896 lines
32 KiB
Python
896 lines
32 KiB
Python
#-*- coding: UTF-8 -*-
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from ctypes import POINTER, c_int, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte
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class 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 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 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. 3 for a triangle, >3 for polygon
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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 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 Texel(Structure):
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"""
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See 'aiTexture.h' for details.
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"""
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_fields_ = [
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("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
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]
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class Plane(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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_fields_ = [
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# Plane equation
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("a", c_float),("b", c_float),("c", c_float),("d", c_float),
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]
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class Color3D(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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_fields_ = [
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# Red, green and blue color values
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("r", c_float),("g", c_float),("b", c_float),
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]
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class Color4D(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, 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 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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# Length of the string excluding the terminal 0
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("length", c_uint),
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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, in bytes
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("textures", c_uint),
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# Storage allocated for material data, in bytes
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("materials", c_uint),
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# Storage allocated for mesh data, in bytes
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("meshes", c_uint),
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# Storage allocated for node data, in bytes
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("nodes", c_uint),
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# Storage allocated for animation data, in bytes
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("animations", c_uint),
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# Storage allocated for camera data, in bytes
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("cameras", c_uint),
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# Storage allocated for light data, in bytes
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("lights", c_uint),
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# Storage allocated for the full import, in bytes
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("total", c_uint),
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]
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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 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 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 #aiBone and #aiMesh::mBones) *must* be unique.
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#
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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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#
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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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]
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class VectorKey(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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# The value of this key
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("mValue", Vector3D),
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]
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class QuatKey(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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# The value of this key
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("mValue", Quaternion),
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]
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class NodeAnim(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 name of the node affected by this animation. The node
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# must exist and it must be unique.
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#
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("mNodeName", String),
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#The number of position keys#
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("mNumPositionKeys", c_uint),
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#The position keys of this animation channel. Positions are
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#specified as 3D vector. The array is mNumPositionKeys in size.
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# #If there are position keys, there will also be at least one
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#scaling and one rotation key.
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#
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("mPositionKeys", POINTER(VectorKey)),
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#The number of rotation keys#
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("mNumRotationKeys", c_uint),
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#The rotation keys of this animation channel. Rotations are
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# given as quaternions, which are 4D vectors. The array is
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# mNumRotationKeys in size.
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# #If there are rotation keys, there will also be at least one
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#scaling and one position key.
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#
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("mRotationKeys", POINTER(QuatKey)),
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#The number of scaling keys#
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("mNumScalingKeys", c_uint),
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#The scaling keys of this animation channel. Scalings are
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# specified as 3D vector. The array is mNumScalingKeys in size.
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# #If there are scaling keys, there will also be at least one
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#position and one rotation key.
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#
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("mScalingKeys", POINTER(VectorKey)),
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#Defines how the animation behaves before the first
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# key is encountered.
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# # The default value is aiAnimBehaviour_DEFAULT (the original
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# transformation matrix of the affected node is used).
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#
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("mPreState", c_uint),
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#Defines how the animation behaves after the last
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# key was processed.
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# # The default value is aiAnimBehaviour_DEFAULT (the original
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# transformation matrix of the affected node is taken).
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#
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("mPostState", c_uint),
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]
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class Animation(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 name of the animation. If the modeling package this data was
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# exported from does support only a single animation channel, this
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# name is usually empty (length is zero).
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#
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("mName", String),
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#Duration of the animation in ticks.
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#
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("mDuration", c_double),
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#Ticks per second. 0 if not specified in the imported file
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#
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("mTicksPerSecond", c_double),
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#The number of bone animation channels. Each channel affects
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# a single node.
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#
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("mNumChannels", c_uint),
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#The node animation channels. Each channel affects a single node.
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# The array is mNumChannels in size.
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#
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("mChannels", POINTER(POINTER(NodeAnim))),
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]
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class Camera(Structure):
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"""
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See 'aiCamera.h' for details.
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"""
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_fields_ = [
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#The name of the camera.
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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 camera in the scene
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# hierarchy and can be animated.
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#
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("mName", String),
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#Position of the camera relative to the coordinate space
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# defined by the corresponding node.
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# # The default value is 0|0|0.
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#
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("mPosition", Vector3D),
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#'Up' - vector of the camera coordinate system relative to
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# the coordinate space defined by the corresponding node.
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# # The 'right' vector of the camera coordinate system is
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# the cross product of the up and lookAt vectors.
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# The default value is 0|1|0. The vector
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# may be normalized, but it needn't.
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#
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("mUp", Vector3D),
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#'LookAt' - vector of the camera coordinate system relative to
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# the coordinate space defined by the corresponding node.
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# # This is the viewing direction of the user.
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# The default value is 0|0|1. The vector
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# may be normalized, but it needn't.
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#
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("mLookAt", Vector3D),
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#Half horizontal field of view angle, in radians.
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# # The field of view angle is the angle between the center
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# line of the screen and the left or right border.
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# The default value is 1/4PI.
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#
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("mHorizontalFOV", c_float),
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#Distance of the near clipping plane from the camera.
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# #The value may not be 0.f (for arithmetic reasons to prevent
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#a division through zero). The default value is 0.1f.
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#
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("mClipPlaneNear", c_float),
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#Distance of the far clipping plane from the camera.
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# #The far clipping plane must, of course, be farer away than the
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#near clipping plane. The default value is 1000.f. The ratio
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#between the near and the far plane should not be too
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#large (between 1000-10000 should be ok) to avoid floating-point
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#inaccuracies which could lead to z-fighting.
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#
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("mClipPlaneFar", c_float),
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#Screen aspect ratio.
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# #This is the ration between the width and the height of the
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#screen. Typical values are 4/3, 1/2 or 1/1. This value is
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#0 if the aspect ratio is not defined in the source file.
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#0 is also the default value.
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#
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("mAspect", c_float),
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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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#
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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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#
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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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#
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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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#
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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#d + att2#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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#
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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#d + att2#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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#
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("mAttenuationLinear", c_float),
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#Quadratic light attenuation factor.
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#
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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#d + att2#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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#
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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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#
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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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#
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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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#
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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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#
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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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#
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("mAngleOuterCone", c_float),
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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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#
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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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#
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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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#
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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 case insensitive.
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#
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("mKey", String),
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#Textures: Specifies the exact usage semantic.
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#
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# For non-texture properties, this member is always 0
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# or #aiTextureType_NONE.
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#
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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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#
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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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#
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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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#
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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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#
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("mData", POINTER(c_char)),
|
|
]
|
|
|
|
class Material(Structure):
|
|
"""
|
|
See 'aiMaterial.h' for details.
|
|
"""
|
|
|
|
_fields_ = [
|
|
#List of all material properties loaded.#
|
|
("mProperties", POINTER(POINTER(MaterialProperty))),
|
|
|
|
#Number of properties in the data base#
|
|
("mNumProperties", c_uint),
|
|
|
|
#Storage allocated#
|
|
("mNumAllocated", c_uint),
|
|
]
|
|
|
|
class Bone(Structure):
|
|
"""
|
|
See 'aiMesh.h' for details.
|
|
"""
|
|
|
|
_fields_ = [
|
|
# The name of the bone.
|
|
("mName", String),
|
|
|
|
# The number of vertices affected by this bone
|
|
("mNumWeights", c_uint),
|
|
|
|
# The vertices affected by this bone
|
|
("mWeights", POINTER(VertexWeight)),
|
|
|
|
# Matrix that transforms from mesh space to bone space in bind pose
|
|
("mOffsetMatrix", Matrix4x4),
|
|
]
|
|
|
|
class Mesh(Structure):
|
|
"""
|
|
See 'aiMesh.h' for details.
|
|
"""
|
|
|
|
AI_MAX_NUMBER_OF_COLOR_SETS = 0x4
|
|
AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x4
|
|
|
|
_fields_ = [
|
|
#Bitwise combination of the members of the #aiPrimitiveType enum.
|
|
#This specifies which types of primitives are present in the mesh.
|
|
#The "SortByPrimitiveType"-Step can be used to make sure the
|
|
#output meshes consist of one primitive type each.
|
|
#
|
|
("mPrimitiveTypes", c_uint),
|
|
|
|
#The number of vertices in this mesh.
|
|
#This is also the size of all of the per-vertex data arrays
|
|
#
|
|
("mNumVertices", c_uint),
|
|
|
|
#The number of primitives (triangles, polygons, lines) in this mesh.
|
|
#This is also the size of the mFaces array
|
|
#
|
|
("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.
|
|
#Use code like this
|
|
#@code
|
|
##define IS_QNAN(f) (f != f)
|
|
#@endcode
|
|
#to check whether a field is qnan).
|
|
#@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.
|
|
#@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),
|
|
]
|
|
|
|
class Texture(Structure):
|
|
"""
|
|
See 'aiTexture.h' for details.
|
|
"""
|
|
|
|
|
|
_fields_ = [
|
|
#Width of the texture, in pixels
|
|
# #If mHeight is zero the texture is compressed in a format
|
|
#like JPEG. In this case mWidth specifies the size of the
|
|
#memory area pcData is pointing to, in bytes.
|
|
#
|
|
("mWidth", c_uint),
|
|
|
|
#Height of the texture, in pixels
|
|
# #If this value is zero, pcData points to an compressed texture
|
|
#in any format (e.g. JPEG).
|
|
#
|
|
("mHeight", c_uint),
|
|
|
|
#A hint from the loader to make it easier for applications
|
|
# to determine the type of embedded compressed textures.
|
|
# #If mHeight != 0 this member is undefined. Otherwise it
|
|
#is set set to '\\0\\0\\0\\0' if the loader has no additional
|
|
#information about the texture file format used OR the
|
|
#file extension of the format without a trailing dot. If there
|
|
#are multiple file extensions for a format, the shortest
|
|
#extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
|
|
#E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
|
|
#The fourth character will always be '\\0'.
|
|
#
|
|
("achFormatHint", c_char*4),
|
|
|
|
#Data of the texture.
|
|
# #Points to an array of mWidth#mHeight aiTexel's.
|
|
#The format of the texture data is always ARGB8888 to
|
|
#make the implementation for user of the library as easy
|
|
#as possible. If mHeight = 0 this is a pointer to a memory
|
|
#buffer of size mWidth containing the compressed texture
|
|
#data. Good luck, have fun!
|
|
#
|
|
("pcData", POINTER(Texel)),
|
|
]
|
|
|
|
class Ray(Structure):
|
|
"""
|
|
See 'aiTypes.h' for details.
|
|
"""
|
|
|
|
_fields_ = [
|
|
# Position and direction of the ray
|
|
("pos", Vector3D),("dir", Vector3D),
|
|
]
|
|
|
|
class 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))),
|
|
]
|