diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/port/PyAssimp/pyassimp | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/port/PyAssimp/pyassimp')
8 files changed, 0 insertions, 2646 deletions
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/__init__.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/__init__.py deleted file mode 100644 index bb67a43..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/__init__.py +++ /dev/null @@ -1 +0,0 @@ -from .core import * diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/core.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/core.py deleted file mode 100644 index 35ad882..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/core.py +++ /dev/null @@ -1,556 +0,0 @@ -""" -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/src/mesh/assimp-master/port/PyAssimp/pyassimp/errors.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/errors.py deleted file mode 100644 index e017b51..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/errors.py +++ /dev/null @@ -1,11 +0,0 @@ -#-*- coding: UTF-8 -*- - -""" -All possible errors. -""" - -class AssimpError(BaseException): - """ - If an internal error occurs. - """ - pass diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/formats.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/formats.py deleted file mode 100644 index 5d454e5..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/formats.py +++ /dev/null @@ -1,41 +0,0 @@ -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/src/mesh/assimp-master/port/PyAssimp/pyassimp/helper.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/helper.py deleted file mode 100644 index 7c14f60..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/helper.py +++ /dev/null @@ -1,283 +0,0 @@ -#-*- 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/src/mesh/assimp-master/port/PyAssimp/pyassimp/material.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/material.py deleted file mode 100644 index a36e50a..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/material.py +++ /dev/null @@ -1,89 +0,0 @@ -# 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/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py deleted file mode 100644 index 0c55d67..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py +++ /dev/null @@ -1,530 +0,0 @@ -# <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/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py deleted file mode 100644 index e1fba19..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py +++ /dev/null @@ -1,1135 +0,0 @@ -#-*- 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) |