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+ add rudimentary Python3 version of PyAssimp. Conversion using 2to3 plus some manual tweaks.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1057 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
aramis_acg 14 lat temu
rodzic
commit
dc2bf5d6bd

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port/PyAssimp3/README

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+	PyAssimp3 Readme
+	---------------
+
+
+-- a simple Python3 wrapper for Assimp using ctypes to access
+the library. Works with Python 3 upwards.
+
+
+Note that pyassimp is by no means considered mature. It works,
+but it is far away from wrapping Assimp perfectly.
+
+
+USAGE
+=====
+
+To get started with pyAssimp, examine the sample.py script, which
+illustrates the basic usage. All Assimp data structures are
+wrapped using ctypes. All the data+length fields in Assimp's
+data structures (such as 'aiMesh::mNumVertices','aiMesh::mVertices')
+are replaced by simple python lists, so you can call len() on
+them to get their respective size and access members using
+[].
+
+For example, to load a file named 'hello.3ds' and print the first
+vertex of the first mesh, you would do (proper error handling
+substituted by assertions ...):
+
+> from pyassimp import pyassimp, errors
+> 
+> try:
+> 	scene = pyassimp.load('hello.3ds')
+> except AssimpError, msg:
+>     print(msg)
+>     return
+
+> assert len(scene.meshes)
+> mesh = scene.meshes[0]
+
+> assert len(mesh.vertices)
+> print(mesh.vertices[0])
+
+> # don't forget this one, or you will leak!
+> pyassimp.release(scene)
+
+
+INSTALL
+=======
+
+PyAssimp requires a assimp dynamic library (DLL on windows,
+so on linux :-) in order to work. The default search directories 
+are:
+
+- the current directory
+- on linux additionally: /usr/local/lib
+
+To build that library, refer to the Assimp master INSTALL
+instructions. To look in more places, edit ./pyassimp/helper.py.
+There's an 'additional_dirs' list waiting for your entries.
+
+
+
+
+
+
+	

+ 1 - 0
port/PyAssimp3/pyassimp/__init__.py

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+#-*- coding: UTF-8 -*-

+ 11 - 0
port/PyAssimp3/pyassimp/errors.py

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+#-*- coding: UTF-8 -*-
+
+"""
+All possible errors.
+"""
+
+class AssimpError(BaseException):
+    """
+    If an internal error occures.
+    """
+    pass

+ 116 - 0
port/PyAssimp3/pyassimp/helper.py

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+#-*- coding: UTF-8 -*-
+
+"""
+Some fancy helper functions.
+"""
+
+import os
+import ctypes
+from . import structs
+import operator
+
+from .errors import AssimpError
+from ctypes import POINTER
+
+additional_dirs, ext_whitelist = [],[]
+
+# populate search directories and lists of allowed file extensions
+# depending on the platform we're running on.
+if os.name=='posix':
+    additional_dirs.append('/usr/local/lib/')
+
+    # note - this won't catch libassimp.so.N.n, but 
+    # currently there's always a symlink called
+    # libassimp.so in /usr/local/lib.
+    ext_whitelist.append('.so')
+
+elif os.name=='nt':
+    ext_whitelist.append('.dll')
+
+def vec2tuple(x):
+    """ Converts a VECTOR3D to a Tuple """
+    return (x.x, x.y, x.z)
+
+
+def try_load_functions(library,dll,candidates):
+    """try to  functbind to aiImportFile and aiReleaseImport
+    
+    library - path to current lib
+    dll - ctypes handle to it
+    candidates - receives matching candidates
+
+    They serve as signal functions to detect assimp,
+    also they're currently the only functions we need.
+    insert (library,aiImportFile,aiReleaseImport,dll) 
+    into 'candidates' if successful.
+
+    """
+    try:
+        load = dll.aiImportFile
+        release = dll.aiReleaseImport
+    except AttributeError:
+        #OK, this is a library, but it has not the functions we need
+        pass
+    else:
+        #Library found!
+        load.restype = POINTER(structs.Scene)
+        candidates.append((library, load, release, dll))
+
+
+def search_library():
+    """Loads the assimp-Library.
+    
+    result (load-function, release-function)    
+    exception AssimpError if no library is found
+    
+        """
+    #this path
+    folder = os.path.dirname(__file__)
+
+    # silence 'DLL not found' message boxes on win
+    try:
+        ctypes.windll.kernel32.SetErrorMode(0x8007)
+    except AttributeError:
+        pass    
+
+    candidates = []
+    
+    # test every file
+    for curfolder in [folder]+additional_dirs:
+        for filename in os.listdir(curfolder):
+            # our minimum requirement for candidates is that
+            # they should contain 'assimp' somewhere in 
+            # their name
+            if filename.lower().find('assimp')==-1 or\
+                os.path.splitext(filename)[-1].lower() not in ext_whitelist:
+                continue
+
+            library = os.path.join(curfolder, filename)
+            print('PyAssimp3: trying ',library)
+            try:
+                dll = ctypes.cdll.LoadLibrary(library)
+            except:
+                # OK, this except is evil. But different OSs will throw different
+                # errors. So just ignore any errors.
+                continue
+
+            try_load_functions(library,dll,candidates)
+    
+    if not candidates:
+        # no library found
+        raise AssimpError("assimp library not found")
+    else:
+        # get the newest library
+        candidates = [(os.lstat(x[0])[-2], x) for x in candidates]
+        res = max(candidates, key=operator.itemgetter(0))[1]
+        print('PyAssimp3: taking ',res[0])
+
+        # XXX: if there are 1000 dll/so files containing 'assimp'
+        # in their name, do we have all of them in our address
+        # space now until gc kicks in?
+
+        # XXX: take version postfix of the .so on linux?
+        return res[1:]
+
+
+

+ 281 - 0
port/PyAssimp3/pyassimp/pyassimp.py

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+#-*- coding: UTF-8 -*-
+
+"""
+PyAssimp
+
+This is the main-module of PyAssimp.
+"""
+
+import sys
+if sys.version_info < (3,0):
+	raise Exception('pyassimp: need python 3.0 or newer')
+
+from . import structs
+import ctypes
+import os
+from . import helper
+from .errors import AssimpError
+
+class aiArray:
+    """
+    A python class to 'safely' access C arrays.
+    For m<Name> and mNum<Name> assimp class members.
+    """
+    def __init__(self, instance, dataName, sizeName, i=None):
+        self.instance = instance
+        self.dataName = dataName
+        self.sizeName = sizeName
+        self.i = i
+        self.count = 0
+    
+    def _GetSize(self):
+        return getattr(self.instance, self.sizeName)
+        
+    def _GetData(self, index):
+        if self.i != None:
+            if not bool(getattr(self.instance, self.dataName)[self.i]):
+                return None
+            item = getattr(self.instance, self.dataName)[self.i][index]
+        else:
+            item = getattr(self.instance, self.dataName)[index]
+        if hasattr(item, 'contents'):
+            return item.contents._init()
+        elif hasattr(item, '_init'):
+            return item._init()
+        else:
+            return item
+        
+    def __next__(self):
+        if self.count >= self._GetSize():
+            self.count = 0
+            raise StopIteration
+        else:
+            c = self.count
+            self.count += 1
+            return self._GetData(c)
+            
+    def __getitem__(self, index):
+        if isinstance(index, slice):
+            indices = index.indices(len(self))
+            return [self.__getitem__(i) for i in range(*indices)]
+
+        if index < 0 or index >= self._GetSize():
+            raise IndexError("aiArray index out of range")
+        return self._GetData(index)
+        
+    def __iter__(self):
+        return self
+        
+    def __len__(self):
+        return int(self._GetSize())
+    
+    def __str__(self):
+        return str([x for x in self])
+        
+    def __repr__(self):
+        return str([x for x in self])
+        
+class aiTuple:
+    """
+    A python class to 'safely' access C structs in a python tuple fashion.
+    For C structs like vectors, matrices, colors, ...
+    """
+    def __init__(self, instance):
+        self.instance = instance
+        self.count = 0
+    
+    def _GetSize(self):
+        return len(self.instance._fields_)
+     
+    def _GetData(self, index):
+        return getattr(self.instance, self.instance._fields_[index][0])
+        
+    def __next__(self):
+        if self.count >= self._GetSize():
+            self.count = 0
+            raise StopIteration
+        else:
+            c = self.count
+            self.count += 1
+            return self._GetData(c)
+            
+    def __getitem__(self, index):
+        if isinstance(index, slice):
+            indices = index.indices(len(self))
+            return [self.__getitem__(i) for i in range(*indices)]
+            
+        if index < 0 or index >= self._GetSize():
+            raise IndexError("aiTuple index out of range")
+        return self._GetData(index)
+        
+    def __iter__(self):
+        return self
+        
+    def __len__(self):
+        return int(self._GetSize())
+        
+    def __str__(self):
+        return str([x for x in self])
+            
+    def __repr__(self):
+        return str([x for x in self])
+        
+def _init(self):
+    """
+    Custom initialize() for C structs, adds safely accessable member functionality.
+    """
+    if hasattr(self, '_is_init'):
+        return self
+    self._is_init = True
+
+    if str(self.__class__.__name__) == "MaterialProperty":
+        self.mKey._init()
+        
+    for m in list(self.__class__.__dict__.keys()):
+        if m.startswith('mNum'):
+            name = m.split('mNum')[1]
+            if 'm'+name in list(self.__class__.__dict__.keys()):
+                setattr(self.__class__, name.lower(), aiArray(self, 'm'+name , m))
+                if name.lower() == "vertices":
+                    setattr(self.__class__, "normals", aiArray(self, 'mNormals' , m))
+                    setattr(self.__class__, "tangents", aiArray(self, 'mTangents' , m))
+                    setattr(self.__class__, "bitangets", aiArray(self, 'mBitangents' , m))
+                    setattr(self.__class__, "colors", [aiArray(self, 'mColors' , m, o) for o in range(len(self.mColors))])
+                    setattr(self.__class__, "texcoords", [aiArray(self, 'mTextureCoords' , m, o) for o in range(len(self.mColors))])
+                
+        elif m == "x" or m == "a1" or m == "b": # Vector, matrix, quat, color
+            self._tuple = aiTuple(self)
+            setattr(self.__class__, '__getitem__', lambda x, y: x._tuple.__getitem__(y))
+            setattr(self.__class__, '__iter__', lambda x: x._tuple)
+            setattr(self.__class__, 'next', lambda x: x._tuple.__next__)
+            setattr(self.__class__, '__repr__', lambda x: str([c for c in x]))
+            break
+        elif m == "data": #String
+            setattr(self.__class__, '__repr__', lambda x: str(x.data))
+            setattr(self.__class__, '__str__', lambda x: str(x.data))
+            break
+            
+        if hasattr(getattr(self, m), '_init'):
+            getattr(self, m)._init()
+        
+    return self
+
+"""
+Python magic to add the _init() function to all C struct classes.
+"""
+for struct in dir(structs):
+    if not (struct.startswith('_') or struct.startswith('c_') or struct == "Structure" or struct == "POINTER") and not isinstance(getattr(structs, struct),int):
+        setattr(getattr(structs, struct), '_init', _init)
+
+
+class AssimpLib(object):
+    """
+    Assimp-Singleton
+    """
+    load, release, dll = helper.search_library()
+
+#the loader as singleton
+_assimp_lib = AssimpLib()
+
+
+def load(filename, processing=0):
+    """
+    Loads the model with some specific processing parameters.
+    
+    filename - file to load model from
+    processing - processing parameters
+    
+    result Scene-object with model-data
+    
+    throws AssimpError - could not open file
+    """
+    #read pure data
+    from ctypes import c_char_p, c_uint
+    model = _assimp_lib.load(c_char_p(filename), c_uint(processing))
+    if not model:
+        #Uhhh, something went wrong!
+        raise AssimpError("could not import file: %s" % filename)
+
+    return model.contents._init()
+
+def release(scene):
+    from ctypes import pointer
+    _assimp_lib.release(pointer(scene))
+    
+def aiGetMaterialFloatArray(material, key):
+    AI_SUCCESS = 0
+    from ctypes import byref, pointer, cast, c_float, POINTER, sizeof, c_uint
+    out = structs.Color4D()
+    max = c_uint(sizeof(structs.Color4D))
+    r=_assimp_lib.dll.aiGetMaterialFloatArray(pointer(material), 
+                                            key[0], 
+                                            key[1], 
+                                            key[2], 
+                                            byref(out), 
+                                            byref(max))
+                                            
+    if (r != AI_SUCCESS):    
+        raise AssimpError("aiGetMaterialFloatArray failed!")
+      
+    out._init()
+    return [out[i] for i in range(max.value)]
+    
+def aiGetMaterialString(material, key):
+    AI_SUCCESS = 0
+    from ctypes import byref, pointer, cast, c_float, POINTER, sizeof, c_uint
+    out = structs.String()
+    r=_assimp_lib.dll.aiGetMaterialString(pointer(material), 
+                                            key[0], 
+                                            key[1], 
+                                            key[2], 
+                                            byref(out))
+                                            
+    if (r != AI_SUCCESS):    
+        raise AssimpError("aiGetMaterialString failed!")
+        
+    return str(out.data)
+ 
+def GetMaterialProperties(material): 
+    """
+    Convenience Function to get the material properties as a dict
+    and values in a python format.
+    """
+    result = {}
+    #read all properties
+    for p in material.properties:
+        #the name
+        key = p.mKey.data
+
+        #the data
+        from ctypes import POINTER, cast, c_int, c_float, sizeof
+        if p.mType == 1:
+            arr = cast(p.mData, POINTER(c_float*(p.mDataLength//sizeof(c_float)) )).contents
+            value = [x for x in arr]
+        elif p.mType == 3: #string can't be an array
+            try:
+                value = cast(p.mData, POINTER(structs.String)).contents.data
+            except UnicodeDecodeError:
+                print('UnicodeDecodeError reading material property, ignoring.')
+                continue
+        elif p.mType == 4:
+            arr = cast(p.mData, POINTER(c_int*(p.mDataLength//sizeof(c_int)) )).contents
+            value = [x for x in arr]
+        else:
+            value = p.mData[:p.mDataLength]
+
+        result[key] = value
+
+    return result
+    
+    
+def aiDecomposeMatrix(matrix):
+    if not isinstance(matrix, structs.Matrix4x4):
+        raise AssimpError("aiDecomposeMatrix failed: Not a aiMatrix4x4!")
+    
+    scaling = structs.Vector3D()
+    rotation = structs.Quaternion()
+    position = structs.Vector3D()
+    
+    from ctypes import byref, pointer
+    _assimp_lib.dll.aiDecomposeMatrix(pointer(matrix), byref(scaling), byref(rotation), byref(position))
+    return scaling._init(), rotation._init(), position._init()

+ 424 - 0
port/PyAssimp3/pyassimp/structs.py

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+#-*- coding: UTF-8 -*-
+
+from ctypes import POINTER, c_int, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte
+
+
+class Vector2D(Structure):
+    """
+    See 'aiVector2D.h' for details.
+    """ 
+
+
+    _fields_ = [
+            ("x", c_float),("y", c_float),
+        ]
+
+class Texel(Structure):
+    """
+    See 'aiTexture.h' for details.
+    """ 
+
+    _fields_ = [
+            ("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
+        ]
+
+class Plane(Structure):
+    """
+    See 'aiTypes.h' for details.
+    """ 
+
+    _fields_ = [
+            # Plane equation
+            ("a", c_float),("b", c_float),("c", c_float),("d", c_float),
+        ]
+
+class Color3D(Structure):
+    """
+    See 'aiTypes.h' for details.
+    """ 
+
+    _fields_ = [
+            # Red, green and blue color values
+            ("r", c_float),("g", c_float),("b", c_float),
+        ]
+
+class String(Structure):
+    """
+    See 'aiTypes.h' for details.
+    """ 
+
+    MAXLEN = 1024
+
+    _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_uint),#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 Matrix3x3(Structure):
+    """
+    See 'aiMatrix3x3.h' for details.
+    """ 
+
+
+    _fields_ = [
+            ("a1", c_float),("a2", c_float),("a3", c_float),
+            ("b1", c_float),("b2", c_float),("b3", c_float),
+            ("c1", c_float),("c2", c_float),("c3", c_float),
+        ]
+
+class Color4D(Structure):
+    """
+    See 'aiColor4D.h' for details.
+    """ 
+
+
+    _fields_ = [
+            # Red, green, blue and alpha color values
+            ("r", c_float),("g", c_float),("b", c_float),("a", c_float),
+        ]
+
+class ExportFormatDesc(Structure):
+    """
+    See 'export.h' for details.
+    """ 
+
+    _fields_ = [
+            # 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"
+            ("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.
+            ("description", POINTER(c_char)),# Recommended file extension for the exported file in lower case.
+            ("fileExtension", POINTER(c_char)),
+        ]
+
+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 Vector3D(Structure):
+    """
+    See 'aiVector3D.h' for details.
+    """ 
+
+
+    _fields_ = [
+            ("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 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 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 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 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 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 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 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.
+    """ 
+
+    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))),
+        ]

+ 45 - 0
port/PyAssimp3/quicktest.py

@@ -0,0 +1,45 @@
+#!/usr/bin/env python3
+#-*- coding: UTF-8 -*-
+
+"""
+This module uses the sample.py script to load all test models it finds.
+
+Note: this is not an exhaustive test suite, it does not check the
+data structures in detail. It just verifies whether basic
+loading and querying of 3d models using pyassimp works.
+"""
+
+
+import sys,os
+import sample
+from pyassimp import pyassimp,errors
+
+# paths to be walkd recursively
+basepaths = [os.path.join('..','..','test','models'), os.path.join('..','..','test','models-nonbsd')]
+
+# file extensions to be considered
+extensions = ['.3ds','.x','.lwo','.obj','.md5mesh','.dxf','.ply','.stl','.dae','.md5anim','.lws','.irrmesh','.nff','.off','.blend']
+
+def run_tests():
+	ok,err = 0,0
+	for path in basepaths:
+		for root, dirs, files in os.walk(path):
+			for afile in files:
+				base,ext = os.path.splitext(afile)	
+				if ext in extensions:		
+					try:
+						sample.main(os.path.join(root,afile))
+						ok += 1
+					except errors.AssimpError as error:
+						# assimp error is fine, this is a controlled case
+						print(error)
+						err += 1
+	print(('** Loaded %s models, got controlled errors for %s files' % (ok,err)))
+
+
+if __name__ == '__main__':
+	run_tests()
+
+
+
+

+ 71 - 0
port/PyAssimp3/sample.py

@@ -0,0 +1,71 @@
+#!/usr/bin/env python3
+#-*- coding: UTF-8 -*-
+
+"""
+This module demonstrates the functionality of PyAssimp.
+"""
+
+
+from pyassimp import pyassimp
+import os, sys
+
+#get a model out of assimp's test-data if none is provided on the command line
+DEFAULT_MODEL = os.path.join(os.path.dirname(__file__),
+                     "..", "..", 
+                     "test", "models", "Collada", "duck.dae")
+
+def main(filename=None):
+    filename = filename or DEFAULT_MODEL
+    scene = pyassimp.load(filename)
+    
+    #the model we load
+    print("MODEL:", filename)
+    print()
+    
+    #write some statistics
+    print("SCENE:")
+    print("  meshes:", len(scene.meshes))
+    print("  materials:", len(scene.materials))
+    print("  textures:", len(scene.textures))
+    print()
+    
+    print("MESHES:")
+    for index, mesh in enumerate(scene.meshes):
+        print("  MESH", index+1)
+        print("    material:", mesh.mMaterialIndex+1)
+        print("    vertices:", len(mesh.vertices))
+        print("    first 3 verts:", mesh.vertices[:3])
+        #if len(mesh.normals):
+        #        print "    first 3 normals:", mesh.normals[:3]
+        print("    colors:", len(mesh.colors))
+        tc = mesh.texcoords
+        print("    texture-coords 1:", len(tc[0]), "first3:", tc[0][:3])
+        print("    texture-coords 2:", len(tc[1]), "first3:", tc[1][:3])
+        print("    texture-coords 3:", len(tc[2]), "first3:", tc[2][:3])
+        print("    texture-coords 4:", len(tc[3]), "first3:", tc[3][:3])
+        print("    uv-component-count:", len(mesh.mNumUVComponents))
+        print("    faces:", len(mesh.faces), "first:", [f.indices for f in mesh.faces[:3]])
+        print("    bones:", len(mesh.bones), "first:", [b.mName for b in mesh.bones[:3]])
+        print()
+
+    print("MATERIALS:")
+    for index, material in enumerate(scene.materials):
+        print("  MATERIAL", index+1)
+        properties = pyassimp.GetMaterialProperties(material)
+        for key in properties:
+            print("    %s: %s" % (key, properties[key]))
+    print()
+    
+    print("TEXTURES:")
+    for index, texture in enumerate(scene.textures):
+        print("  TEXTURE", index+1)
+        print("    width:", texture.mWidth)
+        print("    height:", texture.mHeight)
+        print("    hint:", texture.achFormatHint)
+        print("    data (size):", texture.mWidth*texture.mHeight)
+   
+    # Finally release the model
+    pyassimp.release(scene)
+
+if __name__ == "__main__":
+    main(sys.argv[1] if len(sys.argv)>1 else None)