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@@ -3,7 +3,7 @@
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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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+class Matrix3x3(Structure):
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"""
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See 'aiMatrix3x3.h' for details.
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"""
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@@ -15,7 +15,7 @@ class MATRIX3X3(Structure):
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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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+class Matrix4x4(Structure):
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"""
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See 'aiMatrix4x4.h' for details.
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"""
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@@ -28,7 +28,7 @@ class MATRIX4X4(Structure):
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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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+class Face(Structure):
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"""
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See 'aiMesh.h' for details.
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"""
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@@ -41,7 +41,7 @@ class FACE(Structure):
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("mIndices", POINTER(c_uint)),
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]
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-class VERTEXWEIGHT(Structure):
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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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@@ -55,7 +55,7 @@ class VERTEXWEIGHT(Structure):
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("mWeight", c_float),
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]
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-class QUATERNION(Structure):
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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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@@ -66,7 +66,7 @@ class QUATERNION(Structure):
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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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+class Texel(Structure):
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"""
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See 'aiTexture.h' for details.
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"""
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@@ -75,7 +75,7 @@ class TEXEL(Structure):
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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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+class Plane(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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@@ -85,7 +85,7 @@ class PLANE(Structure):
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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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+class Color3D(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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@@ -95,7 +95,7 @@ class COLOR3D(Structure):
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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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+class Color4D(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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@@ -105,7 +105,7 @@ class COLOR4D(Structure):
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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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+class String(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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@@ -120,7 +120,7 @@ class STRING(Structure):
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("data", c_char*MAXLEN),
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]
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-class MEMORYINFO(Structure):
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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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@@ -151,7 +151,7 @@ class MEMORYINFO(Structure):
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("total", c_uint),
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]
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-class VECTOR2D(Structure):
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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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@@ -161,7 +161,7 @@ class VECTOR2D(Structure):
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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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+class Vector3D(Structure):
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"""
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See 'aiVector3D.h' for details.
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"""
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@@ -171,13 +171,13 @@ class VECTOR3D(Structure):
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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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+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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+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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@@ -191,19 +191,19 @@ NODE._fields_ = [
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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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+ ("mName", String),
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#The transformation relative to the node's parent.#
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- ("mTransformation", MATRIX4X4),
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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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+ ("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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+ ("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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@@ -212,7 +212,7 @@ NODE._fields_ = [
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("mMeshes", POINTER(c_uint)),
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]
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-class VECTORKEY(Structure):
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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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@@ -221,10 +221,10 @@ class VECTORKEY(Structure):
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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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+ ("mValue", Vector3D),
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]
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-class QUATKEY(Structure):
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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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@@ -233,10 +233,10 @@ class QUATKEY(Structure):
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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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+ ("mValue", Quaternion),
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]
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-class NODEANIM(Structure):
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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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@@ -245,7 +245,7 @@ class NODEANIM(Structure):
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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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+ ("mNodeName", String),
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#The number of position keys#
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("mNumPositionKeys", c_uint),
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@@ -255,7 +255,7 @@ class NODEANIM(Structure):
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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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+ ("mPositionKeys", POINTER(VectorKey)),
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#The number of rotation keys#
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("mNumRotationKeys", c_uint),
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@@ -266,7 +266,7 @@ class NODEANIM(Structure):
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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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+ ("mRotationKeys", POINTER(QuatKey)),
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#The number of scaling keys#
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@@ -277,7 +277,7 @@ class NODEANIM(Structure):
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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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+ ("mScalingKeys", POINTER(VectorKey)),
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#Defines how the animation behaves before the first
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@@ -295,7 +295,7 @@ class NODEANIM(Structure):
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("mPostState", c_uint),
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]
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-class ANIMATION(Structure):
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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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@@ -305,7 +305,7 @@ class ANIMATION(Structure):
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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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+ ("mName", String),
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#Duration of the animation in ticks.
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#
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@@ -323,10 +323,10 @@ class ANIMATION(Structure):
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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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+ ("mChannels", POINTER(POINTER(NodeAnim))),
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]
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-class CAMERA(Structure):
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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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@@ -338,13 +338,13 @@ class CAMERA(Structure):
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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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+ ("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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+ ("mPosition", Vector3D),
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#'Up' - vector of the camera coordinate system relative to
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@@ -354,7 +354,7 @@ class CAMERA(Structure):
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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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+ ("mUp", Vector3D),
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#'LookAt' - vector of the camera coordinate system relative to
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@@ -363,7 +363,7 @@ class CAMERA(Structure):
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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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+ ("mLookAt", Vector3D),
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#Half horizontal field of view angle, in radians.
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@@ -398,7 +398,7 @@ class CAMERA(Structure):
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("mAspect", c_float),
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]
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-class LIGHT(Structure):
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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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@@ -410,7 +410,7 @@ class LIGHT(Structure):
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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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+ ("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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@@ -421,14 +421,14 @@ class LIGHT(Structure):
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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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+ ("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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+ ("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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@@ -469,14 +469,14 @@ class LIGHT(Structure):
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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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+ ("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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+ ("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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@@ -485,7 +485,7 @@ class LIGHT(Structure):
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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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+ ("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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@@ -506,7 +506,7 @@ class LIGHT(Structure):
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("mAngleOuterCone", c_float),
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]
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-class UVTRANSFORM(Structure):
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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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@@ -515,12 +515,12 @@ class UVTRANSFORM(Structure):
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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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+ ("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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+ ("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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@@ -530,7 +530,7 @@ class UVTRANSFORM(Structure):
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("mRotation", c_float),
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]
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-class MATERIALPROPERTY(Structure):
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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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@@ -539,7 +539,7 @@ class MATERIALPROPERTY(Structure):
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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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+ ("mKey", String),
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#Textures: Specifies the exact usage semantic.
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#
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@@ -572,14 +572,14 @@ class MATERIALPROPERTY(Structure):
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("mData", POINTER(c_char)),
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]
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-class MATERIAL(Structure):
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+class Material(Structure):
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"""
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See 'aiMaterial.h' for details.
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"""
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_fields_ = [
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#List of all material properties loaded.#
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- ("mProperties", POINTER(POINTER(MATERIALPROPERTY))),
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+ ("mProperties", POINTER(POINTER(MaterialProperty))),
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#Number of properties in the data base#
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("mNumProperties", c_uint),
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@@ -588,26 +588,26 @@ class MATERIAL(Structure):
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("mNumAllocated", c_uint),
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]
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-class BONE(Structure):
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+class Bone(Structure):
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"""
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See 'aiMesh.h' for details.
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"""
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_fields_ = [
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# The name of the bone.
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- ("mName", STRING),
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+ ("mName", String),
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# The number of vertices affected by this bone
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("mNumWeights", c_uint),
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# The vertices affected by this bone
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- ("mWeights", POINTER(VERTEXWEIGHT)),
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+ ("mWeights", POINTER(VertexWeight)),
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# Matrix that transforms from mesh space to bone space in bind pose
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- ("mOffsetMatrix", MATRIX4X4),
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+ ("mOffsetMatrix", Matrix4x4),
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]
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-class MESH(Structure):
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+class Mesh(Structure):
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"""
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See 'aiMesh.h' for details.
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"""
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@@ -637,7 +637,7 @@ class MESH(Structure):
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#This array is always present in a mesh. The array is
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#mNumVertices in size.
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#
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- ("mVertices", POINTER(VECTOR3D)),
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+ ("mVertices", POINTER(Vector3D)),
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#Vertex normals.
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#The array contains normalized vectors, NULL if not present.
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@@ -657,7 +657,7 @@ class MESH(Structure):
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#However, this needn't apply for normals that have been taken
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# directly from the model file.
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#
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- ("mNormals", POINTER(VECTOR3D)),
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+ ("mNormals", POINTER(Vector3D)),
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#Vertex tangents.
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#The tangent of a vertex points in the direction of the positive
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@@ -671,7 +671,7 @@ class MESH(Structure):
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#contains bitangents (the bitangent is just the cross product of
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#tangent and normal vectors).
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#
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- ("mTangents", POINTER(VECTOR3D)),
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+ ("mTangents", POINTER(Vector3D)),
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#Vertex bitangents.
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#The bitangent of a vertex points in the direction of the positive
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@@ -680,20 +680,20 @@ class MESH(Structure):
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#@note If the mesh contains tangents, it automatically also contains
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#bitangents.
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#
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- ("mBitangents", POINTER(VECTOR3D)),
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+ ("mBitangents", POINTER(Vector3D)),
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#Vertex color sets.
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#A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
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#colors per vertex. NULL if not present. Each array is
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#mNumVertices in size if present.
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#
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- ("mColors", POINTER(COLOR4D)*AI_MAX_NUMBER_OF_COLOR_SETS),
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+ ("mColors", POINTER(Color4D)*AI_MAX_NUMBER_OF_COLOR_SETS),
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#Vertex texture coords, also known as UV channels.
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#A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
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#vertex. NULL if not present. The array is mNumVertices in size.
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#
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- ("mTextureCoords", POINTER(VECTOR3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
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+ ("mTextureCoords", POINTER(Vector3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
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#Specifies the number of components for a given UV channel.
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#Up to three channels are supported (UVW, for accessing volume
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@@ -710,7 +710,7 @@ class MESH(Structure):
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#in mNumFaces. If the AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
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#is NOT set each face references an unique set of vertices.
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#
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- ("mFaces", POINTER(FACE)),
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+ ("mFaces", POINTER(Face)),
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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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@@ -721,7 +721,7 @@ class MESH(Structure):
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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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#
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- ("mBones", POINTER(POINTER(BONE))),
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+ ("mBones", POINTER(POINTER(Bone))),
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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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@@ -731,7 +731,7 @@ class MESH(Structure):
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("mMaterialIndex", c_uint),
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]
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-class TEXTURE(Structure):
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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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@@ -772,20 +772,20 @@ class TEXTURE(Structure):
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#buffer of size mWidth containing the compressed texture
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#data. Good luck, have fun!
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#
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- ("pcData", POINTER(TEXEL)),
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+ ("pcData", POINTER(Texel)),
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]
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-class RAY(Structure):
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+class Ray(Structure):
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"""
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See 'aiTypes.h' for details.
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"""
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_fields_ = [
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# Position and direction of the ray
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- ("pos", VECTOR3D),("dir", VECTOR3D),
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+ ("pos", Vector3D),("dir", Vector3D),
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]
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-class SCENE(Structure):
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+class Scene(Structure):
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"""
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See 'aiScene.h' for details.
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"""
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@@ -812,7 +812,7 @@ class SCENE(Structure):
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#Presence of further nodes depends on the format and content
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#of the imported file.
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#
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- ("mRootNode", POINTER(NODE)),
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+ ("mRootNode", POINTER(Node)),
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@@ -825,7 +825,7 @@ class SCENE(Structure):
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#AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
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#be at least ONE material.
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#
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- ("mMeshes", POINTER(POINTER(MESH))),
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+ ("mMeshes", POINTER(POINTER(Mesh))),
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@@ -839,7 +839,7 @@ class SCENE(Structure):
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|
#AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
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#be at least ONE material.
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#
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|
- ("mMaterials", POINTER(POINTER(MATERIAL))),
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+ ("mMaterials", POINTER(POINTER(Material))),
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@@ -850,7 +850,7 @@ class SCENE(Structure):
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|
# #All animations imported from the given file are listed here.
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|
#The array is mNumAnimations in size.
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|
#
|
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|
- ("mAnimations", POINTER(POINTER(ANIMATION))),
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|
+ ("mAnimations", POINTER(POINTER(Animation))),
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|
@@ -863,7 +863,7 @@ class SCENE(Structure):
|
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|
#An example is Quake's MDL format (which is also used by
|
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|
#some GameStudio versions)
|
|
|
#
|
|
|
- ("mTextures", POINTER(POINTER(TEXTURE))),
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|
+ ("mTextures", POINTER(POINTER(Texture))),
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|
#The number of light sources in the scene. Light sources
|
|
@@ -876,7 +876,7 @@ class SCENE(Structure):
|
|
|
#All light sources imported from the given file are
|
|
|
#listed here. The array is mNumLights in size.
|
|
|
#
|
|
|
- ("mLights", POINTER(POINTER(LIGHT))),
|
|
|
+ ("mLights", POINTER(POINTER(Light))),
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|
|
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|
|
#The number of cameras in the scene. Cameras
|
|
@@ -891,5 +891,5 @@ class SCENE(Structure):
|
|
|
#array (if existing) is the default camera view into
|
|
|
#the scene.
|
|
|
#
|
|
|
- ("mCameras", POINTER(POINTER(CAMERA))),
|
|
|
+ ("mCameras", POINTER(POINTER(Camera))),
|
|
|
]
|