diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
commit | db81b925d776103326128bf629cbdda576a223e7 (patch) | |
tree | 58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/port/PyAssimp/pyassimp | |
parent | 55860037b14fb3893ba21cf2654c83d349cc1082 (diff) |
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/port/PyAssimp/pyassimp')
-rw-r--r-- | libs/assimp/port/PyAssimp/pyassimp/__init__.py | 1 | ||||
-rw-r--r-- | libs/assimp/port/PyAssimp/pyassimp/core.py | 556 | ||||
-rw-r--r-- | libs/assimp/port/PyAssimp/pyassimp/errors.py | 11 | ||||
-rw-r--r-- | libs/assimp/port/PyAssimp/pyassimp/formats.py | 41 | ||||
-rw-r--r-- | libs/assimp/port/PyAssimp/pyassimp/helper.py | 283 | ||||
-rw-r--r-- | libs/assimp/port/PyAssimp/pyassimp/material.py | 89 | ||||
-rw-r--r-- | libs/assimp/port/PyAssimp/pyassimp/postprocess.py | 530 | ||||
-rw-r--r-- | libs/assimp/port/PyAssimp/pyassimp/structs.py | 1135 |
8 files changed, 2646 insertions, 0 deletions
diff --git a/libs/assimp/port/PyAssimp/pyassimp/__init__.py b/libs/assimp/port/PyAssimp/pyassimp/__init__.py new file mode 100644 index 0000000..bb67a43 --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/__init__.py @@ -0,0 +1 @@ +from .core import * diff --git a/libs/assimp/port/PyAssimp/pyassimp/core.py b/libs/assimp/port/PyAssimp/pyassimp/core.py new file mode 100644 index 0000000..35ad882 --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/core.py @@ -0,0 +1,556 @@ +""" +PyAssimp + +This is the main-module of PyAssimp. +""" + +import sys +if sys.version_info < (2,6): + raise RuntimeError('pyassimp: need python 2.6 or newer') + +# xrange was renamed range in Python 3 and the original range from Python 2 was removed. +# To keep compatibility with both Python 2 and 3, xrange is set to range for version 3.0 and up. +if sys.version_info >= (3,0): + xrange = range + + +try: + import numpy +except ImportError: + numpy = None +import logging +import ctypes +from contextlib import contextmanager +logger = logging.getLogger("pyassimp") +# attach default null handler to logger so it doesn't complain +# even if you don't attach another handler to logger +logger.addHandler(logging.NullHandler()) + +from . import structs +from . import helper +from . import postprocess +from .errors import AssimpError + +class AssimpLib(object): + """ + Assimp-Singleton + """ + load, load_mem, export, export_blob, release, dll = helper.search_library() +_assimp_lib = AssimpLib() + +def make_tuple(ai_obj, type = None): + res = None + + #notes: + # ai_obj._fields_ = [ ("attr", c_type), ... ] + # getattr(ai_obj, e[0]).__class__ == float + + if isinstance(ai_obj, structs.Matrix4x4): + if numpy: + res = numpy.array([getattr(ai_obj, e[0]) for e in ai_obj._fields_]).reshape((4,4)) + #import pdb;pdb.set_trace() + else: + res = [getattr(ai_obj, e[0]) for e in ai_obj._fields_] + res = [res[i:i+4] for i in xrange(0,16,4)] + elif isinstance(ai_obj, structs.Matrix3x3): + if numpy: + res = numpy.array([getattr(ai_obj, e[0]) for e in ai_obj._fields_]).reshape((3,3)) + else: + res = [getattr(ai_obj, e[0]) for e in ai_obj._fields_] + res = [res[i:i+3] for i in xrange(0,9,3)] + else: + if numpy: + res = numpy.array([getattr(ai_obj, e[0]) for e in ai_obj._fields_]) + else: + res = [getattr(ai_obj, e[0]) for e in ai_obj._fields_] + + return res + +# Returns unicode object for Python 2, and str object for Python 3. +def _convert_assimp_string(assimp_string): + if sys.version_info >= (3, 0): + return str(assimp_string.data, errors='ignore') + else: + return unicode(assimp_string.data, errors='ignore') + +# It is faster and more correct to have an init function for each assimp class +def _init_face(aiFace): + aiFace.indices = [aiFace.mIndices[i] for i in range(aiFace.mNumIndices)] +assimp_struct_inits = { structs.Face : _init_face } + +def call_init(obj, caller = None): + if helper.hasattr_silent(obj,'contents'): #pointer + _init(obj.contents, obj, caller) + else: + _init(obj,parent=caller) + +def _is_init_type(obj): + + if obj and helper.hasattr_silent(obj,'contents'): #pointer + return _is_init_type(obj[0]) + # null-pointer case that arises when we reach a mesh attribute + # like mBitangents which use mNumVertices rather than mNumBitangents + # so it breaks the 'is iterable' check. + # Basically: + # FIXME! + elif not bool(obj): + return False + tname = obj.__class__.__name__ + return not (tname[:2] == 'c_' or tname == 'Structure' \ + or tname == 'POINTER') and not isinstance(obj, (int, str, bytes)) + +def _init(self, target = None, parent = None): + """ + Custom initialize() for C structs, adds safely accessible member functionality. + + :param target: set the object which receive the added methods. Useful when manipulating + pointers, to skip the intermediate 'contents' deferencing. + """ + if not target: + target = self + + dirself = dir(self) + for m in dirself: + + if m.startswith("_"): + continue + + if m.startswith('mNum'): + if 'm' + m[4:] in dirself: + continue # will be processed later on + else: + name = m[1:].lower() + + obj = getattr(self, m) + setattr(target, name, obj) + continue + + if m == 'mName': + target.name = str(_convert_assimp_string(self.mName)) + target.__class__.__repr__ = lambda x: str(x.__class__) + "(" + getattr(x, 'name','') + ")" + target.__class__.__str__ = lambda x: getattr(x, 'name', '') + continue + + name = m[1:].lower() + + obj = getattr(self, m) + + # Create tuples + if isinstance(obj, structs.assimp_structs_as_tuple): + setattr(target, name, make_tuple(obj)) + logger.debug(str(self) + ": Added array " + str(getattr(target, name)) + " as self." + name.lower()) + continue + + if m.startswith('m') and len(m) > 1 and m[1].upper() == m[1]: + + if name == "parent": + setattr(target, name, parent) + logger.debug("Added a parent as self." + name) + continue + + if helper.hasattr_silent(self, 'mNum' + m[1:]): + + length = getattr(self, 'mNum' + m[1:]) + + # -> special case: properties are + # stored as a dict. + if m == 'mProperties': + setattr(target, name, _get_properties(obj, length)) + continue + + + if not length: # empty! + setattr(target, name, []) + logger.debug(str(self) + ": " + name + " is an empty list.") + continue + + + try: + if obj._type_ in structs.assimp_structs_as_tuple: + if numpy: + setattr(target, name, numpy.array([make_tuple(obj[i]) for i in range(length)], dtype=numpy.float32)) + + logger.debug(str(self) + ": Added an array of numpy arrays (type "+ str(type(obj)) + ") as self." + name) + else: + setattr(target, name, [make_tuple(obj[i]) for i in range(length)]) + + logger.debug(str(self) + ": Added a list of lists (type "+ str(type(obj)) + ") as self." + name) + + else: + setattr(target, name, [obj[i] for i in range(length)]) #TODO: maybe not necessary to recreate an array? + + logger.debug(str(self) + ": Added list of " + str(obj) + " " + name + " as self." + name + " (type: " + str(type(obj)) + ")") + + # initialize array elements + try: + init = assimp_struct_inits[type(obj[0])] + except KeyError: + if _is_init_type(obj[0]): + for e in getattr(target, name): + call_init(e, target) + else: + for e in getattr(target, name): + init(e) + + + except IndexError: + logger.error("in " + str(self) +" : mismatch between mNum" + name + " and the actual amount of data in m" + name + ". This may be due to version mismatch between libassimp and pyassimp. Quitting now.") + sys.exit(1) + + except ValueError as e: + + logger.error("In " + str(self) + "->" + name + ": " + str(e) + ". Quitting now.") + if "setting an array element with a sequence" in str(e): + logger.error("Note that pyassimp does not currently " + "support meshes with mixed triangles " + "and quads. Try to load your mesh with" + " a post-processing to triangulate your" + " faces.") + raise e + + + + else: # starts with 'm' but not iterable + setattr(target, m, obj) + logger.debug("Added " + name + " as self." + name + " (type: " + str(type(obj)) + ")") + + if _is_init_type(obj): + call_init(obj, target) + + if isinstance(self, structs.Mesh): + _finalize_mesh(self, target) + + if isinstance(self, structs.Texture): + _finalize_texture(self, target) + + if isinstance(self, structs.Metadata): + _finalize_metadata(self, target) + + + return self + + +def pythonize_assimp(type, obj, scene): + """ This method modify the Assimp data structures + to make them easier to work with in Python. + + Supported operations: + - MESH: replace a list of mesh IDs by reference to these meshes + - ADDTRANSFORMATION: add a reference to an object's transformation taken from their associated node. + + :param type: the type of modification to operate (cf above) + :param obj: the input object to modify + :param scene: a reference to the whole scene + """ + + if type == "MESH": + meshes = [] + for i in obj: + meshes.append(scene.meshes[i]) + return meshes + + if type == "ADDTRANSFORMATION": + def getnode(node, name): + if node.name == name: return node + for child in node.children: + n = getnode(child, name) + if n: return n + + node = getnode(scene.rootnode, obj.name) + if not node: + raise AssimpError("Object " + str(obj) + " has no associated node!") + setattr(obj, "transformation", node.transformation) + +def recur_pythonize(node, scene): + ''' + Recursively call pythonize_assimp on + nodes tree to apply several post-processing to + pythonize the assimp datastructures. + ''' + node.meshes = pythonize_assimp("MESH", node.meshes, scene) + for mesh in node.meshes: + mesh.material = scene.materials[mesh.materialindex] + for cam in scene.cameras: + pythonize_assimp("ADDTRANSFORMATION", cam, scene) + for c in node.children: + recur_pythonize(c, scene) + +def release(scene): + ''' + Release resources of a loaded scene. + ''' + _assimp_lib.release(ctypes.pointer(scene)) + +@contextmanager +def load(filename, + file_type = None, + processing = postprocess.aiProcess_Triangulate): + ''' + Load a model into a scene. On failure throws AssimpError. + + Arguments + --------- + filename: Either a filename or a file object to load model from. + If a file object is passed, file_type MUST be specified + Otherwise Assimp has no idea which importer to use. + This is named 'filename' so as to not break legacy code. + processing: assimp postprocessing parameters. Verbose keywords are imported + from postprocessing, and the parameters can be combined bitwise to + generate the final processing value. Note that the default value will + triangulate quad faces. Example of generating other possible values: + processing = (pyassimp.postprocess.aiProcess_Triangulate | + pyassimp.postprocess.aiProcess_OptimizeMeshes) + file_type: string of file extension, such as 'stl' + + Returns + --------- + Scene object with model data + ''' + + if hasattr(filename, 'read'): + # This is the case where a file object has been passed to load. + # It is calling the following function: + # const aiScene* aiImportFileFromMemory(const char* pBuffer, + # unsigned int pLength, + # unsigned int pFlags, + # const char* pHint) + if file_type is None: + raise AssimpError('File type must be specified when passing file objects!') + data = filename.read() + model = _assimp_lib.load_mem(data, + len(data), + processing, + file_type) + else: + # a filename string has been passed + model = _assimp_lib.load(filename.encode(sys.getfilesystemencoding()), processing) + + if not model: + raise AssimpError('Could not import file!') + scene = _init(model.contents) + recur_pythonize(scene.rootnode, scene) + try: + yield scene + finally: + release(scene) + +def export(scene, + filename, + file_type = None, + processing = postprocess.aiProcess_Triangulate): + ''' + Export a scene. On failure throws AssimpError. + + Arguments + --------- + scene: scene to export. + filename: Filename that the scene should be exported to. + file_type: string of file exporter to use. For example "collada". + processing: assimp postprocessing parameters. Verbose keywords are imported + from postprocessing, and the parameters can be combined bitwise to + generate the final processing value. Note that the default value will + triangulate quad faces. Example of generating other possible values: + processing = (pyassimp.postprocess.aiProcess_Triangulate | + pyassimp.postprocess.aiProcess_OptimizeMeshes) + + ''' + + exportStatus = _assimp_lib.export(ctypes.pointer(scene), file_type.encode("ascii"), filename.encode(sys.getfilesystemencoding()), processing) + + if exportStatus != 0: + raise AssimpError('Could not export scene!') + +def export_blob(scene, + file_type = None, + processing = postprocess.aiProcess_Triangulate): + ''' + Export a scene and return a blob in the correct format. On failure throws AssimpError. + + Arguments + --------- + scene: scene to export. + file_type: string of file exporter to use. For example "collada". + processing: assimp postprocessing parameters. Verbose keywords are imported + from postprocessing, and the parameters can be combined bitwise to + generate the final processing value. Note that the default value will + triangulate quad faces. Example of generating other possible values: + processing = (pyassimp.postprocess.aiProcess_Triangulate | + pyassimp.postprocess.aiProcess_OptimizeMeshes) + Returns + --------- + Pointer to structs.ExportDataBlob + ''' + exportBlobPtr = _assimp_lib.export_blob(ctypes.pointer(scene), file_type.encode("ascii"), processing) + + if exportBlobPtr == 0: + raise AssimpError('Could not export scene to blob!') + return exportBlobPtr + +def _finalize_texture(tex, target): + setattr(target, "achformathint", tex.achFormatHint) + if numpy: + data = numpy.array([make_tuple(getattr(tex, "pcData")[i]) for i in range(tex.mWidth * tex.mHeight)]) + else: + data = [make_tuple(getattr(tex, "pcData")[i]) for i in range(tex.mWidth * tex.mHeight)] + setattr(target, "data", data) + +def _finalize_mesh(mesh, target): + """ Building of meshes is a bit specific. + + We override here the various datasets that can + not be process as regular fields. + + For instance, the length of the normals array is + mNumVertices (no mNumNormals is available) + """ + nb_vertices = getattr(mesh, "mNumVertices") + + def fill(name): + mAttr = getattr(mesh, name) + if numpy: + if mAttr: + data = numpy.array([make_tuple(getattr(mesh, name)[i]) for i in range(nb_vertices)], dtype=numpy.float32) + setattr(target, name[1:].lower(), data) + else: + setattr(target, name[1:].lower(), numpy.array([], dtype="float32")) + else: + if mAttr: + data = [make_tuple(getattr(mesh, name)[i]) for i in range(nb_vertices)] + setattr(target, name[1:].lower(), data) + else: + setattr(target, name[1:].lower(), []) + + def fillarray(name): + mAttr = getattr(mesh, name) + + data = [] + for index, mSubAttr in enumerate(mAttr): + if mSubAttr: + data.append([make_tuple(getattr(mesh, name)[index][i]) for i in range(nb_vertices)]) + + if numpy: + setattr(target, name[1:].lower(), numpy.array(data, dtype=numpy.float32)) + else: + setattr(target, name[1:].lower(), data) + + fill("mNormals") + fill("mTangents") + fill("mBitangents") + + fillarray("mColors") + fillarray("mTextureCoords") + + # prepare faces + if numpy: + faces = numpy.array([f.indices for f in target.faces], dtype=numpy.int32) + else: + faces = [f.indices for f in target.faces] + setattr(target, 'faces', faces) + +def _init_metadata_entry(entry): + entry.type = entry.mType + if entry.type == structs.MetadataEntry.AI_BOOL: + entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_bool)).contents.value + elif entry.type == structs.MetadataEntry.AI_INT32: + entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_int32)).contents.value + elif entry.type == structs.MetadataEntry.AI_UINT64: + entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_uint64)).contents.value + elif entry.type == structs.MetadataEntry.AI_FLOAT: + entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_float)).contents.value + elif entry.type == structs.MetadataEntry.AI_DOUBLE: + entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_double)).contents.value + elif entry.type == structs.MetadataEntry.AI_AISTRING: + assimp_string = ctypes.cast(entry.mData, ctypes.POINTER(structs.String)).contents + entry.data = _convert_assimp_string(assimp_string) + elif entry.type == structs.MetadataEntry.AI_AIVECTOR3D: + assimp_vector = ctypes.cast(entry.mData, ctypes.POINTER(structs.Vector3D)).contents + entry.data = make_tuple(assimp_vector) + + return entry + +def _finalize_metadata(metadata, target): + """ Building the metadata object is a bit specific. + + Firstly, there are two separate arrays: one with metadata keys and one + with metadata values, and there are no corresponding mNum* attributes, + so the C arrays are not converted to Python arrays using the generic + code in the _init function. + + Secondly, a metadata entry value has to be cast according to declared + metadata entry type. + """ + length = metadata.mNumProperties + setattr(target, 'keys', [str(_convert_assimp_string(metadata.mKeys[i])) for i in range(length)]) + setattr(target, 'values', [_init_metadata_entry(metadata.mValues[i]) for i in range(length)]) + +class PropertyGetter(dict): + def __getitem__(self, key): + semantic = 0 + if isinstance(key, tuple): + key, semantic = key + + return dict.__getitem__(self, (key, semantic)) + + def keys(self): + for k in dict.keys(self): + yield k[0] + + def __iter__(self): + return self.keys() + + def items(self): + for k, v in dict.items(self): + yield k[0], v + + +def _get_properties(properties, length): + """ + Convenience Function to get the material properties as a dict + and values in a python format. + """ + result = {} + #read all properties + for p in [properties[i] for i in range(length)]: + #the name + p = p.contents + key = str(_convert_assimp_string(p.mKey)) + key = (key.split('.')[1], p.mSemantic) + + #the data + if p.mType == 1: + arr = ctypes.cast(p.mData, + ctypes.POINTER(ctypes.c_float * int(p.mDataLength/ctypes.sizeof(ctypes.c_float))) + ).contents + value = [x for x in arr] + elif p.mType == 3: #string can't be an array + value = _convert_assimp_string(ctypes.cast(p.mData, ctypes.POINTER(structs.MaterialPropertyString)).contents) + + elif p.mType == 4: + arr = ctypes.cast(p.mData, + ctypes.POINTER(ctypes.c_int * int(p.mDataLength/ctypes.sizeof(ctypes.c_int))) + ).contents + value = [x for x in arr] + else: + value = p.mData[:p.mDataLength] + + if len(value) == 1: + [value] = value + + result[key] = value + + return PropertyGetter(result) + +def decompose_matrix(matrix): + if not isinstance(matrix, structs.Matrix4x4): + raise AssimpError("pyassimp.decompose_matrix failed: Not a Matrix4x4!") + + scaling = structs.Vector3D() + rotation = structs.Quaternion() + position = structs.Vector3D() + + _assimp_lib.dll.aiDecomposeMatrix(ctypes.pointer(matrix), + ctypes.byref(scaling), + ctypes.byref(rotation), + ctypes.byref(position)) + return scaling._init(), rotation._init(), position._init() + diff --git a/libs/assimp/port/PyAssimp/pyassimp/errors.py b/libs/assimp/port/PyAssimp/pyassimp/errors.py new file mode 100644 index 0000000..e017b51 --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/errors.py @@ -0,0 +1,11 @@ +#-*- coding: UTF-8 -*- + +""" +All possible errors. +""" + +class AssimpError(BaseException): + """ + If an internal error occurs. + """ + pass diff --git a/libs/assimp/port/PyAssimp/pyassimp/formats.py b/libs/assimp/port/PyAssimp/pyassimp/formats.py new file mode 100644 index 0000000..5d454e5 --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/formats.py @@ -0,0 +1,41 @@ +FORMATS = ["CSM", + "LWS", + "B3D", + "COB", + "PLY", + "IFC", + "OFF", + "SMD", + "IRRMESH", + "3D", + "DAE", + "MDL", + "HMP", + "TER", + "WRL", + "XML", + "NFF", + "AC", + "OBJ", + "3DS", + "STL", + "IRR", + "Q3O", + "Q3D", + "MS3D", + "Q3S", + "ZGL", + "MD2", + "X", + "BLEND", + "XGL", + "MD5MESH", + "MAX", + "LXO", + "DXF", + "BVH", + "LWO", + "NDO"] + +def available_formats(): + return FORMATS diff --git a/libs/assimp/port/PyAssimp/pyassimp/helper.py b/libs/assimp/port/PyAssimp/pyassimp/helper.py new file mode 100644 index 0000000..7c14f60 --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/helper.py @@ -0,0 +1,283 @@ +#-*- coding: UTF-8 -*- + +""" +Some fancy helper functions. +""" + +import os +import ctypes +import operator + +from distutils.sysconfig import get_python_lib +import re +import sys + +try: import numpy +except ImportError: numpy = None + +import logging;logger = logging.getLogger("pyassimp") + +from .errors import AssimpError + +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('./') + additional_dirs.append('/usr/lib/') + additional_dirs.append('/usr/lib/x86_64-linux-gnu/') + additional_dirs.append('/usr/lib/aarch64-linux-gnu/') + additional_dirs.append('/usr/local/lib/') + + if 'LD_LIBRARY_PATH' in os.environ: + additional_dirs.extend([item for item in os.environ['LD_LIBRARY_PATH'].split(':') if item]) + + # check if running from anaconda. + anaconda_keywords = ("conda", "continuum") + if any(k in sys.version.lower() for k in anaconda_keywords): + cur_path = get_python_lib() + pattern = re.compile('.*\/lib\/') + conda_lib = pattern.match(cur_path).group() + logger.info("Adding Anaconda lib path:"+ conda_lib) + additional_dirs.append(conda_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') + # libassimp.dylib in /usr/local/lib + ext_whitelist.append('.dylib') + +elif os.name=='nt': + ext_whitelist.append('.dll') + path_dirs = os.environ['PATH'].split(';') + additional_dirs.extend(path_dirs) + +def vec2tuple(x): + """ Converts a VECTOR3D to a Tuple """ + return (x.x, x.y, x.z) + +def transform(vector3, matrix4x4): + """ Apply a transformation matrix on a 3D vector. + + :param vector3: array with 3 elements + :param matrix4x4: 4x4 matrix + """ + if numpy: + return numpy.dot(matrix4x4, numpy.append(vector3, 1.)) + else: + m0,m1,m2,m3 = matrix4x4; x,y,z = vector3 + return [ + m0[0]*x + m0[1]*y + m0[2]*z + m0[3], + m1[0]*x + m1[1]*y + m1[2]*z + m1[3], + m2[0]*x + m2[1]*y + m2[2]*z + m2[3], + m3[0]*x + m3[1]*y + m3[2]*z + m3[3] + ] + +def _inv(matrix4x4): + m0,m1,m2,m3 = matrix4x4 + + det = m0[3]*m1[2]*m2[1]*m3[0] - m0[2]*m1[3]*m2[1]*m3[0] - \ + m0[3]*m1[1]*m2[2]*m3[0] + m0[1]*m1[3]*m2[2]*m3[0] + \ + m0[2]*m1[1]*m2[3]*m3[0] - m0[1]*m1[2]*m2[3]*m3[0] - \ + m0[3]*m1[2]*m2[0]*m3[1] + m0[2]*m1[3]*m2[0]*m3[1] + \ + m0[3]*m1[0]*m2[2]*m3[1] - m0[0]*m1[3]*m2[2]*m3[1] - \ + m0[2]*m1[0]*m2[3]*m3[1] + m0[0]*m1[2]*m2[3]*m3[1] + \ + m0[3]*m1[1]*m2[0]*m3[2] - m0[1]*m1[3]*m2[0]*m3[2] - \ + m0[3]*m1[0]*m2[1]*m3[2] + m0[0]*m1[3]*m2[1]*m3[2] + \ + m0[1]*m1[0]*m2[3]*m3[2] - m0[0]*m1[1]*m2[3]*m3[2] - \ + m0[2]*m1[1]*m2[0]*m3[3] + m0[1]*m1[2]*m2[0]*m3[3] + \ + m0[2]*m1[0]*m2[1]*m3[3] - m0[0]*m1[2]*m2[1]*m3[3] - \ + m0[1]*m1[0]*m2[2]*m3[3] + m0[0]*m1[1]*m2[2]*m3[3] + + return[[( m1[2]*m2[3]*m3[1] - m1[3]*m2[2]*m3[1] + m1[3]*m2[1]*m3[2] - m1[1]*m2[3]*m3[2] - m1[2]*m2[1]*m3[3] + m1[1]*m2[2]*m3[3]) /det, + ( m0[3]*m2[2]*m3[1] - m0[2]*m2[3]*m3[1] - m0[3]*m2[1]*m3[2] + m0[1]*m2[3]*m3[2] + m0[2]*m2[1]*m3[3] - m0[1]*m2[2]*m3[3]) /det, + ( m0[2]*m1[3]*m3[1] - m0[3]*m1[2]*m3[1] + m0[3]*m1[1]*m3[2] - m0[1]*m1[3]*m3[2] - m0[2]*m1[1]*m3[3] + m0[1]*m1[2]*m3[3]) /det, + ( m0[3]*m1[2]*m2[1] - m0[2]*m1[3]*m2[1] - m0[3]*m1[1]*m2[2] + m0[1]*m1[3]*m2[2] + m0[2]*m1[1]*m2[3] - m0[1]*m1[2]*m2[3]) /det], + [( m1[3]*m2[2]*m3[0] - m1[2]*m2[3]*m3[0] - m1[3]*m2[0]*m3[2] + m1[0]*m2[3]*m3[2] + m1[2]*m2[0]*m3[3] - m1[0]*m2[2]*m3[3]) /det, + ( m0[2]*m2[3]*m3[0] - m0[3]*m2[2]*m3[0] + m0[3]*m2[0]*m3[2] - m0[0]*m2[3]*m3[2] - m0[2]*m2[0]*m3[3] + m0[0]*m2[2]*m3[3]) /det, + ( m0[3]*m1[2]*m3[0] - m0[2]*m1[3]*m3[0] - m0[3]*m1[0]*m3[2] + m0[0]*m1[3]*m3[2] + m0[2]*m1[0]*m3[3] - m0[0]*m1[2]*m3[3]) /det, + ( m0[2]*m1[3]*m2[0] - m0[3]*m1[2]*m2[0] + m0[3]*m1[0]*m2[2] - m0[0]*m1[3]*m2[2] - m0[2]*m1[0]*m2[3] + m0[0]*m1[2]*m2[3]) /det], + [( m1[1]*m2[3]*m3[0] - m1[3]*m2[1]*m3[0] + m1[3]*m2[0]*m3[1] - m1[0]*m2[3]*m3[1] - m1[1]*m2[0]*m3[3] + m1[0]*m2[1]*m3[3]) /det, + ( m0[3]*m2[1]*m3[0] - m0[1]*m2[3]*m3[0] - m0[3]*m2[0]*m3[1] + m0[0]*m2[3]*m3[1] + m0[1]*m2[0]*m3[3] - m0[0]*m2[1]*m3[3]) /det, + ( m0[1]*m1[3]*m3[0] - m0[3]*m1[1]*m3[0] + m0[3]*m1[0]*m3[1] - m0[0]*m1[3]*m3[1] - m0[1]*m1[0]*m3[3] + m0[0]*m1[1]*m3[3]) /det, + ( m0[3]*m1[1]*m2[0] - m0[1]*m1[3]*m2[0] - m0[3]*m1[0]*m2[1] + m0[0]*m1[3]*m2[1] + m0[1]*m1[0]*m2[3] - m0[0]*m1[1]*m2[3]) /det], + [( m1[2]*m2[1]*m3[0] - m1[1]*m2[2]*m3[0] - m1[2]*m2[0]*m3[1] + m1[0]*m2[2]*m3[1] + m1[1]*m2[0]*m3[2] - m1[0]*m2[1]*m3[2]) /det, + ( m0[1]*m2[2]*m3[0] - m0[2]*m2[1]*m3[0] + m0[2]*m2[0]*m3[1] - m0[0]*m2[2]*m3[1] - m0[1]*m2[0]*m3[2] + m0[0]*m2[1]*m3[2]) /det, + ( m0[2]*m1[1]*m3[0] - m0[1]*m1[2]*m3[0] - m0[2]*m1[0]*m3[1] + m0[0]*m1[2]*m3[1] + m0[1]*m1[0]*m3[2] - m0[0]*m1[1]*m3[2]) /det, + ( m0[1]*m1[2]*m2[0] - m0[2]*m1[1]*m2[0] + m0[2]*m1[0]*m2[1] - m0[0]*m1[2]*m2[1] - m0[1]*m1[0]*m2[2] + m0[0]*m1[1]*m2[2]) /det]] + +def get_bounding_box(scene): + bb_min = [1e10, 1e10, 1e10] # x,y,z + bb_max = [-1e10, -1e10, -1e10] # x,y,z + inv = numpy.linalg.inv if numpy else _inv + return get_bounding_box_for_node(scene.rootnode, bb_min, bb_max, inv(scene.rootnode.transformation)) + +def get_bounding_box_for_node(node, bb_min, bb_max, transformation): + + if numpy: + transformation = numpy.dot(transformation, node.transformation) + else: + t0,t1,t2,t3 = transformation + T0,T1,T2,T3 = node.transformation + transformation = [ [ + t0[0]*T0[0] + t0[1]*T1[0] + t0[2]*T2[0] + t0[3]*T3[0], + t0[0]*T0[1] + t0[1]*T1[1] + t0[2]*T2[1] + t0[3]*T3[1], + t0[0]*T0[2] + t0[1]*T1[2] + t0[2]*T2[2] + t0[3]*T3[2], + t0[0]*T0[3] + t0[1]*T1[3] + t0[2]*T2[3] + t0[3]*T3[3] + ],[ + t1[0]*T0[0] + t1[1]*T1[0] + t1[2]*T2[0] + t1[3]*T3[0], + t1[0]*T0[1] + t1[1]*T1[1] + t1[2]*T2[1] + t1[3]*T3[1], + t1[0]*T0[2] + t1[1]*T1[2] + t1[2]*T2[2] + t1[3]*T3[2], + t1[0]*T0[3] + t1[1]*T1[3] + t1[2]*T2[3] + t1[3]*T3[3] + ],[ + t2[0]*T0[0] + t2[1]*T1[0] + t2[2]*T2[0] + t2[3]*T3[0], + t2[0]*T0[1] + t2[1]*T1[1] + t2[2]*T2[1] + t2[3]*T3[1], + t2[0]*T0[2] + t2[1]*T1[2] + t2[2]*T2[2] + t2[3]*T3[2], + t2[0]*T0[3] + t2[1]*T1[3] + t2[2]*T2[3] + t2[3]*T3[3] + ],[ + t3[0]*T0[0] + t3[1]*T1[0] + t3[2]*T2[0] + t3[3]*T3[0], + t3[0]*T0[1] + t3[1]*T1[1] + t3[2]*T2[1] + t3[3]*T3[1], + t3[0]*T0[2] + t3[1]*T1[2] + t3[2]*T2[2] + t3[3]*T3[2], + t3[0]*T0[3] + t3[1]*T1[3] + t3[2]*T2[3] + t3[3]*T3[3] + ] ] + + for mesh in node.meshes: + for v in mesh.vertices: + v = transform(v, transformation) + bb_min[0] = min(bb_min[0], v[0]) + bb_min[1] = min(bb_min[1], v[1]) + bb_min[2] = min(bb_min[2], v[2]) + bb_max[0] = max(bb_max[0], v[0]) + bb_max[1] = max(bb_max[1], v[1]) + bb_max[2] = max(bb_max[2], v[2]) + + + for child in node.children: + bb_min, bb_max = get_bounding_box_for_node(child, bb_min, bb_max, transformation) + + return bb_min, bb_max + +def try_load_functions(library_path, dll): + ''' + Try to bind to aiImportFile and aiReleaseImport + + Arguments + --------- + library_path: path to current lib + dll: ctypes handle to library + + Returns + --------- + If unsuccessful: + None + If successful: + Tuple containing (library_path, + load from filename function, + load from memory function, + export to filename function, + export to blob function, + release function, + ctypes handle to assimp library) + ''' + + try: + load = dll.aiImportFile + release = dll.aiReleaseImport + load_mem = dll.aiImportFileFromMemory + export = dll.aiExportScene + export2blob = dll.aiExportSceneToBlob + except AttributeError: + #OK, this is a library, but it doesn't have the functions we need + return None + + # library found! + from .structs import Scene, ExportDataBlob + load.restype = ctypes.POINTER(Scene) + load_mem.restype = ctypes.POINTER(Scene) + export2blob.restype = ctypes.POINTER(ExportDataBlob) + return (library_path, load, load_mem, export, export2blob, release, dll) + +def search_library(): + ''' + Loads the assimp library. + Throws exception AssimpError if no library_path is found + + Returns: tuple, (load from filename function, + load from memory function, + export to filename function, + export to blob function, + release function, + dll) + ''' + #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: + if os.path.isdir(curfolder): + 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 : + continue + is_out=1 + for et in ext_whitelist: + if et in filename.lower(): + is_out=0 + break + if is_out: + continue + + library_path = os.path.join(curfolder, filename) + logger.debug('Try ' + library_path) + try: + dll = ctypes.cdll.LoadLibrary(library_path) + except Exception as e: + logger.warning(str(e)) + # OK, this except is evil. But different OSs will throw different + # errors. So just ignore any errors. + continue + # see if the functions we need are in the dll + loaded = try_load_functions(library_path, dll) + if loaded: candidates.append(loaded) + + if not candidates: + # no library found + raise AssimpError("assimp library not found") + else: + # get the newest library_path + candidates = map(lambda x: (os.lstat(x[0])[-2], x), candidates) + res = max(candidates, key=operator.itemgetter(0))[1] + logger.debug('Using assimp library located at ' + 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:] + +def hasattr_silent(object, name): + """ + Calls hasttr() with the given parameters and preserves the legacy (pre-Python 3.2) + functionality of silently catching exceptions. + + Returns the result of hasatter() or False if an exception was raised. + """ + + try: + if not object: + return False + return hasattr(object, name) + except AttributeError: + return False diff --git a/libs/assimp/port/PyAssimp/pyassimp/material.py b/libs/assimp/port/PyAssimp/pyassimp/material.py new file mode 100644 index 0000000..a36e50a --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/material.py @@ -0,0 +1,89 @@ +# Dummy value. +# +# No texture, but the value to be used as 'texture semantic' +# (#aiMaterialProperty::mSemantic) for all material properties +# # not* related to textures. +# +aiTextureType_NONE = 0x0 + +# The texture is combined with the result of the diffuse +# lighting equation. +# +aiTextureType_DIFFUSE = 0x1 + +# The texture is combined with the result of the specular +# lighting equation. +# +aiTextureType_SPECULAR = 0x2 + +# The texture is combined with the result of the ambient +# lighting equation. +# +aiTextureType_AMBIENT = 0x3 + +# The texture is added to the result of the lighting +# calculation. It isn't influenced by incoming light. +# +aiTextureType_EMISSIVE = 0x4 + +# The texture is a height map. +# +# By convention, higher gray-scale values stand for +# higher elevations from the base height. +# +aiTextureType_HEIGHT = 0x5 + +# The texture is a (tangent space) normal-map. +# +# Again, there are several conventions for tangent-space +# normal maps. Assimp does (intentionally) not +# distinguish here. +# +aiTextureType_NORMALS = 0x6 + +# The texture defines the glossiness of the material. +# +# The glossiness is in fact the exponent of the specular +# (phong) lighting equation. Usually there is a conversion +# function defined to map the linear color values in the +# texture to a suitable exponent. Have fun. +# +aiTextureType_SHININESS = 0x7 + +# The texture defines per-pixel opacity. +# +# Usually 'white' means opaque and 'black' means +# 'transparency'. Or quite the opposite. Have fun. +# +aiTextureType_OPACITY = 0x8 + +# Displacement texture +# +# The exact purpose and format is application-dependent. +# Higher color values stand for higher vertex displacements. +# +aiTextureType_DISPLACEMENT = 0x9 + +# Lightmap texture (aka Ambient Occlusion) +# +# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are +# covered by this material property. The texture contains a +# scaling value for the final color value of a pixel. Its +# intensity is not affected by incoming light. +# +aiTextureType_LIGHTMAP = 0xA + +# Reflection texture +# +# Contains the color of a perfect mirror reflection. +# Rarely used, almost never for real-time applications. +# +aiTextureType_REFLECTION = 0xB + +# Unknown texture +# +# A texture reference that does not match any of the definitions +# above is considered to be 'unknown'. It is still imported +# but is excluded from any further postprocessing. +# +aiTextureType_UNKNOWN = 0xC diff --git a/libs/assimp/port/PyAssimp/pyassimp/postprocess.py b/libs/assimp/port/PyAssimp/pyassimp/postprocess.py new file mode 100644 index 0000000..0c55d67 --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/postprocess.py @@ -0,0 +1,530 @@ +# <hr>Calculates the tangents and bitangents for the imported meshes. +# +# Does nothing if a mesh does not have normals. You might want this post +# processing step to be executed if you plan to use tangent space calculations +# such as normal mapping applied to the meshes. There's a config setting, +# <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE<tt>, which allows you to specify +# a maximum smoothing angle for the algorithm. However, usually you'll +# want to leave it at the default value. +# +aiProcess_CalcTangentSpace = 0x1 + +## <hr>Identifies and joins identical vertex data sets within all +# imported meshes. +# +# After this step is run, each mesh contains unique vertices, +# so a vertex may be used by multiple faces. You usually want +# to use this post processing step. If your application deals with +# indexed geometry, this step is compulsory or you'll just waste rendering +# time. <b>If this flag is not specified<b>, no vertices are referenced by +# more than one face and <b>no index buffer is required<b> for rendering. +# +aiProcess_JoinIdenticalVertices = 0x2 + +## <hr>Converts all the imported data to a left-handed coordinate space. +# +# By default the data is returned in a right-handed coordinate space (which +# OpenGL prefers). In this space, +X points to the right, +# +Z points towards the viewer, and +Y points upwards. In the DirectX +# coordinate space +X points to the right, +Y points upwards, and +Z points +# away from the viewer. +# +# You'll probably want to consider this flag if you use Direct3D for +# rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this +# setting and bundles all conversions typically required for D3D-based +# applications. +# +aiProcess_MakeLeftHanded = 0x4 + +## <hr>Triangulates all faces of all meshes. +# +# By default the imported mesh data might contain faces with more than 3 +# indices. For rendering you'll usually want all faces to be triangles. +# This post processing step splits up faces with more than 3 indices into +# triangles. Line and point primitives are #not# modified! If you want +# 'triangles only' with no other kinds of primitives, try the following +# solution: +# <ul> +# <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType <li> +# <li>Ignore all point and line meshes when you process assimp's output<li> +# <ul> +# +aiProcess_Triangulate = 0x8 + +## <hr>Removes some parts of the data structure (animations, materials, +# light sources, cameras, textures, vertex components). +# +# The components to be removed are specified in a separate +# configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS<tt>. This is quite useful +# if you don't need all parts of the output structure. Vertex colors +# are rarely used today for example... Calling this step to remove unneeded +# data from the pipeline as early as possible results in increased +# performance and a more optimized output data structure. +# This step is also useful if you want to force Assimp to recompute +# normals or tangents. The corresponding steps don't recompute them if +# they're already there (loaded from the source asset). By using this +# step you can make sure they are NOT there. +# +# This flag is a poor one, mainly because its purpose is usually +# misunderstood. Consider the following case: a 3D model has been exported +# from a CAD app, and it has per-face vertex colors. Vertex positions can't be +# shared, thus the #aiProcess_JoinIdenticalVertices step fails to +# optimize the data because of these nasty little vertex colors. +# Most apps don't even process them, so it's all for nothing. By using +# this step, unneeded components are excluded as early as possible +# thus opening more room for internal optimizations. +# +aiProcess_RemoveComponent = 0x10 + +## <hr>Generates normals for all faces of all meshes. +# +# This is ignored if normals are already there at the time this flag +# is evaluated. Model importers try to load them from the source file, so +# they're usually already there. Face normals are shared between all points +# of a single face, so a single point can have multiple normals, which +# forces the library to duplicate vertices in some cases. +# #aiProcess_JoinIdenticalVertices is #senseless# then. +# +# This flag may not be specified together with #aiProcess_GenSmoothNormals. +# +aiProcess_GenNormals = 0x20 + +## <hr>Generates smooth normals for all vertices in the mesh. +# +# This is ignored if normals are already there at the time this flag +# is evaluated. Model importers try to load them from the source file, so +# they're usually already there. +# +# This flag may not be specified together with +# #aiProcess_GenNormals. There's a configuration option, +# <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE<tt> which allows you to specify +# an angle maximum for the normal smoothing algorithm. Normals exceeding +# this limit are not smoothed, resulting in a 'hard' seam between two faces. +# Using a decent angle here (e.g. 80 degrees) results in very good visual +# appearance. +# +aiProcess_GenSmoothNormals = 0x40 + +## <hr>Splits large meshes into smaller sub-meshes. +# +# This is quite useful for real-time rendering, where the number of triangles +# which can be maximally processed in a single draw-call is limited +# by the video driverhardware. The maximum vertex buffer is usually limited +# too. Both requirements can be met with this step: you may specify both a +# triangle and vertex limit for a single mesh. +# +# The split limits can (and should!) be set through the +# <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT<tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT<tt> +# settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES<tt> and +# <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES<tt>. +# +# Note that splitting is generally a time-consuming task, but only if there's +# something to split. The use of this step is recommended for most users. +# +aiProcess_SplitLargeMeshes = 0x80 + +## <hr>Removes the node graph and pre-transforms all vertices with +# the local transformation matrices of their nodes. +# +# The output scene still contains nodes, however there is only a +# root node with children, each one referencing only one mesh, +# and each mesh referencing one material. For rendering, you can +# simply render all meshes in order - you don't need to pay +# attention to local transformations and the node hierarchy. +# Animations are removed during this step. +# This step is intended for applications without a scenegraph. +# The step CAN cause some problems: if e.g. a mesh of the asset +# contains normals and another, using the same material index, does not, +# they will be brought together, but the first meshes's part of +# the normal list is zeroed. However, these artifacts are rare. +# @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE<tt> configuration property +# can be set to normalize the scene's spatial dimension to the -1...1 +# range. +# +aiProcess_PreTransformVertices = 0x100 + +## <hr>Limits the number of bones simultaneously affecting a single vertex +# to a maximum value. +# +# If any vertex is affected by more than the maximum number of bones, the least +# important vertex weights are removed and the remaining vertex weights are +# renormalized so that the weights still sum up to 1. +# The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS<tt> in +# config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS<tt> setting to +# supply your own limit to the post processing step. +# +# If you intend to perform the skinning in hardware, this post processing +# step might be of interest to you. +# +aiProcess_LimitBoneWeights = 0x200 + +## <hr>Validates the imported scene data structure. +# This makes sure that all indices are valid, all animations and +# bones are linked correctly, all material references are correct .. etc. +# +# It is recommended that you capture Assimp's log output if you use this flag, +# so you can easily find out what's wrong if a file fails the +# validation. The validator is quite strict and will find #all# +# inconsistencies in the data structure... It is recommended that plugin +# developers use it to debug their loaders. There are two types of +# validation failures: +# <ul> +# <li>Error: There's something wrong with the imported data. Further +# postprocessing is not possible and the data is not usable at all. +# The import fails. #Importer::GetErrorString() or #aiGetErrorString() +# carry the error message around.<li> +# <li>Warning: There are some minor issues (e.g. 1000000 animation +# keyframes with the same time), but further postprocessing and use +# of the data structure is still safe. Warning details are written +# to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING<tt> is set +# in #aiScene::mFlags<li> +# <ul> +# +# This post-processing step is not time-consuming. Its use is not +# compulsory, but recommended. +# +aiProcess_ValidateDataStructure = 0x400 + +## <hr>Reorders triangles for better vertex cache locality. +# +# The step tries to improve the ACMR (average post-transform vertex cache +# miss ratio) for all meshes. The implementation runs in O(n) and is +# roughly based on the 'tipsify' algorithm (see <a href=" +# http:www.cs.princeton.edugfxpubsSander_2007_%3ETRtipsy.pdf">this +# paper<a>). +# +# If you intend to render huge models in hardware, this step might +# be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE<tt>config +# setting can be used to fine-tune the cache optimization. +# +aiProcess_ImproveCacheLocality = 0x800 + +## <hr>Searches for redundantunreferenced materials and removes them. +# +# This is especially useful in combination with the +# #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags. +# Both join small meshes with equal characteristics, but they can't do +# their work if two meshes have different materials. Because several +# material settings are lost during Assimp's import filters, +# (and because many exporters don't check for redundant materials), huge +# models often have materials which are are defined several times with +# exactly the same settings. +# +# Several material settings not contributing to the final appearance of +# a surface are ignored in all comparisons (e.g. the material name). +# So, if you're passing additional information through the +# content pipeline (probably using #magic# material names), don't +# specify this flag. Alternatively take a look at the +# <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST<tt> setting. +# +aiProcess_RemoveRedundantMaterials = 0x1000 + +## <hr>This step tries to determine which meshes have normal vectors +# that are facing inwards and inverts them. +# +# The algorithm is simple but effective: +# the bounding box of all vertices + their normals is compared against +# the volume of the bounding box of all vertices without their normals. +# This works well for most objects, problems might occur with planar +# surfaces. However, the step tries to filter such cases. +# The step inverts all in-facing normals. Generally it is recommended +# to enable this step, although the result is not always correct. +# +aiProcess_FixInfacingNormals = 0x2000 + +## <hr>This step splits meshes with more than one primitive type in +# homogeneous sub-meshes. +# +# The step is executed after the triangulation step. After the step +# returns, just one bit is set in aiMesh::mPrimitiveTypes. This is +# especially useful for real-time rendering where point and line +# primitives are often ignored or rendered separately. +# You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE<tt> option to specify which +# primitive types you need. This can be used to easily exclude +# lines and points, which are rarely used, from the import. +# +aiProcess_SortByPType = 0x8000 + +## <hr>This step searches all meshes for degenerate primitives and +# converts them to proper lines or points. +# +# A face is 'degenerate' if one or more of its points are identical. +# To have the degenerate stuff not only detected and collapsed but +# removed, try one of the following procedures: +# <br><b>1.<b> (if you support lines and points for rendering but don't +# want the degenerates)<br> +# <ul> +# <li>Specify the #aiProcess_FindDegenerates flag. +# <li> +# <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE<tt> option to 1. This will +# cause the step to remove degenerate triangles from the import +# as soon as they're detected. They won't pass any further +# pipeline steps. +# <li> +# <ul> +# <br><b>2.<b>(if you don't support lines and points at all)<br> +# <ul> +# <li>Specify the #aiProcess_FindDegenerates flag. +# <li> +# <li>Specify the #aiProcess_SortByPType flag. This moves line and +# point primitives to separate meshes. +# <li> +# <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE<tt> option to +# @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES +# @endcode to cause SortByPType to reject point +# and line meshes from the scene. +# <li> +# <ul> +# @note Degenerate polygons are not necessarily evil and that's why +# they're not removed by default. There are several file formats which +# don't support lines or points, and some exporters bypass the +# format specification and write them as degenerate triangles instead. +# +aiProcess_FindDegenerates = 0x10000 + +## <hr>This step searches all meshes for invalid data, such as zeroed +# normal vectors or invalid UV coords and removesfixes them. This is +# intended to get rid of some common exporter errors. +# +# This is especially useful for normals. If they are invalid, and +# the step recognizes this, they will be removed and can later +# be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br> +# The step will also remove meshes that are infinitely small and reduce +# animation tracks consisting of hundreds if redundant keys to a single +# key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY<tt> config property decides +# the accuracy of the check for duplicate animation tracks. +# +aiProcess_FindInvalidData = 0x20000 + +## <hr>This step converts non-UV mappings (such as spherical or +# cylindrical mapping) to proper texture coordinate channels. +# +# Most applications will support UV mapping only, so you will +# probably want to specify this step in every case. Note that Assimp is not +# always able to match the original mapping implementation of the +# 3D app which produced a model perfectly. It's always better to let the +# modelling app compute the UV channels - 3ds max, Maya, Blender, +# LightWave, and Modo do this for example. +# +# @note If this step is not requested, you'll need to process the +# <tt>#AI_MATKEY_MAPPING<tt> material property in order to display all assets +# properly. +# +aiProcess_GenUVCoords = 0x40000 + +## <hr>This step applies per-texture UV transformations and bakes +# them into stand-alone vtexture coordinate channels. +# +# UV transformations are specified per-texture - see the +# <tt>#AI_MATKEY_UVTRANSFORM<tt> material key for more information. +# This step processes all textures with +# transformed input UV coordinates and generates a new (pre-transformed) UV channel +# which replaces the old channel. Most applications won't support UV +# transformations, so you will probably want to specify this step. +# +# @note UV transformations are usually implemented in real-time apps by +# transforming texture coordinates at vertex shader stage with a 3x3 +# (homogenous) transformation matrix. +# +aiProcess_TransformUVCoords = 0x80000 + +## <hr>This step searches for duplicate meshes and replaces them +# with references to the first mesh. +# +# This step takes a while, so don't use it if speed is a concern. +# Its main purpose is to workaround the fact that many export +# file formats don't support instanced meshes, so exporters need to +# duplicate meshes. This step removes the duplicates again. Please +# note that Assimp does not currently support per-node material +# assignment to meshes, which means that identical meshes with +# different materials are currently #not# joined, although this is +# planned for future versions. +# +aiProcess_FindInstances = 0x100000 + +## <hr>A postprocessing step to reduce the number of meshes. +# +# This will, in fact, reduce the number of draw calls. +# +# This is a very effective optimization and is recommended to be used +# together with #aiProcess_OptimizeGraph, if possible. The flag is fully +# compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType. +# +aiProcess_OptimizeMeshes = 0x200000 + + +## <hr>A postprocessing step to optimize the scene hierarchy. +# +# Nodes without animations, bones, lights or cameras assigned are +# collapsed and joined. +# +# Node names can be lost during this step. If you use special 'tag nodes' +# to pass additional information through your content pipeline, use the +# <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<tt> setting to specify a list of node +# names you want to be kept. Nodes matching one of the names in this list won't +# be touched or modified. +# +# Use this flag with caution. Most simple files will be collapsed to a +# single node, so complex hierarchies are usually completely lost. This is not +# useful for editor environments, but probably a very effective +# optimization if you just want to get the model data, convert it to your +# own format, and render it as fast as possible. +# +# This flag is designed to be used with #aiProcess_OptimizeMeshes for best +# results. +# +# @note 'Crappy' scenes with thousands of extremely small meshes packed +# in deeply nested nodes exist for almost all file formats. +# #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph +# usually fixes them all and makes them renderable. +# +aiProcess_OptimizeGraph = 0x400000 + +## <hr>This step flips all UV coordinates along the y-axis and adjusts +# material settings and bitangents accordingly. +# +# <b>Output UV coordinate system:<b> +# @code +# 0y|0y ---------- 1x|0y +# | | +# | | +# | | +# 0x|1y ---------- 1x|1y +# @endcode +# +# You'll probably want to consider this flag if you use Direct3D for +# rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this +# setting and bundles all conversions typically required for D3D-based +# applications. +# +aiProcess_FlipUVs = 0x800000 + +## <hr>This step adjusts the output face winding order to be CW. +# +# The default face winding order is counter clockwise (CCW). +# +# <b>Output face order:<b> +# @code +# x2 +# +# x0 +# x1 +# @endcode +# +aiProcess_FlipWindingOrder = 0x1000000 + +## <hr>This step splits meshes with many bones into sub-meshes so that each +# su-bmesh has fewer or as many bones as a given limit. +# +aiProcess_SplitByBoneCount = 0x2000000 + +## <hr>This step removes bones losslessly or according to some threshold. +# +# In some cases (i.e. formats that require it) exporters are forced to +# assign dummy bone weights to otherwise static meshes assigned to +# animated meshes. Full, weight-based skinning is expensive while +# animating nodes is extremely cheap, so this step is offered to clean up +# the data in that regard. +# +# Use <tt>#AI_CONFIG_PP_DB_THRESHOLD<tt> to control this. +# Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE<tt> if you want bones removed if and +# only if all bones within the scene qualify for removal. +# +aiProcess_Debone = 0x4000000 + +aiProcess_GenEntityMeshes = 0x100000 +aiProcess_OptimizeAnimations = 0x200000 +aiProcess_FixTexturePaths = 0x200000 +aiProcess_EmbedTextures = 0x10000000, + +## @def aiProcess_ConvertToLeftHanded + # @brief Shortcut flag for Direct3D-based applications. + # + # Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and + # #aiProcess_FlipWindingOrder flags. + # The output data matches Direct3D's conventions: left-handed geometry, upper-left + # origin for UV coordinates and finally clockwise face order, suitable for CCW culling. + # + # @deprecated + # +aiProcess_ConvertToLeftHanded = ( \ + aiProcess_MakeLeftHanded | \ + aiProcess_FlipUVs | \ + aiProcess_FlipWindingOrder | \ + 0 ) + + +## @def aiProcessPreset_TargetRealtimeUse_Fast + # @brief Default postprocess configuration optimizing the data for real-time rendering. + # + # Applications would want to use this preset to load models on end-user PCs, + # maybe for direct use in game. + # + # If you're using DirectX, don't forget to combine this value with + # the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations + # in your application apply the #aiProcess_TransformUVCoords step, too. + # @note Please take the time to read the docs for the steps enabled by this preset. + # Some of them offer further configurable properties, while some of them might not be of + # use for you so it might be better to not specify them. + # +aiProcessPreset_TargetRealtime_Fast = ( \ + aiProcess_CalcTangentSpace | \ + aiProcess_GenNormals | \ + aiProcess_JoinIdenticalVertices | \ + aiProcess_Triangulate | \ + aiProcess_GenUVCoords | \ + aiProcess_SortByPType | \ + 0 ) + + ## @def aiProcessPreset_TargetRealtime_Quality + # @brief Default postprocess configuration optimizing the data for real-time rendering. + # + # Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration + # performs some extra optimizations to improve rendering speed and + # to minimize memory usage. It could be a good choice for a level editor + # environment where import speed is not so important. + # + # If you're using DirectX, don't forget to combine this value with + # the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations + # in your application apply the #aiProcess_TransformUVCoords step, too. + # @note Please take the time to read the docs for the steps enabled by this preset. + # Some of them offer further configurable properties, while some of them might not be + # of use for you so it might be better to not specify them. + # +aiProcessPreset_TargetRealtime_Quality = ( \ + aiProcess_CalcTangentSpace | \ + aiProcess_GenSmoothNormals | \ + aiProcess_JoinIdenticalVertices | \ + aiProcess_ImproveCacheLocality | \ + aiProcess_LimitBoneWeights | \ + aiProcess_RemoveRedundantMaterials | \ + aiProcess_SplitLargeMeshes | \ + aiProcess_Triangulate | \ + aiProcess_GenUVCoords | \ + aiProcess_SortByPType | \ + aiProcess_FindDegenerates | \ + aiProcess_FindInvalidData | \ + 0 ) + + ## @def aiProcessPreset_TargetRealtime_MaxQuality + # @brief Default postprocess configuration optimizing the data for real-time rendering. + # + # This preset enables almost every optimization step to achieve perfectly + # optimized data. It's your choice for level editor environments where import speed + # is not important. + # + # If you're using DirectX, don't forget to combine this value with + # the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations + # in your application, apply the #aiProcess_TransformUVCoords step, too. + # @note Please take the time to read the docs for the steps enabled by this preset. + # Some of them offer further configurable properties, while some of them might not be + # of use for you so it might be better to not specify them. + # +aiProcessPreset_TargetRealtime_MaxQuality = ( \ + aiProcessPreset_TargetRealtime_Quality | \ + aiProcess_FindInstances | \ + aiProcess_ValidateDataStructure | \ + aiProcess_OptimizeMeshes | \ + 0 ) + + diff --git a/libs/assimp/port/PyAssimp/pyassimp/structs.py b/libs/assimp/port/PyAssimp/pyassimp/structs.py new file mode 100644 index 0000000..e1fba19 --- /dev/null +++ b/libs/assimp/port/PyAssimp/pyassimp/structs.py @@ -0,0 +1,1135 @@ +#-*- coding: utf-8 -*- + +from ctypes import POINTER, c_void_p, c_uint, c_char, c_float, Structure, c_double, c_ubyte, c_size_t, c_uint32 + + +class Vector2D(Structure): + """ + See 'vector2.h' for details. + """ + + + _fields_ = [ + ("x", c_float),("y", c_float), + ] + +class Matrix3x3(Structure): + """ + See 'matrix3x3.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 Texel(Structure): + """ + See 'texture.h' for details. + """ + + _fields_ = [ + ("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte), + ] + +class Color4D(Structure): + """ + See 'color4.h' for details. + """ + + + _fields_ = [ + # Red, green, blue and alpha color values + ("r", c_float),("g", c_float),("b", c_float),("a", c_float), + ] + +class Plane(Structure): + """ + See 'types.h' for details. + """ + + _fields_ = [ + # Plane equation + ("a", c_float),("b", c_float),("c", c_float),("d", c_float), + ] + +class Color3D(Structure): + """ + See 'types.h' for details. + """ + + _fields_ = [ + # Red, green and blue color values + ("r", c_float),("g", c_float),("b", c_float), + ] + +class String(Structure): + """ + See 'types.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_uint32), + + # String buffer. Size limit is MAXLEN + ("data", c_char*MAXLEN), + ] + +class MaterialPropertyString(Structure): + """ + See 'MaterialSystem.cpp' for details. + + The size of length is truncated to 4 bytes on 64-bit platforms when used as a + material property (see MaterialSystem.cpp aiMaterial::AddProperty() 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_uint32), + + # String buffer. Size limit is MAXLEN + ("data", c_char*MAXLEN), + ] + +class MemoryInfo(Structure): + """ + See 'types.h' for details. + """ + + _fields_ = [ + # Storage allocated for texture data + ("textures", c_uint), + + # Storage allocated for material data + ("materials", c_uint), + + # Storage allocated for mesh data + ("meshes", c_uint), + + # Storage allocated for node data + ("nodes", c_uint), + + # Storage allocated for animation data + ("animations", c_uint), + + # Storage allocated for camera data + ("cameras", c_uint), + + # Storage allocated for light data + ("lights", c_uint), + + # Total storage allocated for the full import. + ("total", c_uint), + ] + +class Quaternion(Structure): + """ + See 'quaternion.h' for details. + """ + + + _fields_ = [ + # w,x,y,z components of the quaternion + ("w", c_float),("x", c_float),("y", c_float),("z", c_float), + ] + +class Face(Structure): + """ + See 'mesh.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 'mesh.h' for details. + """ + + _fields_ = [ + # Index of the vertex which is influenced by the bone. + ("mVertexId", c_uint), + + # The strength of the influence in the range (0...1). + # The influence from all bones at one vertex amounts to 1. + ("mWeight", c_float), + ] + +class Matrix4x4(Structure): + """ + See 'matrix4x4.h' for details. + """ + + + _fields_ = [ + ("a1", c_float),("a2", c_float),("a3", c_float),("a4", c_float), + ("b1", c_float),("b2", c_float),("b3", c_float),("b4", c_float), + ("c1", c_float),("c2", c_float),("c3", c_float),("c4", c_float), + ("d1", c_float),("d2", c_float),("d3", c_float),("d4", c_float), + ] + +class Vector3D(Structure): + """ + See 'vector3.h' for details. + """ + + + _fields_ = [ + ("x", c_float),("y", c_float),("z", c_float), + ] + +class MeshKey(Structure): + """ + See 'anim.h' for details. + """ + + _fields_ = [ + # The time of this key + ("mTime", c_double), + + # Index into the aiMesh::mAnimMeshes array of the + # mesh corresponding 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 MetadataEntry(Structure): + """ + See 'metadata.h' for details + """ + AI_BOOL = 0 + AI_INT32 = 1 + AI_UINT64 = 2 + AI_FLOAT = 3 + AI_DOUBLE = 4 + AI_AISTRING = 5 + AI_AIVECTOR3D = 6 + AI_META_MAX = 7 + _fields_ = [ + # The type field uniquely identifies the underlying type of the data field + ("mType", c_uint), + ("mData", c_void_p), + ] + +class Metadata(Structure): + """ + See 'metadata.h' for details + """ + _fields_ = [ + # Length of the mKeys and mValues arrays, respectively + ("mNumProperties", c_uint), + + # Arrays of keys, may not be NULL. Entries in this array may not be NULL + # as well. + ("mKeys", POINTER(String)), + + # Arrays of values, may not be NULL. Entries in this array may be NULL + # if the corresponding property key has no assigned value. + ("mValues", POINTER(MetadataEntry)), + ] + +class Node(Structure): + """ + See 'scene.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)), + + # Metadata associated with this node or NULL if there is no metadata. + # Whether any metadata is generated depends on the source file format. + ("mMetadata", POINTER(Metadata)), + ] + +class Light(Structure): + """ + See 'light.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), + + # Up 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. + ("mUp", 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), + + # Size of area light source. + ("mSize", Vector2D), + ] + +class Texture(Structure): + """ + See 'texture.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 textures. + # + # If mHeight != 0 this member is show how data is packed. Hint will consist of + # two parts: channel order and channel bitness (count of the bits for every + # color channel). For simple parsing by the viewer it's better to not omit + # absent color channel and just use 0 for bitness. For example: + # 1. Image contain RGBA and 8 bit per channel, achFormatHint == "rgba8888"; + # 2. Image contain ARGB and 8 bit per channel, achFormatHint == "argb8888"; + # 3. Image contain RGB and 5 bit for R and B channels and 6 bit for G channel, + # achFormatHint == "rgba5650"; + # 4. One color image with B channel and 1 bit for it, achFormatHint == "rgba0010"; + # If mHeight == 0 then achFormatHint 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*9), + + # 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)), + + # Texture original filename + # Used to get the texture reference + ("mFilename", String), + ] + +class Ray(Structure): + """ + See 'types.h' for details. + """ + + _fields_ = [ + # Position and direction of the ray + ("pos", Vector3D),("dir", Vector3D), + ] + +class UVTransform(Structure): + """ + See 'material.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 'material.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 'material.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 'mesh.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 AnimMesh(Structure): + """ + See 'mesh.h' for details. + """ + + AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8 + AI_MAX_NUMBER_OF_COLOR_SETS = 0x8 + + _fields_ = [ + # Anim Mesh name + ("mName", String), + + # Replacement for aiMesh::mVertices. If this array is non-NULL, + # it *must* contain mNumVertices entries. The corresponding + # array in the host mesh must be non-NULL as well - animation + # meshes may neither add or nor remove vertex components (if + # a replacement array is NULL and the corresponding source + # array is not, the source data is taken instead) + ("mVertices", POINTER(Vector3D)), + + # Replacement for aiMesh::mNormals. + ("mNormals", POINTER(Vector3D)), + + # Replacement for aiMesh::mTangents. + ("mTangents", POINTER(Vector3D)), + + # Replacement for aiMesh::mBitangents. + ("mBitangents", POINTER(Vector3D)), + + # Replacement for aiMesh::mColors + ("mColors", POINTER(Color4D) * AI_MAX_NUMBER_OF_COLOR_SETS), + + # Replacement for aiMesh::mTextureCoords + ("mTextureCoords", POINTER(Vector3D) * AI_MAX_NUMBER_OF_TEXTURECOORDS), + + # The number of vertices in the aiAnimMesh, and thus the length of all + # the member arrays. + # + # This has always the same value as the mNumVertices property in the + # corresponding aiMesh. It is duplicated here merely to make the length + # of the member arrays accessible even if the aiMesh is not known, e.g. + # from language bindings. + ("mNumVertices", c_uint), + + # Weight of the AnimMesh. + ("mWeight", c_float), + ] + + +class Mesh(Structure): + """ + See 'mesh.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 detailed discussion of qNaNs. + # @note If the mesh contains tangents, it automatically also + # contains bitangents (the bitangent is just the cross product of + # tangent and normal vectors). + ("mTangents", POINTER(Vector3D)), + + # Vertex bitangents. + # The bitangent of a vertex points in the direction of the positive + # Y texture axis. The array contains normalized vectors, NULL if not + # present. The array is mNumVertices in size. + # @note If the mesh contains tangents, it automatically also contains + # bitangents. + ("mBitangents", POINTER(Vector3D)), + + # Vertex color sets. + # A mesh may contain 0 to + #AI_MAX_NUMBER_OF_COLOR_SETS vertex + # colors per vertex. NULL if not present. Each array is + # mNumVertices in size if present. + ("mColors", POINTER(Color4D)*AI_MAX_NUMBER_OF_COLOR_SETS), + + # Vertex texture coords, also known as UV channels. + # A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per + # vertex. NULL if not present. The array is mNumVertices in size. + ("mTextureCoords", POINTER(Vector3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS), + + # Specifies the number of components for a given UV channel. + # Up to three channels are supported (UVW, for accessing volume + # or cube maps). If the value is 2 for a given channel n, the + # component p.z of mTextureCoords[n][p] is set to 0.0f. + # If the value is 1 for a given channel, p.y is set to 0.0f, too. + # @note 4D coords are not supported + ("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS), + + # The faces the mesh is constructed from. + # Each face refers to a number of vertices by their indices. + # This array is always present in a mesh, its size is given + # in mNumFaces. If the + #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT + # is NOT set each face references an unique set of vertices. + ("mFaces", POINTER(Face)), + + # The number of bones this mesh contains. + # Can be 0, in which case the mBones array is NULL. + ("mNumBones", c_uint), + + # The bones of this mesh. + # A bone consists of a name by which it can be found in the + # frame hierarchy and a set of vertex weights. + ("mBones", POINTER(POINTER(Bone))), + + # The material used by this mesh. + # A mesh does use only a single material. If an imported model uses + # multiple materials, the import splits up the mesh. Use this value + # as index into the scene's material list. + ("mMaterialIndex", c_uint), + + # Name of the mesh. Meshes can be named, but this is not a + # requirement and leaving this field empty is totally fine. + # There are mainly three uses for mesh names: + # - some formats name nodes and meshes independently. + # - importers tend to split meshes up to meet the + # one-material-per-mesh requirement. Assigning + # the same (dummy) name to each of the result meshes + # aids the caller at recovering the original mesh + # partitioning. + # - Vertex animations refer to meshes by their names. + ("mName", String), + + # The number of attachment meshes. Note! Currently only works with Collada loader. + ("mNumAnimMeshes", c_uint), + + # 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). + # Note! Currently only works with Collada loader. + ("mAnimMeshes", POINTER(POINTER(AnimMesh))), + + # Method of morphing when animeshes are specified. + ("mMethod", c_uint), + + ] + +class Camera(Structure): + """ + See 'camera.h' for details. + """ + + + _fields_ = [ + # The name of the camera. + # There must be a node in the scenegraph with the same name. + # This node specifies the position of the camera in the scene + # hierarchy and can be animated. + ("mName", String), + + # Position of the camera relative to the coordinate space + # defined by the corresponding node. + # The default value is 0|0|0. + ("mPosition", Vector3D), + + # 'Up' - vector of the camera coordinate system relative to + # the coordinate space defined by the corresponding node. + # The 'right' vector of the camera coordinate system is + # the cross product of the up and lookAt vectors. + # The default value is 0|1|0. The vector + # may be normalized, but it needn't. + ("mUp", Vector3D), + + # 'LookAt' - vector of the camera coordinate system relative to + # the coordinate space defined by the corresponding node. + # This is the viewing direction of the user. + # The default value is 0|0|1. The vector + # may be normalized, but it needn't. + ("mLookAt", Vector3D), + + # Half horizontal field of view angle, in radians. + # The field of view angle is the angle between the center + # line of the screen and the left or right border. + # The default value is 1/4PI. + ("mHorizontalFOV", c_float), + + # Distance of the near clipping plane from the camera. + # The value may not be 0.f (for arithmetic reasons to prevent + # a division through zero). The default value is 0.1f. + ("mClipPlaneNear", c_float), + + # Distance of the far clipping plane from the camera. + # The far clipping plane must, of course, be further away than the + # near clipping plane. The default value is 1000.f. The ratio + # between the near and the far plane should not be too + # large (between 1000-10000 should be ok) to avoid floating-point + # inaccuracies which could lead to z-fighting. + ("mClipPlaneFar", c_float), + + # Screen aspect ratio. + # This is the ration between the width and the height of the + # screen. Typical values are 4/3, 1/2 or 1/1. This value is + # 0 if the aspect ratio is not defined in the source file. + # 0 is also the default value. + ("mAspect", c_float), + ] + +class VectorKey(Structure): + """ + See 'anim.h' for details. + """ + + _fields_ = [ + # The time of this key + ("mTime", c_double), + + # The value of this key + ("mValue", Vector3D), + ] + +class QuatKey(Structure): + """ + See 'anim.h' for details. + """ + + _fields_ = [ + # The time of this key + ("mTime", c_double), + + # The value of this key + ("mValue", Quaternion), + ] + +class MeshMorphKey(Structure): + """ + See 'anim.h' for details. + """ + + _fields_ = [ + # The time of this key + ("mTime", c_double), + + # The values and weights at the time of this key + ("mValues", POINTER(c_uint)), + ("mWeights", POINTER(c_double)), + + # The number of values and weights + ("mNumValuesAndWeights", c_uint), + + ] + +class NodeAnim(Structure): + """ + See 'anim.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 MeshAnim(Structure): + """ + See 'anim.h' for details. + """ + + _fields_ = [ + # Name of the mesh to be animated. An empty string is not allowed, + # animated meshes need to be named (not necessarily uniquely, + # the name can basically serve as wild-card to select a group + # of meshes with similar animation setup) + ("mName", String), + + # Size of the #mKeys array. Must be 1, at least. + ("mNumKeys", c_uint), + + # Key frames of the animation. May not be NULL. + ("mKeys", POINTER(MeshKey)), + ] + +class MeshMorphAnim(Structure): + """ + See 'anim.h' for details. + """ + + _fields_ = [ + # Name of the mesh to be animated. An empty string is not allowed, + # animated meshes need to be named (not necessarily uniquely, + # the name can basically serve as wildcard to select a group + # of meshes with similar animation setup) + ("mName", String), + + # Size of the #mKeys array. Must be 1, at least. + ("mNumKeys", c_uint), + + # Key frames of the animation. May not be NULL. + ("mKeys", POINTER(MeshMorphKey)), + ] + + +class Animation(Structure): + """ + See 'anim.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. + ("mMeshChannels", POINTER(POINTER(MeshAnim))), + + # The number of mesh animation channels. Each channel affects + # a single mesh and defines morphing animation. + ("mNumMorphMeshChannels", c_uint), + + # The morph mesh animation channels. Each channel affects a single mesh. + # The array is mNumMorphMeshChannels in size. + ("mMorphMeshChannels", POINTER(POINTER(MeshMorphAnim))), + + ] + +class ExportDataBlob(Structure): + """ + See 'cexport.h' for details. + + Note that the '_fields_' definition is outside the class to allow the 'next' field to be recursive + """ + pass + +ExportDataBlob._fields_ = [ + # Size of the data in bytes + ("size", c_size_t), + + # The data. + ("data", c_void_p), + + # Name of the blob. An empty string always + # indicates the first (and primary) blob, + # which contains the actual file data. + # Any other blobs are auxiliary files produced + # by exporters (i.e. material files). Existence + # of such files depends on the file format. Most + # formats don't split assets across multiple files. + # + # If used, blob names usually contain the file + # extension that should be used when writing + # the data to disc. + ("name", String), + + # Pointer to the next blob in the chain or NULL if there is none. + ("next", POINTER(ExportDataBlob)), + ] + + +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 + AI_SCENE_FLAGS_ALLOW_SHARED = 0x20 + + _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))), + + # This data contains global metadata which belongs to the scene like + # unit-conversions, versions, vendors or other model-specific data. This + # can be used to store format-specific metadata as well. + ("mMetadata", POINTER(Metadata)), + + # Internal data, do not touch + ("mPrivate", POINTER(c_char)), + ] + +assimp_structs_as_tuple = (Matrix4x4, + Matrix3x3, + Vector2D, + Vector3D, + Color3D, + Color4D, + Quaternion, + Plane, + Texel) |