954 lines
35 KiB
Python
954 lines
35 KiB
Python
#-*- coding: UTF-8 -*-
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from ctypes import POINTER, c_void_p, c_int, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte, c_size_t, c_uint32
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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 Matrix3x3(Structure):
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"""
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See 'aiMatrix3x3.h' for details.
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"""
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_fields_ = [
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("a1", c_float),("a2", c_float),("a3", c_float),
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("b1", c_float),("b2", c_float),("b3", c_float),
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("c1", c_float),("c2", c_float),("c3", 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 Color4D(Structure):
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"""
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See 'aiColor4D.h' for details.
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"""
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_fields_ = [
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# Red, green, blue and alpha color values
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("r", c_float),("g", c_float),("b", c_float),("a", c_float),
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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
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("r", c_float),("g", c_float),("b", c_float),
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]
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class String(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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MAXLEN = 1024
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_fields_ = [
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# Binary length of the string excluding the terminal 0. This is NOT the
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# logical length of strings containing UTF-8 multibyte sequences! It's
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# the number of bytes from the beginning of the string to its end.
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("length", c_size_t),
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# String buffer. Size limit is MAXLEN
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("data", c_char*MAXLEN),
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]
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class MaterialPropertyString(Structure):
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"""
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See 'aiTypes.h' for details.
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The size of length is truncated to 4 bytes on 64-bit platforms when used as a
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material property (see MaterialSystem.cpp aiMaterial::AddProperty() for details).
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"""
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MAXLEN = 1024
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_fields_ = [
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# Binary length of the string excluding the terminal 0. This is NOT the
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# logical length of strings containing UTF-8 multibyte sequences! It's
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# the number of bytes from the beginning of the string to its end.
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("length", c_uint32),
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# String buffer. Size limit is MAXLEN
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("data", c_char*MAXLEN),
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]
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class MemoryInfo(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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# Storage allocated for texture data
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("textures", c_uint),
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# Storage allocated for material data
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("materials", c_uint),
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# Storage allocated for mesh data
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("meshes", c_uint),
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# Storage allocated for node data
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("nodes", c_uint),
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# Storage allocated for animation data
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("animations", c_uint),
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# Storage allocated for camera data
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("cameras", c_uint),
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# Storage allocated for light data
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("lights", c_uint),
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# Total storage allocated for the full import.
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("total", c_uint),
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]
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class Quaternion(Structure):
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"""
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See 'aiQuaternion.h' for details.
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"""
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_fields_ = [
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# w,x,y,z components of the quaternion
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("w", c_float),("x", c_float),("y", c_float),("z", c_float),
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]
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class Face(Structure):
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"""
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See 'aiMesh.h' for details.
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"""
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_fields_ = [
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# Number of indices defining this face.
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# The maximum value for this member is
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#AI_MAX_FACE_INDICES.
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("mNumIndices", c_uint),
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# Pointer to the indices array. Size of the array is given in numIndices.
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("mIndices", POINTER(c_uint)),
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]
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class VertexWeight(Structure):
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"""
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See 'aiMesh.h' for details.
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"""
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_fields_ = [
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# Index of the vertex which is influenced by the bone.
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("mVertexId", c_uint),
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# The strength of the influence in the range (0...1).
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# The influence from all bones at one vertex amounts to 1.
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("mWeight", c_float),
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]
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class Matrix4x4(Structure):
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"""
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See 'aiMatrix4x4.h' for details.
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"""
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_fields_ = [
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("a1", c_float),("a2", c_float),("a3", c_float),("a4", c_float),
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("b1", c_float),("b2", c_float),("b3", c_float),("b4", c_float),
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("c1", c_float),("c2", c_float),("c3", c_float),("c4", c_float),
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("d1", c_float),("d2", c_float),("d3", c_float),("d4", c_float),
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]
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class Vector3D(Structure):
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"""
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See 'aiVector3D.h' for details.
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"""
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_fields_ = [
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("x", c_float),("y", c_float),("z", c_float),
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]
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class MeshKey(Structure):
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"""
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See 'aiAnim.h' for details.
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"""
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_fields_ = [
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# The time of this key
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("mTime", c_double),
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# Index into the aiMesh::mAnimMeshes array of the
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# mesh corresponding to the
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#aiMeshAnim hosting this
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# key frame. The referenced anim mesh is evaluated
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# according to the rules defined in the docs for
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#aiAnimMesh.
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("mValue", c_uint),
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]
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class MetadataEntry(Structure):
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"""
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See 'metadata.h' for details
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"""
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AI_BOOL = 0
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AI_INT32 = 1
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AI_UINT64 = 2
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AI_FLOAT = 3
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AI_DOUBLE = 4
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AI_AISTRING = 5
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AI_AIVECTOR3D = 6
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AI_META_MAX = 7
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_fields_ = [
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# The type field uniquely identifies the underlying type of the data field
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("mType", c_uint),
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("mData", c_void_p),
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]
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class Metadata(Structure):
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"""
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See 'metadata.h' for details
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"""
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_fields_ = [
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# Length of the mKeys and mValues arrays, respectively
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("mNumProperties", c_uint),
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# Arrays of keys, may not be NULL. Entries in this array may not be NULL
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# as well.
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("mKeys", POINTER(String)),
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# Arrays of values, may not be NULL. Entries in this array may be NULL
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# if the corresponding property key has no assigned value.
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("mValues", POINTER(MetadataEntry)),
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]
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class Node(Structure):
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"""
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See 'aiScene.h' for details.
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"""
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Node._fields_ = [
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# The name of the node.
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# The name might be empty (length of zero) but all nodes which
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# need to be accessed afterwards by bones or anims are usually named.
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# Multiple nodes may have the same name, but nodes which are accessed
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# by bones (see
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#aiBone and
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#aiMesh::mBones) *must* be unique.
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# Cameras and lights are assigned to a specific node name - if there
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# are multiple nodes with this name, they're assigned to each of them.
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# <br>
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# There are no limitations regarding the characters contained in
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# this text. You should be able to handle stuff like whitespace, tabs,
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# linefeeds, quotation marks, ampersands, ... .
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("mName", String),
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# The transformation relative to the node's parent.
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("mTransformation", Matrix4x4),
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# Parent node. NULL if this node is the root node.
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("mParent", POINTER(Node)),
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# The number of child nodes of this node.
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("mNumChildren", c_uint),
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# The child nodes of this node. NULL if mNumChildren is 0.
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("mChildren", POINTER(POINTER(Node))),
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# The number of meshes of this node.
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("mNumMeshes", c_uint),
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# The meshes of this node. Each entry is an index into the mesh
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("mMeshes", POINTER(c_uint)),
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# Metadata associated with this node or NULL if there is no metadata.
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# Whether any metadata is generated depends on the source file format.
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("mMetadata", POINTER(POINTER(Metadata))),
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]
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class Light(Structure):
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"""
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See 'aiLight.h' for details.
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"""
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_fields_ = [
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# The name of the light source.
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# There must be a node in the scenegraph with the same name.
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# This node specifies the position of the light in the scene
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# hierarchy and can be animated.
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("mName", String),
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# The type of the light source.
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# aiLightSource_UNDEFINED is not a valid value for this member.
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("mType", c_uint),
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# Position of the light source in space. Relative to the
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# transformation of the node corresponding to the light.
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# The position is undefined for directional lights.
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("mPosition", Vector3D),
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# Direction of the light source in space. Relative to the
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# transformation of the node corresponding to the light.
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# The direction is undefined for point lights. The vector
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# may be normalized, but it needn't.
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("mDirection", Vector3D),
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# Constant light attenuation factor.
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# The intensity of the light source at a given distance 'd' from
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# the light's position is
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# @code
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# Atten = 1/( att0 + att1
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# d + att2
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# d*d)
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# @endcode
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# This member corresponds to the att0 variable in the equation.
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# Naturally undefined for directional lights.
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("mAttenuationConstant", c_float),
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# Linear light attenuation factor.
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# The intensity of the light source at a given distance 'd' from
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# the light's position is
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# @code
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# Atten = 1/( att0 + att1
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# d + att2
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# d*d)
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# @endcode
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# This member corresponds to the att1 variable in the equation.
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# Naturally undefined for directional lights.
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("mAttenuationLinear", c_float),
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# Quadratic light attenuation factor.
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# The intensity of the light source at a given distance 'd' from
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# the light's position is
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# @code
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# Atten = 1/( att0 + att1
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# d + att2
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# d*d)
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# @endcode
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# This member corresponds to the att2 variable in the equation.
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# Naturally undefined for directional lights.
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("mAttenuationQuadratic", c_float),
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# Diffuse color of the light source
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# The diffuse light color is multiplied with the diffuse
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# material color to obtain the final color that contributes
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# to the diffuse shading term.
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("mColorDiffuse", Color3D),
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# Specular color of the light source
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# The specular light color is multiplied with the specular
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# material color to obtain the final color that contributes
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# to the specular shading term.
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("mColorSpecular", Color3D),
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# Ambient color of the light source
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# The ambient light color is multiplied with the ambient
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# material color to obtain the final color that contributes
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# to the ambient shading term. Most renderers will ignore
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# this value it, is just a remaining of the fixed-function pipeline
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# that is still supported by quite many file formats.
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("mColorAmbient", Color3D),
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# Inner angle of a spot light's light cone.
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# The spot light has maximum influence on objects inside this
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# angle. The angle is given in radians. It is 2PI for point
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# lights and undefined for directional lights.
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("mAngleInnerCone", c_float),
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# Outer angle of a spot light's light cone.
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# The spot light does not affect objects outside this angle.
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# The angle is given in radians. It is 2PI for point lights and
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# undefined for directional lights. The outer angle must be
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# greater than or equal to the inner angle.
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# It is assumed that the application uses a smooth
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# interpolation between the inner and the outer cone of the
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# spot light.
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("mAngleOuterCone", c_float),
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]
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class Texture(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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# Width of the texture, in pixels
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# If mHeight is zero the texture is compressed in a format
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# like JPEG. In this case mWidth specifies the size of the
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# memory area pcData is pointing to, in bytes.
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("mWidth", c_uint),
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# Height of the texture, in pixels
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# If this value is zero, pcData points to an compressed texture
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# in any format (e.g. JPEG).
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("mHeight", c_uint),
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# A hint from the loader to make it easier for applications
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# to determine the type of embedded compressed textures.
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# If mHeight != 0 this member is undefined. Otherwise it
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# is set set to '\\0\\0\\0\\0' if the loader has no additional
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# information about the texture file format used OR the
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# file extension of the format without a trailing dot. If there
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# are multiple file extensions for a format, the shortest
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# extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
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# E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
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# The fourth character will always be '\\0'.
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("achFormatHint", c_char*4),
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# Data of the texture.
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# Points to an array of mWidth
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# mHeight aiTexel's.
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# The format of the texture data is always ARGB8888 to
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# make the implementation for user of the library as easy
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# as possible. If mHeight = 0 this is a pointer to a memory
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# buffer of size mWidth containing the compressed texture
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# data. Good luck, have fun!
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("pcData", POINTER(Texel)),
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]
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class Ray(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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# Position and direction of the ray
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("pos", Vector3D),("dir", Vector3D),
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]
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class UVTransform(Structure):
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"""
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See 'aiMaterial.h' for details.
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"""
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_fields_ = [
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# Translation on the u and v axes.
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# The default value is (0|0).
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("mTranslation", Vector2D),
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# Scaling on the u and v axes.
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# The default value is (1|1).
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("mScaling", Vector2D),
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# Rotation - in counter-clockwise direction.
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# The rotation angle is specified in radians. The
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# rotation center is 0.5f|0.5f. The default value
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# 0.f.
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("mRotation", c_float),
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]
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class MaterialProperty(Structure):
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"""
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See 'aiMaterial.h' for details.
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"""
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_fields_ = [
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# Specifies the name of the property (key)
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# Keys are generally case insensitive.
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("mKey", String),
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# Textures: Specifies their exact usage semantic.
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# For non-texture properties, this member is always 0
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# (or, better-said,
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#aiTextureType_NONE).
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("mSemantic", c_uint),
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# Textures: Specifies the index of the texture.
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# For non-texture properties, this member is always 0.
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("mIndex", c_uint),
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# Size of the buffer mData is pointing to, in bytes.
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# This value may not be 0.
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("mDataLength", c_uint),
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# Type information for the property.
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# Defines the data layout inside the data buffer. This is used
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# by the library internally to perform debug checks and to
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# utilize proper type conversions.
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# (It's probably a hacky solution, but it works.)
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("mType", c_uint),
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# Binary buffer to hold the property's value.
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# The size of the buffer is always mDataLength.
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("mData", POINTER(c_char)),
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]
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class Material(Structure):
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"""
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See 'aiMaterial.h' for details.
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"""
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_fields_ = [
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# List of all material properties loaded.
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("mProperties", POINTER(POINTER(MaterialProperty))),
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# Number of properties in the data base
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("mNumProperties", c_uint),
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# Storage allocated
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("mNumAllocated", c_uint),
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]
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class Bone(Structure):
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"""
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See 'aiMesh.h' for details.
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"""
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_fields_ = [
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# The name of the bone.
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("mName", String),
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# The number of vertices affected by this bone
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# The maximum value for this member is
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#AI_MAX_BONE_WEIGHTS.
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("mNumWeights", c_uint),
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# The vertices affected by this bone
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("mWeights", POINTER(VertexWeight)),
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# Matrix that transforms from mesh space to bone space in bind pose
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("mOffsetMatrix", Matrix4x4),
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]
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class Mesh(Structure):
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"""
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See 'aiMesh.h' for details.
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"""
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AI_MAX_FACE_INDICES = 0x7fff
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AI_MAX_BONE_WEIGHTS = 0x7fffffff
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AI_MAX_VERTICES = 0x7fffffff
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AI_MAX_FACES = 0x7fffffff
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AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
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AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
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_fields_ = [
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# Bitwise combination of the members of the
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#aiPrimitiveType enum.
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# This specifies which types of primitives are present in the mesh.
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# The "SortByPrimitiveType"-Step can be used to make sure the
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# output meshes consist of one primitive type each.
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("mPrimitiveTypes", c_uint),
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|
|
# 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 detailed discussion of qNaNs.
|
|
# @note If the mesh contains tangents, it automatically also
|
|
# 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
|
|
# 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 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 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 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))),
|
|
|
|
# This data contains global metadata which belongs to the scene like
|
|
# unit-conversions, versions, vendors or other model-specific data. This
|
|
# can be used to store format-specific metadata as well.
|
|
("mMetadata", POINTER(POINTER(Metadata))),
|
|
]
|
|
|
|
assimp_structs_as_tuple = (Matrix4x4,
|
|
Matrix3x3,
|
|
Vector2D,
|
|
Vector3D,
|
|
Color3D,
|
|
Color4D,
|
|
Quaternion,
|
|
Plane,
|
|
Texel)
|