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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py')
-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py1135
1 files changed, 1135 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py
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+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py
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+#-*- 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)