.argv)>1 else None)
|
Loading…
Reference in New Issue