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@@ -1,424 +1,879 @@
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-#-*- coding: UTF-8 -*-
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-
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-from ctypes import POINTER, c_int, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte, c_size_t
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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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+#-*- coding: UTF-8 -*-
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+
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+from ctypes import POINTER, c_void_p, c_int, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte, c_size_t
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+class Color4D(Structure):
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+ """
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+ See 'aiColor4D.h' for details.
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+ """
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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MAXLEN = 1024
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-
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- _fields_ = [
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- #Binary length of the string excluding the terminal 0. This is NOT the# logical length of strings containing UTF-8 multibyte sequences! It's# the number of bytes from the beginning of the string to its end.#
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- ("length", c_size_t),#String buffer. Size limit is MAXLEN#
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- ("data", c_char*MAXLEN),
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- ]
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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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-
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- _fields_ = [
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- #Storage allocated for texture data#
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- ("textures", c_uint),#Storage allocated for material data#
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- ("materials", c_uint),#Storage allocated for mesh data#
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- ("meshes", c_uint),#Storage allocated for node data#
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- ("nodes", c_uint),#Storage allocated for animation data#
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- ("animations", c_uint),#Storage allocated for camera data#
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- ("cameras", c_uint),#Storage allocated for light data#
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- ("lights", c_uint),#Total storage allocated for the full import.#
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- ("total", c_uint),
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- ]
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-
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-class Matrix3x3(Structure):
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- """
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- See 'aiMatrix3x3.h' for details.
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- """
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-
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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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-
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-class Color4D(Structure):
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- """
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- See 'aiColor4D.h' for details.
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- """
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-
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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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-
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-class ExportFormatDesc(Structure):
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- """
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- See 'export.h' for details.
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- """
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-
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- _fields_ = [
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- # a short string ID to uniquely identify the export format. Use this ID string to# specify which file format you want to export to when calling aiExportScene().# Example: "dae" or "obj"
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- ("id", POINTER(c_char)),# A short description of the file format to present to users. Useful if you want# to allow the user to select an export format.
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- ("description", POINTER(c_char)),# Recommended file extension for the exported file in lower case.
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- ("fileExtension", POINTER(c_char)),
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- ]
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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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-
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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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-
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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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-
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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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-
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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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-
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- _fields_ = [
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- # Number of indices defining this face.# The maximum value for this member is #AI_MAX_FACE_INDICES.
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- ("mNumIndices", c_uint),# 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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-
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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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-
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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),# The strength of the influence in the range (0...1).# 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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-
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-class MeshKey(Structure):
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- """
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- See 'aiAnim.h' for details.
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- """
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-
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- _fields_ = [
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- #The time of this key#
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- ("mTime", c_double),#Index into the aiMesh::mAnimMeshes array of the# mesh coresponding to the #aiMeshAnim hosting this# key frame. The referenced anim mesh is evaluated# according to the rules defined in the docs for #aiAnimMesh.#
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- ("mValue", c_uint),
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- ]
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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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-
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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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-
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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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-
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-
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-Node._fields_ = [
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- #The name of the node.##The name might be empty (length of zero) but all nodes which#need to be accessed afterwards by bones or anims are usually named.#Multiple nodes may have the same name, but nodes which are accessed#by bones (see #aiBone and #aiMesh::mBones) *must* be unique.##Cameras and lights are assigned to a specific node name - if there#are multiple nodes with this name, they're assigned to each of them.#<br>#There are no limitations regarding the characters contained in#this text. You should be able to handle stuff like whitespace, tabs,#linefeeds, quotation marks, ampersands, ... .#
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- ("mName", String),#The transformation relative to the node's parent.#
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- ("mTransformation", Matrix4x4),#Parent node. NULL if this node is the root node.#
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- ("mParent", POINTER(Node)),#The number of child nodes of this node.#
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- ("mNumChildren", c_uint),#The child nodes of this node. NULL if mNumChildren is 0.#
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- ("mChildren", POINTER(POINTER(Node))),#The number of meshes of this node.#
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- ("mNumMeshes", c_uint),#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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-
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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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-
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-
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- _fields_ = [
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- #The name of the camera.## There must be a node in the scenegraph with the same name.# This node specifies the position of the camera in the scene# hierarchy and can be animated.#
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- ("mName", String),#Position of the camera relative to the coordinate space# defined by the corresponding node.## The default value is 0|0|0.#
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- ("mPosition", Vector3D),#'Up' - vector of the camera coordinate system relative to# the coordinate space defined by the corresponding node.## The 'right' vector of the camera coordinate system is# the cross product of the up and lookAt vectors.# The default value is 0|1|0. The vector# may be normalized, but it needn't.#
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- ("mUp", Vector3D),#'LookAt' - vector of the camera coordinate system relative to# the coordinate space defined by the corresponding node.## This is the viewing direction of the user.# The default value is 0|0|1. The vector# may be normalized, but it needn't.#
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- ("mLookAt", Vector3D),#Half horizontal field of view angle, in radians.## The field of view angle is the angle between the center# line of the screen and the left or right border.# The default value is 1/4PI.#
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- ("mHorizontalFOV", c_float),#Distance of the near clipping plane from the camera.##The value may not be 0.f (for arithmetic reasons to prevent#a division through zero). The default value is 0.1f.#
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- ("mClipPlaneNear", c_float),#Distance of the far clipping plane from the camera.##The far clipping plane must, of course, be further away than the#near clipping plane. The default value is 1000.f. The ratio#between the near and the far plane should not be too#large (between 1000-10000 should be ok) to avoid floating-point#inaccuracies which could lead to z-fighting.#
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- ("mClipPlaneFar", c_float),#Screen aspect ratio.##This is the ration between the width and the height of the#screen. Typical values are 4/3, 1/2 or 1/1. This value is#0 if the aspect ratio is not defined in the source file.#0 is also the default value.#
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- ("mAspect", c_float),
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- ]
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-
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-class Texture(Structure):
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- """
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- See 'aiTexture.h' for details.
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- """
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-
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-
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- _fields_ = [
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- #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.#
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- ("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).#
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- ("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'.#
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- ("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!#
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- ("pcData", POINTER(Texel)),
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- ]
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-
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-class Ray(Structure):
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- """
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- See 'aiTypes.h' for details.
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- """
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-
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- _fields_ = [
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- # Position and direction of the ray
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- ("pos", Vector3D),("dir", Vector3D),
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- ]
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-
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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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-
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-
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- _fields_ = [
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- #The name of the light source.## There must be a node in the scenegraph with the same name.# This node specifies the position of the light in the scene# hierarchy and can be animated.#
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- ("mName", String),#The type of the light source.##aiLightSource_UNDEFINED is not a valid value for this member.#
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- ("mType", c_uint),#Position of the light source in space. Relative to the# transformation of the node corresponding to the light.## The position is undefined for directional lights.#
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- ("mPosition", Vector3D),#Direction of the light source in space. Relative to the# transformation of the node corresponding to the light.## The direction is undefined for point lights. The vector# may be normalized, but it needn't.#
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- ("mDirection", Vector3D),#Constant light attenuation factor.## The intensity of the light source at a given distance 'd' from# the light's position is# @code# Atten = 1/( att0 + att1#d + att2#d*d)# @endcode# This member corresponds to the att0 variable in the equation.# Naturally undefined for directional lights.#
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- ("mAttenuationConstant", c_float),#Linear light attenuation factor.## The intensity of the light source at a given distance 'd' from# the light's position is# @code# Atten = 1/( att0 + att1#d + att2#d*d)# @endcode# This member corresponds to the att1 variable in the equation.# Naturally undefined for directional lights.#
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- ("mAttenuationLinear", c_float),#Quadratic light attenuation factor.## The intensity of the light source at a given distance 'd' from# the light's position is# @code# Atten = 1/( att0 + att1#d + att2#d*d)# @endcode# This member corresponds to the att2 variable in the equation.# Naturally undefined for directional lights.#
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- ("mAttenuationQuadratic", c_float),#Diffuse color of the light source## The diffuse light color is multiplied with the diffuse# material color to obtain the final color that contributes# to the diffuse shading term.#
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- ("mColorDiffuse", Color3D),#Specular color of the light source## The specular light color is multiplied with the specular# material color to obtain the final color that contributes# to the specular shading term.#
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- ("mColorSpecular", Color3D),#Ambient color of the light source## The ambient light color is multiplied with the ambient# material color to obtain the final color that contributes# to the ambient shading term. Most renderers will ignore# this value it, is just a remaining of the fixed-function pipeline# that is still supported by quite many file formats.#
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- ("mColorAmbient", Color3D),#Inner angle of a spot light's light cone.## The spot light has maximum influence on objects inside this# angle. The angle is given in radians. It is 2PI for point# lights and undefined for directional lights.#
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- ("mAngleInnerCone", c_float),#Outer angle of a spot light's light cone.## The spot light does not affect objects outside this angle.# The angle is given in radians. It is 2PI for point lights and# undefined for directional lights. The outer angle must be# greater than or equal to the inner angle.# It is assumed that the application uses a smooth# interpolation between the inner and the outer cone of the# spot light.#
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- ("mAngleOuterCone", c_float),
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- ]
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-
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-class Bone(Structure):
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- """
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- See 'aiMesh.h' for details.
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- """
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-
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- _fields_ = [
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- # The name of the bone.
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- ("mName", String),# The number of vertices affected by this bone# The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
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- ("mNumWeights", c_uint),# The vertices affected by this bone
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- ("mWeights", POINTER(VertexWeight)),# Matrix that transforms from mesh space to bone space in bind pose
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- ("mOffsetMatrix", Matrix4x4),
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- ]
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-
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-class Mesh(Structure):
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- """
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- See 'aiMesh.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # Binary length of the string excluding the terminal 0. This is NOT the
|
|
|
+ # logical length of strings containing UTF-8 multibyte sequences! It's
|
|
|
+ # the number of bytes from the beginning of the string to its end.
|
|
|
+ ("length", c_size_t),
|
|
|
+
|
|
|
+ # String buffer. Size limit is MAXLEN
|
|
|
+ ("data", c_char*MAXLEN),
|
|
|
+ ]
|
|
|
+
|
|
|
+class MemoryInfo(Structure):
|
|
|
+ """
|
|
|
+ See 'aiTypes.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # Storage allocated for texture data
|
|
|
+ ("textures", c_uint),
|
|
|
+
|
|
|
+ # Storage allocated for material data
|
|
|
+ ("materials", c_uint),
|
|
|
+
|
|
|
+ # Storage allocated for mesh data
|
|
|
+ ("meshes", c_uint),
|
|
|
+
|
|
|
+ # Storage allocated for node data
|
|
|
+ ("nodes", c_uint),
|
|
|
+
|
|
|
+ # Storage allocated for animation data
|
|
|
+ ("animations", c_uint),
|
|
|
+
|
|
|
+ # Storage allocated for camera data
|
|
|
+ ("cameras", c_uint),
|
|
|
+
|
|
|
+ # Storage allocated for light data
|
|
|
+ ("lights", c_uint),
|
|
|
+
|
|
|
+ # Total storage allocated for the full import.
|
|
|
+ ("total", c_uint),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Quaternion(Structure):
|
|
|
+ """
|
|
|
+ See 'aiQuaternion.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # w,x,y,z components of the quaternion
|
|
|
+ ("w", c_float),("x", c_float),("y", c_float),("z", c_float),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Face(Structure):
|
|
|
+ """
|
|
|
+ See 'aiMesh.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # Number of indices defining this face.
|
|
|
+ # The maximum value for this member is
|
|
|
+ #AI_MAX_FACE_INDICES.
|
|
|
+ ("mNumIndices", c_uint),
|
|
|
+
|
|
|
+ # Pointer to the indices array. Size of the array is given in numIndices.
|
|
|
+ ("mIndices", POINTER(c_uint)),
|
|
|
+ ]
|
|
|
+
|
|
|
+class VertexWeight(Structure):
|
|
|
+ """
|
|
|
+ See 'aiMesh.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # Index of the vertex which is influenced by the bone.
|
|
|
+ ("mVertexId", c_uint),
|
|
|
+
|
|
|
+ # The strength of the influence in the range (0...1).
|
|
|
+ # The influence from all bones at one vertex amounts to 1.
|
|
|
+ ("mWeight", c_float),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Matrix4x4(Structure):
|
|
|
+ """
|
|
|
+ See 'aiMatrix4x4.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ ("a1", c_float),("a2", c_float),("a3", c_float),("a4", c_float),
|
|
|
+ ("b1", c_float),("b2", c_float),("b3", c_float),("b4", c_float),
|
|
|
+ ("c1", c_float),("c2", c_float),("c3", c_float),("c4", c_float),
|
|
|
+ ("d1", c_float),("d2", c_float),("d3", c_float),("d4", c_float),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Vector3D(Structure):
|
|
|
+ """
|
|
|
+ See 'aiVector3D.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ ("x", c_float),("y", c_float),("z", c_float),
|
|
|
+ ]
|
|
|
+
|
|
|
+class MeshKey(Structure):
|
|
|
+ """
|
|
|
+ See 'aiAnim.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # The time of this key
|
|
|
+ ("mTime", c_double),
|
|
|
+
|
|
|
+ # Index into the aiMesh::mAnimMeshes array of the
|
|
|
+ # mesh coresponding to the
|
|
|
+ #aiMeshAnim hosting this
|
|
|
+ # key frame. The referenced anim mesh is evaluated
|
|
|
+ # according to the rules defined in the docs for
|
|
|
+ #aiAnimMesh.
|
|
|
+ ("mValue", c_uint),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Node(Structure):
|
|
|
+ """
|
|
|
+ See 'aiScene.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+
|
|
|
+Node._fields_ = [
|
|
|
+ # The name of the node.
|
|
|
+ # The name might be empty (length of zero) but all nodes which
|
|
|
+ # need to be accessed afterwards by bones or anims are usually named.
|
|
|
+ # Multiple nodes may have the same name, but nodes which are accessed
|
|
|
+ # by bones (see
|
|
|
+ #aiBone and
|
|
|
+ #aiMesh::mBones) *must* be unique.
|
|
|
+ # Cameras and lights are assigned to a specific node name - if there
|
|
|
+ # are multiple nodes with this name, they're assigned to each of them.
|
|
|
+ # <br>
|
|
|
+ # There are no limitations regarding the characters contained in
|
|
|
+ # this text. You should be able to handle stuff like whitespace, tabs,
|
|
|
+ # linefeeds, quotation marks, ampersands, ... .
|
|
|
+ ("mName", String),
|
|
|
+
|
|
|
+ # The transformation relative to the node's parent.
|
|
|
+ ("mTransformation", Matrix4x4),
|
|
|
+
|
|
|
+ # Parent node. NULL if this node is the root node.
|
|
|
+ ("mParent", POINTER(Node)),
|
|
|
+
|
|
|
+ # The number of child nodes of this node.
|
|
|
+ ("mNumChildren", c_uint),
|
|
|
+
|
|
|
+ # The child nodes of this node. NULL if mNumChildren is 0.
|
|
|
+ ("mChildren", POINTER(POINTER(Node))),
|
|
|
+
|
|
|
+ # The number of meshes of this node.
|
|
|
+ ("mNumMeshes", c_uint),
|
|
|
+
|
|
|
+ # The meshes of this node. Each entry is an index into the mesh
|
|
|
+ ("mMeshes", POINTER(c_uint)),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Light(Structure):
|
|
|
+ """
|
|
|
+ See 'aiLight.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # The name of the light source.
|
|
|
+ # There must be a node in the scenegraph with the same name.
|
|
|
+ # This node specifies the position of the light in the scene
|
|
|
+ # hierarchy and can be animated.
|
|
|
+ ("mName", String),
|
|
|
+
|
|
|
+ # The type of the light source.
|
|
|
+ # aiLightSource_UNDEFINED is not a valid value for this member.
|
|
|
+ ("mType", c_uint),
|
|
|
+
|
|
|
+ # Position of the light source in space. Relative to the
|
|
|
+ # transformation of the node corresponding to the light.
|
|
|
+ # The position is undefined for directional lights.
|
|
|
+ ("mPosition", Vector3D),
|
|
|
+
|
|
|
+ # Direction of the light source in space. Relative to the
|
|
|
+ # transformation of the node corresponding to the light.
|
|
|
+ # The direction is undefined for point lights. The vector
|
|
|
+ # may be normalized, but it needn't.
|
|
|
+ ("mDirection", Vector3D),
|
|
|
+
|
|
|
+ # Constant light attenuation factor.
|
|
|
+ # The intensity of the light source at a given distance 'd' from
|
|
|
+ # the light's position is
|
|
|
+ # @code
|
|
|
+ # Atten = 1/( att0 + att1
|
|
|
+ # d + att2
|
|
|
+ # d*d)
|
|
|
+ # @endcode
|
|
|
+ # This member corresponds to the att0 variable in the equation.
|
|
|
+ # Naturally undefined for directional lights.
|
|
|
+ ("mAttenuationConstant", c_float),
|
|
|
+
|
|
|
+ # Linear light attenuation factor.
|
|
|
+ # The intensity of the light source at a given distance 'd' from
|
|
|
+ # the light's position is
|
|
|
+ # @code
|
|
|
+ # Atten = 1/( att0 + att1
|
|
|
+ # d + att2
|
|
|
+ # d*d)
|
|
|
+ # @endcode
|
|
|
+ # This member corresponds to the att1 variable in the equation.
|
|
|
+ # Naturally undefined for directional lights.
|
|
|
+ ("mAttenuationLinear", c_float),
|
|
|
+
|
|
|
+ # Quadratic light attenuation factor.
|
|
|
+ # The intensity of the light source at a given distance 'd' from
|
|
|
+ # the light's position is
|
|
|
+ # @code
|
|
|
+ # Atten = 1/( att0 + att1
|
|
|
+ # d + att2
|
|
|
+ # d*d)
|
|
|
+ # @endcode
|
|
|
+ # This member corresponds to the att2 variable in the equation.
|
|
|
+ # Naturally undefined for directional lights.
|
|
|
+ ("mAttenuationQuadratic", c_float),
|
|
|
+
|
|
|
+ # Diffuse color of the light source
|
|
|
+ # The diffuse light color is multiplied with the diffuse
|
|
|
+ # material color to obtain the final color that contributes
|
|
|
+ # to the diffuse shading term.
|
|
|
+ ("mColorDiffuse", Color3D),
|
|
|
+
|
|
|
+ # Specular color of the light source
|
|
|
+ # The specular light color is multiplied with the specular
|
|
|
+ # material color to obtain the final color that contributes
|
|
|
+ # to the specular shading term.
|
|
|
+ ("mColorSpecular", Color3D),
|
|
|
+
|
|
|
+ # Ambient color of the light source
|
|
|
+ # The ambient light color is multiplied with the ambient
|
|
|
+ # material color to obtain the final color that contributes
|
|
|
+ # to the ambient shading term. Most renderers will ignore
|
|
|
+ # this value it, is just a remaining of the fixed-function pipeline
|
|
|
+ # that is still supported by quite many file formats.
|
|
|
+ ("mColorAmbient", Color3D),
|
|
|
+
|
|
|
+ # Inner angle of a spot light's light cone.
|
|
|
+ # The spot light has maximum influence on objects inside this
|
|
|
+ # angle. The angle is given in radians. It is 2PI for point
|
|
|
+ # lights and undefined for directional lights.
|
|
|
+ ("mAngleInnerCone", c_float),
|
|
|
+
|
|
|
+ # Outer angle of a spot light's light cone.
|
|
|
+ # The spot light does not affect objects outside this angle.
|
|
|
+ # The angle is given in radians. It is 2PI for point lights and
|
|
|
+ # undefined for directional lights. The outer angle must be
|
|
|
+ # greater than or equal to the inner angle.
|
|
|
+ # It is assumed that the application uses a smooth
|
|
|
+ # interpolation between the inner and the outer cone of the
|
|
|
+ # spot light.
|
|
|
+ ("mAngleOuterCone", c_float),
|
|
|
+ ]
|
|
|
+
|
|
|
+class 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 UVTransform(Structure):
|
|
|
+ """
|
|
|
+ See 'aiMaterial.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # Translation on the u and v axes.
|
|
|
+ # The default value is (0|0).
|
|
|
+ ("mTranslation", Vector2D),
|
|
|
+
|
|
|
+ # Scaling on the u and v axes.
|
|
|
+ # The default value is (1|1).
|
|
|
+ ("mScaling", Vector2D),
|
|
|
+
|
|
|
+ # Rotation - in counter-clockwise direction.
|
|
|
+ # The rotation angle is specified in radians. The
|
|
|
+ # rotation center is 0.5f|0.5f. The default value
|
|
|
+ # 0.f.
|
|
|
+ ("mRotation", c_float),
|
|
|
+ ]
|
|
|
+
|
|
|
+class MaterialProperty(Structure):
|
|
|
+ """
|
|
|
+ See 'aiMaterial.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # Specifies the name of the property (key)
|
|
|
+ # Keys are generally case insensitive.
|
|
|
+ ("mKey", String),
|
|
|
+
|
|
|
+ # Textures: Specifies their exact usage semantic.
|
|
|
+ # For non-texture properties, this member is always 0
|
|
|
+ # (or, better-said,
|
|
|
+ #aiTextureType_NONE).
|
|
|
+ ("mSemantic", c_uint),
|
|
|
+
|
|
|
+ # Textures: Specifies the index of the texture.
|
|
|
+ # For non-texture properties, this member is always 0.
|
|
|
+ ("mIndex", c_uint),
|
|
|
+
|
|
|
+ # Size of the buffer mData is pointing to, in bytes.
|
|
|
+ # This value may not be 0.
|
|
|
+ ("mDataLength", c_uint),
|
|
|
+
|
|
|
+ # Type information for the property.
|
|
|
+ # Defines the data layout inside the data buffer. This is used
|
|
|
+ # by the library internally to perform debug checks and to
|
|
|
+ # utilize proper type conversions.
|
|
|
+ # (It's probably a hacky solution, but it works.)
|
|
|
+ ("mType", c_uint),
|
|
|
+
|
|
|
+ # Binary buffer to hold the property's value.
|
|
|
+ # The size of the buffer is always mDataLength.
|
|
|
+ ("mData", POINTER(c_char)),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Material(Structure):
|
|
|
+ """
|
|
|
+ See 'aiMaterial.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # List of all material properties loaded.
|
|
|
+ ("mProperties", POINTER(POINTER(MaterialProperty))),
|
|
|
+
|
|
|
+ # Number of properties in the data base
|
|
|
+ ("mNumProperties", c_uint),
|
|
|
+
|
|
|
+ # Storage allocated
|
|
|
+ ("mNumAllocated", c_uint),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Bone(Structure):
|
|
|
+ """
|
|
|
+ See 'aiMesh.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # The name of the bone.
|
|
|
+ ("mName", String),
|
|
|
+
|
|
|
+ # The number of vertices affected by this bone
|
|
|
+ # The maximum value for this member is
|
|
|
+ #AI_MAX_BONE_WEIGHTS.
|
|
|
+ ("mNumWeights", c_uint),
|
|
|
+
|
|
|
+ # The vertices affected by this bone
|
|
|
+ ("mWeights", POINTER(VertexWeight)),
|
|
|
+
|
|
|
+ # Matrix that transforms from mesh space to bone space in bind pose
|
|
|
+ ("mOffsetMatrix", Matrix4x4),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Mesh(Structure):
|
|
|
+ """
|
|
|
+ See 'aiMesh.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
AI_MAX_FACE_INDICES = 0x7fff
|
|
|
AI_MAX_BONE_WEIGHTS = 0x7fffffff
|
|
|
AI_MAX_VERTICES = 0x7fffffff
|
|
|
AI_MAX_FACES = 0x7fffffff
|
|
|
AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
|
|
|
AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #Bitwise combination of the members of the #aiPrimitiveType enum.#This specifies which types of primitives are present in the mesh.#The "SortByPrimitiveType"-Step can be used to make sure the#output meshes consist of one primitive type each.#
|
|
|
- ("mPrimitiveTypes", c_uint),#The number of vertices in this mesh.#This is also the size of all of the per-vertex data arrays.#The maximum value for this member is #AI_MAX_VERTICES.#
|
|
|
- ("mNumVertices", c_uint),#The number of primitives (triangles, polygons, lines) in this mesh.#This is also the size of the mFaces array.#The maximum value for this member is #AI_MAX_FACES.#
|
|
|
- ("mNumFaces", c_uint),#Vertex positions.#This array is always present in a mesh. The array is#mNumVertices in size.#
|
|
|
- ("mVertices", POINTER(Vector3D)),#Vertex normals.#The array contains normalized vectors, NULL if not present.#The array is mNumVertices in size. Normals are undefined for#point and line primitives. A mesh consisting of points and#lines only may not have normal vectors. Meshes with mixed#primitive types (i.e. lines and triangles) may have normals,#but the normals for vertices that are only referenced by#point or line primitives are undefined and set to QNaN (WARN:#qNaN compares to inequal to *everything*, even to qNaN itself.#Using code like this to check whether a field is qnan is:#@code##define IS_QNAN(f) (f != f)#@endcode#still dangerous because even 1.f == 1.f could evaluate to false! (#remember the subtleties of IEEE754 artithmetics). Use stuff like#@c fpclassify instead.#@note Normal vectors computed by Assimp are always unit-length.#However, this needn't apply for normals that have been taken# directly from the model file.#
|
|
|
- ("mNormals", POINTER(Vector3D)),#Vertex tangents.#The tangent of a vertex points in the direction of the positive#X texture axis. The array contains normalized vectors, NULL if#not present. The array is mNumVertices in size. A mesh consisting#of points and lines only may not have normal vectors. Meshes with#mixed primitive types (i.e. lines and triangles) may have#normals, but the normals for vertices that are only referenced by#point or line primitives are undefined and set to qNaN. See#the #mNormals member for a detailled discussion of qNaNs.#@note If the mesh contains tangents, it automatically also#contains bitangents.#
|
|
|
- ("mTangents", POINTER(Vector3D)),#Vertex bitangents.#The bitangent of a vertex points in the direction of the positive#Y texture axis. The array contains normalized vectors, NULL if not#present. The array is mNumVertices in size.#@note If the mesh contains tangents, it automatically also contains#bitangents.#
|
|
|
- ("mBitangents", POINTER(Vector3D)),#Vertex color sets.#A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex#colors per vertex. NULL if not present. Each array is#mNumVertices in size if present.#
|
|
|
- ("mColors", POINTER(Color4D)*AI_MAX_NUMBER_OF_COLOR_SETS),#Vertex texture coords, also known as UV channels.#A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per#vertex. NULL if not present. The array is mNumVertices in size.#
|
|
|
- ("mTextureCoords", POINTER(Vector3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),#Specifies the number of components for a given UV channel.#Up to three channels are supported (UVW, for accessing volume#or cube maps). If the value is 2 for a given channel n, the#component p.z of mTextureCoords[n][p] is set to 0.0f.#If the value is 1 for a given channel, p.y is set to 0.0f, too.#@note 4D coords are not supported#
|
|
|
- ("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS),#The faces the mesh is constructed from.#Each face refers to a number of vertices by their indices.#This array is always present in a mesh, its size is given#in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT#is NOT set each face references an unique set of vertices.#
|
|
|
- ("mFaces", POINTER(Face)),#The number of bones this mesh contains.#Can be 0, in which case the mBones array is NULL.#
|
|
|
- ("mNumBones", c_uint),#The bones of this mesh.#A bone consists of a name by which it can be found in the#frame hierarchy and a set of vertex weights.#
|
|
|
- ("mBones", POINTER(POINTER(Bone))),#The material used by this mesh.#A mesh does use only a single material. If an imported model uses#multiple materials, the import splits up the mesh. Use this value#as index into the scene's material list.#
|
|
|
- ("mMaterialIndex", c_uint),#Name of the mesh. Meshes can be named, but this is not a# requirement and leaving this field empty is totally fine.# There are mainly three uses for mesh names:# - some formats name nodes and meshes independently.# - importers tend to split meshes up to meet the# one-material-per-mesh requirement. Assigning# the same (dummy) name to each of the result meshes# aids the caller at recovering the original mesh# partitioning.# - Vertex animations refer to meshes by their names.#
|
|
|
- ("mName", String),#NOT CURRENTLY IN USE. The number of attachment meshes#
|
|
|
- ("mNumAnimMeshes", c_uint),#NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.# Attachment meshes carry replacement data for some of the# mesh'es vertex components (usually positions, normals).#
|
|
|
- ]
|
|
|
-
|
|
|
-class VectorKey(Structure):
|
|
|
- """
|
|
|
- See 'aiAnim.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #The time of this key#
|
|
|
- ("mTime", c_double),#The value of this key#
|
|
|
- ("mValue", Vector3D),
|
|
|
- ]
|
|
|
-
|
|
|
-class QuatKey(Structure):
|
|
|
- """
|
|
|
- See 'aiAnim.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #The time of this key#
|
|
|
- ("mTime", c_double),#The value of this key#
|
|
|
- ("mValue", Quaternion),
|
|
|
- ]
|
|
|
-
|
|
|
-class NodeAnim(Structure):
|
|
|
- """
|
|
|
- See 'aiAnim.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #The name of the node affected by this animation. The node# must exist and it must be unique.#
|
|
|
- ("mNodeName", String),#The number of position keys#
|
|
|
- ("mNumPositionKeys", c_uint),#The position keys of this animation channel. Positions are#specified as 3D vector. The array is mNumPositionKeys in size.##If there are position keys, there will also be at least one#scaling and one rotation key.#
|
|
|
- ("mPositionKeys", POINTER(VectorKey)),#The number of rotation keys#
|
|
|
- ("mNumRotationKeys", c_uint),#The rotation keys of this animation channel. Rotations are# given as quaternions, which are 4D vectors. The array is# mNumRotationKeys in size.##If there are rotation keys, there will also be at least one#scaling and one position key.#
|
|
|
- ("mRotationKeys", POINTER(QuatKey)),#The number of scaling keys#
|
|
|
- ("mNumScalingKeys", c_uint),#The scaling keys of this animation channel. Scalings are# specified as 3D vector. The array is mNumScalingKeys in size.##If there are scaling keys, there will also be at least one#position and one rotation key.#
|
|
|
- ("mScalingKeys", POINTER(VectorKey)),#Defines how the animation behaves before the first# key is encountered.## The default value is aiAnimBehaviour_DEFAULT (the original# transformation matrix of the affected node is used).#
|
|
|
- ("mPreState", c_uint),#Defines how the animation behaves after the last# key was processed.## The default value is aiAnimBehaviour_DEFAULT (the original# transformation matrix of the affected node is taken).#
|
|
|
- ("mPostState", c_uint),
|
|
|
- ]
|
|
|
-
|
|
|
-class Animation(Structure):
|
|
|
- """
|
|
|
- See 'aiAnim.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #The name of the animation. If the modeling package this data was# exported from does support only a single animation channel, this# name is usually empty (length is zero).#
|
|
|
- ("mName", String),#Duration of the animation in ticks.#
|
|
|
- ("mDuration", c_double),#Ticks per second. 0 if not specified in the imported file#
|
|
|
- ("mTicksPerSecond", c_double),#The number of bone animation channels. Each channel affects# a single node.#
|
|
|
- ("mNumChannels", c_uint),#The node animation channels. Each channel affects a single node.# The array is mNumChannels in size.#
|
|
|
- ("mChannels", POINTER(POINTER(NodeAnim))),#The number of mesh animation channels. Each channel affects# a single mesh and defines vertex-based animation.#
|
|
|
- ("mNumMeshChannels", c_uint),#The mesh animation channels. Each channel affects a single mesh.# The array is mNumMeshChannels in size.#
|
|
|
- ]
|
|
|
-
|
|
|
-class UVTransform(Structure):
|
|
|
- """
|
|
|
- See 'aiMaterial.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #Translation on the u and v axes.## The default value is (0|0).#
|
|
|
- ("mTranslation", Vector2D),#Scaling on the u and v axes.## The default value is (1|1).#
|
|
|
- ("mScaling", Vector2D),#Rotation - in counter-clockwise direction.## The rotation angle is specified in radians. The# rotation center is 0.5f|0.5f. The default value# 0.f.#
|
|
|
- ("mRotation", c_float),
|
|
|
- ]
|
|
|
-
|
|
|
-class MaterialProperty(Structure):
|
|
|
- """
|
|
|
- See 'aiMaterial.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #Specifies the name of the property (key)# Keys are generally case insensitive.#
|
|
|
- ("mKey", String),#Textures: Specifies their exact usage semantic.#For non-texture properties, this member is always 0#(or, better-said, #aiTextureType_NONE).#
|
|
|
- ("mSemantic", c_uint),#Textures: Specifies the index of the texture.# For non-texture properties, this member is always 0.#
|
|
|
- ("mIndex", c_uint),#Size of the buffer mData is pointing to, in bytes.# This value may not be 0.#
|
|
|
- ("mDataLength", c_uint),#Type information for the property.##Defines the data layout inside the data buffer. This is used#by the library internally to perform debug checks and to#utilize proper type conversions.#(It's probably a hacky solution, but it works.)#
|
|
|
- ("mType", c_uint),#Binary buffer to hold the property's value.#The size of the buffer is always mDataLength.#
|
|
|
- ("mData", POINTER(c_char)),
|
|
|
- ]
|
|
|
-
|
|
|
-class Material(Structure):
|
|
|
- """
|
|
|
- See 'aiMaterial.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #List of all material properties loaded.#
|
|
|
- ("mProperties", POINTER(POINTER(MaterialProperty))),#Number of properties in the data base#
|
|
|
- ("mNumProperties", c_uint),#Storage allocated#
|
|
|
- ("mNumAllocated", c_uint),
|
|
|
- ]
|
|
|
-
|
|
|
-class Scene(Structure):
|
|
|
- """
|
|
|
- See 'aiScene.h' for details.
|
|
|
- """
|
|
|
-
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # Bitwise combination of the members of the
|
|
|
+ #aiPrimitiveType enum.
|
|
|
+ # This specifies which types of primitives are present in the mesh.
|
|
|
+ # The "SortByPrimitiveType"-Step can be used to make sure the
|
|
|
+ # output meshes consist of one primitive type each.
|
|
|
+ ("mPrimitiveTypes", c_uint),
|
|
|
+
|
|
|
+ # The number of vertices in this mesh.
|
|
|
+ # This is also the size of all of the per-vertex data arrays.
|
|
|
+ # The maximum value for this member is
|
|
|
+ #AI_MAX_VERTICES.
|
|
|
+ ("mNumVertices", c_uint),
|
|
|
+
|
|
|
+ # The number of primitives (triangles, polygons, lines) in this mesh.
|
|
|
+ # This is also the size of the mFaces array.
|
|
|
+ # The maximum value for this member is
|
|
|
+ #AI_MAX_FACES.
|
|
|
+ ("mNumFaces", c_uint),
|
|
|
+
|
|
|
+ # Vertex positions.
|
|
|
+ # This array is always present in a mesh. The array is
|
|
|
+ # mNumVertices in size.
|
|
|
+ ("mVertices", POINTER(Vector3D)),
|
|
|
+
|
|
|
+ # Vertex normals.
|
|
|
+ # The array contains normalized vectors, NULL if not present.
|
|
|
+ # The array is mNumVertices in size. Normals are undefined for
|
|
|
+ # point and line primitives. A mesh consisting of points and
|
|
|
+ # lines only may not have normal vectors. Meshes with mixed
|
|
|
+ # primitive types (i.e. lines and triangles) may have normals,
|
|
|
+ # but the normals for vertices that are only referenced by
|
|
|
+ # point or line primitives are undefined and set to QNaN (WARN:
|
|
|
+ # qNaN compares to inequal to *everything*, even to qNaN itself.
|
|
|
+ # Using code like this to check whether a field is qnan is:
|
|
|
+ # @code
|
|
|
+ #define IS_QNAN(f) (f != f)
|
|
|
+ # @endcode
|
|
|
+ # still dangerous because even 1.f == 1.f could evaluate to false! (
|
|
|
+ # remember the subtleties of IEEE754 artithmetics). Use stuff like
|
|
|
+ # @c fpclassify instead.
|
|
|
+ # @note Normal vectors computed by Assimp are always unit-length.
|
|
|
+ # However, this needn't apply for normals that have been taken
|
|
|
+ # directly from the model file.
|
|
|
+ ("mNormals", POINTER(Vector3D)),
|
|
|
+
|
|
|
+ # Vertex tangents.
|
|
|
+ # The tangent of a vertex points in the direction of the positive
|
|
|
+ # X texture axis. The array contains normalized vectors, NULL if
|
|
|
+ # not present. The array is mNumVertices in size. A mesh consisting
|
|
|
+ # of points and lines only may not have normal vectors. Meshes with
|
|
|
+ # mixed primitive types (i.e. lines and triangles) may have
|
|
|
+ # normals, but the normals for vertices that are only referenced by
|
|
|
+ # point or line primitives are undefined and set to qNaN. See
|
|
|
+ # the
|
|
|
+ #mNormals member for a detailled discussion of qNaNs.
|
|
|
+ # @note If the mesh contains tangents, it automatically also
|
|
|
+ # contains bitangents (the bitangent is just the cross product of
|
|
|
+ # tangent and normal vectors).
|
|
|
+ ("mTangents", POINTER(Vector3D)),
|
|
|
+
|
|
|
+ # Vertex bitangents.
|
|
|
+ # The bitangent of a vertex points in the direction of the positive
|
|
|
+ # Y texture axis. The array contains normalized vectors, NULL if not
|
|
|
+ # present. The array is mNumVertices in size.
|
|
|
+ # @note If the mesh contains tangents, it automatically also contains
|
|
|
+ # bitangents.
|
|
|
+ ("mBitangents", POINTER(Vector3D)),
|
|
|
+
|
|
|
+ # Vertex color sets.
|
|
|
+ # A mesh may contain 0 to
|
|
|
+ #AI_MAX_NUMBER_OF_COLOR_SETS vertex
|
|
|
+ # colors per vertex. NULL if not present. Each array is
|
|
|
+ # mNumVertices in size if present.
|
|
|
+ ("mColors", POINTER(Color4D)*AI_MAX_NUMBER_OF_COLOR_SETS),
|
|
|
+
|
|
|
+ # Vertex texture coords, also known as UV channels.
|
|
|
+ # A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
|
|
|
+ # vertex. NULL if not present. The array is mNumVertices in size.
|
|
|
+ ("mTextureCoords", POINTER(Vector3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
|
|
|
+
|
|
|
+ # Specifies the number of components for a given UV channel.
|
|
|
+ # Up to three channels are supported (UVW, for accessing volume
|
|
|
+ # or cube maps). If the value is 2 for a given channel n, the
|
|
|
+ # component p.z of mTextureCoords[n][p] is set to 0.0f.
|
|
|
+ # If the value is 1 for a given channel, p.y is set to 0.0f, too.
|
|
|
+ # @note 4D coords are not supported
|
|
|
+ ("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS),
|
|
|
+
|
|
|
+ # The faces the mesh is constructed from.
|
|
|
+ # Each face refers to a number of vertices by their indices.
|
|
|
+ # This array is always present in a mesh, its size is given
|
|
|
+ # in mNumFaces. If the
|
|
|
+ #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
|
|
|
+ # is NOT set each face references an unique set of vertices.
|
|
|
+ ("mFaces", POINTER(Face)),
|
|
|
+
|
|
|
+ # The number of bones this mesh contains.
|
|
|
+ # Can be 0, in which case the mBones array is NULL.
|
|
|
+ ("mNumBones", c_uint),
|
|
|
+
|
|
|
+ # The bones of this mesh.
|
|
|
+ # A bone consists of a name by which it can be found in the
|
|
|
+ # frame hierarchy and a set of vertex weights.
|
|
|
+ ("mBones", POINTER(POINTER(Bone))),
|
|
|
+
|
|
|
+ # The material used by this mesh.
|
|
|
+ # A mesh does use only a single material. If an imported model uses
|
|
|
+ # multiple materials, the import splits up the mesh. Use this value
|
|
|
+ # as index into the scene's material list.
|
|
|
+ ("mMaterialIndex", c_uint),
|
|
|
+
|
|
|
+ # Name of the mesh. Meshes can be named, but this is not a
|
|
|
+ # requirement and leaving this field empty is totally fine.
|
|
|
+ # There are mainly three uses for mesh names:
|
|
|
+ # - some formats name nodes and meshes independently.
|
|
|
+ # - importers tend to split meshes up to meet the
|
|
|
+ # one-material-per-mesh requirement. Assigning
|
|
|
+ # the same (dummy) name to each of the result meshes
|
|
|
+ # aids the caller at recovering the original mesh
|
|
|
+ # partitioning.
|
|
|
+ # - Vertex animations refer to meshes by their names.
|
|
|
+ ("mName", String),
|
|
|
+
|
|
|
+ # NOT CURRENTLY IN USE. The number of attachment meshes
|
|
|
+ ("mNumAnimMeshes", c_uint),
|
|
|
+
|
|
|
+ # NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
|
|
|
+ # Attachment meshes carry replacement data for some of the
|
|
|
+ # mesh'es vertex components (usually positions, normals).
|
|
|
+ ]
|
|
|
+
|
|
|
+class Camera(Structure):
|
|
|
+ """
|
|
|
+ See 'aiCamera.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # The name of the camera.
|
|
|
+ # There must be a node in the scenegraph with the same name.
|
|
|
+ # This node specifies the position of the camera in the scene
|
|
|
+ # hierarchy and can be animated.
|
|
|
+ ("mName", String),
|
|
|
+
|
|
|
+ # Position of the camera relative to the coordinate space
|
|
|
+ # defined by the corresponding node.
|
|
|
+ # The default value is 0|0|0.
|
|
|
+ ("mPosition", Vector3D),
|
|
|
+
|
|
|
+ # 'Up' - vector of the camera coordinate system relative to
|
|
|
+ # the coordinate space defined by the corresponding node.
|
|
|
+ # The 'right' vector of the camera coordinate system is
|
|
|
+ # the cross product of the up and lookAt vectors.
|
|
|
+ # The default value is 0|1|0. The vector
|
|
|
+ # may be normalized, but it needn't.
|
|
|
+ ("mUp", Vector3D),
|
|
|
+
|
|
|
+ # 'LookAt' - vector of the camera coordinate system relative to
|
|
|
+ # the coordinate space defined by the corresponding node.
|
|
|
+ # This is the viewing direction of the user.
|
|
|
+ # The default value is 0|0|1. The vector
|
|
|
+ # may be normalized, but it needn't.
|
|
|
+ ("mLookAt", Vector3D),
|
|
|
+
|
|
|
+ # Half horizontal field of view angle, in radians.
|
|
|
+ # The field of view angle is the angle between the center
|
|
|
+ # line of the screen and the left or right border.
|
|
|
+ # The default value is 1/4PI.
|
|
|
+ ("mHorizontalFOV", c_float),
|
|
|
+
|
|
|
+ # Distance of the near clipping plane from the camera.
|
|
|
+ # The value may not be 0.f (for arithmetic reasons to prevent
|
|
|
+ # a division through zero). The default value is 0.1f.
|
|
|
+ ("mClipPlaneNear", c_float),
|
|
|
+
|
|
|
+ # Distance of the far clipping plane from the camera.
|
|
|
+ # The far clipping plane must, of course, be further away than the
|
|
|
+ # near clipping plane. The default value is 1000.f. The ratio
|
|
|
+ # between the near and the far plane should not be too
|
|
|
+ # large (between 1000-10000 should be ok) to avoid floating-point
|
|
|
+ # inaccuracies which could lead to z-fighting.
|
|
|
+ ("mClipPlaneFar", c_float),
|
|
|
+
|
|
|
+ # Screen aspect ratio.
|
|
|
+ # This is the ration between the width and the height of the
|
|
|
+ # screen. Typical values are 4/3, 1/2 or 1/1. This value is
|
|
|
+ # 0 if the aspect ratio is not defined in the source file.
|
|
|
+ # 0 is also the default value.
|
|
|
+ ("mAspect", c_float),
|
|
|
+ ]
|
|
|
+
|
|
|
+class VectorKey(Structure):
|
|
|
+ """
|
|
|
+ See 'aiAnim.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # The time of this key
|
|
|
+ ("mTime", c_double),
|
|
|
+
|
|
|
+ # The value of this key
|
|
|
+ ("mValue", Vector3D),
|
|
|
+ ]
|
|
|
+
|
|
|
+class QuatKey(Structure):
|
|
|
+ """
|
|
|
+ See 'aiAnim.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # The time of this key
|
|
|
+ ("mTime", c_double),
|
|
|
+
|
|
|
+ # The value of this key
|
|
|
+ ("mValue", Quaternion),
|
|
|
+ ]
|
|
|
+
|
|
|
+class NodeAnim(Structure):
|
|
|
+ """
|
|
|
+ See 'aiAnim.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # The name of the node affected by this animation. The node
|
|
|
+ # must exist and it must be unique.
|
|
|
+ ("mNodeName", String),
|
|
|
+
|
|
|
+ # The number of position keys
|
|
|
+ ("mNumPositionKeys", c_uint),
|
|
|
+
|
|
|
+ # The position keys of this animation channel. Positions are
|
|
|
+ # specified as 3D vector. The array is mNumPositionKeys in size.
|
|
|
+ # If there are position keys, there will also be at least one
|
|
|
+ # scaling and one rotation key.
|
|
|
+ ("mPositionKeys", POINTER(VectorKey)),
|
|
|
+
|
|
|
+ # The number of rotation keys
|
|
|
+ ("mNumRotationKeys", c_uint),
|
|
|
+
|
|
|
+ # The rotation keys of this animation channel. Rotations are
|
|
|
+ # given as quaternions, which are 4D vectors. The array is
|
|
|
+ # mNumRotationKeys in size.
|
|
|
+ # If there are rotation keys, there will also be at least one
|
|
|
+ # scaling and one position key.
|
|
|
+ ("mRotationKeys", POINTER(QuatKey)),
|
|
|
+
|
|
|
+ # The number of scaling keys
|
|
|
+ ("mNumScalingKeys", c_uint),
|
|
|
+
|
|
|
+ # The scaling keys of this animation channel. Scalings are
|
|
|
+ # specified as 3D vector. The array is mNumScalingKeys in size.
|
|
|
+ # If there are scaling keys, there will also be at least one
|
|
|
+ # position and one rotation key.
|
|
|
+ ("mScalingKeys", POINTER(VectorKey)),
|
|
|
+
|
|
|
+ # Defines how the animation behaves before the first
|
|
|
+ # key is encountered.
|
|
|
+ # The default value is aiAnimBehaviour_DEFAULT (the original
|
|
|
+ # transformation matrix of the affected node is used).
|
|
|
+ ("mPreState", c_uint),
|
|
|
+
|
|
|
+ # Defines how the animation behaves after the last
|
|
|
+ # key was processed.
|
|
|
+ # The default value is aiAnimBehaviour_DEFAULT (the original
|
|
|
+ # transformation matrix of the affected node is taken).
|
|
|
+ ("mPostState", c_uint),
|
|
|
+ ]
|
|
|
+
|
|
|
+class Animation(Structure):
|
|
|
+ """
|
|
|
+ See 'aiAnim.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
+ _fields_ = [
|
|
|
+ # The name of the animation. If the modeling package this data was
|
|
|
+ # exported from does support only a single animation channel, this
|
|
|
+ # name is usually empty (length is zero).
|
|
|
+ ("mName", String),
|
|
|
+
|
|
|
+ # Duration of the animation in ticks.
|
|
|
+ ("mDuration", c_double),
|
|
|
+
|
|
|
+ # Ticks per second. 0 if not specified in the imported file
|
|
|
+ ("mTicksPerSecond", c_double),
|
|
|
+
|
|
|
+ # The number of bone animation channels. Each channel affects
|
|
|
+ # a single node.
|
|
|
+ ("mNumChannels", c_uint),
|
|
|
+
|
|
|
+ # The node animation channels. Each channel affects a single node.
|
|
|
+ # The array is mNumChannels in size.
|
|
|
+ ("mChannels", POINTER(POINTER(NodeAnim))),
|
|
|
+
|
|
|
+ # The number of mesh animation channels. Each channel affects
|
|
|
+ # a single mesh and defines vertex-based animation.
|
|
|
+ ("mNumMeshChannels", c_uint),
|
|
|
+
|
|
|
+ # The mesh animation channels. Each channel affects a single mesh.
|
|
|
+ # The array is mNumMeshChannels in size.
|
|
|
+ ]
|
|
|
+
|
|
|
+class Scene(Structure):
|
|
|
+ """
|
|
|
+ See 'aiScene.h' for details.
|
|
|
+ """
|
|
|
+
|
|
|
AI_SCENE_FLAGS_INCOMPLETE = 0x1
|
|
|
AI_SCENE_FLAGS_VALIDATED = 0x2
|
|
|
AI_SCENE_FLAGS_VALIDATION_WARNING = 0x4
|
|
|
AI_SCENE_FLAGS_NON_VERBOSE_FORMAT = 0x8
|
|
|
AI_SCENE_FLAGS_TERRAIN = 0x10
|
|
|
-
|
|
|
- _fields_ = [
|
|
|
- #Any combination of the AI_SCENE_FLAGS_XXX flags. By default#this value is 0, no flags are set. Most applications will#want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE#bit set.#
|
|
|
- ("mFlags", c_uint),#The root node of the hierarchy.##There will always be at least the root node if the import#was successful (and no special flags have been set).#Presence of further nodes depends on the format and content#of the imported file.#
|
|
|
- ("mRootNode", POINTER(Node)),#The number of meshes in the scene.#
|
|
|
- ("mNumMeshes", c_uint),#The array of meshes.##Use the indices given in the aiNode structure to access#this array. The array is mNumMeshes in size. If the#AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always#be at least ONE material.#
|
|
|
- ("mMeshes", POINTER(POINTER(Mesh))),#The number of materials in the scene.#
|
|
|
- ("mNumMaterials", c_uint),#The array of materials.##Use the index given in each aiMesh structure to access this#array. The array is mNumMaterials in size. If the#AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always#be at least ONE material.#
|
|
|
- ("mMaterials", POINTER(POINTER(Material))),#The number of animations in the scene.#
|
|
|
- ("mNumAnimations", c_uint),#The array of animations.##All animations imported from the given file are listed here.#The array is mNumAnimations in size.#
|
|
|
- ("mAnimations", POINTER(POINTER(Animation))),#The number of textures embedded into the file#
|
|
|
- ("mNumTextures", c_uint),#The array of embedded textures.##Not many file formats embed their textures into the file.#An example is Quake's MDL format (which is also used by#some GameStudio versions)#
|
|
|
- ("mTextures", POINTER(POINTER(Texture))),#The number of light sources in the scene. Light sources#are fully optional, in most cases this attribute will be 0#
|
|
|
- ("mNumLights", c_uint),#The array of light sources.##All light sources imported from the given file are#listed here. The array is mNumLights in size.#
|
|
|
- ("mLights", POINTER(POINTER(Light))),#The number of cameras in the scene. Cameras#are fully optional, in most cases this attribute will be 0#
|
|
|
- ("mNumCameras", c_uint),#The array of cameras.##All cameras imported from the given file are listed here.#The array is mNumCameras in size. The first camera in the#array (if existing) is the default camera view into#the scene.#
|
|
|
- ("mCameras", POINTER(POINTER(Camera))),
|
|
|
- ]
|
|
|
+
|
|
|
+ _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))),
|
|
|
+ ]
|