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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 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 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 FACE(Structure):
- """
- See 'aiMesh.h' for details.
- """
- _fields_ = [
- # Number of indices defining this face. 3 for a triangle, >3 for polygon
- ("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 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 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 COLOR4D(Structure):
- """
- See 'aiTypes.h' for details.
- """
- _fields_ = [
- # Red, green, blue and alpha color values
- ("r", c_float),("g", c_float),("b", c_float),("a", c_float),
- ]
- class STRING(Structure):
- """
- See 'aiTypes.h' for details.
- """
- MAXLEN = 1024
- _fields_ = [
- # Length of the string excluding the terminal 0
- ("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, in bytes
- ("textures", c_uint),
-
- # Storage allocated for material data, in bytes
- ("materials", c_uint),
-
- # Storage allocated for mesh data, in bytes
- ("meshes", c_uint),
-
- # Storage allocated for node data, in bytes
- ("nodes", c_uint),
-
- # Storage allocated for animation data, in bytes
- ("animations", c_uint),
-
- # Storage allocated for camera data, in bytes
- ("cameras", c_uint),
-
- # Storage allocated for light data, in bytes
- ("lights", c_uint),
-
- # Storage allocated for the full import, in bytes
- ("total", c_uint),
- ]
- class VECTOR2D(Structure):
- """
- See 'aiVector2D.h' for details.
- """
- _fields_ = [
- ("x", c_float),("y", c_float),
- ]
- class VECTOR3D(Structure):
- """
- See 'aiVector3D.h' for details.
- """
- _fields_ = [
- ("x", c_float),("y", c_float),("z", 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 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))),
- ]
- 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 farer 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 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 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 case insensitive.
- #
- ("mKey", STRING),
-
- #Textures: Specifies the exact usage semantic.
- #
- # For non-texture properties, this member is always 0
- # or #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
- ("mNumWeights", c_uint),
-
- # The vertices affected by this bone
- ("mWeights", POINTER(VERTEXWEIGHT)),
-
- # Matrix that transforms from mesh space to bone space in bind pose
- ("mOffsetMatrix", MATRIX4X4),
- ]
- class MESH(Structure):
- """
- See 'aiMesh.h' for details.
- """
- AI_MAX_NUMBER_OF_COLOR_SETS = 0x4
- AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x4
- _fields_ = [
- #Bitwise combination of the members of the #aiPrimitiveType enum.
- #This specifies which types of primitives are present in the mesh.
- #The "SortByPrimitiveType"-Step can be used to make sure the
- #output meshes consist of one primitive type each.
- #
- ("mPrimitiveTypes", c_uint),
-
- #The number of vertices in this mesh.
- #This is also the size of all of the per-vertex data arrays
- #
- ("mNumVertices", c_uint),
-
- #The number of primitives (triangles, polygons, lines) in this mesh.
- #This is also the size of the mFaces array
- #
- ("mNumFaces", c_uint),
-
- #Vertex positions.
- #This array is always present in a mesh. The array is
- #mNumVertices in size.
- #
- ("mVertices", POINTER(VECTOR3D)),
-
- #Vertex normals.
- #The array contains normalized vectors, NULL if not present.
- #The array is mNumVertices in size. Normals are undefined for
- #point and line primitives. A mesh consisting of points and
- #lines only may not have normal vectors. Meshes with mixed
- #primitive types (i.e. lines and triangles) may have normals,
- #but the normals for vertices that are only referenced by
- #point or line primitives are undefined and set to QNaN (WARN:
- #qNaN compares to inequal to *everything*, even to qNaN itself.
- #Use code like this
- #@code
- ##define IS_QNAN(f) (f != f)
- #@endcode
- #to check whether a field is qnan).
- #@note Normal vectors computed by Assimp are always unit-length.
- #However, this needn't apply for normals that have been taken
- # directly from the model file.
- #
- ("mNormals", POINTER(VECTOR3D)),
-
- #Vertex tangents.
- #The tangent of a vertex points in the direction of the positive
- #X texture axis. The array contains normalized vectors, NULL if
- #not present. The array is mNumVertices in size. A mesh consisting
- #of points and lines only may not have normal vectors. Meshes with
- #mixed primitive types (i.e. lines and triangles) may have
- #normals, but the normals for vertices that are only referenced by
- #point or line primitives are undefined and set to QNaN.
- #@note If the mesh contains tangents, it automatically also
- #contains bitangents (the bitangent is just the cross product of
- #tangent and normal vectors).
- #
- ("mTangents", POINTER(VECTOR3D)),
-
- #Vertex bitangents.
- #The bitangent of a vertex points in the direction of the positive
- #Y texture axis. The array contains normalized vectors, NULL if not
- #present. The array is mNumVertices in size.
- #@note If the mesh contains tangents, it automatically also contains
- #bitangents.
- #
- ("mBitangents", POINTER(VECTOR3D)),
-
- #Vertex color sets.
- #A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
- #colors per vertex. NULL if not present. Each array is
- #mNumVertices in size if present.
- #
- ("mColors", POINTER(COLOR4D)*AI_MAX_NUMBER_OF_COLOR_SETS),
-
- #Vertex texture coords, also known as UV channels.
- #A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
- #vertex. NULL if not present. The array is mNumVertices in size.
- #
- ("mTextureCoords", POINTER(VECTOR3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
-
- #Specifies the number of components for a given UV channel.
- #Up to three channels are supported (UVW, for accessing volume
- #or cube maps). If the value is 2 for a given channel n, the
- #component p.z of mTextureCoords[n][p] is set to 0.0f.
- #If the value is 1 for a given channel, p.y is set to 0.0f, too.
- #@note 4D coords are not supported
- #
- ("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS),
-
- #The faces the mesh is constructed from.
- #Each face refers to a number of vertices by their indices.
- #This array is always present in a mesh, its size is given
- #in mNumFaces. If the AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
- #is NOT set each face references an unique set of vertices.
- #
- ("mFaces", POINTER(FACE)),
-
- #The number of bones this mesh contains.
- #Can be 0, in which case the mBones array is NULL.
- #
- ("mNumBones", c_uint),
-
- #The bones of this mesh.
- #A bone consists of a name by which it can be found in the
- #frame hierarchy and a set of vertex weights.
- #
- ("mBones", POINTER(POINTER(BONE))),
-
- #The material used by this mesh.
- #A mesh does use only a single material. If an imported model uses
- #multiple materials, the import splits up the mesh. Use this value
- #as index into the scene's material list.
- #
- ("mMaterialIndex", c_uint),
- ]
- class TEXTURE(Structure):
- """
- See 'aiTexture.h' for details.
- """
- _fields_ = [
- #Width of the texture, in pixels
- # #If mHeight is zero the texture is compressed in a format
- #like JPEG. In this case mWidth specifies the size of the
- #memory area pcData is pointing to, in bytes.
- #
- ("mWidth", c_uint),
-
- #Height of the texture, in pixels
- # #If this value is zero, pcData points to an compressed texture
- #in any format (e.g. JPEG).
- #
- ("mHeight", c_uint),
-
- #A hint from the loader to make it easier for applications
- # to determine the type of embedded compressed textures.
- # #If mHeight != 0 this member is undefined. Otherwise it
- #is set set to '\\0\\0\\0\\0' if the loader has no additional
- #information about the texture file format used OR the
- #file extension of the format without a trailing dot. If there
- #are multiple file extensions for a format, the shortest
- #extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
- #E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
- #The fourth character will always be '\\0'.
- #
- ("achFormatHint", c_char*4),
-
- #Data of the texture.
- # #Points to an array of mWidth#mHeight aiTexel's.
- #The format of the texture data is always ARGB8888 to
- #make the implementation for user of the library as easy
- #as possible. If mHeight = 0 this is a pointer to a memory
- #buffer of size mWidth containing the compressed texture
- #data. Good luck, have fun!
- #
- ("pcData", POINTER(TEXEL)),
- ]
- class RAY(Structure):
- """
- See 'aiTypes.h' for details.
- """
- _fields_ = [
- # Position and direction of the ray
- ("pos", VECTOR3D),("dir", VECTOR3D),
- ]
- class SCENE(Structure):
- """
- See 'aiScene.h' for details.
- """
- AI_SCENE_FLAGS_INCOMPLETE = 0x1
- AI_SCENE_FLAGS_VALIDATED = 0x2
- AI_SCENE_FLAGS_VALIDATION_WARNING = 0x4
- AI_SCENE_FLAGS_NON_VERBOSE_FORMAT = 0x8
- AI_SCENE_FLAGS_TERRAIN = 0x10
- _fields_ = [
- #Any combination of the AI_SCENE_FLAGS_XXX flags. By default
- #this value is 0, no flags are set. Most applications will
- #want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
- #bit set.
- #
- ("mFlags", c_uint),
-
-
- #The root node of the hierarchy.
- #
- #There will always be at least the root node if the import
- #was successful (and no special flags have been set).
- #Presence of further nodes depends on the format and content
- #of the imported file.
- #
- ("mRootNode", POINTER(NODE)),
-
-
-
- #The number of meshes in the scene.#
- ("mNumMeshes", c_uint),
-
- #The array of meshes.
- # #Use the indices given in the aiNode structure to access
- #this array. The array is mNumMeshes in size. If the
- #AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
- #be at least ONE material.
- #
- ("mMeshes", POINTER(POINTER(MESH))),
-
-
-
- #The number of materials in the scene.#
- ("mNumMaterials", c_uint),
-
- #The array of materials.
- #
- #Use the index given in each aiMesh structure to access this
- #array. The array is mNumMaterials in size. If the
- #AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
- #be at least ONE material.
- #
- ("mMaterials", POINTER(POINTER(MATERIAL))),
-
-
-
- #The number of animations in the scene.#
- ("mNumAnimations", c_uint),
-
- #The array of animations.
- # #All animations imported from the given file are listed here.
- #The array is mNumAnimations in size.
- #
- ("mAnimations", POINTER(POINTER(ANIMATION))),
-
-
-
- #The number of textures embedded into the file#
- ("mNumTextures", c_uint),
-
- #The array of embedded textures.
- #
- #Not many file formats embed their textures into the file.
- #An example is Quake's MDL format (which is also used by
- #some GameStudio versions)
- #
- ("mTextures", POINTER(POINTER(TEXTURE))),
-
-
- #The number of light sources in the scene. Light sources
- #are fully optional, in most cases this attribute will be 0
- #
- ("mNumLights", c_uint),
-
- #The array of light sources.
- #
- #All light sources imported from the given file are
- #listed here. The array is mNumLights in size.
- #
- ("mLights", POINTER(POINTER(LIGHT))),
-
-
- #The number of cameras in the scene. Cameras
- #are fully optional, in most cases this attribute will be 0
- #
- ("mNumCameras", c_uint),
-
- #The array of cameras.
- #
- #All cameras imported from the given file are listed here.
- #The array is mNumCameras in size. The first camera in the
- #array (if existing) is the default camera view into
- #the scene.
- #
- ("mCameras", POINTER(POINTER(CAMERA))),
- ]
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