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@@ -18,10 +18,10 @@ class STRING(Structure):
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_fields_ = [
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#length of the string
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- ("length", c_uint),
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+ ("length", c_uint), #OK
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#string data
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- ("data", c_char*MAXLEN)
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+ ("data", c_char*MAXLEN) #OK
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]
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@@ -33,10 +33,10 @@ class MATRIX4X4(Structure):
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_fields_ = [
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#all the 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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+ ("a1", c_float), ("a2", c_float), ("a3", c_float), ("a4", c_float), #OK
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+ ("b1", c_float), ("b2", c_float), ("b3", c_float), ("b4", c_float), #OK
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+ ("c1", c_float), ("c2", c_float), ("c3", c_float), ("c4", c_float), #OK
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+ ("d1", c_float), ("d2", c_float), ("d3", c_float), ("d4", c_float), #OK
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]
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@@ -126,11 +126,11 @@ class VERTEXWEIGHT(Structure):
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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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+ ("mVertexId", c_uint), #OK
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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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+ ("mWeight", c_float) #OK
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]
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@@ -143,16 +143,16 @@ class BONE(Structure):
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_fields_ = [
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#The name of the bone.
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- ("mName", STRING),
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+ ("mName", STRING), #OK
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#The number of vertices affected by this bone
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- ("mNumWeights", c_uint),
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+ ("mNumWeights", c_uint), #OK
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#The vertices affected by this bone
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- ("mWeights", POINTER(VERTEXWEIGHT)),
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+ ("mWeights", POINTER(VERTEXWEIGHT)), #OK
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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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+ ("mOffsetMatrix", MATRIX4X4) #OK
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]
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@@ -243,12 +243,12 @@ class MESH(Structure):
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#The number of bones this mesh contains.
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#Can be 0, in which case the mBones array is NULL.
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- ("mNumBones", c_uint),
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+ ("mNumBones", c_uint), #OK
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#The bones of this mesh.
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#A bone consists of a name by which it can be found in the
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#frame hierarchy and a set of vertex weights.
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- ("mBones", POINTER(POINTER(BONE))),
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+ ("mBones", POINTER(POINTER(BONE))), #OK
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#The material used by this mesh.
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#A mesh does use only a single material. If an imported model uses
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