557 lines
21 KiB
OpenEdge ABL
557 lines
21 KiB
OpenEdge ABL
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2010, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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%module Assimp
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%include "carrays.i"
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%include "typemaps.i"
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%{
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#include "..\..\..\include\aiDefines.h"
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#include "..\..\..\include\aiConfig.h"
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#include "..\..\..\include\aiTypes.h"
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#include "..\..\..\include\aiVersion.h"
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#include "..\..\..\include\aiPostProcess.h"
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#include "..\..\..\include\aiVector2D.h"
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#include "..\..\..\include\aiVector3D.h"
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#include "..\..\..\include\aiColor4D.h"
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#include "..\..\..\include\aiMatrix3x3.h"
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#include "..\..\..\include\aiMatrix4x4.h"
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#include "..\..\..\include\aiCamera.h"
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#include "..\..\..\include\aiLight.h"
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#include "..\..\..\include\aiAnim.h"
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#include "..\..\..\include\aiMesh.h"
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#include "..\..\..\include\aiFileIO.h"
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#include "..\..\..\include\aiMaterial.h"
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#include "..\..\..\include\aiQuaternion.h"
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#include "..\..\..\include\aiScene.h"
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#include "..\..\..\include\aiTexture.h"
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#include "..\..\..\include\assimp.hpp"
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#include "..\..\..\include\IOSystem.h"
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#include "..\..\..\include\IOStream.h"
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#include "..\..\..\include\Logger.h"
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#include "..\..\..\include\LogStream.h"
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#include "..\..\..\include\NullLogger.h"
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#include "..\..\..\include\ProgressHandler.h"
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%}
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#define C_STRUCT
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#define C_ENUM
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#define ASSIMP_API
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#define PACK_STRUCT
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%rename(__add__) operator+;
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%rename(__addnset__) operator+=;
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%rename(__sub__) operator-;
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%rename(__subnset__) operator-=;
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%rename(__mul__) operator*;
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%rename(__mulnset__) operator*=;
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%rename(__div__) operator/;
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%rename(__divnset__) operator/=;
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%rename(__equal__) operator==;
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%rename(__nequal__) operator!=;
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%rename(__idx__) operator[];
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%rename(__set__) operator=;
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%rename(__greater__) operator>;
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%rename(__smaller__) operator<;
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%rename(opNew) operator new;
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%rename(opNewArray) operator new[];
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%rename(opDelete) operator delete;
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%rename(opDeleteArray) operator delete[];
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%include "std_string.i"
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%include "std_vector.i"
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// PACK_STRUCT is a no-op for SWIG <20> it does not matter for the generated
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// bindings how the underlying C++ code manages its memory.
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#define PACK_STRUCT
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// Helper macros for wrapping the pointer-and-length arrays used in the
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// Assimp API.
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%define ASSIMP_ARRAY(CLASS, TYPE, NAME, LENGTH)
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%csmethodmodifiers Get##NAME() "private";
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%newobject CLASS::Get##NAME;
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%extend CLASS {
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std::vector<TYPE > *Get##NAME() {
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std::vector<TYPE > *result = new std::vector<TYPE >;
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result->reserve(LENGTH);
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for (unsigned int i = 0; i < LENGTH; ++i) {
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result->push_back($self->NAME[i]);
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}
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return result;
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}
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}
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%ignore CLASS::NAME;
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%enddef
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%define ASSIMP_POINTER_ARRAY(CLASS, TYPE, NAME, LENGTH)
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%csmethodmodifiers Get##NAME() "private";
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%newobject CLASS::Get##NAME;
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%extend CLASS {
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std::vector<TYPE *> *Get##NAME() {
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std::vector<TYPE *> *result = new std::vector<TYPE *>;
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result->reserve(LENGTH);
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TYPE *currentValue = (TYPE *)$self->NAME;
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TYPE *valueLimit = (TYPE *)$self->NAME + LENGTH;
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while (currentValue < valueLimit) {
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result->push_back(currentValue);
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++currentValue;
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}
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return result;
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}
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}
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%ignore CLASS::NAME;
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%enddef
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%define ASSIMP_POINTER_POINTER(CLASS, TYPE, NAME, LENGTH)
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%csmethodmodifiers Get##NAME() "private";
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%newobject CLASS::Get##NAME;
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%extend CLASS {
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std::vector<TYPE *> *Get##NAME() {
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std::vector<TYPE *> *result = new std::vector<TYPE *>;
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result->reserve(LENGTH);
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TYPE **currentValue = $self->NAME;
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TYPE **valueLimit = $self->NAME + LENGTH;
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while (currentValue < valueLimit) {
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result->push_back(*currentValue);
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++currentValue;
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}
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return result;
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}
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}
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%ignore CLASS::NAME;
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%enddef
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%define ASSIMP_POINTER_ARRAY_ARRAY(CLASS, TYPE, NAME, OUTER_LENGTH, INNER_LENGTH)
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%csmethodmodifiers Get##NAME() "private";
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%newobject CLASS::Get##NAME;
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%extend CLASS {
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std::vector< std::vector<TYPE*> > *Get##NAME() {
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std::vector< std::vector<TYPE*> > *result = new std::vector< std::vector<TYPE*> >;
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result->reserve(OUTER_LENGTH);
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for (unsigned int i = 0; i < OUTER_LENGTH; ++i) {
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std::vector<TYPE *> currentElements;
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if ($self->NAME[i] != 0) {
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currentElements.reserve(INNER_LENGTH);
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TYPE *currentValue = $self->NAME[i];
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TYPE *valueLimit = $self->NAME[i] + INNER_LENGTH;
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while (currentValue < valueLimit) {
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currentElements.push_back(currentValue);
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++currentValue;
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}
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}
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result->push_back(currentElements);
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}
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return result;
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}
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}
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%ignore CLASS::NAME;
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%enddef
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%define ASSIMP_GETMATERIAL(XXX, KEY, TYPE, NAME)
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%csmethodmodifiers Get##NAME() "private";
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%newobject aiMaterial::Get##NAME;
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%extend aiMaterial {
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bool Get##NAME(TYPE* INOUT) {
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return aiGetMaterial##XXX($self, KEY, INOUT) == AI_SUCCESS;
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}
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}
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%enddef
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/////// aiAnimation
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ASSIMP_POINTER_POINTER(aiAnimation,aiNodeAnim,mChannels,$self->mNumChannels);
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ASSIMP_POINTER_POINTER(aiAnimation,aiMeshAnim,mMeshChannels,$self->mNumMeshChannels);
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%typemap(cscode) aiAnimation %{
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public aiNodeAnimVector mChannels { get { return GetmChannels(); } }
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public aiMeshAnimVector mMeshChannels { get { return GetmMeshChannels(); } }
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%}
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/////// aiAnimMesh
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%ignore aiAnimMesh::mVertices;
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%ignore aiAnimMesh::mNormals;
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%ignore aiAnimMesh::mTangents;
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%ignore aiAnimMesh::mColors;
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%ignore aiAnimMesh::mTextureCoords;
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/////// aiBone
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ASSIMP_POINTER_ARRAY(aiBone,aiVertexWeight,mWeights,$self->mNumWeights);
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/////// aiCamera
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// OK
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/////// aiColor3D
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// OK
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/////// aiColor4D
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// OK
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/////// aiFace
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ASSIMP_ARRAY(aiFace,unsigned int,mIndices,$self->mNumIndices);
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%typemap(cscode) aiFace %{
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public UintVector mIndices { get { return GetmIndices(); } }
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%}
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/////// TODO: aiFile
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%ignore aiFile;
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%ignore aiFile::FileSizeProc;
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%ignore aiFile::FlushProc;
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%ignore aiFile::ReadProc;
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%ignore aiFile::SeekProc;
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%ignore aiFile::TellProc;
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%ignore aiFile::WriteProc;
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/////// TODO: aiFileIO
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%ignore aiFileIO;
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%ignore aiFileIO::CloseProc;
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%ignore aiFileIO::OpenPrc;
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/////// aiLight
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// Done
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/////// aiLightSourceType
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// Done
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/////// TODO: aiLogStream
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%ignore aiLogStream;
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%ignore aiLogStream::callback;
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/////// aiMaterial
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%ignore aiMaterial::Get;
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%ignore aiMaterial::GetTexture;
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%ignore aiMaterial::mNumAllocated;
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%ignore aiMaterial::mNumProperties;
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%ignore aiMaterial::mProperties;
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ASSIMP_GETMATERIAL(Color, AI_MATKEY_COLOR_DIFFUSE, aiColor4D, Diffuse);
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ASSIMP_GETMATERIAL(Color, AI_MATKEY_COLOR_SPECULAR, aiColor4D, Specular);
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ASSIMP_GETMATERIAL(Color, AI_MATKEY_COLOR_AMBIENT, aiColor4D, Ambient);
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ASSIMP_GETMATERIAL(Color, AI_MATKEY_COLOR_EMISSIVE, aiColor4D, Emissive);
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ASSIMP_GETMATERIAL(Float, AI_MATKEY_OPACITY, float, Opacity);
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ASSIMP_GETMATERIAL(Float, AI_MATKEY_SHININESS_STRENGTH, float, ShininessStrength);
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ASSIMP_GETMATERIAL(Integer, AI_MATKEY_SHADING_MODEL, int, ShadingModel);
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ASSIMP_GETMATERIAL(Integer, AI_MATKEY_TEXFLAGS_DIFFUSE(0), int, TexFlagsDiffuse0);
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ASSIMP_GETMATERIAL(Integer, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0),int, MappingModeUDiffuse0);
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ASSIMP_GETMATERIAL(Integer, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0),int, MappingModeVDiffuse0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_DIFFUSE(0), aiString, TextureDiffuse0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_SPECULAR(0), aiString, TextureSpecular0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_OPACITY(0), aiString, TextureOpacity0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_AMBIENT(0), aiString, TextureAmbient0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_EMISSIVE(0), aiString, TextureEmissive0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_SHININESS(0), aiString, TextureShininess0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_LIGHTMAP(0), aiString, TextureLightmap0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_NORMALS(0), aiString, TextureNormals0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_TEXTURE_HEIGHT(0), aiString, TextureHeight0);
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ASSIMP_GETMATERIAL(String, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE, aiString, GlobalBackgroundImage);
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ASSIMP_GETMATERIAL(Integer, AI_MATKEY_TWOSIDED, int, TwoSided);
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%typemap(cscode) aiMaterial %{
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public aiColor4D Diffuse { get { var v = new aiColor4D(); return GetDiffuse(v)?v:DefaultDiffuse; } }
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public aiColor4D Specular { get { var v = new aiColor4D(); return GetSpecular(v)?v:DefaultSpecular; } }
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public aiColor4D Ambient { get { var v = new aiColor4D(); return GetAmbient(v)?v:DefaultAmbient; } }
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public aiColor4D Emissive { get { var v = new aiColor4D(); return GetEmissive(v)?v:DefaultEmissive; } }
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public float Opacity { get { float v = 0; return GetOpacity(ref v)?v:DefaultOpacity; } }
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public float ShininessStrength { get { float v = 0; return GetShininessStrength(ref v)?v:DefaultShininessStrength; } }
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public aiShadingMode ShadingModel { get { int v = 0; return GetShadingModel(ref v)?((aiShadingMode)v):DefaultShadingModel; } }
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public aiTextureFlags TexFlagsDiffuse0 { get { int v = 0; return GetTexFlagsDiffuse0(ref v)?((aiTextureFlags)v):DefaultTexFlagsDiffuse0; } }
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public aiTextureMapMode MappingModeUDiffuse0 { get { int v = 0; return GetMappingModeUDiffuse0(ref v)?((aiTextureMapMode)v):DefaultMappingModeUDiffuse0; } }
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public aiTextureMapMode MappingModeVDiffuse0 { get { int v = 0; return GetMappingModeVDiffuse0(ref v)?((aiTextureMapMode)v):DefaultMappingModeVDiffuse0; } }
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public string TextureDiffuse0 { get { var v = new aiString(); return GetTextureDiffuse0(v)?v.ToString():DefaultTextureDiffuse; } }
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public bool TwoSided { get { int v = 0; return GetTwoSided(ref v)?(v!=0):DefaultTwoSided; } }
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// These values are returned if the value material property isn't set
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// Override these if you don't want to check for null
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public static aiColor4D DefaultDiffuse = new aiColor4D(1.0f, 1.0f, 1.0f, 1.0f);
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public static aiColor4D DefaultSpecular = new aiColor4D(1.0f, 1.0f, 1.0f, 1.0f);
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public static aiColor4D DefaultAmbient = new aiColor4D(0.0f, 0.0f, 0.0f, 1.0f);
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public static aiColor4D DefaultEmissive = new aiColor4D(0.0f, 0.0f, 0.0f, 1.0f);
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public static float DefaultShininessStrength = 1.0f;
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public static float DefaultOpacity = 1.0f;
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public static aiShadingMode DefaultShadingModel = (aiShadingMode)0;
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public static aiTextureFlags DefaultTexFlagsDiffuse0 = (aiTextureFlags)0;
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public static aiTextureMapMode DefaultMappingModeUDiffuse0 = aiTextureMapMode.aiTextureMapMode_Wrap;
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public static aiTextureMapMode DefaultMappingModeVDiffuse0 = aiTextureMapMode.aiTextureMapMode_Wrap;
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public static string DefaultTextureDiffuse = null;
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public static bool DefaultTwoSided = false;
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%}
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/////// aiMatrix3x3
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%ignore aiMatrix3x3::operator!=;
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%ignore aiMatrix3x3::operator*;
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%ignore aiMatrix3x3::operator*=;
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%ignore aiMatrix3x3::operator==;
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%ignore aiMatrix3x3::operator[];
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/////// aiMatrix4x4
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%ignore aiMatrix4x4::operator!=;
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%ignore aiMatrix4x4::operator*;
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%ignore aiMatrix4x4::operator*=;
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%ignore aiMatrix4x4::operator==;
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%ignore aiMatrix4x4::operator[];
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/////// aiMesh
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ASSIMP_POINTER_POINTER(aiMesh,aiAnimMesh,mAnimMeshes,$self->mNumAnimMeshes);
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ASSIMP_POINTER_ARRAY(aiMesh,aiVector3D,mBitangents,$self->mNumVertices);
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ASSIMP_POINTER_POINTER(aiMesh,aiBone,mBones,$self->mNumBones);
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ASSIMP_POINTER_ARRAY_ARRAY(aiMesh,aiColor4D,mColors,AI_MAX_NUMBER_OF_COLOR_SETS,$self->mNumVertices);
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ASSIMP_POINTER_ARRAY(aiMesh,aiFace,mFaces,$self->mNumFaces);
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ASSIMP_POINTER_ARRAY(aiMesh,aiVector3D,mNormals,$self->mNumVertices);
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ASSIMP_POINTER_ARRAY(aiMesh,aiVector3D,mTangents,$self->mNumVertices);
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ASSIMP_POINTER_ARRAY_ARRAY(aiMesh,aiVector3D,mTextureCoords,AI_MAX_NUMBER_OF_TEXTURECOORDS,$self->mNumVertices);
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ASSIMP_ARRAY(aiMesh,unsigned int,mNumUVComponents,AI_MAX_NUMBER_OF_TEXTURECOORDS);
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ASSIMP_POINTER_ARRAY(aiMesh,aiVector3D,mVertices,$self->mNumVertices);
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%typemap(cstype) unsigned int mPrimitiveTypes "aiPrimitiveType";
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%typemap(csin) unsigned int mPrimitiveTypes "(uint)$csinput";
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%typemap(csvarout) unsigned int mPrimitiveTypes %{ get { return (aiPrimitiveType)$imcall; } %}
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%typemap(cscode) aiMesh %{
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public aiVector3DVector mBitangents { get { return GetmBitangents(); } }
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public aiBoneVector mBones { get { return GetmBones(); } }
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public aiColor4DVectorVector mColors { get { return GetmColors(); } }
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public aiFaceVector mFaces { get { return GetmFaces(); } }
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public aiVector3DVector mNormals { get { return GetmNormals(); } }
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public aiVector3DVector mTangents { get { return GetmTangents(); } }
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public aiVector3DVectorVector mTextureCoords { get { return GetmTextureCoords(); } }
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public aiVector3DVector mVertices { get { return GetmVertices(); } }
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%}
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/////// aiMeshAnim
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ASSIMP_POINTER_ARRAY(aiMeshAnim,aiMeshKey,mKeys,$self->mNumKeys);
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%typemap(cscode) aiMeshAnim %{
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public aiMeshKeyVector mKeys { get { return GetmKeys(); } }
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%}
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/////// aiMeshKey
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// Done
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/////// aiNode
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ASSIMP_POINTER_POINTER(aiNode,aiNode,mChildren,$self->mNumChildren);
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ASSIMP_ARRAY(aiNode,unsigned int,mMeshes,$self->mNumMeshes);
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%typemap(cscode) aiNode %{
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public aiNodeVector mChildren { get { return GetmChildren(); } }
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public UintVector mMeshes { get { return GetmMeshes(); } }
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%}
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/////// aiNodeAnim
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ASSIMP_POINTER_ARRAY(aiNodeAnim,aiVectorKey,mPositionKeys,$self->mNumPositionKeys);
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ASSIMP_POINTER_ARRAY(aiNodeAnim,aiQuatKey,mRotationKeys,$self->mNumRotationKeys);
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ASSIMP_POINTER_ARRAY(aiNodeAnim,aiVectorKey,mScalingKeys,$self->mNumScalingKeys);
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%typemap(cscode) aiNodeAnim %{
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public aiVectorKeyVector mPositionKeys { get { return GetmPositionKeys(); } }
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public aiQuatKeyVector mRotationKeys { get { return GetmRotationKeys(); } }
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public aiVectorKeyVector mScalingKeys { get { return GetmScalingKeys(); } }
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%}
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/////// aiPlane
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// Done
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/////// aiPostProcessSteps
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%typemap(cscode) aiPostProcessSteps %{
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, aiProcess_ConvertToLeftHanded = aiProcess_MakeLeftHanded|aiProcess_FlipUVs|aiProcess_FlipWindingOrder,
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%}
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/////// aiQuaternion
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// Done
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/////// aiQuatKey
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// Done
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/////// aiRay
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// Done
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/////// aiScene
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ASSIMP_POINTER_POINTER(aiScene,aiAnimation,mAnimations,$self->mNumAnimations);
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ASSIMP_POINTER_POINTER(aiScene,aiCamera,mCameras,$self->mNumCameras);
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ASSIMP_POINTER_POINTER(aiScene,aiLight,mLights,$self->mNumLights);
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ASSIMP_POINTER_POINTER(aiScene,aiMaterial,mMaterials,$self->mNumMaterials);
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ASSIMP_POINTER_POINTER(aiScene,aiMesh,mMeshes,$self->mNumMeshes);
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ASSIMP_POINTER_POINTER(aiScene,aiTexture,mTextures,$self->mNumTextures);
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%typemap(cscode) aiScene %{
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public aiAnimationVector mAnimations { get { return GetmAnimations(); } }
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public aiCameraVector mCameras { get { return GetmCameras(); } }
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public aiLightVector mLights { get { return GetmLights(); } }
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||
public aiMaterialVector mMaterials { get { return GetmMaterials(); } }
|
||
public aiMeshVector mMeshes { get { return GetmMeshes(); } }
|
||
public aiTextureVector mTextures { get { return GetmTextures(); } }
|
||
%}
|
||
|
||
/////// aiString
|
||
%ignore aiString::Append;
|
||
%ignore aiString::Clear;
|
||
%ignore aiString::Set;
|
||
%rename(Data) aiString::data;
|
||
%rename(Length) aiString::length;
|
||
%typemap(cscode) aiString %{
|
||
public override string ToString() { return Data; }
|
||
%}
|
||
|
||
|
||
/////// aiTexel
|
||
// Done
|
||
|
||
/////// TODO: aiTexture
|
||
%ignore aiString::achFormatHint;
|
||
%ignore aiString::pcData;
|
||
|
||
/////// aiUVTransform
|
||
// Done
|
||
|
||
/////// aiVector2D
|
||
// Done
|
||
|
||
/////// aiVector3D
|
||
// Done
|
||
|
||
/////// aiVectorKey
|
||
// Done
|
||
|
||
/////// aiVertexWeight
|
||
// Done
|
||
|
||
/////// Assimp::*
|
||
%ignore Assimp::IOStream;
|
||
%ignore Assimp::IOSystem;
|
||
%ignore Assimp::Importer::ApplyPostProcessing;
|
||
%ignore Assimp::Importer::FindLoader;
|
||
%ignore Assimp::Importer::GetIOHandler;
|
||
%ignore Assimp::Importer::GetExtensionList(std::string&);
|
||
%ignore Assimp::Importer::GetExtensionList(aiString&);
|
||
%ignore Assimp::Importer::ReadFileFromMemory;
|
||
%ignore Assimp::Importer::RegisterLoader;
|
||
%ignore Assimp::Importer::RegisterPPStep;
|
||
%ignore Assimp::Importer::SetIOHandler;
|
||
%ignore Assimp::Importer::SetPropertyInteger;
|
||
%ignore Assimp::Importer::SetPropertyFloat;
|
||
%ignore Assimp::Importer::SetPropertyString;
|
||
%ignore Assimp::Importer::SetPropertyBool;
|
||
%ignore Assimp::Importer::UnregisterLoader;
|
||
%ignore Assimp::Importer::UnregisterPPStep;
|
||
%extend Assimp::Importer {
|
||
std::string GetExtensionList() {
|
||
std::string tmp;
|
||
$self->GetExtensionList(tmp);
|
||
return tmp;
|
||
}
|
||
}
|
||
%typemap(cstype) unsigned int pFlags "aiPostProcessSteps";
|
||
%typemap(csin) unsigned int pFlags "(uint)$csinput"
|
||
%typemap(csvarout) unsigned int pFlags %{ get { return (aiPostProcessSteps)$imcall; } %}
|
||
%ignore Assimp::Logger;
|
||
%ignore Assimp::NullLogger;
|
||
|
||
/////// Globals
|
||
%ignore ::aiImportFileEx;
|
||
%ignore ::aiImportFileEx;
|
||
%ignore ::aiGetMaterialProperty;
|
||
%ignore ::aiGetMaterialFloatArray;
|
||
%ignore ::aiGetMaterialFloat;
|
||
%ignore ::aiGetMaterialIntegerArray;
|
||
%ignore ::aiGetMaterialInteger;
|
||
%ignore ::aiGetMaterialColor;
|
||
%ignore ::aiGetMaterialString;
|
||
%ignore ::aiGetMaterialTextureCount;
|
||
%ignore ::aiGetMaterialTexture;
|
||
|
||
|
||
%include "..\..\..\include\aiDefines.h"
|
||
%include "..\..\..\include\aiConfig.h"
|
||
%include "..\..\..\include\aiTypes.h"
|
||
%include "..\..\..\include\aiVersion.h"
|
||
%include "..\..\..\include\aiPostProcess.h"
|
||
%include "..\..\..\include\aiVector2D.h"
|
||
%include "..\..\..\include\aiVector3D.h"
|
||
%include "..\..\..\include\aiColor4D.h"
|
||
%include "..\..\..\include\aiMatrix3x3.h"
|
||
%include "..\..\..\include\aiMatrix4x4.h"
|
||
%include "..\..\..\include\aiCamera.h"
|
||
%include "..\..\..\include\aiLight.h"
|
||
%include "..\..\..\include\aiAnim.h"
|
||
%include "..\..\..\include\aiMesh.h"
|
||
%include "..\..\..\include\aiFileIO.h"
|
||
%include "..\..\..\include\aiMaterial.h"
|
||
%include "..\..\..\include\aiQuaternion.h"
|
||
%include "..\..\..\include\aiScene.h"
|
||
%include "..\..\..\include\aiTexture.h"
|
||
%include "..\..\..\include\assimp.hpp"
|
||
%include "..\..\..\include\ProgressHandler.h"
|
||
//%include "..\..\..\include\IOSystem.h"
|
||
//%include "..\..\..\include\IOStream.h"
|
||
//%include "..\..\..\include\Logger.h"
|
||
//%include "..\..\..\include\LogStream.h"
|
||
//%include "..\..\..\include\NullLogger.h"
|
||
|
||
%template(FloatVector) std::vector<float>;
|
||
%template(UintVector) std::vector<unsigned int>;
|
||
%template(aiAnimationVector) std::vector<aiAnimation *>;
|
||
%template(aiAnimMeshVector) std::vector<aiAnimMesh *>;
|
||
%template(aiBoneVector) std::vector<aiBone *>;
|
||
%template(aiCameraVector) std::vector<aiCamera *>;
|
||
%template(aiColor4DVectorVector) std::vector<std::vector<aiColor4D *> >;
|
||
%template(aiColor4DVector) std::vector<aiColor4D *>;
|
||
%template(aiFaceVector) std::vector<aiFace *>;
|
||
%template(aiLightVector) std::vector<aiLight *>;
|
||
%template(aiMaterialVector) std::vector<aiMaterial *>;
|
||
%template(aiMeshAnimVector) std::vector<aiMeshAnim *>;
|
||
%template(aiMeshKeyVector) std::vector<aiMeshKey *>;
|
||
%template(aiMeshVector) std::vector<aiMesh *>;
|
||
%template(aiNodeVector) std::vector<aiNode *>;
|
||
%template(aiNodeAnimVector) std::vector<aiNodeAnim *>;
|
||
%template(aiQuatKeyVector) std::vector<aiQuatKey *>;
|
||
%template(aiTextureVector) std::vector<aiTexture *>;
|
||
%template(aiVector3DVector) std::vector<aiVector3D *>;
|
||
%template(aiVector3DVectorVector) std::vector<std::vector<aiVector3D *> >;
|
||
%template(aiVectorKeyVector) std::vector<aiVectorKey *>;
|
||
%template(aiVertexWeightVector) std::vector<aiVertexWeight *>;
|
||
|