diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
---|---|---|
committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/port | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/port')
202 files changed, 0 insertions, 27214 deletions
diff --git a/src/mesh/assimp-master/port/AndroidJNI/AndroidJNIIOSystem.cpp b/src/mesh/assimp-master/port/AndroidJNI/AndroidJNIIOSystem.cpp deleted file mode 100644 index e0f8123..0000000 --- a/src/mesh/assimp-master/port/AndroidJNI/AndroidJNIIOSystem.cpp +++ /dev/null @@ -1,210 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2021, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file Android extension of DefaultIOSystem using the standard C file functions */ - - -#include <assimp/config.h> -#include <android/api-level.h> -#if __ANDROID__ and __ANDROID_API__ > 9 and defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT) - -#include <libgen.h> -#include <stdlib.h> -#include <sys/stat.h> -#include <android/log.h> -#include <android/asset_manager.h> -#include <android/asset_manager_jni.h> -#include <android/native_activity.h> -#include <assimp/ai_assert.h> -#include <assimp/port/AndroidJNI/AndroidJNIIOSystem.h> -#include <assimp/DefaultIOStream.h> -#include <fstream> - -using namespace Assimp; - -// ------------------------------------------------------------------------------------------------ -// Constructor. -AndroidJNIIOSystem::AndroidJNIIOSystem(ANativeActivity* activity) -{ - AndroidActivityInit(activity); -} - -AndroidJNIIOSystem::AndroidJNIIOSystem(const char *internalPath, AAssetManager* assetManager) : - mApkWorkspacePath(internalPath), - mApkAssetManager(assetManager) { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor. -AndroidJNIIOSystem::~AndroidJNIIOSystem() { - // nothing to do here -} - -// ------------------------------------------------------------------------------------------------ -// Tests for the existence of a file at the given path. -bool AndroidJNIIOSystem::Exists( const char* pFile) const { - AAsset* asset = AAssetManager_open(mApkAssetManager, pFile, AASSET_MODE_UNKNOWN); - FILE* file = ::fopen( (mApkWorkspacePath + getOsSeparator() + std::string(pFile)).c_str(), "rb"); - - if (!asset && !file) { - __android_log_print(ANDROID_LOG_ERROR, "Assimp", "Asset manager can not find: %s", pFile); - return false; - } - - __android_log_print(ANDROID_LOG_ERROR, "Assimp", "Asset exists"); - if (file) { - ::fclose( file); - } - - return true; -} - -// ------------------------------------------------------------------------------------------------ -// Inits Android extractor -void AndroidJNIIOSystem::AndroidActivityInit(ANativeActivity* activity) { - if (activity == nullptr) { - return; - } - mApkWorkspacePath = activity->internalDataPath; - mApkAssetManager = activity->assetManager; -} - -// ------------------------------------------------------------------------------------------------ -// Create the directory for the extracted resource -static int mkpath(std::string path, mode_t mode) { - if (mkdir(path.c_str(), mode) == -1) { - switch(errno) { - case ENOENT: - if (mkpath(path.substr(0, path.find_last_of('/')), mode) == -1) - return -1; - else - return mkdir(path.c_str(), mode); - case EEXIST: - return 0; - default: - return -1; - } - } - - return 0; -} - -// ------------------------------------------------------------------------------------------------ -// Extracts android asset -bool AndroidJNIIOSystem::AndroidExtractAsset(std::string name) { - std::string newPath = mApkWorkspacePath + getOsSeparator() + name; - - DefaultIOSystem io; - - // Do not extract if extracted already - if ( io.Exists(newPath.c_str()) ) { - __android_log_print(ANDROID_LOG_DEFAULT, "Assimp", "Asset already extracted"); - return true; - } - - // Open file - AAsset* asset = AAssetManager_open(mApkAssetManager, name.c_str(), - AASSET_MODE_UNKNOWN); - std::vector<char> assetContent; - - if (asset != NULL) { - // Find size - off_t assetSize = AAsset_getLength(asset); - - // Prepare input buffer - assetContent.resize(assetSize); - - // Store input buffer - AAsset_read(asset, &assetContent[0], assetSize); - - // Close - AAsset_close(asset); - - // Prepare directory for output buffer - std::string directoryNewPath = newPath; - directoryNewPath = dirname(&directoryNewPath[0]); - - if (mkpath(directoryNewPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1) { - __android_log_print(ANDROID_LOG_ERROR, "assimp", "Can not create the directory for the output file"); - } - - // Prepare output buffer - std::ofstream assetExtracted(newPath.c_str(), std::ios::out | std::ios::binary); - if (!assetExtracted) { - __android_log_print(ANDROID_LOG_ERROR, "assimp", "Can not open output file"); - } - - // Write output buffer into a file - assetExtracted.write(&assetContent[0], assetContent.size()); - assetExtracted.close(); - - __android_log_print(ANDROID_LOG_DEFAULT, "Assimp", "Asset extracted"); - } else { - __android_log_print(ANDROID_LOG_ERROR, "assimp", "Asset not found: %s", name.c_str()); - return false; - } - - return true; -} - -// ------------------------------------------------------------------------------------------------ -// Open a new file with a given path. -IOStream* AndroidJNIIOSystem::Open( const char* strFile, const char* strMode) { - ai_assert(nullptr != strFile); - ai_assert(nullptr != strMode); - - std::string fullPath(mApkWorkspacePath + getOsSeparator() + std::string(strFile)); - if (Exists(strFile)) { - AndroidExtractAsset(std::string(strFile)); - } - - FILE* file = ::fopen( fullPath.c_str(), strMode); - if (nullptr == file) { - return nullptr; - } - - __android_log_print(ANDROID_LOG_ERROR, "assimp", "AndroidIOSystem: file %s opened", fullPath.c_str()); - return new DefaultIOStream(file, fullPath); -} - -#undef PATHLIMIT -#endif // __ANDROID__ and __ANDROID_API__ > 9 and defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT) diff --git a/src/mesh/assimp-master/port/AndroidJNI/BundledAssetIOSystem.cpp b/src/mesh/assimp-master/port/AndroidJNI/BundledAssetIOSystem.cpp deleted file mode 100644 index 39daf99..0000000 --- a/src/mesh/assimp-master/port/AndroidJNI/BundledAssetIOSystem.cpp +++ /dev/null @@ -1,80 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2021, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file Android extension of DefaultIOSystem using the standard C file functions */ - -#include <assimp/ai_assert.h> -#include <android/asset_manager.h> -#include <assimp/DefaultIOStream.h> - -#if __ANDROID__ and __ANDROID_API__ > 9 and defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT) - -#include <assimp/port/AndroidJNI/BundledAssetIOSystem.h> - -using namespace Assimp; - -/** Tests for the existence of a file at the given path. */ -bool BundledAssetIOSystem::Exists(const char* pFile) const { - ai_assert(NULL != mApkAssetManager); - AAsset * asset = AAssetManager_open(mApkAssetManager, pFile, AASSET_MODE_UNKNOWN); - if (!asset) { return false; } - if (asset) AAsset_close(asset); - return true; -} - -// ------------------------------------------------------------------- -/** Open a new file with a given path. */ -Assimp::IOStream* BundledAssetIOSystem::Open(const char* pFile, const char* pMode) { - ai_assert(NULL != mApkAssetManager); - AAsset * asset = AAssetManager_open(mApkAssetManager, pFile, AASSET_MODE_UNKNOWN); - if (!asset) { return NULL; } - - return new AssetIOStream(asset); -} - -// ------------------------------------------------------------------- -/** Closes the given file and releases all resources associated with it. */ -void BundledAssetIOSystem::Close(Assimp::IOStream* pFile) { - delete reinterpret_cast<AssetIOStream *>(pFile); -} - -#endif // __ANDROID__ and __ANDROID_API__ > 9 and defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT) - diff --git a/src/mesh/assimp-master/port/AndroidJNI/CMakeLists.txt b/src/mesh/assimp-master/port/AndroidJNI/CMakeLists.txt deleted file mode 100644 index 8c821c7..0000000 --- a/src/mesh/assimp-master/port/AndroidJNI/CMakeLists.txt +++ /dev/null @@ -1,16 +0,0 @@ -cmake_minimum_required(VERSION 3.10) - -include_directories(./) -include_directories(./../../) -add_library( # Defines the name of the library. - android_jniiosystem - - # Implements a static library. - STATIC - - # relative path to source file(s). - AndroidJNIIOSystem.cpp - BundledAssetIOSystem.cpp -) -TARGET_LINK_LIBRARIES(android_jniiosystem android log) -INSTALL(TARGETS android_jniiosystem EXPORT "${TARGETS_EXPORT_NAME}") diff --git a/src/mesh/assimp-master/port/AndroidJNI/README.md b/src/mesh/assimp-master/port/AndroidJNI/README.md deleted file mode 100644 index 003b1da..0000000 --- a/src/mesh/assimp-master/port/AndroidJNI/README.md +++ /dev/null @@ -1,32 +0,0 @@ -Build Asset Importer Lib for Android -==================================== -This module provides a facade for the io-stream-access to files behind the android-asset-management within -an Android-native application. -- It is built as a static library -- It requires Android NDK with android API > 9 support. - -### Building ### -To use this module please provide following cmake defines: -``` --DASSIMP_ANDROID_JNIIOSYSTEM=ON --DCMAKE_TOOLCHAIN_FILE=$SOME_PATH/android.toolchain.cmake -``` - -"SOME_PATH" is a path to your cmake android toolchain script. - - -The build script for this port is based on [android-cmake](https://github.com/taka-no-me/android-cmake). -See its documentation for more Android-specific cmake options (e.g. -DANDROID_ABI for the target ABI). -Check [Asset-Importer-Docs](https://assimp-docs.readthedocs.io/en/latest/) for more information. - -### Code ### -A small example how to wrap assimp for Android: -```cpp -#include <assimp/port/AndroidJNI/AndroidJNIIOSystem.h> - -Assimp::Importer* importer = new Assimp::Importer(); -Assimp::AndroidJNIIOSystem *ioSystem = new Assimp::AndroidJNIIOSystem(app->activity); -if ( nullptr != iosSystem ) { - importer->SetIOHandler(ioSystem); -} -``` diff --git a/src/mesh/assimp-master/port/AssimpDelphi/Readme.txt b/src/mesh/assimp-master/port/AssimpDelphi/Readme.txt deleted file mode 100644 index 1ec6d21..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/Readme.txt +++ /dev/null @@ -1,6 +0,0 @@ -This is a set of Delphi units for using the Assimp C DLL. This was created for use with Delphi 7, but should be usable as-is or with minimal modifications with later Delphi versions. - -This set of headers is enough to load and display a model with external textures. Since I'm not familiar with animated models and some of the other functionality of the assimp library, I did not convert the headers for those features. - -See http://sourceforge.net/tracker/?func=detail&aid=3212646&group_id=226462&atid=1067634 for the original patch - diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiColor4D.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiColor4D.pas deleted file mode 100644 index 0bc5d2a..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiColor4D.pas +++ /dev/null @@ -1,17 +0,0 @@ -unit aiColor4D;
-
-interface
-
-const AI_MAX_NUMBER_OF_COLOR_SETS = $04;
-
-type TaiColor4D = packed record
- r, g, b, a: single;
-end;
-type PaiColor4D = ^TaiColor4D;
-
-type TaiColor4DArray = array[0..0] of TaiColor4D;
-type PTaiColor4DArray = ^TaiColor4DArray;
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiMaterial.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiMaterial.pas deleted file mode 100644 index ffd8109..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiMaterial.pas +++ /dev/null @@ -1,153 +0,0 @@ -unit aiMaterial;
-
-interface
-
-uses aiTypes, aiVector2D, aiVector3D;
-
-{This following directive causes enums to be stored as double words (32bit), to be compatible with
- the assimp C Dll}
-{$Z4}
-
-type TaiTextureOp = (
- aiTextureOp_Multiply = $0,
- aiTextureOp_Add = $1,
- aiTextureOp_Subtract = $2,
- aiTextureOp_Divide = $3,
- aiTextureOp_SmoothAdd = $4,
- aiTextureOp_SignedAdd = $5
- //_aiTextureOp_Force32Bit = 0x9fffffff
-);
-
-type TaiTextureMapMode = (
- aiTextureMapMode_Wrap = $0,
- aiTextureMapMode_Clamp = $1,
- aiTextureMapMode_Decal = $3,
- aiTextureMapMode_Mirror = $2
- //_aiTextureMapMode_Force32Bit = 0x9fffffff
-);
-
-type TaiTextureMapping = (
- aiTextureMapping_UV = $0,
- aiTextureMapping_SPHERE = $1,
- aiTextureMapping_CYLINDER = $2,
- aiTextureMapping_BOX = $3,
- aiTextureMapping_PLANE = $4,
- aiTextureMapping_OTHER = $5
- //_aiTextureMapping_Force32Bit = 0x9fffffff
-);
-
-type TaiTextureType = (
- aiTextureType_NONE = $0,
- aiTextureType_DIFFUSE = $1,
- aiTextureType_SPECULAR = $2,
- aiTextureType_AMBIENT = $3,
- aiTextureType_EMISSIVE = $4,
- aiTextureType_HEIGHT = $5,
- aiTextureType_NORMALS = $6,
- aiTextureType_SHININESS = $7,
- aiTextureType_OPACITY = $8,
- aiTextureType_DISPLACEMENT = $9,
- aiTextureType_LIGHTMAP = $A,
- aiTextureType_REFLECTION = $B,
- aiTextureType_UNKNOWN = $C
- //_aiTextureType_Force32Bit = 0x9fffffff
-);
-
-const AI_TEXTURE_TYPE_MAX = aiTextureType_UNKNOWN;
-
-type TaiShadingMode = (
- aiShadingMode_Flat = $1,
- aiShadingMode_Gouraud = $2,
- aiShadingMode_Phong = $3,
- aiShadingMode_Blinn = $4,
- aiShadingMode_Toon = $5,
- aiShadingMode_OrenNayar = $6,
- aiShadingMode_Minnaert = $7,
- aiShadingMode_CookTorrance = $8,
- aiShadingMode_NoShading = $9,
- aiShadingMode_Fresnel = $A
- //_aiShadingMode_Force32Bit = 0x9fffffff
-);
-
-
-type TaiTextureFlags = (
- aiTextureFlags_Invert = $1,
- aiTextureFlags_UseAlpha = $2,
- aiTextureFlags_IgnoreAlpha = $4
- //_aiTextureFlags_Force32Bit = 0x9fffffff
-);
-
-type TaiBlendMode = (
- aiBlendMode_Default = $0,
- aiBlendMode_Additive = $1
- //_aiBlendMode_Force32Bit = 0x9fffffff
-);
-
-type TaiUVTransform = packed record
- mTranslation: TaiVector2D;
- mScaling: TaiVector2D;
- mRotation: single;
-end;
-
-type TaiPropertyTypeInfo = (
- aiPTI_Float = $1,
- aiPTI_String = $3,
- aiPTI_Integer = $4,
- aiPTI_Buffer = $5
- // _aiPTI_Force32Bit = 0x9fffffff
-);
-
-type TaiMaterialProperty = packed record
- mKey: aiString;
- mSemantic: Cardinal;
- mIndex: Cardinal;
- mDataLength: Cardinal;
- mType: TaiPropertyTypeInfo;
- mData: PChar;
-end;
-type PaiMaterialProperty = ^TaiMaterialProperty;
-
-type TaiMaterial = packed record
- mProperties: pointer;
- mNumProperties: Cardinal;
- mNumAllocated: Cardinal;
-end;
-type PaiMaterial = ^TaiMaterial;
-type PaiMaterialArray = array[0..0] of PaiMaterial;
-type PPaiMaterialArray = ^PaiMaterialArray;
-
-const AI_MATKEY_NAME = '?mat.name';
-const AI_MATKEY_TWOSIDED = '$mat.twosided';
-const AI_MATKEY_SHADING_MODEL = '$mat.shadingm';
-const AI_MATKEY_ENABLE_WIREFRAME = '$mat.wireframe';
-const AI_MATKEY_BLEND_FUNC = '$mat.blend';
-const AI_MATKEY_OPACITY = '$mat.opacity';
-const AI_MATKEY_BUMPSCALING = '$mat.bumpscaling';
-const AI_MATKEY_SHININESS = '$mat.shininess';
-const AI_MATKEY_REFLECTIVITY = '$mat.reflectivity';
-const AI_MATKEY_SHININESS_STRENGTH = '$mat.shinpercent';
-const AI_MATKEY_REFRACTI = '$mat.refracti';
-const AI_MATKEY_COLOR_DIFFUSE = '$clr.diffuse';
-const AI_MATKEY_COLOR_AMBIENT = '$clr.ambient';
-const AI_MATKEY_COLOR_SPECULAR = '$clr.specular';
-const AI_MATKEY_COLOR_EMISSIVE = '$clr.emissive';
-const AI_MATKEY_COLOR_TRANSPARENT = '$clr.transparent';
-const AI_MATKEY_COLOR_REFLECTIVE = '$clr.reflective';
-const AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = '?bg.global';
-
-const _AI_MATKEY_TEXTURE_BASE = '$tex.file';
-const _AI_MATKEY_UVWSRC_BASE = '$tex.uvwsrc';
-const _AI_MATKEY_TEXOP_BASE = '$tex.op';
-const _AI_MATKEY_MAPPING_BASE = '$tex.mapping';
-const _AI_MATKEY_TEXBLEND_BASE = '$tex.blend';
-const _AI_MATKEY_MAPPINGMODE_U_BASE = '$tex.mapmodeu';
-const _AI_MATKEY_MAPPINGMODE_V_BASE = '$tex.mapmodev';
-const _AI_MATKEY_TEXMAP_AXIS_BASE = '$tex.mapaxis';
-const _AI_MATKEY_UVTRANSFORM_BASE = '$tex.uvtrafo';
-const _AI_MATKEY_TEXFLAGS_BASE = '$tex.flags';
-
-
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiMatrix3x3.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiMatrix3x3.pas deleted file mode 100644 index a90f11f..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiMatrix3x3.pas +++ /dev/null @@ -1,16 +0,0 @@ -unit aiMatrix3x3;
-
-interface
-
-type TaiMatrix3x3 = packed record
- a1, a2, a3, a4: single;
- b1, b2, b3, b4: single;
- c1, c2, c3, c4: single;
-end;
-PaiMatrix3x3 = ^TaiMatrix3x3;
-
-
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiMatrix4x4.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiMatrix4x4.pas deleted file mode 100644 index 45e0faf..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiMatrix4x4.pas +++ /dev/null @@ -1,16 +0,0 @@ -unit aiMatrix4x4;
-
-interface
-
-type TaiMatrix4x4 = packed record
- a1, a2, a3, a4: single;
- b1, b2, b3, b4: single;
- c1, c2, c3, c4: single;
- d1, d2, d3, d4: single;
-end;
-PaiMatrix4x4 = ^TaiMatrix4x4;
-
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiMesh.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiMesh.pas deleted file mode 100644 index a05a0f2..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiMesh.pas +++ /dev/null @@ -1,71 +0,0 @@ -unit aiMesh;
-
-interface
-
-uses aiTypes, aiMatrix4x4, aiVector3D, aiColor4D;
-
-const
- AI_MAX_NUMBER_OF_COLOR_SETS = $4;
- AI_MAX_NUMBER_OF_TEXTURECOORDS = $4;
-
-type TaiFace = packed record
- mNumIndicies: cardinal;
- mIndices: PCardinalArray;
-end;
-type PaiFace = ^TaiFace;
-type PaiFaceArray = array [0..0] of PaiFace;
-
-type TaiFaceArray = array [0..0] of TaiFace;
-type PTaiFaceArray = ^TaiFaceArray;
-
-type TaiVertexWeight = packed record
- mVertexId: cardinal;
- mWeight: single;
-end;
-
-type TaiBone = packed record
- mName: aiString;
- mNumWeights: cardinal;
- mWeights: Pointer;
- mOffsetMatrix: TaiMatrix4x4;
-end;
-type PaiBone = ^TaiBone;
-
-type TaiPrimitiveType =
- (
- aiPrimitiveType_POINT = $1,
- aiPrimitiveType_LINE = $2,
- aiPrimitiveType_TRIANGLE = $4,
- aiPrimitiveType_POLYGON = $8
- //,_aiPrimitiveType_Force32Bit = $9fffffff
- );
-
-type TaiMesh = packed record
- mPrimitiveTypes: cardinal;
- mNumVertices: cardinal;
- mNumFaces: cardinal;
- mVertices: PTaiVector3DArray;
- mNormals: PTaiVector3DArray;
- mTangents: PaiVector3DArray;
- mBitangents: PaiVector3DArray;
- mColors: array[0..3] of PTaiColor4Darray; //array [0..3] of PaiColor4DArray; //array of 4
- mTextureCoords: array [0..3] of PTaiVector3DArray; //array of 4
- mNumUVComponents: array[0..AI_MAX_NUMBER_OF_TEXTURECOORDS -1] of cardinal;
- mFaces: PTaiFaceArray;
- mNumBones: cardinal;
- mBones: PaiBone;
- mMaterialIndex: cardinal;
- mName: aiString;
- mNumAniMeshes: cardinal;
- mAniMeshes: pointer;
-end;
-type PaiMesh = ^TaiMesh;
-type PPaiMesh = ^PaiMesh;
-type PaiMeshArray = array [0..0] of PaiMesh;
-type PPaiMeshArray = ^PaiMeshArray;
-
-
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiQuaternion.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiQuaternion.pas deleted file mode 100644 index d5550de..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiQuaternion.pas +++ /dev/null @@ -1,12 +0,0 @@ -unit aiQuaternion;
-
-interface
-
-type TaiQuaternion = packed record
- w, x, y, z: single;
-end;
-type PaiQuaternion = ^TaiQuaternion;
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiScene.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiScene.pas deleted file mode 100644 index 28cebf1..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiScene.pas +++ /dev/null @@ -1,46 +0,0 @@ -unit aiScene;
-
-interface
-
-uses aiTypes, aiMatrix4x4, aiMesh, aiMaterial, aiTexture;
-
-
-type
- PaiNode = ^TaiNode;
- PPaiNode = ^PaiNode;
- PaiNodeArray = array[0..0] of PaiNode;
- PPaiNodeArray = ^PaiNodeArray;
-
- TaiNode = packed record
- mName: aiString;
- mTransformation: TaiMatrix4x4;
- mParent: PPaiNode;
- mNumChildren: cardinal;
- mChildren: PPaiNodeArray;
- mNumMeshes: cardinal;
- mMeshes: PCardinalArray;
- end;
-
-
-
-type TaiScene = packed record
- mFlags: cardinal;
- mRootNode: PaiNode;
- mNumMeshes: Cardinal;
- mMeshes: PPaiMeshArray; //?
- mNumMaterials: Cardinal;
- mMaterials: PPaiMaterialArray;
- mNumAnimations: Cardinal;
- mAnimations: Pointer;
- mNumTextures: Cardinal;
- mTextures: PPaiTextureArray;
- mNumLights: Cardinal;
- mLights: Pointer;
- mNumCameras: Cardinal;
- mCameras: Pointer;
-end;
-type PaiScene = ^TaiScene;
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiTexture.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiTexture.pas deleted file mode 100644 index 55e246f..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiTexture.pas +++ /dev/null @@ -1,26 +0,0 @@ -unit aiTexture;
-
-interface
-
-type TaiTexel = packed record
- b, g, r, a: byte;
-end;
-PaiTexel = ^TaiTexel;
-TaiTexelArray = array[0..0] of TaiTexel;
-PaiTexelArray = ^TaiTexelArray;
-
-type TaiTexture = packed record
- mWidth: Cardinal; //width in pixels, OR total embedded file size if texture is a jpg/png/etc
- mHeight: Cardinal; //0 if texture is an embedded file
- achFormatHint: array[0..3] of byte;
- pcData: PaiTexelArray;
-end;
-PaiTexture = ^TaiTexture;
-PaiTextureArray = array [0..0] of PaiTexture;
-PPaiTextureArray = ^PaiTextureArray;
-
-
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiTypes.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiTypes.pas deleted file mode 100644 index b7924e8..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiTypes.pas +++ /dev/null @@ -1,53 +0,0 @@ -unit aiTypes;
-
-interface
-
-//added for Delphi interface
-type
- TCardinalArray = array [0..0] of Cardinal;
- PCardinalArray = ^TCardinalArray;
-
- TSingleArray = array[0..0] of Single;
- PSingleArray = ^TSingleArray;
-
-type aiString = packed record
- length: Cardinal;
- data: array [0..1023] of char;
-end;
-type PaiString = ^aiString;
-
-type aiReturn = (
- aiReturn_SUCCESS = $0,
- aiReturn_FAILURE = -$1,
- aiReturn_OUTOFMEMORY = -$3,
- _AI_ENFORCE_ENUM_SIZE = $7fffffff
-);
-
-const AI_SUCCESS = aiReturn_SUCCESS;
-const AI_FAILURE = aiReturn_FAILURE;
-const AI_OUTOFMEMORY = aiReturn_OUTOFMEMORY;
-
-
-
-
-function aiStringToDelphiString( a: aiString): AnsiString;
-
-
-implementation
-
-function aiStringToDelphiString( a: aiString): AnsiString;
-var
- i: integer;
-begin
- result := '';
- if a.length > 0 then
- begin
- SetLength( result, a.length);
- for i := 1 to a.length do
- begin
- result[i] := a.data[i-1];
- end;
- end;
-end;
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiVector2D.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiVector2D.pas deleted file mode 100644 index 1e88209..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiVector2D.pas +++ /dev/null @@ -1,13 +0,0 @@ -unit aiVector2D;
-
-interface
-
-type TaiVector2D = packed record
- x, y: single;
-end;
-type PaiVector2D = ^TaiVector2D;
-
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/aiVector3D.pas b/src/mesh/assimp-master/port/AssimpDelphi/aiVector3D.pas deleted file mode 100644 index 2081bb4..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/aiVector3D.pas +++ /dev/null @@ -1,16 +0,0 @@ -unit aiVector3D;
-
-interface
-
-type TaiVector3D = packed record
- x, y, z: single;
-end;
-type PaiVector3D = ^TaiVector3D;
-type PaiVector3DArray = array [0..0] of PaiVector3D;
-
-type TaiVector3DArray = array[0..0] of TaiVector3D;
-type PTaiVector3DArray = ^TaiVector3DArray;
-
-implementation
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpDelphi/assimp.pas b/src/mesh/assimp-master/port/AssimpDelphi/assimp.pas deleted file mode 100644 index d5bf31d..0000000 --- a/src/mesh/assimp-master/port/AssimpDelphi/assimp.pas +++ /dev/null @@ -1,58 +0,0 @@ -unit assimp;
-
-interface
-
-uses aiTypes, aiMatrix4x4, aiMatrix3x3, aiMesh, aiScene, aiMaterial, aiColor4d, aiVector3D;
-
-const ASSIMP_DLL = 'assimp32.dll';
-
-function aiImportFile(filename: pchar; pFlags: integer): PaiScene; cdecl; external ASSIMP_DLL;
-procedure aiReleaseImport( pScene: pointer); cdecl; external ASSIMP_DLL;
-function aiGetErrorString(): PChar; cdecl; external ASSIMP_DLL;
-
-//procedure aiDecomposeMatrix( var mat: TaiMatrix4x4; var scaling: TaiVector3D; var rotation: TaiQuaternion; var position: TaiVector3D); cdecl; external ASSIMP_DLL;
-procedure aiTransposeMatrix4( var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
-procedure aiTransposeMatrix3( var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
-procedure aiTransformVecByMatrix3( var vec: TaiVector3D; var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
-procedure aiTransformVecByMatrix4( var vec: TaiVector3D; var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
-
-procedure aiMultiplyMatrix4(var dst: TaiMatrix4x4; var src: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
-procedure aiMultiplyMatrix3(var dst: TaiMatrix3x3; var src: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
-
-
-procedure aiIdentityMatrix3(var mat: TaiMatrix3x3); cdecl; external ASSIMP_DLL;
-procedure aiIdentityMatrix4(var mat: TaiMatrix4x4); cdecl; external ASSIMP_DLL;
-
-
-//----- from aiMaterial.h
-function aiGetMaterialProperty( pMat: PaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; pPropOut: pointer): aiReturn; cdecl; external ASSIMP_DLL;
-function aiGetMaterialFloatArray( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single; var pMax: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
-function aiGetMaterialFloat( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single): aiReturn;
-function aiGetMaterialIntegerArray(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Integer; var pMax: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
-function aiGetMaterialInteger(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Integer): aiReturn;
-function aiGetMaterialColor(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: TaiColor4d): aiReturn; cdecl; external ASSIMP_DLL;
-function aiGetMaterialString(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: aiString): aiReturn; cdecl; external ASSIMP_DLL;
-function aiGetMaterialTextureCount(var pMat: TaiMaterial; nType: TaiTextureType): Cardinal; cdecl; external ASSIMP_DLL;
-function aiGetMaterialTexture(var mat: TaiMaterial; nType: TaiTextureType; nIndex: Cardinal; var path: aiString; var mapping: TaiTextureMapping; var uvindex: Cardinal; var blend: single; var op: TaiTextureOp; var mapmode: TaiTextureMapMode; var flags: Cardinal): aiReturn; cdecl; external ASSIMP_DLL;
-
-
-
-implementation
-
-function aiGetMaterialFloat( var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: Single): aiReturn;
-var
- n: cardinal;
-begin
- n := 0;
- result := aiGetMaterialFloatArray( pMat, pKey, nType, nIndex, pOut, n);
-end;
-
-function aiGetMaterialInteger(var pMat: TaiMaterial; pKey: PChar; nType: Cardinal; nIndex: Cardinal; var pOut: integer): aiReturn;
-var
- n: cardinal;
-begin
- n := 0;
- result := aiGetMaterialIntegerArray( pMat, pKey, nType, nIndex, pOut, n);
-end;
-
-end.
diff --git a/src/mesh/assimp-master/port/AssimpNET/Readme.md b/src/mesh/assimp-master/port/AssimpNET/Readme.md deleted file mode 100644 index 814cab3..0000000 --- a/src/mesh/assimp-master/port/AssimpNET/Readme.md +++ /dev/null @@ -1 +0,0 @@ -Please check the following git-repo for the source: https://github.com/kebby/assimp-net diff --git a/src/mesh/assimp-master/port/AssimpPascal/Readme.md b/src/mesh/assimp-master/port/AssimpPascal/Readme.md deleted file mode 100644 index 9dfc652..0000000 --- a/src/mesh/assimp-master/port/AssimpPascal/Readme.md +++ /dev/null @@ -1 +0,0 @@ -See the [AssimpPascal headers here](https://github.com/ev1313/Pascal-Assimp-Headers) (by Tim Blume / ev1313). diff --git a/src/mesh/assimp-master/port/PyAssimp/3d_viewer_screenshot.png b/src/mesh/assimp-master/port/PyAssimp/3d_viewer_screenshot.png Binary files differdeleted file mode 100644 index 2031faf..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/3d_viewer_screenshot.png +++ /dev/null diff --git a/src/mesh/assimp-master/port/PyAssimp/README.md b/src/mesh/assimp-master/port/PyAssimp/README.md deleted file mode 100644 index c9944f7..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/README.md +++ /dev/null @@ -1,86 +0,0 @@ -PyAssimp Readme -=============== - -A simple Python wrapper for Assimp using `ctypes` to access the library. -Requires Python >= 2.6. - -Python 3 support is mostly here, but not well tested. - -Note that pyassimp is not complete. Many ASSIMP features are missing. - -USAGE ------ - -### Complete example: 3D viewer - -`pyassimp` comes with a simple 3D viewer that shows how to load and display a 3D -model using a shader-based OpenGL pipeline. - -![Screenshot](3d_viewer_screenshot.png) - -To use it, from within `/port/PyAssimp`: - -```console -$ cd scripts -$ python ./3D-viewer <path to your model> -``` - -You can use this code as starting point in your applications. - -### Writing your own code - -To get started with `pyassimp`, examine the simpler `sample.py` script in `scripts/`, -which illustrates the basic usage. All Assimp data structures are wrapped using -`ctypes`. All the data+length fields in Assimp's data structures (such as -`aiMesh::mNumVertices`, `aiMesh::mVertices`) are replaced by simple python -lists, so you can call `len()` on them to get their respective size and access -members using `[]`. - -For example, to load a file named `hello.3ds` and print the first -vertex of the first mesh, you would do (proper error handling -substituted by assertions ...): - -```python - -from pyassimp import load -with load('hello.3ds') as scene: - - assert len(scene.meshes) - mesh = scene.meshes[0] - - assert len(mesh.vertices) - print(mesh.vertices[0]) - -``` - -Another example to list the 'top nodes' in a -scene: - -```python - -from pyassimp import load -with load('hello.3ds') as scene: - - for c in scene.rootnode.children: - print(str(c)) - -``` - -INSTALL -------- - -Install `pyassimp` by running: - -```console -$ python setup.py install -``` - -PyAssimp requires a assimp dynamic library (`DLL` on windows, -`.so` on linux, `.dynlib` on macOS) in order to work. The default search directories are: - - the current directory - - on linux additionally: `/usr/lib`, `/usr/local/lib`, - `/usr/lib/x86_64-linux-gnu` - -To build that library, refer to the Assimp master `INSTALL` -instructions. To look in more places, edit `./pyassimp/helper.py`. -There's an `additional_dirs` list waiting for your entries. diff --git a/src/mesh/assimp-master/port/PyAssimp/README.rst b/src/mesh/assimp-master/port/PyAssimp/README.rst deleted file mode 100644 index 03b7968..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/README.rst +++ /dev/null @@ -1,93 +0,0 @@ -PyAssimp: Python bindings for libassimp -======================================= - -A simple Python wrapper for Assimp using ``ctypes`` to access the -library. Requires Python >= 2.6. - -Python 3 support is mostly here, but not well tested. - -Note that pyassimp is not complete. Many ASSIMP features are missing. - -USAGE ------ - -Complete example: 3D viewer -~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -``pyassimp`` comes with a simple 3D viewer that shows how to load and -display a 3D model using a shader-based OpenGL pipeline. - -.. figure:: 3d_viewer_screenshot.png - :alt: Screenshot - - Screenshot - -To use it, from within ``/port/PyAssimp``: - -:: - - $ cd scripts - $ python ./3D-viewer <path to your model> - -You can use this code as starting point in your applications. - -Writing your own code -~~~~~~~~~~~~~~~~~~~~~ - -To get started with ``pyassimp``, examine the simpler ``sample.py`` -script in ``scripts/``, which illustrates the basic usage. All Assimp -data structures are wrapped using ``ctypes``. All the data+length fields -in Assimp's data structures (such as ``aiMesh::mNumVertices``, -``aiMesh::mVertices``) are replaced by simple python lists, so you can -call ``len()`` on them to get their respective size and access members -using ``[]``. - -For example, to load a file named ``hello.3ds`` and print the first -vertex of the first mesh, you would do (proper error handling -substituted by assertions ...): - -.. code:: python - - - from pyassimp import load - with load('hello.3ds') as scene: - - assert len(scene.meshes) - mesh = scene.meshes[0] - - assert len(mesh.vertices) - print(mesh.vertices[0]) - - -Another example to list the 'top nodes' in a scene: - -.. code:: python - - - from pyassimp import load - with load('hello.3ds') as scene: - - for c in scene.rootnode.children: - print(str(c)) - - -INSTALL -------- - -Install ``pyassimp`` by running: - -:: - - $ python setup.py install - -PyAssimp requires a assimp dynamic library (``DLL`` on windows, ``.so`` -on linux, ``.dynlib`` on macOS) in order to work. The default search -directories are: - -- the current directory -- on linux additionally: ``/usr/lib``, ``/usr/local/lib``, - ``/usr/lib/x86_64-linux-gnu`` - -To build that library, refer to the Assimp master ``INSTALL`` -instructions. To look in more places, edit ``./pyassimp/helper.py``. -There's an ``additional_dirs`` list waiting for your entries. diff --git a/src/mesh/assimp-master/port/PyAssimp/gen/materialgen.py b/src/mesh/assimp-master/port/PyAssimp/gen/materialgen.py deleted file mode 100644 index ef32d8e..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/gen/materialgen.py +++ /dev/null @@ -1,96 +0,0 @@ -#!/usr/bin/env python -# -*- Coding: UTF-8 -*- - -# --------------------------------------------------------------------------- -# Open Asset Import Library (ASSIMP) -# --------------------------------------------------------------------------- -# -# Copyright (c) 2006-2020, ASSIMP Development Team -# -# All rights reserved. -# -# Redistribution and use of this software in source and binary forms, -# with or without modification, are permitted provided that the following -# conditions are met: -# -# * Redistributions of source code must retain the above -# copyright notice, this list of conditions and the -# following disclaimer. -# -# * Redistributions in binary form must reproduce the above -# copyright notice, this list of conditions and the -# following disclaimer in the documentation and/or other -# materials provided with the distribution. -# -# * Neither the name of the ASSIMP team, nor the names of its -# contributors may be used to endorse or promote products -# derived from this software without specific prior -# written permission of the ASSIMP Development Team. -# -# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -# OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -# --------------------------------------------------------------------------- - -"""Update PyAssimp's texture type constants C/C++ headers. - -This script is meant to be executed in the source tree, directly from -port/PyAssimp/gen -""" - -import os -import re - -REenumTextureType = re.compile(r'' - r'enum\saiTextureType' # enum aiTextureType - r'[^{]*?\{' # { - r'(?P<code>.*?)' # code - r'\};' # }; - , re.IGNORECASE + re.DOTALL + re.MULTILINE) - -# Replace comments -RErpcom = re.compile(r'' - r'\s*(/\*+\s|\*+/|\B\*\s?|///?!?)' # /** - r'(?P<line>.*?)' # * line - , re.IGNORECASE + re.DOTALL) - -# Remove trailing commas -RErmtrailcom = re.compile(r',$', re.IGNORECASE + re.DOTALL) - -# Remove #ifdef __cplusplus -RErmifdef = re.compile(r'' - r'#ifndef SWIG' # #ifndef SWIG - r'(?P<code>.*)' # code - r'#endif(\s*//\s*!?\s*SWIG)*' # #endif - , re.IGNORECASE + re.DOTALL) - -path = '../../../include/assimp' - -files = os.listdir (path) -enumText = '' -for fileName in files: - if fileName.endswith('.h'): - text = open(os.path.join(path, fileName)).read() - for enum in REenumTextureType.findall(text): - enumText = enum - -text = '' -for line in enumText.split('\n'): - line = line.lstrip().rstrip() - line = RErmtrailcom.sub('', line) - text += RErpcom.sub('# \g<line>', line) + '\n' -text = RErmifdef.sub('', text) - -file = open('material.py', 'w') -file.write(text) -file.close() - -print("Generation done. You can now review the file 'material.py' and merge it.") diff --git a/src/mesh/assimp-master/port/PyAssimp/gen/structsgen.py b/src/mesh/assimp-master/port/PyAssimp/gen/structsgen.py deleted file mode 100644 index f34ec19..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/gen/structsgen.py +++ /dev/null @@ -1,290 +0,0 @@ -#!/usr/bin/env python -# -*- Coding: UTF-8 -*- - -# --------------------------------------------------------------------------- -# Open Asset Import Library (ASSIMP) -# --------------------------------------------------------------------------- -# -# Copyright (c) 2006-2020, ASSIMP Development Team -# -# All rights reserved. -# -# Redistribution and use of this software in source and binary forms, -# with or without modification, are permitted provided that the following -# conditions are met: -# -# * Redistributions of source code must retain the above -# copyright notice, this list of conditions and the -# following disclaimer. -# -# * Redistributions in binary form must reproduce the above -# copyright notice, this list of conditions and the -# following disclaimer in the documentation and/or other -# materials provided with the distribution. -# -# * Neither the name of the ASSIMP team, nor the names of its -# contributors may be used to endorse or promote products -# derived from this software without specific prior -# written permission of the ASSIMP Development Team. -# -# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -# OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -# --------------------------------------------------------------------------- - -"""Update PyAssimp's data structures to keep up with the -C/C++ headers. - -This script is meant to be executed in the source tree, directly from -port/PyAssimp/gen -""" - -import os -import re - -#==[regexps]================================================= - -# Clean desc -REdefine = re.compile(r'' - r'(?P<desc>)' # /** *desc */ - r'#\s*define\s(?P<name>[^(\n]+?)\s(?P<code>.+)$' # #define name value - , re.MULTILINE) - -# Get structs -REstructs = re.compile(r'' - #r'//\s?[\-]*\s(?P<desc>.*?)\*/\s' # /** *desc */ - #r'//\s?[\-]*(?P<desc>.*?)\*/(?:.*?)' # garbage - r'//\s?[\-]*\s(?P<desc>.*?)\*/\W*?' # /** *desc */ - r'struct\s(?:ASSIMP_API\s)?(?P<name>[a-z][a-z0-9_]\w+\b)' # struct name - r'[^{]*?\{' # { - r'(?P<code>.*?)' # code - r'\}\s*(PACK_STRUCT)?;' # }; - , re.IGNORECASE + re.DOTALL + re.MULTILINE) - -# Clean desc -REdesc = re.compile(r'' - r'^\s*?([*]|/\*\*)(?P<line>.*?)' # * line - , re.IGNORECASE + re.DOTALL + re.MULTILINE) - -# Remove #ifdef __cplusplus -RErmifdef = re.compile(r'' - r'#ifdef __cplusplus' # #ifdef __cplusplus - r'(?P<code>.*)' # code - r'#endif(\s*//\s*!?\s*__cplusplus)*' # #endif - , re.IGNORECASE + re.DOTALL) - -# Replace comments -RErpcom = re.compile(r'' - r'\s*(/\*+\s|\*+/|\B\*\s|///?!?)' # /** - r'(?P<line>.*?)' # * line - , re.IGNORECASE + re.DOTALL) - -# Restructure -def GetType(type, prefix='c_'): - t = type - while t.endswith('*'): - t = t[:-1] - if t[:5] == 'const': - t = t[5:] - - # skip some types - if t in skiplist: - return None - - t = t.strip() - types = {'unsigned int':'uint', 'unsigned char':'ubyte',} - if t in types: - t = types[t] - t = prefix + t - while type.endswith('*'): - t = "POINTER(" + t + ")" - type = type[:-1] - return t - -def restructure( match ): - type = match.group("type") - if match.group("struct") == "": - type = GetType(type) - elif match.group("struct") == "C_ENUM ": - type = "c_uint" - else: - type = GetType(type[2:], '') - if type is None: - return '' - if match.group("index"): - type = type + "*" + match.group("index") - - result = "" - for name in match.group("name").split(','): - result += "(\"" + name.strip() + "\", "+ type + ")," - - return result - -RErestruc = re.compile(r'' - r'(?P<struct>C_STRUCT\s|C_ENUM\s|)' # [C_STRUCT] - r'(?P<type>\w+\s?\w+?[*]*)\s' # type - #r'(?P<name>\w+)' # name - r'(?P<name>\w+|[a-z0-9_, ]+)' # name - r'(:?\[(?P<index>\w+)\])?;' # []; (optional) - , re.DOTALL) -#==[template]================================================ -template = """ -class $NAME$(Structure): - \"\"\" -$DESCRIPTION$ - \"\"\" -$DEFINES$ - _fields_ = [ - $FIELDS$ - ] -""" - -templateSR = """ -class $NAME$(Structure): - \"\"\" -$DESCRIPTION$ - \"\"\" -$DEFINES$ - -$NAME$._fields_ = [ - $FIELDS$ - ] -""" - -skiplist = ("FileIO", "File", "locateFromAssimpHeap",'LogStream','MeshAnim','AnimMesh') - -#============================================================ -def Structify(fileName): - file = open(fileName, 'r') - text = file.read() - result = [] - - # Get defines. - defs = REdefine.findall(text) - # Create defines - defines = "\n" - for define in defs: - # Clean desc - desc = REdesc.sub('', define[0]) - # Replace comments - desc = RErpcom.sub('#\g<line>', desc) - defines += desc - if len(define[2].strip()): - # skip non-integral defines, we can support them right now - try: - int(define[2],0) - except: - continue - defines += " "*4 + define[1] + " = " + define[2] + "\n" - - - # Get structs - rs = REstructs.finditer(text) - - fileName = os.path.basename(fileName) - print fileName - for r in rs: - name = r.group('name')[2:] - desc = r.group('desc') - - # Skip some structs - if name in skiplist: - continue - - text = r.group('code') - - # Clean desc - desc = REdesc.sub('', desc) - - desc = "See '"+ fileName +"' for details." #TODO - - # Remove #ifdef __cplusplus - text = RErmifdef.sub('', text) - - # Whether the struct contains more than just POD - primitive = text.find('C_STRUCT') == -1 - - # Restructure - text = RErestruc.sub(restructure, text) - # Replace comments - text = RErpcom.sub('# \g<line>', text) - text = text.replace("),#", "),\n#") - text = text.replace("#", "\n#") - text = "".join([l for l in text.splitlines(True) if not l.strip().endswith("#")]) # remove empty comment lines - - # Whether it's selfreferencing: ex. struct Node { Node* parent; }; - selfreferencing = text.find('POINTER('+name+')') != -1 - - complex = name == "Scene" - - # Create description - description = "" - for line in desc.split('\n'): - description += " "*4 + line.strip() + "\n" - description = description.rstrip() - - # Create fields - fields = "" - for line in text.split('\n'): - fields += " "*12 + line.strip() + "\n" - fields = fields.strip() - - if selfreferencing: - templ = templateSR - else: - templ = template - - # Put it all together - text = templ.replace('$NAME$', name) - text = text.replace('$DESCRIPTION$', description) - text = text.replace('$FIELDS$', fields) - - if ((name.lower() == fileName.split('.')[0][2:].lower()) and (name != 'Material')) or name == "String": - text = text.replace('$DEFINES$', defines) - else: - text = text.replace('$DEFINES$', '') - - - result.append((primitive, selfreferencing, complex, text)) - - return result - -text = "#-*- coding: UTF-8 -*-\n\n" -text += "from ctypes import POINTER, c_int, c_uint, c_size_t, c_char, c_float, Structure, c_char_p, c_double, c_ubyte\n\n" - -structs1 = "" -structs2 = "" -structs3 = "" -structs4 = "" - -path = '../../../include/assimp' -files = os.listdir (path) -#files = ["aiScene.h", "aiTypes.h"] -for fileName in files: - if fileName.endswith('.h'): - for struct in Structify(os.path.join(path, fileName)): - primitive, sr, complex, struct = struct - if primitive: - structs1 += struct - elif sr: - structs2 += struct - elif complex: - structs4 += struct - else: - structs3 += struct - -text += structs1 + structs2 + structs3 + structs4 - -file = open('structs.py', 'w') -file.write(text) -file.close() - -print("Generation done. You can now review the file 'structs.py' and merge it.") 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) diff --git a/src/mesh/assimp-master/port/PyAssimp/scripts/3d_viewer.py b/src/mesh/assimp-master/port/PyAssimp/scripts/3d_viewer.py deleted file mode 100755 index 08a6266..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/scripts/3d_viewer.py +++ /dev/null @@ -1,1318 +0,0 @@ -#!/usr/bin/env python -# -*- coding: UTF-8 -*- - -""" This program loads a model with PyASSIMP, and display it. - -Based on: -- pygame code from http://3dengine.org/Spectator_%28PyOpenGL%29 -- http://www.lighthouse3d.com/tutorials -- http://www.songho.ca/opengl/gl_transform.html -- http://code.activestate.com/recipes/325391/ -- ASSIMP's C++ SimpleOpenGL viewer - -Authors: Séverin Lemaignan, 2012-2016 -""" -import sys -import logging - -logger = logging.getLogger("pyassimp") -gllogger = logging.getLogger("OpenGL") -gllogger.setLevel(logging.WARNING) -logging.basicConfig(level=logging.INFO) - -import OpenGL - -OpenGL.ERROR_CHECKING = False -OpenGL.ERROR_LOGGING = False -# OpenGL.ERROR_ON_COPY = True -# OpenGL.FULL_LOGGING = True -from OpenGL.GL import * -from OpenGL.arrays import vbo -from OpenGL.GL import shaders - -import pygame -import pygame.font -import pygame.image - -import math, random -from numpy import linalg - -import pyassimp -from pyassimp.postprocess import * -from pyassimp.helper import * -import transformations - -ROTATION_180_X = numpy.array([[1, 0, 0, 0], [0, -1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]], dtype=numpy.float32) - -# rendering mode -BASE = "BASE" -COLORS = "COLORS" -SILHOUETTE = "SILHOUETTE" -HELPERS = "HELPERS" - -# Entities type -ENTITY = "entity" -CAMERA = "camera" -MESH = "mesh" - -FLAT_VERTEX_SHADER_120 = """ -#version 120 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; - -uniform vec4 u_materialDiffuse; - -attribute vec3 a_vertex; - -varying vec4 v_color; - -void main(void) -{ - v_color = u_materialDiffuse; - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -FLAT_VERTEX_SHADER_130 = """ -#version 130 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; - -uniform vec4 u_materialDiffuse; - -in vec3 a_vertex; - -out vec4 v_color; - -void main(void) -{ - v_color = u_materialDiffuse; - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_VERTEX_SHADER_120 = """ -#version 120 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; - -uniform vec4 u_materialDiffuse; - -attribute vec3 a_vertex; -attribute vec3 a_normal; - -varying vec4 v_color; - -void main(void) -{ - // Now the normal is in world space, as we pass the light in world space. - vec3 normal = u_normalMatrix * a_normal; - - float dist = distance(a_vertex, u_lightPos); - - // go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters - // att is not used for now - float att=1.0/(1.0+0.8*dist*dist); - - vec3 surf2light = normalize(u_lightPos - a_vertex); - vec3 norm = normalize(normal); - float dcont=max(0.0,dot(norm,surf2light)); - - float ambient = 0.3; - float intensity = dcont + 0.3 + ambient; - - v_color = u_materialDiffuse * intensity; - - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_VERTEX_SHADER_130 = """ -#version 130 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; - -uniform vec4 u_materialDiffuse; - -in vec3 a_vertex; -in vec3 a_normal; - -out vec4 v_color; - -void main(void) -{ - // Now the normal is in world space, as we pass the light in world space. - vec3 normal = u_normalMatrix * a_normal; - - float dist = distance(a_vertex, u_lightPos); - - // go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters - // att is not used for now - float att=1.0/(1.0+0.8*dist*dist); - - vec3 surf2light = normalize(u_lightPos - a_vertex); - vec3 norm = normalize(normal); - float dcont=max(0.0,dot(norm,surf2light)); - - float ambient = 0.3; - float intensity = dcont + 0.3 + ambient; - - v_color = u_materialDiffuse * intensity; - - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_FRAGMENT_SHADER_120 = """ -#version 120 - -varying vec4 v_color; - -void main() { - gl_FragColor = v_color; -} -""" - -BASIC_FRAGMENT_SHADER_130 = """ -#version 130 - -in vec4 v_color; - -void main() { - gl_FragColor = v_color; -} -""" - -GOOCH_VERTEX_SHADER_120 = """ -#version 120 - -// attributes -attribute vec3 a_vertex; // xyz - position -attribute vec3 a_normal; // xyz - normal - -// uniforms -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; -uniform vec3 u_camPos; - -// output data from vertex to fragment shader -varying vec3 o_normal; -varying vec3 o_lightVector; - -/////////////////////////////////////////////////////////////////// - -void main(void) -{ - // transform position and normal to world space - vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0); - vec3 normalWorld = u_normalMatrix * a_normal; - - // calculate and pass vectors required for lighting - o_lightVector = u_lightPos - positionWorld.xyz; - o_normal = normalWorld; - - // project world space position to the screen and output it - gl_Position = u_viewProjectionMatrix * positionWorld; -} -""" - -GOOCH_VERTEX_SHADER_130 = """ -#version 130 - -// attributes -in vec3 a_vertex; // xyz - position -in vec3 a_normal; // xyz - normal - -// uniforms -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; -uniform vec3 u_camPos; - -// output data from vertex to fragment shader -out vec3 o_normal; -out vec3 o_lightVector; - -/////////////////////////////////////////////////////////////////// - -void main(void) -{ - // transform position and normal to world space - vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0); - vec3 normalWorld = u_normalMatrix * a_normal; - - // calculate and pass vectors required for lighting - o_lightVector = u_lightPos - positionWorld.xyz; - o_normal = normalWorld; - - // project world space position to the screen and output it - gl_Position = u_viewProjectionMatrix * positionWorld; -} -""" - -GOOCH_FRAGMENT_SHADER_120 = """ -#version 120 - -// data from vertex shader -varying vec3 o_normal; -varying vec3 o_lightVector; - -// diffuse color of the object -uniform vec4 u_materialDiffuse; -// cool color of gooch shading -uniform vec3 u_coolColor; -// warm color of gooch shading -uniform vec3 u_warmColor; -// how much to take from object color in final cool color -uniform float u_alpha; -// how much to take from object color in final warm color -uniform float u_beta; - -/////////////////////////////////////////////////////////// - -void main(void) -{ - // normlize vectors for lighting - vec3 normalVector = normalize(o_normal); - vec3 lightVector = normalize(o_lightVector); - // intensity of diffuse lighting [-1, 1] - float diffuseLighting = dot(lightVector, normalVector); - // map intensity of lighting from range [-1; 1] to [0, 1] - float interpolationValue = (1.0 + diffuseLighting)/2; - - ////////////////////////////////////////////////////////////////// - - // cool color mixed with color of the object - vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha; - // warm color mixed with color of the object - vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta; - // interpolation of cool and warm colors according - // to lighting intensity. The lower the light intensity, - // the larger part of the cool color is used - vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue); - - ////////////////////////////////////////////////////////////////// - - // save color - gl_FragColor.rgb = colorOut; - gl_FragColor.a = 1; -} -""" - -GOOCH_FRAGMENT_SHADER_130 = """ -#version 130 - -// data from vertex shader -in vec3 o_normal; -in vec3 o_lightVector; - -// diffuse color of the object -uniform vec4 u_materialDiffuse; -// cool color of gooch shading -uniform vec3 u_coolColor; -// warm color of gooch shading -uniform vec3 u_warmColor; -// how much to take from object color in final cool color -uniform float u_alpha; -// how much to take from object color in final warm color -uniform float u_beta; - -// output to framebuffer -out vec4 resultingColor; - -/////////////////////////////////////////////////////////// - -void main(void) -{ - // normlize vectors for lighting - vec3 normalVector = normalize(o_normal); - vec3 lightVector = normalize(o_lightVector); - // intensity of diffuse lighting [-1, 1] - float diffuseLighting = dot(lightVector, normalVector); - // map intensity of lighting from range [-1; 1] to [0, 1] - float interpolationValue = (1.0 + diffuseLighting)/2; - - ////////////////////////////////////////////////////////////////// - - // cool color mixed with color of the object - vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha; - // warm color mixed with color of the object - vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta; - // interpolation of cool and warm colors according - // to lighting intensity. The lower the light intensity, - // the larger part of the cool color is used - vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue); - - ////////////////////////////////////////////////////////////////// - - // save color - resultingColor.rgb = colorOut; - resultingColor.a = 1; -} -""" - -SILHOUETTE_VERTEX_SHADER_120 = """ -#version 120 - -attribute vec3 a_vertex; // xyz - position -attribute vec3 a_normal; // xyz - normal - -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelViewMatrix; -uniform vec4 u_materialDiffuse; -uniform float u_bordersize; // width of the border - -varying vec4 v_color; - -void main(void){ - v_color = u_materialDiffuse; - float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z; - vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0); - gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos; -} -""" - -SILHOUETTE_VERTEX_SHADER_130 = """ -#version 130 - -in vec3 a_vertex; // xyz - position -in vec3 a_normal; // xyz - normal - -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelViewMatrix; -uniform vec4 u_materialDiffuse; -uniform float u_bordersize; // width of the border - -out vec4 v_color; - -void main(void){ - v_color = u_materialDiffuse; - float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z; - vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0); - gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos; -} -""" -DEFAULT_CLIP_PLANE_NEAR = 0.001 -DEFAULT_CLIP_PLANE_FAR = 1000.0 - - -def get_world_transform(scene, node): - if node == scene.rootnode: - return numpy.identity(4, dtype=numpy.float32) - - parents = reversed(_get_parent_chain(scene, node, [])) - parent_transform = reduce(numpy.dot, [p.transformation for p in parents]) - return numpy.dot(parent_transform, node.transformation) - - -def _get_parent_chain(scene, node, parents): - parent = node.parent - - parents.append(parent) - - if parent == scene.rootnode: - return parents - - return _get_parent_chain(scene, parent, parents) - - -class DefaultCamera: - def __init__(self, w, h, fov): - self.name = "default camera" - self.type = CAMERA - self.clipplanenear = DEFAULT_CLIP_PLANE_NEAR - self.clipplanefar = DEFAULT_CLIP_PLANE_FAR - self.aspect = w / h - self.horizontalfov = fov * math.pi / 180 - self.transformation = numpy.array([[0.68, -0.32, 0.65, 7.48], - [0.73, 0.31, -0.61, -6.51], - [-0.01, 0.89, 0.44, 5.34], - [0., 0., 0., 1.]], dtype=numpy.float32) - - self.transformation = numpy.dot(self.transformation, ROTATION_180_X) - - def __str__(self): - return self.name - - -class PyAssimp3DViewer: - base_name = "PyASSIMP 3D viewer" - - def __init__(self, model, w=1024, h=768): - - self.w = w - self.h = h - - pygame.init() - pygame.display.set_caption(self.base_name) - pygame.display.set_mode((w, h), pygame.OPENGL | pygame.DOUBLEBUF) - - glClearColor(0.18, 0.18, 0.18, 1.0) - - shader_compilation_succeeded = False - try: - self.set_shaders_v130() - self.prepare_shaders() - except RuntimeError, message: - sys.stderr.write("%s\n" % message) - sys.stdout.write("Could not compile shaders in version 1.30, trying version 1.20\n") - - if not shader_compilation_succeeded: - self.set_shaders_v120() - self.prepare_shaders() - - self.scene = None - self.meshes = {} # stores the OpenGL vertex/faces/normals buffers pointers - - self.node2colorid = {} # stores a color ID for each node. Useful for mouse picking and visibility checking - self.colorid2node = {} # reverse dict of node2colorid - - self.currently_selected = None - self.moving = False - self.moving_situation = None - - self.default_camera = DefaultCamera(self.w, self.h, fov=70) - self.cameras = [self.default_camera] - - self.current_cam_index = 0 - self.current_cam = self.default_camera - self.set_camera_projection() - - self.load_model(model) - - # user interactions - self.focal_point = [0, 0, 0] - self.is_rotating = False - self.is_panning = False - self.is_zooming = False - - def set_shaders_v120(self): - self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_120 - self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_120 - self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_120 - self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_120 - - self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_120 - self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_120 - - def set_shaders_v130(self): - self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_130 - self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_130 - self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_130 - self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_130 - - self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_130 - self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_130 - - def prepare_shaders(self): - - ### Base shader - vertex = shaders.compileShader(self.BASIC_VERTEX_SHADER, GL_VERTEX_SHADER) - fragment = shaders.compileShader(self.BASIC_FRAGMENT_SHADER, GL_FRAGMENT_SHADER) - - self.shader = shaders.compileProgram(vertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_normalMatrix', - 'u_lightPos', - 'u_materialDiffuse'), - ('a_vertex', - 'a_normal'), self.shader) - - ### Flat shader - flatvertex = shaders.compileShader(self.FLAT_VERTEX_SHADER, GL_VERTEX_SHADER) - self.flatshader = shaders.compileProgram(flatvertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_materialDiffuse',), - ('a_vertex',), self.flatshader) - - ### Silhouette shader - silh_vertex = shaders.compileShader(self.SILHOUETTE_VERTEX_SHADER, GL_VERTEX_SHADER) - self.silhouette_shader = shaders.compileProgram(silh_vertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_modelViewMatrix', - 'u_materialDiffuse', - 'u_bordersize' # width of the silhouette - ), - ('a_vertex', - 'a_normal'), self.silhouette_shader) - - ### Gooch shader - gooch_vertex = shaders.compileShader(self.GOOCH_VERTEX_SHADER, GL_VERTEX_SHADER) - gooch_fragment = shaders.compileShader(self.GOOCH_FRAGMENT_SHADER, GL_FRAGMENT_SHADER) - self.gooch_shader = shaders.compileProgram(gooch_vertex, gooch_fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_normalMatrix', - 'u_lightPos', - 'u_materialDiffuse', - 'u_coolColor', - 'u_warmColor', - 'u_alpha', - 'u_beta' - ), - ('a_vertex', - 'a_normal'), self.gooch_shader) - - @staticmethod - def set_shader_accessors(uniforms, attributes, shader): - # add accessors to the shaders uniforms and attributes - for uniform in uniforms: - location = glGetUniformLocation(shader, uniform) - if location in (None, -1): - raise RuntimeError('No uniform: %s (maybe it is not used ' - 'anymore and has been optimized out by' - ' the shader compiler)' % uniform) - setattr(shader, uniform, location) - - for attribute in attributes: - location = glGetAttribLocation(shader, attribute) - if location in (None, -1): - raise RuntimeError('No attribute: %s' % attribute) - setattr(shader, attribute, location) - - @staticmethod - def prepare_gl_buffers(mesh): - - mesh.gl = {} - - # Fill the buffer for vertex and normals positions - v = numpy.array(mesh.vertices, 'f') - n = numpy.array(mesh.normals, 'f') - - mesh.gl["vbo"] = vbo.VBO(numpy.hstack((v, n))) - - # Fill the buffer for vertex positions - mesh.gl["faces"] = glGenBuffers(1) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"]) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, - numpy.array(mesh.faces, dtype=numpy.int32), - GL_STATIC_DRAW) - - mesh.gl["nbfaces"] = len(mesh.faces) - - # Unbind buffers - glBindBuffer(GL_ARRAY_BUFFER, 0) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) - - @staticmethod - def get_rgb_from_colorid(colorid): - r = (colorid >> 0) & 0xff - g = (colorid >> 8) & 0xff - b = (colorid >> 16) & 0xff - - return r, g, b - - def get_color_id(self): - id = random.randint(0, 256 * 256 * 256) - if id not in self.colorid2node: - return id - else: - return self.get_color_id() - - def glize(self, scene, node): - - logger.info("Loading node <%s>" % node) - node.selected = True if self.currently_selected and self.currently_selected == node else False - - node.transformation = node.transformation.astype(numpy.float32) - - if node.meshes: - node.type = MESH - colorid = self.get_color_id() - self.colorid2node[colorid] = node - self.node2colorid[node.name] = colorid - - elif node.name in [c.name for c in scene.cameras]: - - # retrieve the ASSIMP camera object - [cam] = [c for c in scene.cameras if c.name == node.name] - node.type = CAMERA - logger.info("Added camera <%s>" % node.name) - logger.info("Camera position: %.3f, %.3f, %.3f" % tuple(node.transformation[:, 3][:3].tolist())) - self.cameras.append(node) - node.clipplanenear = cam.clipplanenear - node.clipplanefar = cam.clipplanefar - - if numpy.allclose(cam.lookat, [0, 0, -1]) and numpy.allclose(cam.up, [0, 1, 0]): # Cameras in .blend files - - # Rotate by 180deg around X to have Z pointing forward - node.transformation = numpy.dot(node.transformation, ROTATION_180_X) - else: - raise RuntimeError( - "I do not know how to normalize this camera orientation: lookat=%s, up=%s" % (cam.lookat, cam.up)) - - if cam.aspect == 0.0: - logger.warning("Camera aspect not set. Setting to default 4:3") - node.aspect = 1.333 - else: - node.aspect = cam.aspect - - node.horizontalfov = cam.horizontalfov - - else: - node.type = ENTITY - - for child in node.children: - self.glize(scene, child) - - def load_model(self, path, postprocess=aiProcessPreset_TargetRealtime_MaxQuality): - logger.info("Loading model:" + path + "...") - - if postprocess: - self.scene = pyassimp.load(path, processing=postprocess) - else: - self.scene = pyassimp.load(path) - logger.info("Done.") - - scene = self.scene - # log some statistics - logger.info(" meshes: %d" % len(scene.meshes)) - logger.info(" total faces: %d" % sum([len(mesh.faces) for mesh in scene.meshes])) - logger.info(" materials: %d" % len(scene.materials)) - self.bb_min, self.bb_max = get_bounding_box(self.scene) - logger.info(" bounding box:" + str(self.bb_min) + " - " + str(self.bb_max)) - - self.scene_center = [(a + b) / 2. for a, b in zip(self.bb_min, self.bb_max)] - - for index, mesh in enumerate(scene.meshes): - self.prepare_gl_buffers(mesh) - - self.glize(scene, scene.rootnode) - - # Finally release the model - pyassimp.release(scene) - logger.info("Ready for 3D rendering!") - - def cycle_cameras(self): - - self.current_cam_index = (self.current_cam_index + 1) % len(self.cameras) - self.current_cam = self.cameras[self.current_cam_index] - self.set_camera_projection(self.current_cam) - logger.info("Switched to camera <%s>" % self.current_cam) - - def set_overlay_projection(self): - glViewport(0, 0, self.w, self.h) - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - glOrtho(0.0, self.w - 1.0, 0.0, self.h - 1.0, -1.0, 1.0) - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - - def set_camera_projection(self, camera=None): - - if not camera: - camera = self.current_cam - - znear = camera.clipplanenear or DEFAULT_CLIP_PLANE_NEAR - zfar = camera.clipplanefar or DEFAULT_CLIP_PLANE_FAR - aspect = camera.aspect - fov = camera.horizontalfov - - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - - # Compute gl frustrum - tangent = math.tan(fov / 2.) - h = znear * tangent - w = h * aspect - - # params: left, right, bottom, top, near, far - glFrustum(-w, w, -h, h, znear, zfar) - # equivalent to: - # gluPerspective(fov * 180/math.pi, aspect, znear, zfar) - - self.projection_matrix = glGetFloatv(GL_PROJECTION_MATRIX).transpose() - - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - - def render_colors(self): - - glEnable(GL_DEPTH_TEST) - glDepthFunc(GL_LEQUAL) - - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) - glEnable(GL_CULL_FACE) - - glUseProgram(self.flatshader) - - glUniformMatrix4fv(self.flatshader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, self.flatshader, mode=COLORS) - - glUseProgram(0) - - def get_hovered_node(self, mousex, mousey): - """ - Attention: The performances of this method relies heavily on the size of the display! - """ - - # mouse out of the window? - if mousex < 0 or mousex >= self.w or mousey < 0 or mousey >= self.h: - return None - - self.render_colors() - # Capture image from the OpenGL buffer - buf = (GLubyte * (3 * self.w * self.h))(0) - glReadPixels(0, 0, self.w, self.h, GL_RGB, GL_UNSIGNED_BYTE, buf) - - # Reinterpret the RGB pixel buffer as a 1-D array of 24bits colors - a = numpy.ndarray(len(buf), numpy.dtype('>u1'), buf) - colors = numpy.zeros(len(buf) / 3, numpy.dtype('<u4')) - for i in range(3): - colors.view(dtype='>u1')[i::4] = a.view(dtype='>u1')[i::3] - - colorid = colors[mousex + mousey * self.w] - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) - - if colorid in self.colorid2node: - return self.colorid2node[colorid] - - def render(self, wireframe=False, twosided=False): - - glEnable(GL_DEPTH_TEST) - glDepthFunc(GL_LEQUAL) - - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if wireframe else GL_FILL) - glDisable(GL_CULL_FACE) if twosided else glEnable(GL_CULL_FACE) - - self.render_grid() - - self.recursive_render(self.scene.rootnode, None, mode=HELPERS) - - ### First, the silhouette - - if False: - shader = self.silhouette_shader - - # glDepthMask(GL_FALSE) - glCullFace(GL_FRONT) # cull front faces - - glUseProgram(shader) - glUniform1f(shader.u_bordersize, 0.01) - - glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, shader, mode=SILHOUETTE) - - glUseProgram(0) - - ### Then, inner shading - # glDepthMask(GL_TRUE) - glCullFace(GL_BACK) - - use_gooch = False - if use_gooch: - shader = self.gooch_shader - - glUseProgram(shader) - glUniform3f(shader.u_lightPos, -.5, -.5, .5) - - ##### GOOCH specific - glUniform3f(shader.u_coolColor, 159.0 / 255, 148.0 / 255, 255.0 / 255) - glUniform3f(shader.u_warmColor, 255.0 / 255, 75.0 / 255, 75.0 / 255) - glUniform1f(shader.u_alpha, .25) - glUniform1f(shader.u_beta, .25) - ######### - else: - shader = self.shader - glUseProgram(shader) - glUniform3f(shader.u_lightPos, -.5, -.5, .5) - - glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, shader) - - glUseProgram(0) - - def render_axis(self, - transformation=numpy.identity(4, dtype=numpy.float32), - label=None, - size=0.2, - selected=False): - m = transformation.transpose() # OpenGL row major - - glPushMatrix() - glMultMatrixf(m) - - glLineWidth(3 if selected else 1) - - size = 2 * size if selected else size - - glBegin(GL_LINES) - - # draw line for x axis - glColor3f(1.0, 0.0, 0.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(size, 0.0, 0.0) - - # draw line for y axis - glColor3f(0.0, 1.0, 0.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(0.0, size, 0.0) - - # draw line for Z axis - glColor3f(0.0, 0.0, 1.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(0.0, 0.0, size) - - glEnd() - - if label: - self.showtext(label) - - glPopMatrix() - - @staticmethod - def render_camera(camera, transformation): - - m = transformation.transpose() # OpenGL row major - - aspect = camera.aspect - - u = 0.1 # unit size (in m) - l = 3 * u # length of the camera cone - f = 3 * u # aperture of the camera cone - - glPushMatrix() - glMultMatrixf(m) - - glLineWidth(2) - glBegin(GL_LINE_STRIP) - - glColor3f(.2, .2, .2) - - glVertex3f(u, u, -u) - glVertex3f(u, -u, -u) - glVertex3f(-u, -u, -u) - glVertex3f(-u, u, -u) - glVertex3f(u, u, -u) - - glVertex3f(u, u, 0.0) - glVertex3f(u, -u, 0.0) - glVertex3f(-u, -u, 0.0) - glVertex3f(-u, u, 0.0) - glVertex3f(u, u, 0.0) - - glVertex3f(f * aspect, f, l) - glVertex3f(f * aspect, -f, l) - glVertex3f(-f * aspect, -f, l) - glVertex3f(-f * aspect, f, l) - glVertex3f(f * aspect, f, l) - - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(u, -u, -u) - glVertex3f(u, -u, 0.0) - glVertex3f(f * aspect, -f, l) - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(-u, -u, -u) - glVertex3f(-u, -u, 0.0) - glVertex3f(-f * aspect, -f, l) - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(-u, u, -u) - glVertex3f(-u, u, 0.0) - glVertex3f(-f * aspect, f, l) - glEnd() - - glPopMatrix() - - @staticmethod - def render_grid(): - - glLineWidth(1) - glColor3f(0.5, 0.5, 0.5) - glBegin(GL_LINES) - for i in range(-10, 11): - glVertex3f(i, -10.0, 0.0) - glVertex3f(i, 10.0, 0.0) - - for i in range(-10, 11): - glVertex3f(-10.0, i, 0.0) - glVertex3f(10.0, i, 0.0) - glEnd() - - def recursive_render(self, node, shader, mode=BASE, with_normals=True): - """ Main recursive rendering method. - """ - - normals = with_normals - - if mode == COLORS: - normals = False - - - if not hasattr(node, "selected"): - node.selected = False - - m = get_world_transform(self.scene, node) - - # HELPERS mode - ### - if mode == HELPERS: - # if node.type == ENTITY: - self.render_axis(m, - label=node.name if node != self.scene.rootnode else None, - selected=node.selected if hasattr(node, "selected") else False) - - if node.type == CAMERA: - self.render_camera(node, m) - - for child in node.children: - self.recursive_render(child, shader, mode) - - return - - # Mesh rendering modes - ### - if node.type == MESH: - - for mesh in node.meshes: - - stride = 24 # 6 * 4 bytes - - if node.selected and mode == SILHOUETTE: - glUniform4f(shader.u_materialDiffuse, 1.0, 0.0, 0.0, 1.0) - glUniformMatrix4fv(shader.u_modelViewMatrix, 1, GL_TRUE, - numpy.dot(self.view_matrix, m)) - - else: - if mode == COLORS: - colorid = self.node2colorid[node.name] - r, g, b = self.get_rgb_from_colorid(colorid) - glUniform4f(shader.u_materialDiffuse, r / 255.0, g / 255.0, b / 255.0, 1.0) - elif mode == SILHOUETTE: - glUniform4f(shader.u_materialDiffuse, .0, .0, .0, 1.0) - else: - if node.selected: - diffuse = (1.0, 0.0, 0.0, 1.0) # selected nodes in red - else: - diffuse = mesh.material.properties["diffuse"] - if len(diffuse) == 3: # RGB instead of expected RGBA - diffuse.append(1.0) - glUniform4f(shader.u_materialDiffuse, *diffuse) - # if ambient: - # glUniform4f( shader.Material_ambient, *mat["ambient"] ) - - if mode == BASE: # not in COLORS or SILHOUETTE - normal_matrix = linalg.inv(numpy.dot(self.view_matrix, m)[0:3, 0:3]).transpose() - glUniformMatrix3fv(shader.u_normalMatrix, 1, GL_TRUE, normal_matrix) - - glUniformMatrix4fv(shader.u_modelMatrix, 1, GL_TRUE, m) - - vbo = mesh.gl["vbo"] - vbo.bind() - - glEnableVertexAttribArray(shader.a_vertex) - if normals: - glEnableVertexAttribArray(shader.a_normal) - - glVertexAttribPointer( - shader.a_vertex, - 3, GL_FLOAT, False, stride, vbo - ) - - if normals: - glVertexAttribPointer( - shader.a_normal, - 3, GL_FLOAT, False, stride, vbo + 12 - ) - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"]) - glDrawElements(GL_TRIANGLES, mesh.gl["nbfaces"] * 3, GL_UNSIGNED_INT, None) - - vbo.unbind() - glDisableVertexAttribArray(shader.a_vertex) - - if normals: - glDisableVertexAttribArray(shader.a_normal) - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) - - for child in node.children: - self.recursive_render(child, shader, mode) - - - def switch_to_overlay(self): - glPushMatrix() - self.set_overlay_projection() - - def switch_from_overlay(self): - self.set_camera_projection() - glPopMatrix() - - def select_node(self, node): - self.currently_selected = node - self.update_node_select(self.scene.rootnode) - - def update_node_select(self, node): - if node is self.currently_selected: - node.selected = True - else: - node.selected = False - - for child in node.children: - self.update_node_select(child) - - def loop(self): - - pygame.display.flip() - - if not self.process_events(): - return False # ESC has been pressed - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) - - return True - - def process_events(self): - - LEFT_BUTTON = 1 - MIDDLE_BUTTON = 2 - RIGHT_BUTTON = 3 - WHEEL_UP = 4 - WHEEL_DOWN = 5 - - dx, dy = pygame.mouse.get_rel() - mousex, mousey = pygame.mouse.get_pos() - - zooming_one_shot = False - - ok = True - - for evt in pygame.event.get(): - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == LEFT_BUTTON: - hovered = self.get_hovered_node(mousex, self.h - mousey) - if hovered: - if self.currently_selected and self.currently_selected == hovered: - self.select_node(None) - else: - logger.info("Node %s selected" % hovered) - self.select_node(hovered) - else: - self.is_rotating = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == LEFT_BUTTON: - self.is_rotating = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == MIDDLE_BUTTON: - self.is_panning = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == MIDDLE_BUTTON: - self.is_panning = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == RIGHT_BUTTON: - self.is_zooming = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == RIGHT_BUTTON: - self.is_zooming = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button in [WHEEL_UP, WHEEL_DOWN]: - zooming_one_shot = True - self.is_zooming = True - dy = -10 if evt.button == WHEEL_UP else 10 - - if evt.type == pygame.KEYDOWN: - ok = (ok and self.process_keystroke(evt.key, evt.mod)) - - self.controls_3d(dx, dy, zooming_one_shot) - - return ok - - def process_keystroke(self, key, mod): - - # process arrow keys if an object is selected - if self.currently_selected: - up = 0 - strafe = 0 - - if key == pygame.K_UP: - up = 1 - if key == pygame.K_DOWN: - up = -1 - if key == pygame.K_LEFT: - strafe = -1 - if key == pygame.K_RIGHT: - strafe = 1 - - self.move_selected_node(up, strafe) - - if key == pygame.K_f: - pygame.display.toggle_fullscreen() - - if key == pygame.K_TAB: - self.cycle_cameras() - - if key in [pygame.K_ESCAPE, pygame.K_q]: - return False - - return True - - def controls_3d(self, dx, dy, zooming_one_shot=False): - - CAMERA_TRANSLATION_FACTOR = 0.01 - CAMERA_ROTATION_FACTOR = 0.01 - - if not (self.is_rotating or self.is_panning or self.is_zooming): - return - - current_pos = self.current_cam.transformation[:3, 3].copy() - distance = numpy.linalg.norm(self.focal_point - current_pos) - - if self.is_rotating: - """ Orbiting the camera is implemented the following way: - - - the rotation is split into a rotation around the *world* Z axis - (controlled by the horizontal mouse motion along X) and a - rotation around the *X* axis of the camera (pitch) *shifted to - the focal origin* (the world origin for now). This is controlled - by the vertical motion of the mouse (Y axis). - - - as a result, the resulting transformation of the camera in the - world frame C' is: - C' = (T · Rx · T⁻¹ · (Rz · C)⁻¹)⁻¹ - - where: - - C is the original camera transformation in the world frame, - - Rz is the rotation along the Z axis (in the world frame) - - T is the translation camera -> world (ie, the inverse of the - translation part of C - - Rx is the rotation around X in the (translated) camera frame - """ - - rotation_camera_x = dy * CAMERA_ROTATION_FACTOR - rotation_world_z = dx * CAMERA_ROTATION_FACTOR - world_z_rotation = transformations.euler_matrix(0, 0, rotation_world_z) - cam_x_rotation = transformations.euler_matrix(rotation_camera_x, 0, 0) - - after_world_z_rotation = numpy.dot(world_z_rotation, self.current_cam.transformation) - - inverse_transformation = transformations.inverse_matrix(after_world_z_rotation) - - translation = transformations.translation_matrix( - transformations.decompose_matrix(inverse_transformation)[3]) - inverse_translation = transformations.inverse_matrix(translation) - - new_inverse = numpy.dot(inverse_translation, inverse_transformation) - new_inverse = numpy.dot(cam_x_rotation, new_inverse) - new_inverse = numpy.dot(translation, new_inverse) - - self.current_cam.transformation = transformations.inverse_matrix(new_inverse).astype(numpy.float32) - - if self.is_panning: - tx = -dx * CAMERA_TRANSLATION_FACTOR * distance - ty = dy * CAMERA_TRANSLATION_FACTOR * distance - cam_transform = transformations.translation_matrix((tx, ty, 0)).astype(numpy.float32) - self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform) - - if self.is_zooming: - tz = dy * CAMERA_TRANSLATION_FACTOR * distance - cam_transform = transformations.translation_matrix((0, 0, tz)).astype(numpy.float32) - self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform) - - if zooming_one_shot: - self.is_zooming = False - - self.update_view_camera() - - def update_view_camera(self): - - self.view_matrix = linalg.inv(self.current_cam.transformation) - - # Rotate by 180deg around X to have Z pointing backward (OpenGL convention) - self.view_matrix = numpy.dot(ROTATION_180_X, self.view_matrix) - - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - glMultMatrixf(self.view_matrix.transpose()) - - def move_selected_node(self, up, strafe): - self.currently_selected.transformation[0][3] += strafe - self.currently_selected.transformation[2][3] += up - - @staticmethod - def showtext(text, x=0, y=0, z=0, size=20): - - # TODO: alpha blending does not work... - # glEnable(GL_BLEND) - # glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) - - font = pygame.font.Font(None, size) - text_surface = font.render(text, True, (10, 10, 10, 255), - (255 * 0.18, 255 * 0.18, 255 * 0.18, 0)) - text_data = pygame.image.tostring(text_surface, "RGBA", True) - glRasterPos3d(x, y, z) - glDrawPixels(text_surface.get_width(), - text_surface.get_height(), - GL_RGBA, GL_UNSIGNED_BYTE, - text_data) - - # glDisable(GL_BLEND) - - -def main(model, width, height): - app = PyAssimp3DViewer(model, w=width, h=height) - - clock = pygame.time.Clock() - - while app.loop(): - - app.update_view_camera() - - ## Main rendering - app.render() - - ## GUI text display - app.switch_to_overlay() - app.showtext("Active camera: %s" % str(app.current_cam), 10, app.h - 30) - if app.currently_selected: - app.showtext("Selected node: %s" % app.currently_selected, 10, app.h - 50) - pos = app.h - 70 - - app.showtext("(%sm, %sm, %sm)" % (app.currently_selected.transformation[0, 3], - app.currently_selected.transformation[1, 3], - app.currently_selected.transformation[2, 3]), 30, pos) - - app.switch_from_overlay() - - # Make sure we do not go over 30fps - clock.tick(30) - - logger.info("Quitting! Bye bye!") - - -######################################################################### -######################################################################### - -if __name__ == '__main__': - if not len(sys.argv) > 1: - print("Usage: " + __file__ + " <model>") - sys.exit(2) - - main(model=sys.argv[1], width=1024, height=768) diff --git a/src/mesh/assimp-master/port/PyAssimp/scripts/3d_viewer_py3.py b/src/mesh/assimp-master/port/PyAssimp/scripts/3d_viewer_py3.py deleted file mode 100755 index fcee637..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/scripts/3d_viewer_py3.py +++ /dev/null @@ -1,1316 +0,0 @@ -#!/usr/bin/env python -# -*- coding: UTF-8 -*- - -""" This program loads a model with PyASSIMP, and display it. - -Based on: -- pygame code from http://3dengine.org/Spectator_%28PyOpenGL%29 -- http://www.lighthouse3d.com/tutorials -- http://www.songho.ca/opengl/gl_transform.html -- http://code.activestate.com/recipes/325391/ -- ASSIMP's C++ SimpleOpenGL viewer - -Authors: Séverin Lemaignan, 2012-2016 -""" -import sys -import logging - -from functools import reduce - -logger = logging.getLogger("pyassimp") -gllogger = logging.getLogger("OpenGL") -gllogger.setLevel(logging.WARNING) -logging.basicConfig(level=logging.INFO) - -import OpenGL - -OpenGL.ERROR_CHECKING = False -OpenGL.ERROR_LOGGING = False -# OpenGL.ERROR_ON_COPY = True -# OpenGL.FULL_LOGGING = True -from OpenGL.GL import * -from OpenGL.arrays import vbo -from OpenGL.GL import shaders - -import pygame -import pygame.font -import pygame.image - -import math, random -from numpy import linalg - -import pyassimp -from pyassimp.postprocess import * -from pyassimp.helper import * -import transformations - -ROTATION_180_X = numpy.array([[1, 0, 0, 0], [0, -1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1]], dtype=numpy.float32) - -# rendering mode -BASE = "BASE" -COLORS = "COLORS" -SILHOUETTE = "SILHOUETTE" -HELPERS = "HELPERS" - -# Entities type -ENTITY = "entity" -CAMERA = "camera" -MESH = "mesh" - -FLAT_VERTEX_SHADER_120 = """ -#version 120 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; - -uniform vec4 u_materialDiffuse; - -attribute vec3 a_vertex; - -varying vec4 v_color; - -void main(void) -{ - v_color = u_materialDiffuse; - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -FLAT_VERTEX_SHADER_130 = """ -#version 130 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; - -uniform vec4 u_materialDiffuse; - -in vec3 a_vertex; - -out vec4 v_color; - -void main(void) -{ - v_color = u_materialDiffuse; - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_VERTEX_SHADER_120 = """ -#version 120 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; - -uniform vec4 u_materialDiffuse; - -attribute vec3 a_vertex; -attribute vec3 a_normal; - -varying vec4 v_color; - -void main(void) -{ - // Now the normal is in world space, as we pass the light in world space. - vec3 normal = u_normalMatrix * a_normal; - - float dist = distance(a_vertex, u_lightPos); - - // go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters - // att is not used for now - float att=1.0/(1.0+0.8*dist*dist); - - vec3 surf2light = normalize(u_lightPos - a_vertex); - vec3 norm = normalize(normal); - float dcont=max(0.0,dot(norm,surf2light)); - - float ambient = 0.3; - float intensity = dcont + 0.3 + ambient; - - v_color = u_materialDiffuse * intensity; - - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_VERTEX_SHADER_130 = """ -#version 130 - -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; - -uniform vec4 u_materialDiffuse; - -in vec3 a_vertex; -in vec3 a_normal; - -out vec4 v_color; - -void main(void) -{ - // Now the normal is in world space, as we pass the light in world space. - vec3 normal = u_normalMatrix * a_normal; - - float dist = distance(a_vertex, u_lightPos); - - // go to https://www.desmos.com/calculator/nmnaud1hrw to play with the parameters - // att is not used for now - float att=1.0/(1.0+0.8*dist*dist); - - vec3 surf2light = normalize(u_lightPos - a_vertex); - vec3 norm = normalize(normal); - float dcont=max(0.0,dot(norm,surf2light)); - - float ambient = 0.3; - float intensity = dcont + 0.3 + ambient; - - v_color = u_materialDiffuse * intensity; - - gl_Position = u_viewProjectionMatrix * u_modelMatrix * vec4(a_vertex, 1.0); -} -""" - -BASIC_FRAGMENT_SHADER_120 = """ -#version 120 - -varying vec4 v_color; - -void main() { - gl_FragColor = v_color; -} -""" - -BASIC_FRAGMENT_SHADER_130 = """ -#version 130 - -in vec4 v_color; - -void main() { - gl_FragColor = v_color; -} -""" - -GOOCH_VERTEX_SHADER_120 = """ -#version 120 - -// attributes -attribute vec3 a_vertex; // xyz - position -attribute vec3 a_normal; // xyz - normal - -// uniforms -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; -uniform vec3 u_camPos; - -// output data from vertex to fragment shader -varying vec3 o_normal; -varying vec3 o_lightVector; - -/////////////////////////////////////////////////////////////////// - -void main(void) -{ - // transform position and normal to world space - vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0); - vec3 normalWorld = u_normalMatrix * a_normal; - - // calculate and pass vectors required for lighting - o_lightVector = u_lightPos - positionWorld.xyz; - o_normal = normalWorld; - - // project world space position to the screen and output it - gl_Position = u_viewProjectionMatrix * positionWorld; -} -""" - -GOOCH_VERTEX_SHADER_130 = """ -#version 130 - -// attributes -in vec3 a_vertex; // xyz - position -in vec3 a_normal; // xyz - normal - -// uniforms -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat3 u_normalMatrix; -uniform vec3 u_lightPos; -uniform vec3 u_camPos; - -// output data from vertex to fragment shader -out vec3 o_normal; -out vec3 o_lightVector; - -/////////////////////////////////////////////////////////////////// - -void main(void) -{ - // transform position and normal to world space - vec4 positionWorld = u_modelMatrix * vec4(a_vertex, 1.0); - vec3 normalWorld = u_normalMatrix * a_normal; - - // calculate and pass vectors required for lighting - o_lightVector = u_lightPos - positionWorld.xyz; - o_normal = normalWorld; - - // project world space position to the screen and output it - gl_Position = u_viewProjectionMatrix * positionWorld; -} -""" - -GOOCH_FRAGMENT_SHADER_120 = """ -#version 120 - -// data from vertex shader -varying vec3 o_normal; -varying vec3 o_lightVector; - -// diffuse color of the object -uniform vec4 u_materialDiffuse; -// cool color of gooch shading -uniform vec3 u_coolColor; -// warm color of gooch shading -uniform vec3 u_warmColor; -// how much to take from object color in final cool color -uniform float u_alpha; -// how much to take from object color in final warm color -uniform float u_beta; - -/////////////////////////////////////////////////////////// - -void main(void) -{ - // normlize vectors for lighting - vec3 normalVector = normalize(o_normal); - vec3 lightVector = normalize(o_lightVector); - // intensity of diffuse lighting [-1, 1] - float diffuseLighting = dot(lightVector, normalVector); - // map intensity of lighting from range [-1; 1] to [0, 1] - float interpolationValue = (1.0 + diffuseLighting)/2; - - ////////////////////////////////////////////////////////////////// - - // cool color mixed with color of the object - vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha; - // warm color mixed with color of the object - vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta; - // interpolation of cool and warm colors according - // to lighting intensity. The lower the light intensity, - // the larger part of the cool color is used - vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue); - - ////////////////////////////////////////////////////////////////// - - // save color - gl_FragColor.rgb = colorOut; - gl_FragColor.a = 1; -} -""" - -GOOCH_FRAGMENT_SHADER_130 = """ -#version 130 - -// data from vertex shader -in vec3 o_normal; -in vec3 o_lightVector; - -// diffuse color of the object -uniform vec4 u_materialDiffuse; -// cool color of gooch shading -uniform vec3 u_coolColor; -// warm color of gooch shading -uniform vec3 u_warmColor; -// how much to take from object color in final cool color -uniform float u_alpha; -// how much to take from object color in final warm color -uniform float u_beta; - -// output to framebuffer -out vec4 resultingColor; - -/////////////////////////////////////////////////////////// - -void main(void) -{ - // normlize vectors for lighting - vec3 normalVector = normalize(o_normal); - vec3 lightVector = normalize(o_lightVector); - // intensity of diffuse lighting [-1, 1] - float diffuseLighting = dot(lightVector, normalVector); - // map intensity of lighting from range [-1; 1] to [0, 1] - float interpolationValue = (1.0 + diffuseLighting)/2; - - ////////////////////////////////////////////////////////////////// - - // cool color mixed with color of the object - vec3 coolColorMod = u_coolColor + vec3(u_materialDiffuse) * u_alpha; - // warm color mixed with color of the object - vec3 warmColorMod = u_warmColor + vec3(u_materialDiffuse) * u_beta; - // interpolation of cool and warm colors according - // to lighting intensity. The lower the light intensity, - // the larger part of the cool color is used - vec3 colorOut = mix(coolColorMod, warmColorMod, interpolationValue); - - ////////////////////////////////////////////////////////////////// - - // save color - resultingColor.rgb = colorOut; - resultingColor.a = 1; -} -""" - -SILHOUETTE_VERTEX_SHADER_120 = """ -#version 120 - -attribute vec3 a_vertex; // xyz - position -attribute vec3 a_normal; // xyz - normal - -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelViewMatrix; -uniform vec4 u_materialDiffuse; -uniform float u_bordersize; // width of the border - -varying vec4 v_color; - -void main(void){ - v_color = u_materialDiffuse; - float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z; - vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0); - gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos; -} -""" - -SILHOUETTE_VERTEX_SHADER_130 = """ -#version 130 - -in vec3 a_vertex; // xyz - position -in vec3 a_normal; // xyz - normal - -uniform mat4 u_modelMatrix; -uniform mat4 u_viewProjectionMatrix; -uniform mat4 u_modelViewMatrix; -uniform vec4 u_materialDiffuse; -uniform float u_bordersize; // width of the border - -out vec4 v_color; - -void main(void){ - v_color = u_materialDiffuse; - float distToCamera = -(u_modelViewMatrix * vec4(a_vertex, 1.0)).z; - vec4 tPos = vec4(a_vertex + a_normal * u_bordersize * distToCamera, 1.0); - gl_Position = u_viewProjectionMatrix * u_modelMatrix * tPos; -} -""" -DEFAULT_CLIP_PLANE_NEAR = 0.001 -DEFAULT_CLIP_PLANE_FAR = 1000.0 - - -def get_world_transform(scene, node): - if node == scene.rootnode: - return numpy.identity(4, dtype=numpy.float32) - - parents = reversed(_get_parent_chain(scene, node, [])) - parent_transform = reduce(numpy.dot, [p.transformation for p in parents]) - return numpy.dot(parent_transform, node.transformation) - - -def _get_parent_chain(scene, node, parents): - parent = node.parent - - parents.append(parent) - - if parent == scene.rootnode: - return parents - - return _get_parent_chain(scene, parent, parents) - - -class DefaultCamera: - def __init__(self, w, h, fov): - self.name = "default camera" - self.type = CAMERA - self.clipplanenear = DEFAULT_CLIP_PLANE_NEAR - self.clipplanefar = DEFAULT_CLIP_PLANE_FAR - self.aspect = w / h - self.horizontalfov = fov * math.pi / 180 - self.transformation = numpy.array([[0.68, -0.32, 0.65, 7.48], - [0.73, 0.31, -0.61, -6.51], - [-0.01, 0.89, 0.44, 5.34], - [0., 0., 0., 1.]], dtype=numpy.float32) - - self.transformation = numpy.dot(self.transformation, ROTATION_180_X) - - def __str__(self): - return self.name - - -class PyAssimp3DViewer: - base_name = "PyASSIMP 3D viewer" - - def __init__(self, model, w=1024, h=768): - - self.w = w - self.h = h - - pygame.init() - pygame.display.set_caption(self.base_name) - pygame.display.set_mode((w, h), pygame.OPENGL | pygame.DOUBLEBUF) - - glClearColor(0.18, 0.18, 0.18, 1.0) - - shader_compilation_succeeded = False - try: - self.set_shaders_v130() - self.prepare_shaders() - except RuntimeError as message: - sys.stderr.write("%s\n" % message) - sys.stdout.write("Could not compile shaders in version 1.30, trying version 1.20\n") - - if not shader_compilation_succeeded: - self.set_shaders_v120() - self.prepare_shaders() - - self.scene = None - self.meshes = {} # stores the OpenGL vertex/faces/normals buffers pointers - - self.node2colorid = {} # stores a color ID for each node. Useful for mouse picking and visibility checking - self.colorid2node = {} # reverse dict of node2colorid - - self.currently_selected = None - self.moving = False - self.moving_situation = None - - self.default_camera = DefaultCamera(self.w, self.h, fov=70) - self.cameras = [self.default_camera] - - self.current_cam_index = 0 - self.current_cam = self.default_camera - self.set_camera_projection() - - self.load_model(model) - - # user interactions - self.focal_point = [0, 0, 0] - self.is_rotating = False - self.is_panning = False - self.is_zooming = False - - def set_shaders_v120(self): - self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_120 - self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_120 - self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_120 - self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_120 - - self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_120 - self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_120 - - def set_shaders_v130(self): - self.BASIC_VERTEX_SHADER = BASIC_VERTEX_SHADER_130 - self.FLAT_VERTEX_SHADER = FLAT_VERTEX_SHADER_130 - self.SILHOUETTE_VERTEX_SHADER = SILHOUETTE_VERTEX_SHADER_130 - self.GOOCH_VERTEX_SHADER = GOOCH_VERTEX_SHADER_130 - - self.BASIC_FRAGMENT_SHADER = BASIC_FRAGMENT_SHADER_130 - self.GOOCH_FRAGMENT_SHADER = GOOCH_FRAGMENT_SHADER_130 - - def prepare_shaders(self): - - ### Base shader - vertex = shaders.compileShader(self.BASIC_VERTEX_SHADER, GL_VERTEX_SHADER) - fragment = shaders.compileShader(self.BASIC_FRAGMENT_SHADER, GL_FRAGMENT_SHADER) - - self.shader = shaders.compileProgram(vertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_normalMatrix', - 'u_lightPos', - 'u_materialDiffuse'), - ('a_vertex', - 'a_normal'), self.shader) - - ### Flat shader - flatvertex = shaders.compileShader(self.FLAT_VERTEX_SHADER, GL_VERTEX_SHADER) - self.flatshader = shaders.compileProgram(flatvertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_materialDiffuse',), - ('a_vertex',), self.flatshader) - - ### Silhouette shader - silh_vertex = shaders.compileShader(self.SILHOUETTE_VERTEX_SHADER, GL_VERTEX_SHADER) - self.silhouette_shader = shaders.compileProgram(silh_vertex, fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_modelViewMatrix', - 'u_materialDiffuse', - 'u_bordersize' # width of the silhouette - ), - ('a_vertex', - 'a_normal'), self.silhouette_shader) - - ### Gooch shader - gooch_vertex = shaders.compileShader(self.GOOCH_VERTEX_SHADER, GL_VERTEX_SHADER) - gooch_fragment = shaders.compileShader(self.GOOCH_FRAGMENT_SHADER, GL_FRAGMENT_SHADER) - self.gooch_shader = shaders.compileProgram(gooch_vertex, gooch_fragment) - - self.set_shader_accessors(('u_modelMatrix', - 'u_viewProjectionMatrix', - 'u_normalMatrix', - 'u_lightPos', - 'u_materialDiffuse', - 'u_coolColor', - 'u_warmColor', - 'u_alpha', - 'u_beta' - ), - ('a_vertex', - 'a_normal'), self.gooch_shader) - - @staticmethod - def set_shader_accessors(uniforms, attributes, shader): - # add accessors to the shaders uniforms and attributes - for uniform in uniforms: - location = glGetUniformLocation(shader, uniform) - if location in (None, -1): - raise RuntimeError('No uniform: %s (maybe it is not used ' - 'anymore and has been optimized out by' - ' the shader compiler)' % uniform) - setattr(shader, uniform, location) - - for attribute in attributes: - location = glGetAttribLocation(shader, attribute) - if location in (None, -1): - raise RuntimeError('No attribute: %s' % attribute) - setattr(shader, attribute, location) - - @staticmethod - def prepare_gl_buffers(mesh): - - mesh.gl = {} - - # Fill the buffer for vertex and normals positions - v = numpy.array(mesh.vertices, 'f') - n = numpy.array(mesh.normals, 'f') - - mesh.gl["vbo"] = vbo.VBO(numpy.hstack((v, n))) - - # Fill the buffer for vertex positions - mesh.gl["faces"] = glGenBuffers(1) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"]) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, - numpy.array(mesh.faces, dtype=numpy.int32), - GL_STATIC_DRAW) - - mesh.gl["nbfaces"] = len(mesh.faces) - - # Unbind buffers - glBindBuffer(GL_ARRAY_BUFFER, 0) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) - - @staticmethod - def get_rgb_from_colorid(colorid): - r = (colorid >> 0) & 0xff - g = (colorid >> 8) & 0xff - b = (colorid >> 16) & 0xff - - return r, g, b - - def get_color_id(self): - id = random.randint(0, 256 * 256 * 256) - if id not in self.colorid2node: - return id - else: - return self.get_color_id() - - def glize(self, scene, node): - - logger.info("Loading node <%s>" % node) - node.selected = True if self.currently_selected and self.currently_selected == node else False - - node.transformation = node.transformation.astype(numpy.float32) - - if node.meshes: - node.type = MESH - colorid = self.get_color_id() - self.colorid2node[colorid] = node - self.node2colorid[node.name] = colorid - - elif node.name in [c.name for c in scene.cameras]: - - # retrieve the ASSIMP camera object - [cam] = [c for c in scene.cameras if c.name == node.name] - node.type = CAMERA - logger.info("Added camera <%s>" % node.name) - logger.info("Camera position: %.3f, %.3f, %.3f" % tuple(node.transformation[:, 3][:3].tolist())) - self.cameras.append(node) - node.clipplanenear = cam.clipplanenear - node.clipplanefar = cam.clipplanefar - - if numpy.allclose(cam.lookat, [0, 0, -1]) and numpy.allclose(cam.up, [0, 1, 0]): # Cameras in .blend files - - # Rotate by 180deg around X to have Z pointing forward - node.transformation = numpy.dot(node.transformation, ROTATION_180_X) - else: - raise RuntimeError( - "I do not know how to normalize this camera orientation: lookat=%s, up=%s" % (cam.lookat, cam.up)) - - if cam.aspect == 0.0: - logger.warning("Camera aspect not set. Setting to default 4:3") - node.aspect = 1.333 - else: - node.aspect = cam.aspect - - node.horizontalfov = cam.horizontalfov - - else: - node.type = ENTITY - - for child in node.children: - self.glize(scene, child) - - def load_model(self, path, postprocess=aiProcessPreset_TargetRealtime_MaxQuality): - logger.info("Loading model:" + path + "...") - - if postprocess: - self.scene = pyassimp.load(path, processing=postprocess) - else: - self.scene = pyassimp.load(path) - logger.info("Done.") - - scene = self.scene - # log some statistics - logger.info(" meshes: %d" % len(scene.meshes)) - logger.info(" total faces: %d" % sum([len(mesh.faces) for mesh in scene.meshes])) - logger.info(" materials: %d" % len(scene.materials)) - self.bb_min, self.bb_max = get_bounding_box(self.scene) - logger.info(" bounding box:" + str(self.bb_min) + " - " + str(self.bb_max)) - - self.scene_center = [(a + b) / 2. for a, b in zip(self.bb_min, self.bb_max)] - - for index, mesh in enumerate(scene.meshes): - self.prepare_gl_buffers(mesh) - - self.glize(scene, scene.rootnode) - - # Finally release the model - pyassimp.release(scene) - logger.info("Ready for 3D rendering!") - - def cycle_cameras(self): - - self.current_cam_index = (self.current_cam_index + 1) % len(self.cameras) - self.current_cam = self.cameras[self.current_cam_index] - self.set_camera_projection(self.current_cam) - logger.info("Switched to camera <%s>" % self.current_cam) - - def set_overlay_projection(self): - glViewport(0, 0, self.w, self.h) - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - glOrtho(0.0, self.w - 1.0, 0.0, self.h - 1.0, -1.0, 1.0) - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - - def set_camera_projection(self, camera=None): - - if not camera: - camera = self.current_cam - - znear = camera.clipplanenear or DEFAULT_CLIP_PLANE_NEAR - zfar = camera.clipplanefar or DEFAULT_CLIP_PLANE_FAR - aspect = camera.aspect - fov = camera.horizontalfov - - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - - # Compute gl frustrum - tangent = math.tan(fov / 2.) - h = znear * tangent - w = h * aspect - - # params: left, right, bottom, top, near, far - glFrustum(-w, w, -h, h, znear, zfar) - # equivalent to: - # gluPerspective(fov * 180/math.pi, aspect, znear, zfar) - - self.projection_matrix = glGetFloatv(GL_PROJECTION_MATRIX).transpose() - - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - - def render_colors(self): - - glEnable(GL_DEPTH_TEST) - glDepthFunc(GL_LEQUAL) - - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) - glEnable(GL_CULL_FACE) - - glUseProgram(self.flatshader) - - glUniformMatrix4fv(self.flatshader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, self.flatshader, mode=COLORS) - - glUseProgram(0) - - def get_hovered_node(self, mousex, mousey): - """ - Attention: The performances of this method relies heavily on the size of the display! - """ - - # mouse out of the window? - if mousex < 0 or mousex >= self.w or mousey < 0 or mousey >= self.h: - return None - - self.render_colors() - # Capture image from the OpenGL buffer - buf = (GLubyte * (3 * self.w * self.h))(0) - glReadPixels(0, 0, self.w, self.h, GL_RGB, GL_UNSIGNED_BYTE, buf) - - # Reinterpret the RGB pixel buffer as a 1-D array of 24bits colors - a = numpy.ndarray(len(buf), numpy.dtype('>u1'), buf) - colors = numpy.zeros(len(buf) // 3, numpy.dtype('<u4')) - for i in range(3): - colors.view(dtype='>u1')[i::4] = a.view(dtype='>u1')[i::3] - - colorid = colors[mousex + mousey * self.w] - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) - - if colorid in self.colorid2node: - return self.colorid2node[colorid] - - def render(self, wireframe=False, twosided=False): - - glEnable(GL_DEPTH_TEST) - glDepthFunc(GL_LEQUAL) - - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if wireframe else GL_FILL) - glDisable(GL_CULL_FACE) if twosided else glEnable(GL_CULL_FACE) - - self.render_grid() - - self.recursive_render(self.scene.rootnode, None, mode=HELPERS) - - ### First, the silhouette - - if False: - shader = self.silhouette_shader - - # glDepthMask(GL_FALSE) - glCullFace(GL_FRONT) # cull front faces - - glUseProgram(shader) - glUniform1f(shader.u_bordersize, 0.01) - - glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, shader, mode=SILHOUETTE) - - glUseProgram(0) - - ### Then, inner shading - # glDepthMask(GL_TRUE) - glCullFace(GL_BACK) - - use_gooch = False - if use_gooch: - shader = self.gooch_shader - - glUseProgram(shader) - glUniform3f(shader.u_lightPos, -.5, -.5, .5) - - ##### GOOCH specific - glUniform3f(shader.u_coolColor, 159.0 / 255, 148.0 / 255, 255.0 / 255) - glUniform3f(shader.u_warmColor, 255.0 / 255, 75.0 / 255, 75.0 / 255) - glUniform1f(shader.u_alpha, .25) - glUniform1f(shader.u_beta, .25) - ######### - else: - shader = self.shader - glUseProgram(shader) - glUniform3f(shader.u_lightPos, -.5, -.5, .5) - - glUniformMatrix4fv(shader.u_viewProjectionMatrix, 1, GL_TRUE, - numpy.dot(self.projection_matrix, self.view_matrix)) - - self.recursive_render(self.scene.rootnode, shader) - - glUseProgram(0) - - def render_axis(self, - transformation=numpy.identity(4, dtype=numpy.float32), - label=None, - size=0.2, - selected=False): - m = transformation.transpose() # OpenGL row major - - glPushMatrix() - glMultMatrixf(m) - - glLineWidth(3 if selected else 1) - - size = 2 * size if selected else size - - glBegin(GL_LINES) - - # draw line for x axis - glColor3f(1.0, 0.0, 0.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(size, 0.0, 0.0) - - # draw line for y axis - glColor3f(0.0, 1.0, 0.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(0.0, size, 0.0) - - # draw line for Z axis - glColor3f(0.0, 0.0, 1.0) - glVertex3f(0.0, 0.0, 0.0) - glVertex3f(0.0, 0.0, size) - - glEnd() - - if label: - self.showtext(label) - - glPopMatrix() - - @staticmethod - def render_camera(camera, transformation): - - m = transformation.transpose() # OpenGL row major - - aspect = camera.aspect - - u = 0.1 # unit size (in m) - l = 3 * u # length of the camera cone - f = 3 * u # aperture of the camera cone - - glPushMatrix() - glMultMatrixf(m) - - glLineWidth(2) - glBegin(GL_LINE_STRIP) - - glColor3f(.2, .2, .2) - - glVertex3f(u, u, -u) - glVertex3f(u, -u, -u) - glVertex3f(-u, -u, -u) - glVertex3f(-u, u, -u) - glVertex3f(u, u, -u) - - glVertex3f(u, u, 0.0) - glVertex3f(u, -u, 0.0) - glVertex3f(-u, -u, 0.0) - glVertex3f(-u, u, 0.0) - glVertex3f(u, u, 0.0) - - glVertex3f(f * aspect, f, l) - glVertex3f(f * aspect, -f, l) - glVertex3f(-f * aspect, -f, l) - glVertex3f(-f * aspect, f, l) - glVertex3f(f * aspect, f, l) - - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(u, -u, -u) - glVertex3f(u, -u, 0.0) - glVertex3f(f * aspect, -f, l) - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(-u, -u, -u) - glVertex3f(-u, -u, 0.0) - glVertex3f(-f * aspect, -f, l) - glEnd() - - glBegin(GL_LINE_STRIP) - glVertex3f(-u, u, -u) - glVertex3f(-u, u, 0.0) - glVertex3f(-f * aspect, f, l) - glEnd() - - glPopMatrix() - - @staticmethod - def render_grid(): - - glLineWidth(1) - glColor3f(0.5, 0.5, 0.5) - glBegin(GL_LINES) - for i in range(-10, 11): - glVertex3f(i, -10.0, 0.0) - glVertex3f(i, 10.0, 0.0) - - for i in range(-10, 11): - glVertex3f(-10.0, i, 0.0) - glVertex3f(10.0, i, 0.0) - glEnd() - - def recursive_render(self, node, shader, mode=BASE, with_normals=True): - """ Main recursive rendering method. - """ - - normals = with_normals - - if mode == COLORS: - normals = False - - - if not hasattr(node, "selected"): - node.selected = False - - m = get_world_transform(self.scene, node) - - # HELPERS mode - ### - if mode == HELPERS: - # if node.type == ENTITY: - self.render_axis(m, - label=node.name if node != self.scene.rootnode else None, - selected=node.selected if hasattr(node, "selected") else False) - - if node.type == CAMERA: - self.render_camera(node, m) - - for child in node.children: - self.recursive_render(child, shader, mode) - - return - - # Mesh rendering modes - ### - if node.type == MESH: - - for mesh in node.meshes: - - stride = 24 # 6 * 4 bytes - - if node.selected and mode == SILHOUETTE: - glUniform4f(shader.u_materialDiffuse, 1.0, 0.0, 0.0, 1.0) - glUniformMatrix4fv(shader.u_modelViewMatrix, 1, GL_TRUE, - numpy.dot(self.view_matrix, m)) - - else: - if mode == COLORS: - colorid = self.node2colorid[node.name] - r, g, b = self.get_rgb_from_colorid(colorid) - glUniform4f(shader.u_materialDiffuse, r / 255.0, g / 255.0, b / 255.0, 1.0) - elif mode == SILHOUETTE: - glUniform4f(shader.u_materialDiffuse, .0, .0, .0, 1.0) - else: - if node.selected: - diffuse = (1.0, 0.0, 0.0, 1.0) # selected nodes in red - else: - diffuse = mesh.material.properties["diffuse"] - if len(diffuse) == 3: # RGB instead of expected RGBA - diffuse.append(1.0) - glUniform4f(shader.u_materialDiffuse, *diffuse) - # if ambient: - # glUniform4f( shader.Material_ambient, *mat["ambient"] ) - - if mode == BASE: # not in COLORS or SILHOUETTE - normal_matrix = linalg.inv(numpy.dot(self.view_matrix, m)[0:3, 0:3]).transpose() - glUniformMatrix3fv(shader.u_normalMatrix, 1, GL_TRUE, normal_matrix) - - glUniformMatrix4fv(shader.u_modelMatrix, 1, GL_TRUE, m) - - vbo = mesh.gl["vbo"] - vbo.bind() - - glEnableVertexAttribArray(shader.a_vertex) - if normals: - glEnableVertexAttribArray(shader.a_normal) - - glVertexAttribPointer( - shader.a_vertex, - 3, GL_FLOAT, False, stride, vbo - ) - - if normals: - glVertexAttribPointer( - shader.a_normal, - 3, GL_FLOAT, False, stride, vbo + 12 - ) - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["faces"]) - glDrawElements(GL_TRIANGLES, mesh.gl["nbfaces"] * 3, GL_UNSIGNED_INT, None) - - vbo.unbind() - glDisableVertexAttribArray(shader.a_vertex) - - if normals: - glDisableVertexAttribArray(shader.a_normal) - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) - - for child in node.children: - self.recursive_render(child, shader, mode) - - - def switch_to_overlay(self): - glPushMatrix() - self.set_overlay_projection() - - def switch_from_overlay(self): - self.set_camera_projection() - glPopMatrix() - - def select_node(self, node): - self.currently_selected = node - self.update_node_select(self.scene.rootnode) - - def update_node_select(self, node): - if node is self.currently_selected: - node.selected = True - else: - node.selected = False - - for child in node.children: - self.update_node_select(child) - - def loop(self): - - pygame.display.flip() - - if not self.process_events(): - return False # ESC has been pressed - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) - - return True - - def process_events(self): - - LEFT_BUTTON = 1 - MIDDLE_BUTTON = 2 - RIGHT_BUTTON = 3 - WHEEL_UP = 4 - WHEEL_DOWN = 5 - - dx, dy = pygame.mouse.get_rel() - mousex, mousey = pygame.mouse.get_pos() - - zooming_one_shot = False - - ok = True - - for evt in pygame.event.get(): - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == LEFT_BUTTON: - hovered = self.get_hovered_node(mousex, self.h - mousey) - if hovered: - if self.currently_selected and self.currently_selected == hovered: - self.select_node(None) - else: - logger.info("Node %s selected" % hovered) - self.select_node(hovered) - else: - self.is_rotating = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == LEFT_BUTTON: - self.is_rotating = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == MIDDLE_BUTTON: - self.is_panning = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == MIDDLE_BUTTON: - self.is_panning = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button == RIGHT_BUTTON: - self.is_zooming = True - if evt.type == pygame.MOUSEBUTTONUP and evt.button == RIGHT_BUTTON: - self.is_zooming = False - - if evt.type == pygame.MOUSEBUTTONDOWN and evt.button in [WHEEL_UP, WHEEL_DOWN]: - zooming_one_shot = True - self.is_zooming = True - dy = -10 if evt.button == WHEEL_UP else 10 - - if evt.type == pygame.KEYDOWN: - ok = (ok and self.process_keystroke(evt.key, evt.mod)) - - self.controls_3d(dx, dy, zooming_one_shot) - - return ok - - def process_keystroke(self, key, mod): - - # process arrow keys if an object is selected - if self.currently_selected: - up = 0 - strafe = 0 - - if key == pygame.K_UP: - up = 1 - if key == pygame.K_DOWN: - up = -1 - if key == pygame.K_LEFT: - strafe = -1 - if key == pygame.K_RIGHT: - strafe = 1 - - self.move_selected_node(up, strafe) - - if key == pygame.K_f: - pygame.display.toggle_fullscreen() - - if key == pygame.K_TAB: - self.cycle_cameras() - - if key in [pygame.K_ESCAPE, pygame.K_q]: - return False - - return True - - def controls_3d(self, dx, dy, zooming_one_shot=False): - """ Orbiting the camera is implemented the following way: - - - the rotation is split into a rotation around the *world* Z axis - (controlled by the horizontal mouse motion along X) and a - rotation around the *X* axis of the camera (pitch) *shifted to - the focal origin* (the world origin for now). This is controlled - by the vertical motion of the mouse (Y axis). - - as a result, the resulting transformation of the camera in the - world frame C' is: - C' = (T · Rx · T⁻¹ · (Rz · C)⁻¹)⁻¹ - where: - - C is the original camera transformation in the world frame, - - Rz is the rotation along the Z axis (in the world frame) - - T is the translation camera -> world (ie, the inverse of the - translation part of C - - Rx is the rotation around X in the (translated) camera frame """ - - CAMERA_TRANSLATION_FACTOR = 0.01 - CAMERA_ROTATION_FACTOR = 0.01 - - if not (self.is_rotating or self.is_panning or self.is_zooming): - return - - current_pos = self.current_cam.transformation[:3, 3].copy() - distance = numpy.linalg.norm(self.focal_point - current_pos) - - if self.is_rotating: - rotation_camera_x = dy * CAMERA_ROTATION_FACTOR - rotation_world_z = dx * CAMERA_ROTATION_FACTOR - world_z_rotation = transformations.euler_matrix(0, 0, rotation_world_z) - cam_x_rotation = transformations.euler_matrix(rotation_camera_x, 0, 0) - - after_world_z_rotation = numpy.dot(world_z_rotation, self.current_cam.transformation) - - inverse_transformation = transformations.inverse_matrix(after_world_z_rotation) - - translation = transformations.translation_matrix( - transformations.decompose_matrix(inverse_transformation)[3]) - inverse_translation = transformations.inverse_matrix(translation) - - new_inverse = numpy.dot(inverse_translation, inverse_transformation) - new_inverse = numpy.dot(cam_x_rotation, new_inverse) - new_inverse = numpy.dot(translation, new_inverse) - - self.current_cam.transformation = transformations.inverse_matrix(new_inverse).astype(numpy.float32) - - if self.is_panning: - tx = -dx * CAMERA_TRANSLATION_FACTOR * distance - ty = dy * CAMERA_TRANSLATION_FACTOR * distance - cam_transform = transformations.translation_matrix((tx, ty, 0)).astype(numpy.float32) - self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform) - - if self.is_zooming: - tz = dy * CAMERA_TRANSLATION_FACTOR * distance - cam_transform = transformations.translation_matrix((0, 0, tz)).astype(numpy.float32) - self.current_cam.transformation = numpy.dot(self.current_cam.transformation, cam_transform) - - if zooming_one_shot: - self.is_zooming = False - - self.update_view_camera() - - def update_view_camera(self): - - self.view_matrix = linalg.inv(self.current_cam.transformation) - - # Rotate by 180deg around X to have Z pointing backward (OpenGL convention) - self.view_matrix = numpy.dot(ROTATION_180_X, self.view_matrix) - - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - glMultMatrixf(self.view_matrix.transpose()) - - def move_selected_node(self, up, strafe): - self.currently_selected.transformation[0][3] += strafe - self.currently_selected.transformation[2][3] += up - - @staticmethod - def showtext(text, x=0, y=0, z=0, size=20): - - # TODO: alpha blending does not work... - # glEnable(GL_BLEND) - # glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) - - font = pygame.font.Font(None, size) - text_surface = font.render(text, True, (10, 10, 10, 255), - (255 * 0.18, 255 * 0.18, 255 * 0.18, 0)) - text_data = pygame.image.tostring(text_surface, "RGBA", True) - glRasterPos3d(x, y, z) - glDrawPixels(text_surface.get_width(), - text_surface.get_height(), - GL_RGBA, GL_UNSIGNED_BYTE, - text_data) - - # glDisable(GL_BLEND) - - -def main(model, width, height): - app = PyAssimp3DViewer(model, w=width, h=height) - - clock = pygame.time.Clock() - - while app.loop(): - - app.update_view_camera() - - ## Main rendering - app.render() - - ## GUI text display - app.switch_to_overlay() - app.showtext("Active camera: %s" % str(app.current_cam), 10, app.h - 30) - if app.currently_selected: - app.showtext("Selected node: %s" % app.currently_selected, 10, app.h - 50) - pos = app.h - 70 - - app.showtext("(%sm, %sm, %sm)" % (app.currently_selected.transformation[0, 3], - app.currently_selected.transformation[1, 3], - app.currently_selected.transformation[2, 3]), 30, pos) - - app.switch_from_overlay() - - # Make sure we do not go over 30fps - clock.tick(30) - - logger.info("Quitting! Bye bye!") - - -######################################################################### -######################################################################### - -if __name__ == '__main__': - if not len(sys.argv) > 1: - print("Usage: " + __file__ + " <model>") - sys.exit(2) - - main(model=sys.argv[1], width=1024, height=768) diff --git a/src/mesh/assimp-master/port/PyAssimp/scripts/README.md b/src/mesh/assimp-master/port/PyAssimp/scripts/README.md deleted file mode 100644 index 42caa27..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/scripts/README.md +++ /dev/null @@ -1,13 +0,0 @@ -pyassimp examples -================= - -- `sample.py`: shows how to load a model with pyassimp, and display some statistics. -- `3d_viewer.py`: an OpenGL 3D viewer that requires shaders -- `fixed_pipeline_3d_viewer`: an OpenGL 3D viewer using the old fixed-pipeline. - Only for illustration example. Base new projects on `3d_viewer.py`. - - -Requirements for the 3D viewers: - -- `pyopengl` (on Ubuntu/Debian, `sudo apt-get install python-opengl`) -- `pygame` (on Ubuntu/Debian, `sudo apt-get install python-pygame`) diff --git a/src/mesh/assimp-master/port/PyAssimp/scripts/fixed_pipeline_3d_viewer.py b/src/mesh/assimp-master/port/PyAssimp/scripts/fixed_pipeline_3d_viewer.py deleted file mode 100755 index c2f6ceb..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/scripts/fixed_pipeline_3d_viewer.py +++ /dev/null @@ -1,372 +0,0 @@ -#!/usr/bin/env python -#-*- coding: UTF-8 -*- - -""" This program demonstrates the use of pyassimp to load and -render objects with OpenGL. - -'c' cycles between cameras (if any available) -'q' to quit - -This example mixes 'old' OpenGL fixed-function pipeline with -Vertex Buffer Objects. - -Materials are supported but textures are currently ignored. - -For a more advanced example (with shaders + keyboard/mouse -controls), check scripts/sdl_viewer.py - -Author: Séverin Lemaignan, 2012 - -This sample is based on several sources, including: - - http://www.lighthouse3d.com/tutorials - - http://www.songho.ca/opengl/gl_transform.html - - http://code.activestate.com/recipes/325391/ - - ASSIMP's C++ SimpleOpenGL viewer -""" - -import sys -from OpenGL.GLUT import * -from OpenGL.GLU import * -from OpenGL.GL import * - -import logging -logger = logging.getLogger("pyassimp_opengl") -logging.basicConfig(level=logging.INFO) - -import math -import numpy - -import pyassimp -from pyassimp.postprocess import * -from pyassimp.helper import * - - -name = 'pyassimp OpenGL viewer' -height = 600 -width = 900 - -class GLRenderer(): - def __init__(self): - - self.scene = None - - self.using_fixed_cam = False - self.current_cam_index = 0 - - # store the global scene rotation - self.angle = 0. - - # for FPS calculation - self.prev_time = 0 - self.prev_fps_time = 0 - self.frames = 0 - - def prepare_gl_buffers(self, mesh): - """ Creates 3 buffer objets for each mesh, - to store the vertices, the normals, and the faces - indices. - """ - - mesh.gl = {} - - # Fill the buffer for vertex positions - mesh.gl["vertices"] = glGenBuffers(1) - glBindBuffer(GL_ARRAY_BUFFER, mesh.gl["vertices"]) - glBufferData(GL_ARRAY_BUFFER, - mesh.vertices, - GL_STATIC_DRAW) - - # Fill the buffer for normals - mesh.gl["normals"] = glGenBuffers(1) - glBindBuffer(GL_ARRAY_BUFFER, mesh.gl["normals"]) - glBufferData(GL_ARRAY_BUFFER, - mesh.normals, - GL_STATIC_DRAW) - - - # Fill the buffer for vertex positions - mesh.gl["triangles"] = glGenBuffers(1) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["triangles"]) - glBufferData(GL_ELEMENT_ARRAY_BUFFER, - mesh.faces, - GL_STATIC_DRAW) - - # Unbind buffers - glBindBuffer(GL_ARRAY_BUFFER,0) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0) - - def load_model(self, path, postprocess = None): - logger.info("Loading model:" + path + "...") - - if postprocess: - self.scene = pyassimp.load(path, processing=postprocess) - else: - self.scene = pyassimp.load(path) - logger.info("Done.") - - scene = self.scene - #log some statistics - logger.info(" meshes: %d" % len(scene.meshes)) - logger.info(" total faces: %d" % sum([len(mesh.faces) for mesh in scene.meshes])) - logger.info(" materials: %d" % len(scene.materials)) - self.bb_min, self.bb_max = get_bounding_box(self.scene) - logger.info(" bounding box:" + str(self.bb_min) + " - " + str(self.bb_max)) - - self.scene_center = [(a + b) / 2. for a, b in zip(self.bb_min, self.bb_max)] - - for index, mesh in enumerate(scene.meshes): - self.prepare_gl_buffers(mesh) - - # Finally release the model - pyassimp.release(scene) - - def cycle_cameras(self): - self.current_cam_index - if not self.scene.cameras: - return None - self.current_cam_index = (self.current_cam_index + 1) % len(self.scene.cameras) - cam = self.scene.cameras[self.current_cam_index] - logger.info("Switched to camera " + str(cam)) - return cam - - def set_default_camera(self): - - if not self.using_fixed_cam: - glLoadIdentity() - - gluLookAt(0.,0.,3., - 0.,0.,-5., - 0.,1.,0.) - - - - def set_camera(self, camera): - - if not camera: - return - - self.using_fixed_cam = True - - znear = camera.clipplanenear - zfar = camera.clipplanefar - aspect = camera.aspect - fov = camera.horizontalfov - - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - - # Compute gl frustrum - tangent = math.tan(fov/2.) - h = znear * tangent - w = h * aspect - - # params: left, right, bottom, top, near, far - glFrustum(-w, w, -h, h, znear, zfar) - # equivalent to: - #gluPerspective(fov * 180/math.pi, aspect, znear, zfar) - - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - - cam = transform(camera.position, camera.transformation) - at = transform(camera.lookat, camera.transformation) - gluLookAt(cam[0], cam[2], -cam[1], - at[0], at[2], -at[1], - 0, 1, 0) - - def fit_scene(self, restore = False): - """ Compute a scale factor and a translation to fit and center - the whole geometry on the screen. - """ - - x_max = self.bb_max[0] - self.bb_min[0] - y_max = self.bb_max[1] - self.bb_min[1] - tmp = max(x_max, y_max) - z_max = self.bb_max[2] - self.bb_min[2] - tmp = max(z_max, tmp) - - if not restore: - tmp = 1. / tmp - - logger.info("Scaling the scene by %.03f" % tmp) - glScalef(tmp, tmp, tmp) - - # center the model - direction = -1 if not restore else 1 - glTranslatef( direction * self.scene_center[0], - direction * self.scene_center[1], - direction * self.scene_center[2] ) - - return x_max, y_max, z_max - - def apply_material(self, mat): - """ Apply an OpenGL, using one OpenGL display list per material to cache - the operation. - """ - - if not hasattr(mat, "gl_mat"): # evaluate once the mat properties, and cache the values in a glDisplayList. - diffuse = numpy.array(mat.properties.get("diffuse", [0.8, 0.8, 0.8, 1.0])) - specular = numpy.array(mat.properties.get("specular", [0., 0., 0., 1.0])) - ambient = numpy.array(mat.properties.get("ambient", [0.2, 0.2, 0.2, 1.0])) - emissive = numpy.array(mat.properties.get("emissive", [0., 0., 0., 1.0])) - shininess = min(mat.properties.get("shininess", 1.0), 128) - wireframe = mat.properties.get("wireframe", 0) - twosided = mat.properties.get("twosided", 1) - - setattr(mat, "gl_mat", glGenLists(1)) - glNewList(mat.gl_mat, GL_COMPILE) - - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse) - glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular) - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient) - glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emissive) - glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess) - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE if wireframe else GL_FILL) - glDisable(GL_CULL_FACE) if twosided else glEnable(GL_CULL_FACE) - - glEndList() - - glCallList(mat.gl_mat) - - - - def do_motion(self): - - gl_time = glutGet(GLUT_ELAPSED_TIME) - - self.angle = (gl_time - self.prev_time) * 0.1 - - self.prev_time = gl_time - - # Compute FPS - self.frames += 1 - if gl_time - self.prev_fps_time >= 1000: - current_fps = self.frames * 1000 / (gl_time - self.prev_fps_time) - logger.info('%.0f fps' % current_fps) - self.frames = 0 - self.prev_fps_time = gl_time - - glutPostRedisplay() - - def recursive_render(self, node): - """ Main recursive rendering method. - """ - - # save model matrix and apply node transformation - glPushMatrix() - m = node.transformation.transpose() # OpenGL row major - glMultMatrixf(m) - - for mesh in node.meshes: - self.apply_material(mesh.material) - - glBindBuffer(GL_ARRAY_BUFFER, mesh.gl["vertices"]) - glEnableClientState(GL_VERTEX_ARRAY) - glVertexPointer(3, GL_FLOAT, 0, None) - - glBindBuffer(GL_ARRAY_BUFFER, mesh.gl["normals"]) - glEnableClientState(GL_NORMAL_ARRAY) - glNormalPointer(GL_FLOAT, 0, None) - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.gl["triangles"]) - glDrawElements(GL_TRIANGLES,len(mesh.faces) * 3, GL_UNSIGNED_INT, None) - - glDisableClientState(GL_VERTEX_ARRAY) - glDisableClientState(GL_NORMAL_ARRAY) - - glBindBuffer(GL_ARRAY_BUFFER, 0) - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) - - for child in node.children: - self.recursive_render(child) - - glPopMatrix() - - - def display(self): - """ GLUT callback to redraw OpenGL surface - """ - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) - - glRotatef(self.angle,0.,1.,0.) - self.recursive_render(self.scene.rootnode) - - glutSwapBuffers() - self.do_motion() - return - - #################################################################### - ## GLUT keyboard and mouse callbacks ## - #################################################################### - def onkeypress(self, key, x, y): - if key == 'c': - self.fit_scene(restore = True) - self.set_camera(self.cycle_cameras()) - if key == 'q': - sys.exit(0) - - def render(self, filename=None, fullscreen = False, autofit = True, postprocess = None): - """ - - :param autofit: if true, scale the scene to fit the whole geometry - in the viewport. - """ - - # First initialize the openGL context - glutInit(sys.argv) - glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH) - if not fullscreen: - glutInitWindowSize(width, height) - glutCreateWindow(name) - else: - glutGameModeString("1024x768") - if glutGameModeGet(GLUT_GAME_MODE_POSSIBLE): - glutEnterGameMode() - else: - print("Fullscreen mode not available!") - sys.exit(1) - - self.load_model(filename, postprocess = postprocess) - - - glClearColor(0.1,0.1,0.1,1.) - #glShadeModel(GL_SMOOTH) - - glEnable(GL_LIGHTING) - - glEnable(GL_CULL_FACE) - glEnable(GL_DEPTH_TEST) - - glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE) - glEnable(GL_NORMALIZE) - glEnable(GL_LIGHT0) - - glutDisplayFunc(self.display) - - - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - gluPerspective(35.0, width/float(height) , 0.10, 100.0) - glMatrixMode(GL_MODELVIEW) - self.set_default_camera() - - if autofit: - # scale the whole asset to fit into our view frustum· - self.fit_scene() - - glPushMatrix() - - glutKeyboardFunc(self.onkeypress) - glutIgnoreKeyRepeat(1) - - glutMainLoop() - - -if __name__ == '__main__': - if not len(sys.argv) > 1: - print("Usage: " + __file__ + " <model>") - sys.exit(0) - - glrender = GLRenderer() - glrender.render(sys.argv[1], fullscreen = False, postprocess = aiProcessPreset_TargetRealtime_MaxQuality) - diff --git a/src/mesh/assimp-master/port/PyAssimp/scripts/quicktest.py b/src/mesh/assimp-master/port/PyAssimp/scripts/quicktest.py deleted file mode 100755 index cbeccb4..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/scripts/quicktest.py +++ /dev/null @@ -1,53 +0,0 @@ -#!/usr/bin/env python -#-*- coding: UTF-8 -*- - -""" -This module uses the sample.py script to load all test models it finds. - -Note: this is not an exhaustive test suite, it does not check the -data structures in detail. It just verifies whether basic -loading and querying of 3d models using pyassimp works. -""" - -import os -import sys - -# Make the development (ie. GIT repo) version of PyAssimp available for import. -sys.path.insert(0, '..') - -import sample -from pyassimp import errors - -# Paths to model files. -basepaths = [os.path.join('..', '..', '..', 'test', 'models'), - os.path.join('..', '..', '..', 'test', 'models-nonbsd')] - -# Valid extensions for 3D model files. -extensions = ['.3ds', '.x', '.lwo', '.obj', '.md5mesh', '.dxf', '.ply', '.stl', - '.dae', '.md5anim', '.lws', '.irrmesh', '.nff', '.off', '.blend'] - - -def run_tests(): - ok, err = 0, 0 - for path in basepaths: - print("Looking for models in %s..." % path) - for root, dirs, files in os.walk(path): - for afile in files: - base, ext = os.path.splitext(afile) - if ext in extensions: - try: - sample.main(os.path.join(root, afile)) - ok += 1 - except errors.AssimpError as error: - # Assimp error is fine; this is a controlled case. - print(error) - err += 1 - except Exception: - print("Error encountered while loading <%s>" - % os.path.join(root, afile)) - print('** Loaded %s models, got controlled errors for %s files' - % (ok, err)) - - -if __name__ == '__main__': - run_tests() diff --git a/src/mesh/assimp-master/port/PyAssimp/scripts/sample.py b/src/mesh/assimp-master/port/PyAssimp/scripts/sample.py deleted file mode 100755 index 3cd4b3e..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/scripts/sample.py +++ /dev/null @@ -1,89 +0,0 @@ -#!/usr/bin/env python -#-*- coding: UTF-8 -*- - -""" -This module demonstrates the functionality of PyAssimp. -""" - -import sys -import logging -logging.basicConfig(level=logging.INFO) - -import pyassimp -import pyassimp.postprocess - -def recur_node(node,level = 0): - print(" " + "\t" * level + "- " + str(node)) - for child in node.children: - recur_node(child, level + 1) - - -def main(filename=None): - - scene = pyassimp.load(filename, processing=pyassimp.postprocess.aiProcess_Triangulate) - - #the model we load - print("MODEL:" + filename) - print - - #write some statistics - print("SCENE:") - print(" meshes:" + str(len(scene.meshes))) - print(" materials:" + str(len(scene.materials))) - print(" textures:" + str(len(scene.textures))) - print - - print("NODES:") - recur_node(scene.rootnode) - - print - print("MESHES:") - for index, mesh in enumerate(scene.meshes): - print(" MESH" + str(index+1)) - print(" material id:" + str(mesh.materialindex+1)) - print(" vertices:" + str(len(mesh.vertices))) - print(" first 3 verts:\n" + str(mesh.vertices[:3])) - if mesh.normals.any(): - print(" first 3 normals:\n" + str(mesh.normals[:3])) - else: - print(" no normals") - print(" colors:" + str(len(mesh.colors))) - tcs = mesh.texturecoords - if tcs.any(): - for tc_index, tc in enumerate(tcs): - print(" texture-coords "+ str(tc_index) + ":" + str(len(tcs[tc_index])) + "first3:" + str(tcs[tc_index][:3])) - - else: - print(" no texture coordinates") - print(" uv-component-count:" + str(len(mesh.numuvcomponents))) - print(" faces:" + str(len(mesh.faces)) + " -> first:\n" + str(mesh.faces[:3])) - print(" bones:" + str(len(mesh.bones)) + " -> first:" + str([str(b) for b in mesh.bones[:3]])) - print - - print("MATERIALS:") - for index, material in enumerate(scene.materials): - print(" MATERIAL (id:" + str(index+1) + ")") - for key, value in material.properties.items(): - print(" %s: %s" % (key, value)) - print - - print("TEXTURES:") - for index, texture in enumerate(scene.textures): - print(" TEXTURE" + str(index+1)) - print(" width:" + str(texture.width)) - print(" height:" + str(texture.height)) - print(" hint:" + str(texture.achformathint)) - print(" data (size):" + str(len(texture.data))) - - # Finally release the model - pyassimp.release(scene) - -def usage(): - print("Usage: sample.py <3d model>") - -if __name__ == "__main__": - - if len(sys.argv) != 2: - usage() - else: - main(sys.argv[1]) diff --git a/src/mesh/assimp-master/port/PyAssimp/scripts/transformations.py b/src/mesh/assimp-master/port/PyAssimp/scripts/transformations.py deleted file mode 100644 index bf0cac9..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/scripts/transformations.py +++ /dev/null @@ -1,1705 +0,0 @@ -# -*- coding: utf-8 -*- -# transformations.py - -# Copyright (c) 2006, Christoph Gohlke -# Copyright (c) 2006-2009, The Regents of the University of California -# All rights reserved. -# -# Redistribution and use in source and binary forms, with or without -# modification, are permitted provided that the following conditions are met: -# -# * Redistributions of source code must retain the above copyright -# notice, this list of conditions and the following disclaimer. -# * Redistributions in binary form must reproduce the above copyright -# notice, this list of conditions and the following disclaimer in the -# documentation and/or other materials provided with the distribution. -# * Neither the name of the copyright holders nor the names of any -# contributors may be used to endorse or promote products derived -# from this software without specific prior written permission. -# -# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -# ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE -# LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR -# CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF -# SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS -# INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN -# CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) -# ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE -# POSSIBILITY OF SUCH DAMAGE. - -"""Homogeneous Transformation Matrices and Quaternions. - -A library for calculating 4x4 matrices for translating, rotating, reflecting, -scaling, shearing, projecting, orthogonalizing, and superimposing arrays of -3D homogeneous coordinates as well as for converting between rotation matrices, -Euler angles, and quaternions. Also includes an Arcball control object and -functions to decompose transformation matrices. - -:Authors: - `Christoph Gohlke <http://www.lfd.uci.edu/~gohlke/>`__, - Laboratory for Fluorescence Dynamics, University of California, Irvine - -:Version: 20090418 - -Requirements ------------- - -* `Python 2.6 <http://www.python.org>`__ -* `Numpy 1.3 <http://numpy.scipy.org>`__ -* `transformations.c 20090418 <http://www.lfd.uci.edu/~gohlke/>`__ - (optional implementation of some functions in C) - -Notes ------ - -Matrices (M) can be inverted using numpy.linalg.inv(M), concatenated using -numpy.dot(M0, M1), or used to transform homogeneous coordinates (v) using -numpy.dot(M, v) for shape (4, \*) "point of arrays", respectively -numpy.dot(v, M.T) for shape (\*, 4) "array of points". - -Calculations are carried out with numpy.float64 precision. - -This Python implementation is not optimized for speed. - -Vector, point, quaternion, and matrix function arguments are expected to be -"array like", i.e. tuple, list, or numpy arrays. - -Return types are numpy arrays unless specified otherwise. - -Angles are in radians unless specified otherwise. - -Quaternions ix+jy+kz+w are represented as [x, y, z, w]. - -Use the transpose of transformation matrices for OpenGL glMultMatrixd(). - -A triple of Euler angles can be applied/interpreted in 24 ways, which can -be specified using a 4 character string or encoded 4-tuple: - - *Axes 4-string*: e.g. 'sxyz' or 'ryxy' - - - first character : rotations are applied to 's'tatic or 'r'otating frame - - remaining characters : successive rotation axis 'x', 'y', or 'z' - - *Axes 4-tuple*: e.g. (0, 0, 0, 0) or (1, 1, 1, 1) - - - inner axis: code of axis ('x':0, 'y':1, 'z':2) of rightmost matrix. - - parity : even (0) if inner axis 'x' is followed by 'y', 'y' is followed - by 'z', or 'z' is followed by 'x'. Otherwise odd (1). - - repetition : first and last axis are same (1) or different (0). - - frame : rotations are applied to static (0) or rotating (1) frame. - -References ----------- - -(1) Matrices and transformations. Ronald Goldman. - In "Graphics Gems I", pp 472-475. Morgan Kaufmann, 1990. -(2) More matrices and transformations: shear and pseudo-perspective. - Ronald Goldman. In "Graphics Gems II", pp 320-323. Morgan Kaufmann, 1991. -(3) Decomposing a matrix into simple transformations. Spencer Thomas. - In "Graphics Gems II", pp 320-323. Morgan Kaufmann, 1991. -(4) Recovering the data from the transformation matrix. Ronald Goldman. - In "Graphics Gems II", pp 324-331. Morgan Kaufmann, 1991. -(5) Euler angle conversion. Ken Shoemake. - In "Graphics Gems IV", pp 222-229. Morgan Kaufmann, 1994. -(6) Arcball rotation control. Ken Shoemake. - In "Graphics Gems IV", pp 175-192. Morgan Kaufmann, 1994. -(7) Representing attitude: Euler angles, unit quaternions, and rotation - vectors. James Diebel. 2006. -(8) A discussion of the solution for the best rotation to relate two sets - of vectors. W Kabsch. Acta Cryst. 1978. A34, 827-828. -(9) Closed-form solution of absolute orientation using unit quaternions. - BKP Horn. J Opt Soc Am A. 1987. 4(4), 629-642. -(10) Quaternions. Ken Shoemake. - http://www.sfu.ca/~jwa3/cmpt461/files/quatut.pdf -(11) From quaternion to matrix and back. JMP van Waveren. 2005. - http://www.intel.com/cd/ids/developer/asmo-na/eng/293748.htm -(12) Uniform random rotations. Ken Shoemake. - In "Graphics Gems III", pp 124-132. Morgan Kaufmann, 1992. - - -Examples --------- - ->>> alpha, beta, gamma = 0.123, -1.234, 2.345 ->>> origin, xaxis, yaxis, zaxis = (0, 0, 0), (1, 0, 0), (0, 1, 0), (0, 0, 1) ->>> I = identity_matrix() ->>> Rx = rotation_matrix(alpha, xaxis) ->>> Ry = rotation_matrix(beta, yaxis) ->>> Rz = rotation_matrix(gamma, zaxis) ->>> R = concatenate_matrices(Rx, Ry, Rz) ->>> euler = euler_from_matrix(R, 'rxyz') ->>> numpy.allclose([alpha, beta, gamma], euler) -True ->>> Re = euler_matrix(alpha, beta, gamma, 'rxyz') ->>> is_same_transform(R, Re) -True ->>> al, be, ga = euler_from_matrix(Re, 'rxyz') ->>> is_same_transform(Re, euler_matrix(al, be, ga, 'rxyz')) -True ->>> qx = quaternion_about_axis(alpha, xaxis) ->>> qy = quaternion_about_axis(beta, yaxis) ->>> qz = quaternion_about_axis(gamma, zaxis) ->>> q = quaternion_multiply(qx, qy) ->>> q = quaternion_multiply(q, qz) ->>> Rq = quaternion_matrix(q) ->>> is_same_transform(R, Rq) -True ->>> S = scale_matrix(1.23, origin) ->>> T = translation_matrix((1, 2, 3)) ->>> Z = shear_matrix(beta, xaxis, origin, zaxis) ->>> R = random_rotation_matrix(numpy.random.rand(3)) ->>> M = concatenate_matrices(T, R, Z, S) ->>> scale, shear, angles, trans, persp = decompose_matrix(M) ->>> numpy.allclose(scale, 1.23) -True ->>> numpy.allclose(trans, (1, 2, 3)) -True ->>> numpy.allclose(shear, (0, math.tan(beta), 0)) -True ->>> is_same_transform(R, euler_matrix(axes='sxyz', *angles)) -True ->>> M1 = compose_matrix(scale, shear, angles, trans, persp) ->>> is_same_transform(M, M1) -True - -""" - -from __future__ import division - -import warnings -import math - -import numpy - -# Documentation in HTML format can be generated with Epydoc -__docformat__ = "restructuredtext en" - - -def identity_matrix(): - """Return 4x4 identity/unit matrix. - - >>> I = identity_matrix() - >>> numpy.allclose(I, numpy.dot(I, I)) - True - >>> numpy.sum(I), numpy.trace(I) - (4.0, 4.0) - >>> numpy.allclose(I, numpy.identity(4, dtype=numpy.float64)) - True - - """ - return numpy.identity(4, dtype=numpy.float64) - - -def translation_matrix(direction): - """Return matrix to translate by direction vector. - - >>> v = numpy.random.random(3) - 0.5 - >>> numpy.allclose(v, translation_matrix(v)[:3, 3]) - True - - """ - M = numpy.identity(4) - M[:3, 3] = direction[:3] - return M - - -def translation_from_matrix(matrix): - """Return translation vector from translation matrix. - - >>> v0 = numpy.random.random(3) - 0.5 - >>> v1 = translation_from_matrix(translation_matrix(v0)) - >>> numpy.allclose(v0, v1) - True - - """ - return numpy.array(matrix, copy=False)[:3, 3].copy() - - -def reflection_matrix(point, normal): - """Return matrix to mirror at plane defined by point and normal vector. - - >>> v0 = numpy.random.random(4) - 0.5 - >>> v0[3] = 1.0 - >>> v1 = numpy.random.random(3) - 0.5 - >>> R = reflection_matrix(v0, v1) - >>> numpy.allclose(2., numpy.trace(R)) - True - >>> numpy.allclose(v0, numpy.dot(R, v0)) - True - >>> v2 = v0.copy() - >>> v2[:3] += v1 - >>> v3 = v0.copy() - >>> v2[:3] -= v1 - >>> numpy.allclose(v2, numpy.dot(R, v3)) - True - - """ - normal = unit_vector(normal[:3]) - M = numpy.identity(4) - M[:3, :3] -= 2.0 * numpy.outer(normal, normal) - M[:3, 3] = (2.0 * numpy.dot(point[:3], normal)) * normal - return M - - -def reflection_from_matrix(matrix): - """Return mirror plane point and normal vector from reflection matrix. - - >>> v0 = numpy.random.random(3) - 0.5 - >>> v1 = numpy.random.random(3) - 0.5 - >>> M0 = reflection_matrix(v0, v1) - >>> point, normal = reflection_from_matrix(M0) - >>> M1 = reflection_matrix(point, normal) - >>> is_same_transform(M0, M1) - True - - """ - M = numpy.array(matrix, dtype=numpy.float64, copy=False) - # normal: unit eigenvector corresponding to eigenvalue -1 - l, V = numpy.linalg.eig(M[:3, :3]) - i = numpy.where(abs(numpy.real(l) + 1.0) < 1e-8)[0] - if not len(i): - raise ValueError("no unit eigenvector corresponding to eigenvalue -1") - normal = numpy.real(V[:, i[0]]).squeeze() - # point: any unit eigenvector corresponding to eigenvalue 1 - l, V = numpy.linalg.eig(M) - i = numpy.where(abs(numpy.real(l) - 1.0) < 1e-8)[0] - if not len(i): - raise ValueError("no unit eigenvector corresponding to eigenvalue 1") - point = numpy.real(V[:, i[-1]]).squeeze() - point /= point[3] - return point, normal - - -def rotation_matrix(angle, direction, point=None): - """Return matrix to rotate about axis defined by point and direction. - - >>> angle = (random.random() - 0.5) * (2*math.pi) - >>> direc = numpy.random.random(3) - 0.5 - >>> point = numpy.random.random(3) - 0.5 - >>> R0 = rotation_matrix(angle, direc, point) - >>> R1 = rotation_matrix(angle-2*math.pi, direc, point) - >>> is_same_transform(R0, R1) - True - >>> R0 = rotation_matrix(angle, direc, point) - >>> R1 = rotation_matrix(-angle, -direc, point) - >>> is_same_transform(R0, R1) - True - >>> I = numpy.identity(4, numpy.float64) - >>> numpy.allclose(I, rotation_matrix(math.pi*2, direc)) - True - >>> numpy.allclose(2., numpy.trace(rotation_matrix(math.pi/2, - ... direc, point))) - True - - """ - sina = math.sin(angle) - cosa = math.cos(angle) - direction = unit_vector(direction[:3]) - # rotation matrix around unit vector - R = numpy.array(((cosa, 0.0, 0.0), - (0.0, cosa, 0.0), - (0.0, 0.0, cosa)), dtype=numpy.float64) - R += numpy.outer(direction, direction) * (1.0 - cosa) - direction *= sina - R += numpy.array((( 0.0, -direction[2], direction[1]), - ( direction[2], 0.0, -direction[0]), - (-direction[1], direction[0], 0.0)), - dtype=numpy.float64) - M = numpy.identity(4) - M[:3, :3] = R - if point is not None: - # rotation not around origin - point = numpy.array(point[:3], dtype=numpy.float64, copy=False) - M[:3, 3] = point - numpy.dot(R, point) - return M - - -def rotation_from_matrix(matrix): - """Return rotation angle and axis from rotation matrix. - - >>> angle = (random.random() - 0.5) * (2*math.pi) - >>> direc = numpy.random.random(3) - 0.5 - >>> point = numpy.random.random(3) - 0.5 - >>> R0 = rotation_matrix(angle, direc, point) - >>> angle, direc, point = rotation_from_matrix(R0) - >>> R1 = rotation_matrix(angle, direc, point) - >>> is_same_transform(R0, R1) - True - - """ - R = numpy.array(matrix, dtype=numpy.float64, copy=False) - R33 = R[:3, :3] - # direction: unit eigenvector of R33 corresponding to eigenvalue of 1 - l, W = numpy.linalg.eig(R33.T) - i = numpy.where(abs(numpy.real(l) - 1.0) < 1e-8)[0] - if not len(i): - raise ValueError("no unit eigenvector corresponding to eigenvalue 1") - direction = numpy.real(W[:, i[-1]]).squeeze() - # point: unit eigenvector of R33 corresponding to eigenvalue of 1 - l, Q = numpy.linalg.eig(R) - i = numpy.where(abs(numpy.real(l) - 1.0) < 1e-8)[0] - if not len(i): - raise ValueError("no unit eigenvector corresponding to eigenvalue 1") - point = numpy.real(Q[:, i[-1]]).squeeze() - point /= point[3] - # rotation angle depending on direction - cosa = (numpy.trace(R33) - 1.0) / 2.0 - if abs(direction[2]) > 1e-8: - sina = (R[1, 0] + (cosa-1.0)*direction[0]*direction[1]) / direction[2] - elif abs(direction[1]) > 1e-8: - sina = (R[0, 2] + (cosa-1.0)*direction[0]*direction[2]) / direction[1] - else: - sina = (R[2, 1] + (cosa-1.0)*direction[1]*direction[2]) / direction[0] - angle = math.atan2(sina, cosa) - return angle, direction, point - - -def scale_matrix(factor, origin=None, direction=None): - """Return matrix to scale by factor around origin in direction. - - Use factor -1 for point symmetry. - - >>> v = (numpy.random.rand(4, 5) - 0.5) * 20.0 - >>> v[3] = 1.0 - >>> S = scale_matrix(-1.234) - >>> numpy.allclose(numpy.dot(S, v)[:3], -1.234*v[:3]) - True - >>> factor = random.random() * 10 - 5 - >>> origin = numpy.random.random(3) - 0.5 - >>> direct = numpy.random.random(3) - 0.5 - >>> S = scale_matrix(factor, origin) - >>> S = scale_matrix(factor, origin, direct) - - """ - if direction is None: - # uniform scaling - M = numpy.array(((factor, 0.0, 0.0, 0.0), - (0.0, factor, 0.0, 0.0), - (0.0, 0.0, factor, 0.0), - (0.0, 0.0, 0.0, 1.0)), dtype=numpy.float64) - if origin is not None: - M[:3, 3] = origin[:3] - M[:3, 3] *= 1.0 - factor - else: - # nonuniform scaling - direction = unit_vector(direction[:3]) - factor = 1.0 - factor - M = numpy.identity(4) - M[:3, :3] -= factor * numpy.outer(direction, direction) - if origin is not None: - M[:3, 3] = (factor * numpy.dot(origin[:3], direction)) * direction - return M - - -def scale_from_matrix(matrix): - """Return scaling factor, origin and direction from scaling matrix. - - >>> factor = random.random() * 10 - 5 - >>> origin = numpy.random.random(3) - 0.5 - >>> direct = numpy.random.random(3) - 0.5 - >>> S0 = scale_matrix(factor, origin) - >>> factor, origin, direction = scale_from_matrix(S0) - >>> S1 = scale_matrix(factor, origin, direction) - >>> is_same_transform(S0, S1) - True - >>> S0 = scale_matrix(factor, origin, direct) - >>> factor, origin, direction = scale_from_matrix(S0) - >>> S1 = scale_matrix(factor, origin, direction) - >>> is_same_transform(S0, S1) - True - - """ - M = numpy.array(matrix, dtype=numpy.float64, copy=False) - M33 = M[:3, :3] - factor = numpy.trace(M33) - 2.0 - try: - # direction: unit eigenvector corresponding to eigenvalue factor - l, V = numpy.linalg.eig(M33) - i = numpy.where(abs(numpy.real(l) - factor) < 1e-8)[0][0] - direction = numpy.real(V[:, i]).squeeze() - direction /= vector_norm(direction) - except IndexError: - # uniform scaling - factor = (factor + 2.0) / 3.0 - direction = None - # origin: any eigenvector corresponding to eigenvalue 1 - l, V = numpy.linalg.eig(M) - i = numpy.where(abs(numpy.real(l) - 1.0) < 1e-8)[0] - if not len(i): - raise ValueError("no eigenvector corresponding to eigenvalue 1") - origin = numpy.real(V[:, i[-1]]).squeeze() - origin /= origin[3] - return factor, origin, direction - - -def projection_matrix(point, normal, direction=None, - perspective=None, pseudo=False): - """Return matrix to project onto plane defined by point and normal. - - Using either perspective point, projection direction, or none of both. - - If pseudo is True, perspective projections will preserve relative depth - such that Perspective = dot(Orthogonal, PseudoPerspective). - - >>> P = projection_matrix((0, 0, 0), (1, 0, 0)) - >>> numpy.allclose(P[1:, 1:], numpy.identity(4)[1:, 1:]) - True - >>> point = numpy.random.random(3) - 0.5 - >>> normal = numpy.random.random(3) - 0.5 - >>> direct = numpy.random.random(3) - 0.5 - >>> persp = numpy.random.random(3) - 0.5 - >>> P0 = projection_matrix(point, normal) - >>> P1 = projection_matrix(point, normal, direction=direct) - >>> P2 = projection_matrix(point, normal, perspective=persp) - >>> P3 = projection_matrix(point, normal, perspective=persp, pseudo=True) - >>> is_same_transform(P2, numpy.dot(P0, P3)) - True - >>> P = projection_matrix((3, 0, 0), (1, 1, 0), (1, 0, 0)) - >>> v0 = (numpy.random.rand(4, 5) - 0.5) * 20.0 - >>> v0[3] = 1.0 - >>> v1 = numpy.dot(P, v0) - >>> numpy.allclose(v1[1], v0[1]) - True - >>> numpy.allclose(v1[0], 3.0-v1[1]) - True - - """ - M = numpy.identity(4) - point = numpy.array(point[:3], dtype=numpy.float64, copy=False) - normal = unit_vector(normal[:3]) - if perspective is not None: - # perspective projection - perspective = numpy.array(perspective[:3], dtype=numpy.float64, - copy=False) - M[0, 0] = M[1, 1] = M[2, 2] = numpy.dot(perspective-point, normal) - M[:3, :3] -= numpy.outer(perspective, normal) - if pseudo: - # preserve relative depth - M[:3, :3] -= numpy.outer(normal, normal) - M[:3, 3] = numpy.dot(point, normal) * (perspective+normal) - else: - M[:3, 3] = numpy.dot(point, normal) * perspective - M[3, :3] = -normal - M[3, 3] = numpy.dot(perspective, normal) - elif direction is not None: - # parallel projection - direction = numpy.array(direction[:3], dtype=numpy.float64, copy=False) - scale = numpy.dot(direction, normal) - M[:3, :3] -= numpy.outer(direction, normal) / scale - M[:3, 3] = direction * (numpy.dot(point, normal) / scale) - else: - # orthogonal projection - M[:3, :3] -= numpy.outer(normal, normal) - M[:3, 3] = numpy.dot(point, normal) * normal - return M - - -def projection_from_matrix(matrix, pseudo=False): - """Return projection plane and perspective point from projection matrix. - - Return values are same as arguments for projection_matrix function: - point, normal, direction, perspective, and pseudo. - - >>> point = numpy.random.random(3) - 0.5 - >>> normal = numpy.random.random(3) - 0.5 - >>> direct = numpy.random.random(3) - 0.5 - >>> persp = numpy.random.random(3) - 0.5 - >>> P0 = projection_matrix(point, normal) - >>> result = projection_from_matrix(P0) - >>> P1 = projection_matrix(*result) - >>> is_same_transform(P0, P1) - True - >>> P0 = projection_matrix(point, normal, direct) - >>> result = projection_from_matrix(P0) - >>> P1 = projection_matrix(*result) - >>> is_same_transform(P0, P1) - True - >>> P0 = projection_matrix(point, normal, perspective=persp, pseudo=False) - >>> result = projection_from_matrix(P0, pseudo=False) - >>> P1 = projection_matrix(*result) - >>> is_same_transform(P0, P1) - True - >>> P0 = projection_matrix(point, normal, perspective=persp, pseudo=True) - >>> result = projection_from_matrix(P0, pseudo=True) - >>> P1 = projection_matrix(*result) - >>> is_same_transform(P0, P1) - True - - """ - M = numpy.array(matrix, dtype=numpy.float64, copy=False) - M33 = M[:3, :3] - l, V = numpy.linalg.eig(M) - i = numpy.where(abs(numpy.real(l) - 1.0) < 1e-8)[0] - if not pseudo and len(i): - # point: any eigenvector corresponding to eigenvalue 1 - point = numpy.real(V[:, i[-1]]).squeeze() - point /= point[3] - # direction: unit eigenvector corresponding to eigenvalue 0 - l, V = numpy.linalg.eig(M33) - i = numpy.where(abs(numpy.real(l)) < 1e-8)[0] - if not len(i): - raise ValueError("no eigenvector corresponding to eigenvalue 0") - direction = numpy.real(V[:, i[0]]).squeeze() - direction /= vector_norm(direction) - # normal: unit eigenvector of M33.T corresponding to eigenvalue 0 - l, V = numpy.linalg.eig(M33.T) - i = numpy.where(abs(numpy.real(l)) < 1e-8)[0] - if len(i): - # parallel projection - normal = numpy.real(V[:, i[0]]).squeeze() - normal /= vector_norm(normal) - return point, normal, direction, None, False - else: - # orthogonal projection, where normal equals direction vector - return point, direction, None, None, False - else: - # perspective projection - i = numpy.where(abs(numpy.real(l)) > 1e-8)[0] - if not len(i): - raise ValueError( - "no eigenvector not corresponding to eigenvalue 0") - point = numpy.real(V[:, i[-1]]).squeeze() - point /= point[3] - normal = - M[3, :3] - perspective = M[:3, 3] / numpy.dot(point[:3], normal) - if pseudo: - perspective -= normal - return point, normal, None, perspective, pseudo - - -def clip_matrix(left, right, bottom, top, near, far, perspective=False): - """Return matrix to obtain normalized device coordinates from frustrum. - - The frustrum bounds are axis-aligned along x (left, right), - y (bottom, top) and z (near, far). - - Normalized device coordinates are in range [-1, 1] if coordinates are - inside the frustrum. - - If perspective is True the frustrum is a truncated pyramid with the - perspective point at origin and direction along z axis, otherwise an - orthographic canonical view volume (a box). - - Homogeneous coordinates transformed by the perspective clip matrix - need to be dehomogenized (divided by w coordinate). - - >>> frustrum = numpy.random.rand(6) - >>> frustrum[1] += frustrum[0] - >>> frustrum[3] += frustrum[2] - >>> frustrum[5] += frustrum[4] - >>> M = clip_matrix(*frustrum, perspective=False) - >>> numpy.dot(M, [frustrum[0], frustrum[2], frustrum[4], 1.0]) - array([-1., -1., -1., 1.]) - >>> numpy.dot(M, [frustrum[1], frustrum[3], frustrum[5], 1.0]) - array([ 1., 1., 1., 1.]) - >>> M = clip_matrix(*frustrum, perspective=True) - >>> v = numpy.dot(M, [frustrum[0], frustrum[2], frustrum[4], 1.0]) - >>> v / v[3] - array([-1., -1., -1., 1.]) - >>> v = numpy.dot(M, [frustrum[1], frustrum[3], frustrum[4], 1.0]) - >>> v / v[3] - array([ 1., 1., -1., 1.]) - - """ - if left >= right or bottom >= top or near >= far: - raise ValueError("invalid frustrum") - if perspective: - if near <= _EPS: - raise ValueError("invalid frustrum: near <= 0") - t = 2.0 * near - M = ((-t/(right-left), 0.0, (right+left)/(right-left), 0.0), - (0.0, -t/(top-bottom), (top+bottom)/(top-bottom), 0.0), - (0.0, 0.0, -(far+near)/(far-near), t*far/(far-near)), - (0.0, 0.0, -1.0, 0.0)) - else: - M = ((2.0/(right-left), 0.0, 0.0, (right+left)/(left-right)), - (0.0, 2.0/(top-bottom), 0.0, (top+bottom)/(bottom-top)), - (0.0, 0.0, 2.0/(far-near), (far+near)/(near-far)), - (0.0, 0.0, 0.0, 1.0)) - return numpy.array(M, dtype=numpy.float64) - - -def shear_matrix(angle, direction, point, normal): - """Return matrix to shear by angle along direction vector on shear plane. - - The shear plane is defined by a point and normal vector. The direction - vector must be orthogonal to the plane's normal vector. - - A point P is transformed by the shear matrix into P" such that - the vector P-P" is parallel to the direction vector and its extent is - given by the angle of P-P'-P", where P' is the orthogonal projection - of P onto the shear plane. - - >>> angle = (random.random() - 0.5) * 4*math.pi - >>> direct = numpy.random.random(3) - 0.5 - >>> point = numpy.random.random(3) - 0.5 - >>> normal = numpy.cross(direct, numpy.random.random(3)) - >>> S = shear_matrix(angle, direct, point, normal) - >>> numpy.allclose(1.0, numpy.linalg.det(S)) - True - - """ - normal = unit_vector(normal[:3]) - direction = unit_vector(direction[:3]) - if abs(numpy.dot(normal, direction)) > 1e-6: - raise ValueError("direction and normal vectors are not orthogonal") - angle = math.tan(angle) - M = numpy.identity(4) - M[:3, :3] += angle * numpy.outer(direction, normal) - M[:3, 3] = -angle * numpy.dot(point[:3], normal) * direction - return M - - -def shear_from_matrix(matrix): - """Return shear angle, direction and plane from shear matrix. - - >>> angle = (random.random() - 0.5) * 4*math.pi - >>> direct = numpy.random.random(3) - 0.5 - >>> point = numpy.random.random(3) - 0.5 - >>> normal = numpy.cross(direct, numpy.random.random(3)) - >>> S0 = shear_matrix(angle, direct, point, normal) - >>> angle, direct, point, normal = shear_from_matrix(S0) - >>> S1 = shear_matrix(angle, direct, point, normal) - >>> is_same_transform(S0, S1) - True - - """ - M = numpy.array(matrix, dtype=numpy.float64, copy=False) - M33 = M[:3, :3] - # normal: cross independent eigenvectors corresponding to the eigenvalue 1 - l, V = numpy.linalg.eig(M33) - i = numpy.where(abs(numpy.real(l) - 1.0) < 1e-4)[0] - if len(i) < 2: - raise ValueError("No two linear independent eigenvectors found %s" % l) - V = numpy.real(V[:, i]).squeeze().T - lenorm = -1.0 - for i0, i1 in ((0, 1), (0, 2), (1, 2)): - n = numpy.cross(V[i0], V[i1]) - l = vector_norm(n) - if l > lenorm: - lenorm = l - normal = n - normal /= lenorm - # direction and angle - direction = numpy.dot(M33 - numpy.identity(3), normal) - angle = vector_norm(direction) - direction /= angle - angle = math.atan(angle) - # point: eigenvector corresponding to eigenvalue 1 - l, V = numpy.linalg.eig(M) - i = numpy.where(abs(numpy.real(l) - 1.0) < 1e-8)[0] - if not len(i): - raise ValueError("no eigenvector corresponding to eigenvalue 1") - point = numpy.real(V[:, i[-1]]).squeeze() - point /= point[3] - return angle, direction, point, normal - - -def decompose_matrix(matrix): - """Return sequence of transformations from transformation matrix. - - matrix : array_like - Non-degenerative homogeneous transformation matrix - - Return tuple of: - scale : vector of 3 scaling factors - shear : list of shear factors for x-y, x-z, y-z axes - angles : list of Euler angles about static x, y, z axes - translate : translation vector along x, y, z axes - perspective : perspective partition of matrix - - Raise ValueError if matrix is of wrong type or degenerative. - - >>> T0 = translation_matrix((1, 2, 3)) - >>> scale, shear, angles, trans, persp = decompose_matrix(T0) - >>> T1 = translation_matrix(trans) - >>> numpy.allclose(T0, T1) - True - >>> S = scale_matrix(0.123) - >>> scale, shear, angles, trans, persp = decompose_matrix(S) - >>> scale[0] - 0.123 - >>> R0 = euler_matrix(1, 2, 3) - >>> scale, shear, angles, trans, persp = decompose_matrix(R0) - >>> R1 = euler_matrix(*angles) - >>> numpy.allclose(R0, R1) - True - - """ - M = numpy.array(matrix, dtype=numpy.float64, copy=True).T - if abs(M[3, 3]) < _EPS: - raise ValueError("M[3, 3] is zero") - M /= M[3, 3] - P = M.copy() - P[:, 3] = 0, 0, 0, 1 - if not numpy.linalg.det(P): - raise ValueError("Matrix is singular") - - scale = numpy.zeros((3, ), dtype=numpy.float64) - shear = [0, 0, 0] - angles = [0, 0, 0] - - if any(abs(M[:3, 3]) > _EPS): - perspective = numpy.dot(M[:, 3], numpy.linalg.inv(P.T)) - M[:, 3] = 0, 0, 0, 1 - else: - perspective = numpy.array((0, 0, 0, 1), dtype=numpy.float64) - - translate = M[3, :3].copy() - M[3, :3] = 0 - - row = M[:3, :3].copy() - scale[0] = vector_norm(row[0]) - row[0] /= scale[0] - shear[0] = numpy.dot(row[0], row[1]) - row[1] -= row[0] * shear[0] - scale[1] = vector_norm(row[1]) - row[1] /= scale[1] - shear[0] /= scale[1] - shear[1] = numpy.dot(row[0], row[2]) - row[2] -= row[0] * shear[1] - shear[2] = numpy.dot(row[1], row[2]) - row[2] -= row[1] * shear[2] - scale[2] = vector_norm(row[2]) - row[2] /= scale[2] - shear[1:] /= scale[2] - - if numpy.dot(row[0], numpy.cross(row[1], row[2])) < 0: - scale *= -1 - row *= -1 - - angles[1] = math.asin(-row[0, 2]) - if math.cos(angles[1]): - angles[0] = math.atan2(row[1, 2], row[2, 2]) - angles[2] = math.atan2(row[0, 1], row[0, 0]) - else: - #angles[0] = math.atan2(row[1, 0], row[1, 1]) - angles[0] = math.atan2(-row[2, 1], row[1, 1]) - angles[2] = 0.0 - - return scale, shear, angles, translate, perspective - - -def compose_matrix(scale=None, shear=None, angles=None, translate=None, - perspective=None): - """Return transformation matrix from sequence of transformations. - - This is the inverse of the decompose_matrix function. - - Sequence of transformations: - scale : vector of 3 scaling factors - shear : list of shear factors for x-y, x-z, y-z axes - angles : list of Euler angles about static x, y, z axes - translate : translation vector along x, y, z axes - perspective : perspective partition of matrix - - >>> scale = numpy.random.random(3) - 0.5 - >>> shear = numpy.random.random(3) - 0.5 - >>> angles = (numpy.random.random(3) - 0.5) * (2*math.pi) - >>> trans = numpy.random.random(3) - 0.5 - >>> persp = numpy.random.random(4) - 0.5 - >>> M0 = compose_matrix(scale, shear, angles, trans, persp) - >>> result = decompose_matrix(M0) - >>> M1 = compose_matrix(*result) - >>> is_same_transform(M0, M1) - True - - """ - M = numpy.identity(4) - if perspective is not None: - P = numpy.identity(4) - P[3, :] = perspective[:4] - M = numpy.dot(M, P) - if translate is not None: - T = numpy.identity(4) - T[:3, 3] = translate[:3] - M = numpy.dot(M, T) - if angles is not None: - R = euler_matrix(angles[0], angles[1], angles[2], 'sxyz') - M = numpy.dot(M, R) - if shear is not None: - Z = numpy.identity(4) - Z[1, 2] = shear[2] - Z[0, 2] = shear[1] - Z[0, 1] = shear[0] - M = numpy.dot(M, Z) - if scale is not None: - S = numpy.identity(4) - S[0, 0] = scale[0] - S[1, 1] = scale[1] - S[2, 2] = scale[2] - M = numpy.dot(M, S) - M /= M[3, 3] - return M - - -def orthogonalization_matrix(lengths, angles): - """Return orthogonalization matrix for crystallographic cell coordinates. - - Angles are expected in degrees. - - The de-orthogonalization matrix is the inverse. - - >>> O = orthogonalization_matrix((10., 10., 10.), (90., 90., 90.)) - >>> numpy.allclose(O[:3, :3], numpy.identity(3, float) * 10) - True - >>> O = orthogonalization_matrix([9.8, 12.0, 15.5], [87.2, 80.7, 69.7]) - >>> numpy.allclose(numpy.sum(O), 43.063229) - True - - """ - a, b, c = lengths - angles = numpy.radians(angles) - sina, sinb, _ = numpy.sin(angles) - cosa, cosb, cosg = numpy.cos(angles) - co = (cosa * cosb - cosg) / (sina * sinb) - return numpy.array(( - ( a*sinb*math.sqrt(1.0-co*co), 0.0, 0.0, 0.0), - (-a*sinb*co, b*sina, 0.0, 0.0), - ( a*cosb, b*cosa, c, 0.0), - ( 0.0, 0.0, 0.0, 1.0)), - dtype=numpy.float64) - - -def superimposition_matrix(v0, v1, scaling=False, usesvd=True): - """Return matrix to transform given vector set into second vector set. - - v0 and v1 are shape (3, \*) or (4, \*) arrays of at least 3 vectors. - - If usesvd is True, the weighted sum of squared deviations (RMSD) is - minimized according to the algorithm by W. Kabsch [8]. Otherwise the - quaternion based algorithm by B. Horn [9] is used (slower when using - this Python implementation). - - The returned matrix performs rotation, translation and uniform scaling - (if specified). - - >>> v0 = numpy.random.rand(3, 10) - >>> M = superimposition_matrix(v0, v0) - >>> numpy.allclose(M, numpy.identity(4)) - True - >>> R = random_rotation_matrix(numpy.random.random(3)) - >>> v0 = ((1,0,0), (0,1,0), (0,0,1), (1,1,1)) - >>> v1 = numpy.dot(R, v0) - >>> M = superimposition_matrix(v0, v1) - >>> numpy.allclose(v1, numpy.dot(M, v0)) - True - >>> v0 = (numpy.random.rand(4, 100) - 0.5) * 20.0 - >>> v0[3] = 1.0 - >>> v1 = numpy.dot(R, v0) - >>> M = superimposition_matrix(v0, v1) - >>> numpy.allclose(v1, numpy.dot(M, v0)) - True - >>> S = scale_matrix(random.random()) - >>> T = translation_matrix(numpy.random.random(3)-0.5) - >>> M = concatenate_matrices(T, R, S) - >>> v1 = numpy.dot(M, v0) - >>> v0[:3] += numpy.random.normal(0.0, 1e-9, 300).reshape(3, -1) - >>> M = superimposition_matrix(v0, v1, scaling=True) - >>> numpy.allclose(v1, numpy.dot(M, v0)) - True - >>> M = superimposition_matrix(v0, v1, scaling=True, usesvd=False) - >>> numpy.allclose(v1, numpy.dot(M, v0)) - True - >>> v = numpy.empty((4, 100, 3), dtype=numpy.float64) - >>> v[:, :, 0] = v0 - >>> M = superimposition_matrix(v0, v1, scaling=True, usesvd=False) - >>> numpy.allclose(v1, numpy.dot(M, v[:, :, 0])) - True - - """ - v0 = numpy.array(v0, dtype=numpy.float64, copy=False)[:3] - v1 = numpy.array(v1, dtype=numpy.float64, copy=False)[:3] - - if v0.shape != v1.shape or v0.shape[1] < 3: - raise ValueError("Vector sets are of wrong shape or type.") - - # move centroids to origin - t0 = numpy.mean(v0, axis=1) - t1 = numpy.mean(v1, axis=1) - v0 = v0 - t0.reshape(3, 1) - v1 = v1 - t1.reshape(3, 1) - - if usesvd: - # Singular Value Decomposition of covariance matrix - u, s, vh = numpy.linalg.svd(numpy.dot(v1, v0.T)) - # rotation matrix from SVD orthonormal bases - R = numpy.dot(u, vh) - if numpy.linalg.det(R) < 0.0: - # R does not constitute right handed system - R -= numpy.outer(u[:, 2], vh[2, :]*2.0) - s[-1] *= -1.0 - # homogeneous transformation matrix - M = numpy.identity(4) - M[:3, :3] = R - else: - # compute symmetric matrix N - xx, yy, zz = numpy.sum(v0 * v1, axis=1) - xy, yz, zx = numpy.sum(v0 * numpy.roll(v1, -1, axis=0), axis=1) - xz, yx, zy = numpy.sum(v0 * numpy.roll(v1, -2, axis=0), axis=1) - N = ((xx+yy+zz, yz-zy, zx-xz, xy-yx), - (yz-zy, xx-yy-zz, xy+yx, zx+xz), - (zx-xz, xy+yx, -xx+yy-zz, yz+zy), - (xy-yx, zx+xz, yz+zy, -xx-yy+zz)) - # quaternion: eigenvector corresponding to most positive eigenvalue - l, V = numpy.linalg.eig(N) - q = V[:, numpy.argmax(l)] - q /= vector_norm(q) # unit quaternion - q = numpy.roll(q, -1) # move w component to end - # homogeneous transformation matrix - M = quaternion_matrix(q) - - # scale: ratio of rms deviations from centroid - if scaling: - v0 *= v0 - v1 *= v1 - M[:3, :3] *= math.sqrt(numpy.sum(v1) / numpy.sum(v0)) - - # translation - M[:3, 3] = t1 - T = numpy.identity(4) - T[:3, 3] = -t0 - M = numpy.dot(M, T) - return M - - -def euler_matrix(ai, aj, ak, axes='sxyz'): - """Return homogeneous rotation matrix from Euler angles and axis sequence. - - ai, aj, ak : Euler's roll, pitch and yaw angles - axes : One of 24 axis sequences as string or encoded tuple - - >>> R = euler_matrix(1, 2, 3, 'syxz') - >>> numpy.allclose(numpy.sum(R[0]), -1.34786452) - True - >>> R = euler_matrix(1, 2, 3, (0, 1, 0, 1)) - >>> numpy.allclose(numpy.sum(R[0]), -0.383436184) - True - >>> ai, aj, ak = (4.0*math.pi) * (numpy.random.random(3) - 0.5) - >>> for axes in _AXES2TUPLE.keys(): - ... R = euler_matrix(ai, aj, ak, axes) - >>> for axes in _TUPLE2AXES.keys(): - ... R = euler_matrix(ai, aj, ak, axes) - - """ - try: - firstaxis, parity, repetition, frame = _AXES2TUPLE[axes] - except (AttributeError, KeyError): - _ = _TUPLE2AXES[axes] - firstaxis, parity, repetition, frame = axes - - i = firstaxis - j = _NEXT_AXIS[i+parity] - k = _NEXT_AXIS[i-parity+1] - - if frame: - ai, ak = ak, ai - if parity: - ai, aj, ak = -ai, -aj, -ak - - si, sj, sk = math.sin(ai), math.sin(aj), math.sin(ak) - ci, cj, ck = math.cos(ai), math.cos(aj), math.cos(ak) - cc, cs = ci*ck, ci*sk - sc, ss = si*ck, si*sk - - M = numpy.identity(4) - if repetition: - M[i, i] = cj - M[i, j] = sj*si - M[i, k] = sj*ci - M[j, i] = sj*sk - M[j, j] = -cj*ss+cc - M[j, k] = -cj*cs-sc - M[k, i] = -sj*ck - M[k, j] = cj*sc+cs - M[k, k] = cj*cc-ss - else: - M[i, i] = cj*ck - M[i, j] = sj*sc-cs - M[i, k] = sj*cc+ss - M[j, i] = cj*sk - M[j, j] = sj*ss+cc - M[j, k] = sj*cs-sc - M[k, i] = -sj - M[k, j] = cj*si - M[k, k] = cj*ci - return M - - -def euler_from_matrix(matrix, axes='sxyz'): - """Return Euler angles from rotation matrix for specified axis sequence. - - axes : One of 24 axis sequences as string or encoded tuple - - Note that many Euler angle triplets can describe one matrix. - - >>> R0 = euler_matrix(1, 2, 3, 'syxz') - >>> al, be, ga = euler_from_matrix(R0, 'syxz') - >>> R1 = euler_matrix(al, be, ga, 'syxz') - >>> numpy.allclose(R0, R1) - True - >>> angles = (4.0*math.pi) * (numpy.random.random(3) - 0.5) - >>> for axes in _AXES2TUPLE.keys(): - ... R0 = euler_matrix(axes=axes, *angles) - ... R1 = euler_matrix(axes=axes, *euler_from_matrix(R0, axes)) - ... if not numpy.allclose(R0, R1): print axes, "failed" - - """ - try: - firstaxis, parity, repetition, frame = _AXES2TUPLE[axes.lower()] - except (AttributeError, KeyError): - _ = _TUPLE2AXES[axes] - firstaxis, parity, repetition, frame = axes - - i = firstaxis - j = _NEXT_AXIS[i+parity] - k = _NEXT_AXIS[i-parity+1] - - M = numpy.array(matrix, dtype=numpy.float64, copy=False)[:3, :3] - if repetition: - sy = math.sqrt(M[i, j]*M[i, j] + M[i, k]*M[i, k]) - if sy > _EPS: - ax = math.atan2( M[i, j], M[i, k]) - ay = math.atan2( sy, M[i, i]) - az = math.atan2( M[j, i], -M[k, i]) - else: - ax = math.atan2(-M[j, k], M[j, j]) - ay = math.atan2( sy, M[i, i]) - az = 0.0 - else: - cy = math.sqrt(M[i, i]*M[i, i] + M[j, i]*M[j, i]) - if cy > _EPS: - ax = math.atan2( M[k, j], M[k, k]) - ay = math.atan2(-M[k, i], cy) - az = math.atan2( M[j, i], M[i, i]) - else: - ax = math.atan2(-M[j, k], M[j, j]) - ay = math.atan2(-M[k, i], cy) - az = 0.0 - - if parity: - ax, ay, az = -ax, -ay, -az - if frame: - ax, az = az, ax - return ax, ay, az - - -def euler_from_quaternion(quaternion, axes='sxyz'): - """Return Euler angles from quaternion for specified axis sequence. - - >>> angles = euler_from_quaternion([0.06146124, 0, 0, 0.99810947]) - >>> numpy.allclose(angles, [0.123, 0, 0]) - True - - """ - return euler_from_matrix(quaternion_matrix(quaternion), axes) - - -def quaternion_from_euler(ai, aj, ak, axes='sxyz'): - """Return quaternion from Euler angles and axis sequence. - - ai, aj, ak : Euler's roll, pitch and yaw angles - axes : One of 24 axis sequences as string or encoded tuple - - >>> q = quaternion_from_euler(1, 2, 3, 'ryxz') - >>> numpy.allclose(q, [0.310622, -0.718287, 0.444435, 0.435953]) - True - - """ - try: - firstaxis, parity, repetition, frame = _AXES2TUPLE[axes.lower()] - except (AttributeError, KeyError): - _ = _TUPLE2AXES[axes] - firstaxis, parity, repetition, frame = axes - - i = firstaxis - j = _NEXT_AXIS[i+parity] - k = _NEXT_AXIS[i-parity+1] - - if frame: - ai, ak = ak, ai - if parity: - aj = -aj - - ai /= 2.0 - aj /= 2.0 - ak /= 2.0 - ci = math.cos(ai) - si = math.sin(ai) - cj = math.cos(aj) - sj = math.sin(aj) - ck = math.cos(ak) - sk = math.sin(ak) - cc = ci*ck - cs = ci*sk - sc = si*ck - ss = si*sk - - quaternion = numpy.empty((4, ), dtype=numpy.float64) - if repetition: - quaternion[i] = cj*(cs + sc) - quaternion[j] = sj*(cc + ss) - quaternion[k] = sj*(cs - sc) - quaternion[3] = cj*(cc - ss) - else: - quaternion[i] = cj*sc - sj*cs - quaternion[j] = cj*ss + sj*cc - quaternion[k] = cj*cs - sj*sc - quaternion[3] = cj*cc + sj*ss - if parity: - quaternion[j] *= -1 - - return quaternion - - -def quaternion_about_axis(angle, axis): - """Return quaternion for rotation about axis. - - >>> q = quaternion_about_axis(0.123, (1, 0, 0)) - >>> numpy.allclose(q, [0.06146124, 0, 0, 0.99810947]) - True - - """ - quaternion = numpy.zeros((4, ), dtype=numpy.float64) - quaternion[:3] = axis[:3] - qlen = vector_norm(quaternion) - if qlen > _EPS: - quaternion *= math.sin(angle/2.0) / qlen - quaternion[3] = math.cos(angle/2.0) - return quaternion - - -def quaternion_matrix(quaternion): - """Return homogeneous rotation matrix from quaternion. - - >>> R = quaternion_matrix([0.06146124, 0, 0, 0.99810947]) - >>> numpy.allclose(R, rotation_matrix(0.123, (1, 0, 0))) - True - - """ - q = numpy.array(quaternion[:4], dtype=numpy.float64, copy=True) - nq = numpy.dot(q, q) - if nq < _EPS: - return numpy.identity(4) - q *= math.sqrt(2.0 / nq) - q = numpy.outer(q, q) - return numpy.array(( - (1.0-q[1, 1]-q[2, 2], q[0, 1]-q[2, 3], q[0, 2]+q[1, 3], 0.0), - ( q[0, 1]+q[2, 3], 1.0-q[0, 0]-q[2, 2], q[1, 2]-q[0, 3], 0.0), - ( q[0, 2]-q[1, 3], q[1, 2]+q[0, 3], 1.0-q[0, 0]-q[1, 1], 0.0), - ( 0.0, 0.0, 0.0, 1.0) - ), dtype=numpy.float64) - - -def quaternion_from_matrix(matrix): - """Return quaternion from rotation matrix. - - >>> R = rotation_matrix(0.123, (1, 2, 3)) - >>> q = quaternion_from_matrix(R) - >>> numpy.allclose(q, [0.0164262, 0.0328524, 0.0492786, 0.9981095]) - True - - """ - q = numpy.empty((4, ), dtype=numpy.float64) - M = numpy.array(matrix, dtype=numpy.float64, copy=False)[:4, :4] - t = numpy.trace(M) - if t > M[3, 3]: - q[3] = t - q[2] = M[1, 0] - M[0, 1] - q[1] = M[0, 2] - M[2, 0] - q[0] = M[2, 1] - M[1, 2] - else: - i, j, k = 0, 1, 2 - if M[1, 1] > M[0, 0]: - i, j, k = 1, 2, 0 - if M[2, 2] > M[i, i]: - i, j, k = 2, 0, 1 - t = M[i, i] - (M[j, j] + M[k, k]) + M[3, 3] - q[i] = t - q[j] = M[i, j] + M[j, i] - q[k] = M[k, i] + M[i, k] - q[3] = M[k, j] - M[j, k] - q *= 0.5 / math.sqrt(t * M[3, 3]) - return q - - -def quaternion_multiply(quaternion1, quaternion0): - """Return multiplication of two quaternions. - - >>> q = quaternion_multiply([1, -2, 3, 4], [-5, 6, 7, 8]) - >>> numpy.allclose(q, [-44, -14, 48, 28]) - True - - """ - x0, y0, z0, w0 = quaternion0 - x1, y1, z1, w1 = quaternion1 - return numpy.array(( - x1*w0 + y1*z0 - z1*y0 + w1*x0, - -x1*z0 + y1*w0 + z1*x0 + w1*y0, - x1*y0 - y1*x0 + z1*w0 + w1*z0, - -x1*x0 - y1*y0 - z1*z0 + w1*w0), dtype=numpy.float64) - - -def quaternion_conjugate(quaternion): - """Return conjugate of quaternion. - - >>> q0 = random_quaternion() - >>> q1 = quaternion_conjugate(q0) - >>> q1[3] == q0[3] and all(q1[:3] == -q0[:3]) - True - - """ - return numpy.array((-quaternion[0], -quaternion[1], - -quaternion[2], quaternion[3]), dtype=numpy.float64) - - -def quaternion_inverse(quaternion): - """Return inverse of quaternion. - - >>> q0 = random_quaternion() - >>> q1 = quaternion_inverse(q0) - >>> numpy.allclose(quaternion_multiply(q0, q1), [0, 0, 0, 1]) - True - - """ - return quaternion_conjugate(quaternion) / numpy.dot(quaternion, quaternion) - - -def quaternion_slerp(quat0, quat1, fraction, spin=0, shortestpath=True): - """Return spherical linear interpolation between two quaternions. - - >>> q0 = random_quaternion() - >>> q1 = random_quaternion() - >>> q = quaternion_slerp(q0, q1, 0.0) - >>> numpy.allclose(q, q0) - True - >>> q = quaternion_slerp(q0, q1, 1.0, 1) - >>> numpy.allclose(q, q1) - True - >>> q = quaternion_slerp(q0, q1, 0.5) - >>> angle = math.acos(numpy.dot(q0, q)) - >>> numpy.allclose(2.0, math.acos(numpy.dot(q0, q1)) / angle) or \ - numpy.allclose(2.0, math.acos(-numpy.dot(q0, q1)) / angle) - True - - """ - q0 = unit_vector(quat0[:4]) - q1 = unit_vector(quat1[:4]) - if fraction == 0.0: - return q0 - elif fraction == 1.0: - return q1 - d = numpy.dot(q0, q1) - if abs(abs(d) - 1.0) < _EPS: - return q0 - if shortestpath and d < 0.0: - # invert rotation - d = -d - q1 *= -1.0 - angle = math.acos(d) + spin * math.pi - if abs(angle) < _EPS: - return q0 - isin = 1.0 / math.sin(angle) - q0 *= math.sin((1.0 - fraction) * angle) * isin - q1 *= math.sin(fraction * angle) * isin - q0 += q1 - return q0 - - -def random_quaternion(rand=None): - """Return uniform random unit quaternion. - - rand: array like or None - Three independent random variables that are uniformly distributed - between 0 and 1. - - >>> q = random_quaternion() - >>> numpy.allclose(1.0, vector_norm(q)) - True - >>> q = random_quaternion(numpy.random.random(3)) - >>> q.shape - (4,) - - """ - if rand is None: - rand = numpy.random.rand(3) - else: - assert len(rand) == 3 - r1 = numpy.sqrt(1.0 - rand[0]) - r2 = numpy.sqrt(rand[0]) - pi2 = math.pi * 2.0 - t1 = pi2 * rand[1] - t2 = pi2 * rand[2] - return numpy.array((numpy.sin(t1)*r1, - numpy.cos(t1)*r1, - numpy.sin(t2)*r2, - numpy.cos(t2)*r2), dtype=numpy.float64) - - -def random_rotation_matrix(rand=None): - """Return uniform random rotation matrix. - - rnd: array like - Three independent random variables that are uniformly distributed - between 0 and 1 for each returned quaternion. - - >>> R = random_rotation_matrix() - >>> numpy.allclose(numpy.dot(R.T, R), numpy.identity(4)) - True - - """ - return quaternion_matrix(random_quaternion(rand)) - - -class Arcball(object): - """Virtual Trackball Control. - - >>> ball = Arcball() - >>> ball = Arcball(initial=numpy.identity(4)) - >>> ball.place([320, 320], 320) - >>> ball.down([500, 250]) - >>> ball.drag([475, 275]) - >>> R = ball.matrix() - >>> numpy.allclose(numpy.sum(R), 3.90583455) - True - >>> ball = Arcball(initial=[0, 0, 0, 1]) - >>> ball.place([320, 320], 320) - >>> ball.setaxes([1,1,0], [-1, 1, 0]) - >>> ball.setconstrain(True) - >>> ball.down([400, 200]) - >>> ball.drag([200, 400]) - >>> R = ball.matrix() - >>> numpy.allclose(numpy.sum(R), 0.2055924) - True - >>> ball.next() - - """ - - def __init__(self, initial=None): - """Initialize virtual trackball control. - - initial : quaternion or rotation matrix - - """ - self._axis = None - self._axes = None - self._radius = 1.0 - self._center = [0.0, 0.0] - self._vdown = numpy.array([0, 0, 1], dtype=numpy.float64) - self._constrain = False - - if initial is None: - self._qdown = numpy.array([0, 0, 0, 1], dtype=numpy.float64) - else: - initial = numpy.array(initial, dtype=numpy.float64) - if initial.shape == (4, 4): - self._qdown = quaternion_from_matrix(initial) - elif initial.shape == (4, ): - initial /= vector_norm(initial) - self._qdown = initial - else: - raise ValueError("initial not a quaternion or matrix.") - - self._qnow = self._qpre = self._qdown - - def place(self, center, radius): - """Place Arcball, e.g. when window size changes. - - center : sequence[2] - Window coordinates of trackball center. - radius : float - Radius of trackball in window coordinates. - - """ - self._radius = float(radius) - self._center[0] = center[0] - self._center[1] = center[1] - - def setaxes(self, *axes): - """Set axes to constrain rotations.""" - if axes is None: - self._axes = None - else: - self._axes = [unit_vector(axis) for axis in axes] - - def setconstrain(self, constrain): - """Set state of constrain to axis mode.""" - self._constrain = constrain == True - - def getconstrain(self): - """Return state of constrain to axis mode.""" - return self._constrain - - def down(self, point): - """Set initial cursor window coordinates and pick constrain-axis.""" - self._vdown = arcball_map_to_sphere(point, self._center, self._radius) - self._qdown = self._qpre = self._qnow - - if self._constrain and self._axes is not None: - self._axis = arcball_nearest_axis(self._vdown, self._axes) - self._vdown = arcball_constrain_to_axis(self._vdown, self._axis) - else: - self._axis = None - - def drag(self, point): - """Update current cursor window coordinates.""" - vnow = arcball_map_to_sphere(point, self._center, self._radius) - - if self._axis is not None: - vnow = arcball_constrain_to_axis(vnow, self._axis) - - self._qpre = self._qnow - - t = numpy.cross(self._vdown, vnow) - if numpy.dot(t, t) < _EPS: - self._qnow = self._qdown - else: - q = [t[0], t[1], t[2], numpy.dot(self._vdown, vnow)] - self._qnow = quaternion_multiply(q, self._qdown) - - def next(self, acceleration=0.0): - """Continue rotation in direction of last drag.""" - q = quaternion_slerp(self._qpre, self._qnow, 2.0+acceleration, False) - self._qpre, self._qnow = self._qnow, q - - def matrix(self): - """Return homogeneous rotation matrix.""" - return quaternion_matrix(self._qnow) - - -def arcball_map_to_sphere(point, center, radius): - """Return unit sphere coordinates from window coordinates.""" - v = numpy.array(((point[0] - center[0]) / radius, - (center[1] - point[1]) / radius, - 0.0), dtype=numpy.float64) - n = v[0]*v[0] + v[1]*v[1] - if n > 1.0: - v /= math.sqrt(n) # position outside of sphere - else: - v[2] = math.sqrt(1.0 - n) - return v - - -def arcball_constrain_to_axis(point, axis): - """Return sphere point perpendicular to axis.""" - v = numpy.array(point, dtype=numpy.float64, copy=True) - a = numpy.array(axis, dtype=numpy.float64, copy=True) - v -= a * numpy.dot(a, v) # on plane - n = vector_norm(v) - if n > _EPS: - if v[2] < 0.0: - v *= -1.0 - v /= n - return v - if a[2] == 1.0: - return numpy.array([1, 0, 0], dtype=numpy.float64) - return unit_vector([-a[1], a[0], 0]) - - -def arcball_nearest_axis(point, axes): - """Return axis, which arc is nearest to point.""" - point = numpy.array(point, dtype=numpy.float64, copy=False) - nearest = None - mx = -1.0 - for axis in axes: - t = numpy.dot(arcball_constrain_to_axis(point, axis), point) - if t > mx: - nearest = axis - mx = t - return nearest - - -# epsilon for testing whether a number is close to zero -_EPS = numpy.finfo(float).eps * 4.0 - -# axis sequences for Euler angles -_NEXT_AXIS = [1, 2, 0, 1] - -# map axes strings to/from tuples of inner axis, parity, repetition, frame -_AXES2TUPLE = { - 'sxyz': (0, 0, 0, 0), 'sxyx': (0, 0, 1, 0), 'sxzy': (0, 1, 0, 0), - 'sxzx': (0, 1, 1, 0), 'syzx': (1, 0, 0, 0), 'syzy': (1, 0, 1, 0), - 'syxz': (1, 1, 0, 0), 'syxy': (1, 1, 1, 0), 'szxy': (2, 0, 0, 0), - 'szxz': (2, 0, 1, 0), 'szyx': (2, 1, 0, 0), 'szyz': (2, 1, 1, 0), - 'rzyx': (0, 0, 0, 1), 'rxyx': (0, 0, 1, 1), 'ryzx': (0, 1, 0, 1), - 'rxzx': (0, 1, 1, 1), 'rxzy': (1, 0, 0, 1), 'ryzy': (1, 0, 1, 1), - 'rzxy': (1, 1, 0, 1), 'ryxy': (1, 1, 1, 1), 'ryxz': (2, 0, 0, 1), - 'rzxz': (2, 0, 1, 1), 'rxyz': (2, 1, 0, 1), 'rzyz': (2, 1, 1, 1)} - -_TUPLE2AXES = dict((v, k) for k, v in _AXES2TUPLE.items()) - -# helper functions - -def vector_norm(data, axis=None, out=None): - """Return length, i.e. eucledian norm, of ndarray along axis. - - >>> v = numpy.random.random(3) - >>> n = vector_norm(v) - >>> numpy.allclose(n, numpy.linalg.norm(v)) - True - >>> v = numpy.random.rand(6, 5, 3) - >>> n = vector_norm(v, axis=-1) - >>> numpy.allclose(n, numpy.sqrt(numpy.sum(v*v, axis=2))) - True - >>> n = vector_norm(v, axis=1) - >>> numpy.allclose(n, numpy.sqrt(numpy.sum(v*v, axis=1))) - True - >>> v = numpy.random.rand(5, 4, 3) - >>> n = numpy.empty((5, 3), dtype=numpy.float64) - >>> vector_norm(v, axis=1, out=n) - >>> numpy.allclose(n, numpy.sqrt(numpy.sum(v*v, axis=1))) - True - >>> vector_norm([]) - 0.0 - >>> vector_norm([1.0]) - 1.0 - - """ - data = numpy.array(data, dtype=numpy.float64, copy=True) - if out is None: - if data.ndim == 1: - return math.sqrt(numpy.dot(data, data)) - data *= data - out = numpy.atleast_1d(numpy.sum(data, axis=axis)) - numpy.sqrt(out, out) - return out - else: - data *= data - numpy.sum(data, axis=axis, out=out) - numpy.sqrt(out, out) - - -def unit_vector(data, axis=None, out=None): - """Return ndarray normalized by length, i.e. eucledian norm, along axis. - - >>> v0 = numpy.random.random(3) - >>> v1 = unit_vector(v0) - >>> numpy.allclose(v1, v0 / numpy.linalg.norm(v0)) - True - >>> v0 = numpy.random.rand(5, 4, 3) - >>> v1 = unit_vector(v0, axis=-1) - >>> v2 = v0 / numpy.expand_dims(numpy.sqrt(numpy.sum(v0*v0, axis=2)), 2) - >>> numpy.allclose(v1, v2) - True - >>> v1 = unit_vector(v0, axis=1) - >>> v2 = v0 / numpy.expand_dims(numpy.sqrt(numpy.sum(v0*v0, axis=1)), 1) - >>> numpy.allclose(v1, v2) - True - >>> v1 = numpy.empty((5, 4, 3), dtype=numpy.float64) - >>> unit_vector(v0, axis=1, out=v1) - >>> numpy.allclose(v1, v2) - True - >>> list(unit_vector([])) - [] - >>> list(unit_vector([1.0])) - [1.0] - - """ - if out is None: - data = numpy.array(data, dtype=numpy.float64, copy=True) - if data.ndim == 1: - data /= math.sqrt(numpy.dot(data, data)) - return data - else: - if out is not data: - out[:] = numpy.array(data, copy=False) - data = out - length = numpy.atleast_1d(numpy.sum(data*data, axis)) - numpy.sqrt(length, length) - if axis is not None: - length = numpy.expand_dims(length, axis) - data /= length - if out is None: - return data - - -def random_vector(size): - """Return array of random doubles in the half-open interval [0.0, 1.0). - - >>> v = random_vector(10000) - >>> numpy.all(v >= 0.0) and numpy.all(v < 1.0) - True - >>> v0 = random_vector(10) - >>> v1 = random_vector(10) - >>> numpy.any(v0 == v1) - False - - """ - return numpy.random.random(size) - - -def inverse_matrix(matrix): - """Return inverse of square transformation matrix. - - >>> M0 = random_rotation_matrix() - >>> M1 = inverse_matrix(M0.T) - >>> numpy.allclose(M1, numpy.linalg.inv(M0.T)) - True - >>> for size in range(1, 7): - ... M0 = numpy.random.rand(size, size) - ... M1 = inverse_matrix(M0) - ... if not numpy.allclose(M1, numpy.linalg.inv(M0)): print size - - """ - return numpy.linalg.inv(matrix) - - -def concatenate_matrices(*matrices): - """Return concatenation of series of transformation matrices. - - >>> M = numpy.random.rand(16).reshape((4, 4)) - 0.5 - >>> numpy.allclose(M, concatenate_matrices(M)) - True - >>> numpy.allclose(numpy.dot(M, M.T), concatenate_matrices(M, M.T)) - True - - """ - M = numpy.identity(4) - for i in matrices: - M = numpy.dot(M, i) - return M - - -def is_same_transform(matrix0, matrix1): - """Return True if two matrices perform same transformation. - - >>> is_same_transform(numpy.identity(4), numpy.identity(4)) - True - >>> is_same_transform(numpy.identity(4), random_rotation_matrix()) - False - - """ - matrix0 = numpy.array(matrix0, dtype=numpy.float64, copy=True) - matrix0 /= matrix0[3, 3] - matrix1 = numpy.array(matrix1, dtype=numpy.float64, copy=True) - matrix1 /= matrix1[3, 3] - return numpy.allclose(matrix0, matrix1) - - -def _import_module(module_name, warn=True, prefix='_py_', ignore='_'): - """Try import all public attributes from module into global namespace. - - Existing attributes with name clashes are renamed with prefix. - Attributes starting with underscore are ignored by default. - - Return True on successful import. - - """ - try: - module = __import__(module_name) - except ImportError: - if warn: - warnings.warn("Failed to import module " + module_name) - else: - for attr in dir(module): - if ignore and attr.startswith(ignore): - continue - if prefix: - if attr in globals(): - globals()[prefix + attr] = globals()[attr] - elif warn: - warnings.warn("No Python implementation of " + attr) - globals()[attr] = getattr(module, attr) - return True diff --git a/src/mesh/assimp-master/port/PyAssimp/setup.py b/src/mesh/assimp-master/port/PyAssimp/setup.py deleted file mode 100644 index a3497d6..0000000 --- a/src/mesh/assimp-master/port/PyAssimp/setup.py +++ /dev/null @@ -1,26 +0,0 @@ - #!/usr/bin/env python - # -*- coding: utf-8 -*- -import os -from distutils.core import setup - -def readme(): - with open('README.rst') as f: - return f.read() - -setup(name='pyassimp', - version='4.1.4', - license='ISC', - description='Python bindings for the Open Asset Import Library (ASSIMP)', - long_description=readme(), - url='https://github.com/assimp/assimp', - author='ASSIMP developers', - author_email='assimp-discussions@lists.sourceforge.net', - maintainer='Séverin Lemaignan', - maintainer_email='severin@guakamole.org', - packages=['pyassimp'], - data_files=[ - ('share/pyassimp', ['README.rst']), - ('share/examples/pyassimp', ['scripts/' + f for f in os.listdir('scripts/')]) - ], - requires=['numpy'] - ) diff --git a/src/mesh/assimp-master/port/assimp_rs/Cargo.lock b/src/mesh/assimp-master/port/assimp_rs/Cargo.lock deleted file mode 100644 index 4f571f3..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/Cargo.lock +++ /dev/null @@ -1,6 +0,0 @@ -# This file is automatically @generated by Cargo. -# It is not intended for manual editing. -[[package]] -name = "assimp_rs" -version = "0.1.0" - diff --git a/src/mesh/assimp-master/port/assimp_rs/Cargo.toml b/src/mesh/assimp-master/port/assimp_rs/Cargo.toml deleted file mode 100644 index 073a2b2..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/Cargo.toml +++ /dev/null @@ -1,9 +0,0 @@ -[package] -name = "assimp_rs" -version = "0.1.0" -authors = ["David Golembiowski <dmgolembiowski@gmail.com>"] -edition = "2018" - -# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html - -[dependencies] diff --git a/src/mesh/assimp-master/port/assimp_rs/src/camera/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/camera/mod.rs deleted file mode 100644 index 26ca118..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/camera/mod.rs +++ /dev/null @@ -1 +0,0 @@ -pub use self::structs::{Camera}; diff --git a/src/mesh/assimp-master/port/assimp_rs/src/core/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/core/mod.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/core/mod.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/errors/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/errors/mod.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/errors/mod.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/formats/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/formats/mod.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/formats/mod.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/lib.rs b/src/mesh/assimp-master/port/assimp_rs/src/lib.rs deleted file mode 100644 index dbb6488..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/lib.rs +++ /dev/null @@ -1,17 +0,0 @@ -pub mod camera; -pub mod core; -pub mod errors; -pub mod formats; -pub mod material; -pub mod postprocess; -pub mod shims; -pub mod socket; -pub mod structs; - -#[cfg(test)] -mod tests { - #[test] - fn it_works() { - assert_eq!(true, true); - } -} diff --git a/src/mesh/assimp-master/port/assimp_rs/src/material/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/material/mod.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/material/mod.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/postprocess/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/postprocess/mod.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/postprocess/mod.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/shims/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/shims/mod.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/shims/mod.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/socket/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/socket/mod.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/socket/mod.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/anim/anim.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/anim/anim.rs deleted file mode 100644 index 5374151..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/anim/anim.rs +++ /dev/null @@ -1,44 +0,0 @@ -pub struct Animation<'mA, 'mMA, 'nA> { - /* 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). - */ - m_name: Option<String>, - // Duration of the animation in ticks - m_duration: f64, - // Ticks per second. Zero (0.000... ticks/second) if not - // specified in the imported file - m_ticks_per_second: Option<f64>, - /* Number of bone animation channels. - Each channel affects a single node. - */ - m_num_channels: u64, - /* Node animation channels. Each channel - affects a single node. - ?? -> The array is m_num_channels in size. - (maybe refine to a derivative type of usize?) - */ - m_channels: &'nA NodeAnim, - /* Number of mesh animation channels. Each - channel affects a single mesh and defines - vertex-based animation. - */ - m_num_mesh_channels: u64, - /* The mesh animation channels. Each channel - affects a single mesh. - The array is m_num_mesh_channels in size - (maybe refine to a derivative of usize?) - */ - m_mesh_channels: &'mA MeshAnim, - /* The number of mesh animation channels. Each channel - affects a single mesh and defines some morphing animation. - */ - m_num_morph_mesh_channels: u64, - /* The morph mesh animation channels. Each channel affects a single mesh. - The array is mNumMorphMeshChannels in size. - */ - m_morph_mesh_channels: &'mMA MeshMorphAnim -} -pub struct NodeAnim {} -pub struct MeshAnim {} -pub struct MeshMorphAnim {} diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/anim/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/anim/mod.rs deleted file mode 100644 index a0d4b7d..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/anim/mod.rs +++ /dev/null @@ -1,6 +0,0 @@ -mod anim; -pub use self::anim::{ - Animation, - NodeAnim, - MeshAnim, - MeshMorphAnim}; diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/blob/blob.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/blob/blob.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/blob/blob.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/blob/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/blob/mod.rs deleted file mode 100644 index ad7612c..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/blob/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod blob; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/bone/bone.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/bone/bone.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/bone/bone.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/bone/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/bone/mod.rs deleted file mode 100644 index 758a15a..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/bone/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod bone; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/camera/camera.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/camera/camera.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/camera/camera.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/camera/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/camera/mod.rs deleted file mode 100644 index d4d79d0..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/camera/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod camera; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/color/color.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/color/color.rs deleted file mode 100644 index 0b5fc64..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/color/color.rs +++ /dev/null @@ -1,27 +0,0 @@ -#[derive(Clone, Debug, Copy)] -struct Color3D { - r: f32, - g: f32, - b: f32 -} - -impl Color3D { - pub fn new(r_f32: f32, g_f32: f32, b_f32: f32) -> Color3D { - Color3D {r: r_f32, g: g_f32, b: b_f32 } - } -} - -#[derive(Clone, Debug, Copy)] -struct Color4D { - r: f32, - g: f32, - b: f32, - a: f32 -} - -impl Color4D { - pub fn new(r_f32: f32, g_f32: f32, b_f32: f32, a_f32: f32) -> Color4D { - Color4D {r: r_f32, g: g_f32, b: b_f32, a: a_f32 } - } -} - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/color/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/color/mod.rs deleted file mode 100644 index d88527e..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/color/mod.rs +++ /dev/null @@ -1,5 +0,0 @@ -mod color; -pub use self::color::{ - Color3D, - Color4D -}; diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/face/face.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/face/face.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/face/face.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/face/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/face/mod.rs deleted file mode 100644 index ae5aa5b..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/face/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod face; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/key/key.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/key/key.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/key/key.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/key/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/key/mod.rs deleted file mode 100644 index b23779d..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/key/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod key; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/light/light.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/light/light.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/light/light.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/light/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/light/mod.rs deleted file mode 100644 index a68b519..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/light/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod light; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/material/material.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/material/material.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/material/material.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/material/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/material/mod.rs deleted file mode 100644 index 54de8b3..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/material/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod material; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/matrix/matrix.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/matrix/matrix.rs deleted file mode 100644 index 4673b2d..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/matrix/matrix.rs +++ /dev/null @@ -1,64 +0,0 @@ -#[derive(Clone, Debug, Copy)] -struct Matrix3x3 { - a1: f32, - a2: f32, - a3: f32, - b1: f32, - b2: f32, - b3: f32, - c1: f32, - c2: f32, - c3: f32 -} - -#[derive(Clone, Debug, Copy)] -struct Matrix4x4 { - a1: f32, - a2: f32, - a3: f32, - a4: f32, - b1: f32, - b2: f32, - b3: f32, - b4: f32, - c1: f32, - c2: f32, - c3: f32, - c4: f32, - d1: f32, - d2: f32, - d3: f32, - d4: f32 -} - -impl Matrix3x3 { - pub fn new( - a1_f32: f32, a2_f32: f32, a3_f32: f32, - b1_f32: f32, b2_f32: f32, b3_f32: f32, - c1_f32: f32, c2_f32: f32, c3_f32: f32 - ) -> Matrix3x3 { - Matrix3x3 { - a1: a1_f32, a2: a2_f32, a3: a3_f32, - b1: b1_f32, b2: b2_f32, b3: b3_f32, - c1: c1_f32, c2: c2_f32, c3: c3_f32 - } - } -} - -impl Matrix4x4 { - pub fn new( - a1_f32: f32, a2_f32: f32, a3_f32: f32, a4_f32: f32, - b1_f32: f32, b2_f32: f32, b3_f32: f32, b4_f32: f32, - c1_f32: f32, c2_f32: f32, c3_f32: f32, c4_f32: f32, - d1_f32: f32, d2_f32: f32, d3_f32: f32, d4_f32: f32 - ) -> Matrix4x4 { - Matrix4x4 { - a1: a1_f32, a2: a2_f32, a3: a3_f32, a4: a4_f32, - b1: b1_f32, b2: b2_f32, b3: b3_f32, b4: b4_f32, - c1: c1_f32, c2: c2_f32, c3: c3_f32, c4: c4_f32, - d1: d1_f32, d2: d2_f32, d3: d3_f32, d4: d4_f32 - } - } -} - - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/matrix/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/matrix/mod.rs deleted file mode 100644 index b0fb1e1..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/matrix/mod.rs +++ /dev/null @@ -1,4 +0,0 @@ -mod matrix; -pub use self::matrix::{ - Matrix3x3, - Matrix4x4}; diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/memory/memory.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/memory/memory.rs deleted file mode 100644 index c076f17..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/memory/memory.rs +++ /dev/null @@ -1,35 +0,0 @@ -#[derive(Clone, Debug, Copy)] -struct MemoryInfo { - textures: u32, - materials: u32, - meshes: u32, - nodes: u32, - animations: u32, - cameras: u32, - lights: u32, - total: u32 -} - -impl MemoryInfo { - pub fn new( - textures_uint: u32, - materials_uint: u32, - meshes_uint: u32, - nodes_uint: u32, - animations_uint: u32, - cameras_uint: u32, - lights_uint: u32, - total_uint: u32) -> MemoryInfo { - - MemoryInfo { - textures: textures_uint, - materials: materials_uint, - meshes: meshes_uint, - nodes: nodes_uint, - animations: animations_uint, - cameras: cameras_uint, - lights: lights_uint, - total: total_uint - } - } -} diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/memory/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/memory/mod.rs deleted file mode 100644 index 8c8c31c..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/memory/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod memory; -pub use self::memory::MemoryInfo; diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/mesh/mesh.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/mesh/mesh.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/mesh/mesh.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/mesh/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/mesh/mod.rs deleted file mode 100644 index 1c3ef65..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/mesh/mod.rs +++ /dev/null @@ -1,3 +0,0 @@ -mod mesh; - - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/meta/meta.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/meta/meta.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/meta/meta.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/meta/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/meta/mod.rs deleted file mode 100644 index 0452947..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/meta/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod meta; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/mod.rs deleted file mode 100644 index fd90876..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/mod.rs +++ /dev/null @@ -1,61 +0,0 @@ -mod anim; -/* Animation - * NodeAnim - * MeshAnim - * MeshMorphAnim - */ -mod blob; -/* ExportDataBlob - */ -mod vec; -/* Vector2d - * Vector3d - * */ -mod matrix; -/* Matrix3by3 - * Matrix4by4 - */ -mod camera; -/* Camera */ -mod color; -/* Color3d - * Color4d - */ -mod key; -/* MeshKey - * MeshMorphKey - * QuatKey - * VectorKey - */ -mod texel; -mod plane; -mod string; -/* String - */ -mod material; -/* Material - * MaterialPropery - * MaterialPropertyString - */ -mod mem; -mod quaternion; -mod face; -mod vertex_weight; -mod mesh; -/* Mesh - */ -mod meta; -/* Metadata - * MetadataEntry - */ -mod node; -/* Node - * */ -mod light; -mod texture; -mod ray; -mod transform; -/* UVTransform */ -mod bone; -mod scene; -/* Scene */ diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/node/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/node/mod.rs deleted file mode 100644 index c1fc34c..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/node/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod node; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/node/node.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/node/node.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/node/node.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/plane/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/plane/mod.rs deleted file mode 100644 index c73a8ed..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/plane/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod plane; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/plane/plane.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/plane/plane.rs deleted file mode 100644 index 2b0b744..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/plane/plane.rs +++ /dev/null @@ -1,23 +0,0 @@ -#[derive(Clone, Debug, Copy)] -struct Plane { - a: f32, - b: f32, - c: f32, - d: f32 -} - -impl Plane { - pub fn new( - a_f32: f32, - b_f32: f32, - c_f32: f32, - d_f32: f32 - ) -> Plane { - Plane { - a: a_f32, - b: b_f32, - c: b_f32, - d: d_f32 - } - } -} diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/quaternion/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/quaternion/mod.rs deleted file mode 100644 index bb2c061..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/quaternion/mod.rs +++ /dev/null @@ -1,3 +0,0 @@ -mod quaternion; - -pub use self::quaternion::Quaternion; diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/quaternion/quaternion.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/quaternion/quaternion.rs deleted file mode 100644 index 970f5cc..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/quaternion/quaternion.rs +++ /dev/null @@ -1,7 +0,0 @@ -use crate::vec; - -#[derive(Clone, Debug, Copy)] -pub struct Quaternion { - _coordinates: vec::Vector4d - -} diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/ray/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/ray/mod.rs deleted file mode 100644 index 7f0be07..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/ray/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod ray; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/ray/ray.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/ray/ray.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/ray/ray.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/scene/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/scene/mod.rs deleted file mode 100644 index 5aea638..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/scene/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod scene; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/scene/scene.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/scene/scene.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/scene/scene.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/string/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/string/mod.rs deleted file mode 100644 index f599ba7..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/string/mod.rs +++ /dev/null @@ -1,3 +0,0 @@ -mod string; -pub use self::string::MAXLEN; -pub use self::string::Str; diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/string/string.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/string/string.rs deleted file mode 100644 index b88457d..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/string/string.rs +++ /dev/null @@ -1,41 +0,0 @@ -pub const MAXLEN: usize = 1024; - -/// Want to consider replacing `Vec<char>` -/// with a comparable definition at -/// https://doc.rust-lang.org/src/alloc/string.rs.html#415-417 -#[derive(Clone, Debug)] -struct Str { - length: usize, - data: Vec<char> -} - -impl Str { - pub fn new(len_u32: usize, data_string: String) -> Str { - Str { - length: len_u32, - data: data_string.chars().collect() - } - } -} - -/// MaterialPropertyStr -/// The size of length is truncated to 4 bytes on a 64-bit platform when used as a -/// material property (see MaterialSystem.cpp, as aiMaterial::AddProperty() ). -#[derive(Clone, Debug)] -struct MaterialPropertyStr { - length: usize, - data: Vec<char> -} - - -impl MaterialPropertyStr { - pub fn new(len_u32: usize, data_string: String) -> MaterialPropertyStr { - MaterialPropertyStr { - length: len_u32, - data: data_string.chars().collect() - } - } -} - - - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/texture/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/texture/mod.rs deleted file mode 100644 index 1b5c930..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/texture/mod.rs +++ /dev/null @@ -1,3 +0,0 @@ -mod texture; -pub use self::texture::Texel; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/texture/texture.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/texture/texture.rs deleted file mode 100644 index b2c72f3..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/texture/texture.rs +++ /dev/null @@ -1,19 +0,0 @@ -#[derive(Clone, Debug, Copy)] -struct Texel { - b: u32, - g: u32, - r: u32, - a: u32 -} - -impl Texel { - pub fn new(b_u32: u32, g_u32: u32, - r_u32: u32, a_u32: u32) -> Texel { - Texel { - b: b_u32, - g: g_u32, - r: r_u32, - a: a_u32 - } - } -} diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/transform/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/transform/mod.rs deleted file mode 100644 index b80c43d..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/transform/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod transform; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/transform/transform.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/transform/transform.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/transform/transform.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/vec/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/vec/mod.rs deleted file mode 100644 index 3613d5d..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/vec/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod vec; - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/vec/vec.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/vec/vec.rs deleted file mode 100644 index ee0d194..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/vec/vec.rs +++ /dev/null @@ -1,48 +0,0 @@ -struct Vector2d { - x: f32, - y: f32 -} - -struct Vector3d { - x: f32, - y: f32, - z: f32 -} - -struct Vector4d { - x: f32, - y: f32, - z: f32, - w: f32 -} - -impl Vector2d { - pub fn new(x_f32: f32, y_f32: f32) -> Vector2d { - Vector2d { - x: x_f32, - y: y_f32 - } - } -} - -impl Vector3d { - pub fn new(x_f32: f32, y_f32: f32, z_f32: f32) -> Vector3d { - Vector3d { - x: x_f32, - y: y_f32, - z: z_f32 - } - } -} - -impl Vector4d { - pub fn new(x_f32: f32, y_f32: f32, z_f32: f32, w_f32: f32) -> Vector4d { - Vector4d { - x: x_f32, - y: y_f32, - z: z_f32, - w: w_f32 - } - } -} - diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/vertex/mod.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/vertex/mod.rs deleted file mode 100644 index 97ae3ec..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/vertex/mod.rs +++ /dev/null @@ -1,2 +0,0 @@ -mod vertex; -// pub use self::vertex:: diff --git a/src/mesh/assimp-master/port/assimp_rs/src/structs/vertex/vertex.rs b/src/mesh/assimp-master/port/assimp_rs/src/structs/vertex/vertex.rs deleted file mode 100644 index e69de29..0000000 --- a/src/mesh/assimp-master/port/assimp_rs/src/structs/vertex/vertex.rs +++ /dev/null diff --git a/src/mesh/assimp-master/port/dAssimp/README b/src/mesh/assimp-master/port/dAssimp/README deleted file mode 100644 index af82cb1..0000000 --- a/src/mesh/assimp-master/port/dAssimp/README +++ /dev/null @@ -1,13 +0,0 @@ -D bindings for the Assimp library (http://assimp.sf.net). ---- - -These bindings provide access to Assimp's C API. They were directly created -from the C header files. - -You should be able to create sufficient DDoc documentation for the bindings -using your favourite build tool (such as Rebuild). Please refer to the main -(Doxygen-generated) documentation for general topics. - -Please note that the bindings have only been tested on 32 bit systems, they have -yet to be adapted for the different size of the integer types in 64 bit builds -of Assimp. diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/animation.d b/src/mesh/assimp-master/port/dAssimp/assimp/animation.d deleted file mode 100644 index 9a36940..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/animation.d +++ /dev/null @@ -1,240 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * The data structures which are used to store the imported animation data. - */ -module assimp.animation; - -import assimp.math; -import assimp.types; - -extern ( C ) { - /** - * A time-value pair specifying a certain 3D vector for the given time. - */ - struct aiVectorKey { - /** - * The time of this key. - */ - double mTime; - - /** - * The value of this key. - */ - aiVector3D mValue; - } - - /** - * A time-value pair specifying a rotation for the given time. For joint - * animations, the rotation is usually expressed using a quaternion. - */ - struct aiQuatKey { - /** - * The time of this key. - */ - double mTime; - - /** - * The value of this key. - */ - aiQuaternion mValue; - } - - /** - * Defines how an animation channel behaves outside the defined time - * range. This corresponds to <code>aiNodeAnim.mPreState</code> and - * <code>aiNodeAnim.mPostState</code>. - */ - enum aiAnimBehaviour : uint { - /** - * The value from the default node transformation is used. - */ - DEFAULT = 0x0, - - /** - * The nearest key value is used without interpolation. - */ - CONSTANT = 0x1, - - /** - * The value of the nearest two keys is linearly extrapolated for the - * current time value. - */ - LINEAR = 0x2, - - /** - * The animation is repeated. - * - * If the animation key go from n to m and the current time is t, use the - * value at (t-n) % (|m-n|). - */ - REPEAT = 0x3 - } - - /** - * Describes the animation of a single node. - * - * The name specifies the bone/node which is affected by this animation - * channel. The keyframes are given in three separate series of values, one - * each for position, rotation and scaling. The transformation matrix - * computed from these values replaces the node's original transformation - * matrix at a specific time. This means all keys are absolute and not - * relative to the bone default pose. - * - * The order in which the transformations are applied is – - * as usual – scaling, rotation, translation. - * - * Note: All keys are returned in their correct, chronological order. - * Duplicate keys don't pass the validation step. Most likely there will - * be no negative time values, but they are not forbidden (so - * implementations need to cope with them!). - */ - struct aiNodeAnim { - /** - * The name of the node affected by this animation. The node must exist - * and it must be unique. - */ - aiString mNodeName; - - /** - * The number of position keys. - */ - uint mNumPositionKeys; - - /** - * The position keys of this animation channel. Positions are specified - * as 3D vectors. The array is <code>mNumPositionKeys</code> in size. - * - * If there are position keys, there will also be at least one scaling - * and one rotation key. - */ - aiVectorKey* mPositionKeys; - - /** - * The number of rotation keys. - */ - uint mNumRotationKeys; - - /** - * The rotation keys of this animation channel. Rotations are given as - * quaternions. The array is <code>mNumRotationKeys</code> in size. - * - * If there are rotation keys, there will also be at least one scaling - * and one position key. - */ - aiQuatKey* mRotationKeys; - - - /** - * The number of scaling keys. - */ - uint mNumScalingKeys; - - /** - * The scaling keys of this animation channel. Scalings are specified as - * 3D vectors. The array is <code>mNumScalingKeys</code> in size. - * - * If there are scaling keys, there will also be at least one position - * and one rotation key. - */ - aiVectorKey* mScalingKeys; - - - /** - * Defines how the animation behaves before the first key is encountered. - * - * The default value is <code>aiAnimBehaviour.DEFAULT</code> (the original - * transformation matrix of the affected node is used). - */ - aiAnimBehaviour mPreState; - - /** - * Defines how the animation behaves after the last key was processed. - * - * The default value is <code>aiAnimBehaviour.DEFAULT</code> (the original - * transformation matrix of the affected node is used). - */ - aiAnimBehaviour mPostState; - } - - /** - * An animation consists of keyframe data for a number of nodes. - * - * For each node affected by the animation, a separate series of data is - * given. - */ - struct aiAnimation { - /** - * 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). - */ - aiString mName; - - /** - * Duration of the animation in ticks. - */ - double mDuration; - - /** - * Ticks per second. 0 if not specified in the imported file. - */ - double mTicksPerSecond; - - /** - * The number of bone animation channels. - * - * Each channel affects a single node. - */ - uint mNumChannels; - - /** - * The node animation channels. The array is <code>mNumChannels</code> - * in size. - * - * Each channel affects a single node. - */ - aiNodeAnim** mChannels; - } -}
\ No newline at end of file diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/api.d b/src/mesh/assimp-master/port/dAssimp/assimp/api.d deleted file mode 100644 index bc7a157..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/api.d +++ /dev/null @@ -1,686 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * The C-style interface to the Open Asset import library. - * - * All functions of the C API have been collected in this module as function - * pointers, which are set by the dynamic library loader - * (<code>assimp.loader</code>). - */ -module assimp.api; - -import assimp.fileIO; -import assimp.material; -import assimp.math; -import assimp.scene; -import assimp.types; - -extern ( C ) { - /** - * Reads the given file and returns its content. - * - * If the call succeeds, the imported data is returned in an <code>aiScene</code> - * structure. The data is intended to be read-only, it stays property of the - * Assimp library and will be stable until <code>aiReleaseImport()</code> is - * called. After you're done with it, call <code>aiReleaseImport()</code> to - * free the resources associated with this file. - * - * If an error is encountered, null is returned instead. Call - * <code>aiGetErrorString()</code> to retrieve a human-readable error - * description. - * - * Params: - * pFile = Path and filename of the file to be imported, - * expected to be a null-terminated C-string. null is not a valid value. - * pFlags = Optional post processing steps to be executed after a - * successful import. Provide a bitwise combination of the - * <code>aiPostProcessSteps</code> flags. If you wish to inspect the - * imported scene first in order to fine-tune your post-processing - * setup, consider to use <code>aiApplyPostProcessing()</code>. - * - * Returns: - * A pointer to the imported data, null if the import failed. - */ - aiScene* function( char* pFile, uint pFile ) aiImportFile; - - /** - * Reads the given file using user-defined I/O functions and returns its - * content. - * - * If the call succeeds, the imported data is returned in an <code>aiScene</code> - * structure. The data is intended to be read-only, it stays property of the - * Assimp library and will be stable until <code>aiReleaseImport()</code> is - * called. After you're done with it, call <code>aiReleaseImport()</code> to - * free the resources associated with this file. - * - * If an error is encountered, null is returned instead. Call - * <code>aiGetErrorString()</code> to retrieve a human-readable error - * description. - * - * Params: - * pFile = Path and filename of the file to be imported, - * expected to be a null-terminated C-string. null is not a valid value. - * pFlags = Optional post processing steps to be executed after a - * successful import. Provide a bitwise combination of the - * <code>aiPostProcessSteps</code> flags. If you wish to inspect the - * imported scene first in order to fine-tune your post-processing - * setup, consider to use <code>aiApplyPostProcessing()</code>. - * pFS = An aiFileIO which will be used to open the model file itself - * and any other files the loader needs to open. - * - * Returns: - * A pointer to the imported data, null if the import failed. - */ - aiScene* function( char* pFile, uint pFlags, aiFileIO* pFS ) aiImportFileEx; - - /** - * Reads the scene from the given memory buffer. - * - * Reads the given file using user-defined I/O functions and returns its - * content. - * - * If the call succeeds, the imported data is returned in an <code>aiScene</code> - * structure. The data is intended to be read-only, it stays property of the - * Assimp library and will be stable until <code>aiReleaseImport()</code> is - * called. After you're done with it, call <code>aiReleaseImport()</code> to - * free the resources associated with this file. - * - * If an error is encountered, null is returned instead. Call - * <code>aiGetErrorString()</code> to retrieve a human-readable error - * description. - * - * Params: - * pBuffer = Pointer to the scene data. - * pLength = Size of pBuffer in bytes. - * pFlags = Optional post processing steps to be executed after a - * successful import. Provide a bitwise combination of the - * <code>aiPostProcessSteps</code> flags. If you wish to inspect the - * imported scene first in order to fine-tune your post-processing - * setup, consider to use <code>aiApplyPostProcessing()</code>. - * pHint = An additional hint to the library. If this is a non empty - * string, the library looks for a loader to support the file - * extension specified and passes the file to the first matching - * loader. If this loader is unable to complete the request, the - * library continues and tries to determine the file format on its - * own, a task that may or may not be successful. - * - * Returns: - * A pointer to the imported data, null if the import failed. - * - * Note: - * This is a straightforward way to decode models from memory buffers, - * but it doesn't handle model formats spreading their data across - * multiple files or even directories. Examples include OBJ or MD3, which - * outsource parts of their material stuff into external scripts. If you - * need the full functionality, provide a custom IOSystem to make Assimp - * find these files. - */ - aiScene* function( - char* pBuffer, - uint pLength, - uint pFlags, - char* pHint - ) aiImportFileFromMemory; - - /** - * Apply post-processing to an already-imported scene. - * - * This is strictly equivalent to calling <code>aiImportFile()</code> or - * <code>aiImportFileEx()</code> with the same flags. However, you can use - * this separate function to inspect the imported scene first to fine-tune - * your post-processing setup. - * - * Params: - * pScene = Scene to work on. - * pFlags = Provide a bitwise combination of the - * <code>aiPostProcessSteps</code> flags. - * - * Returns: - * A pointer to the post-processed data. Post processing is done in-place, - * meaning this is still the same <code>aiScene</code> which you passed - * for pScene. However, if post-processing failed, the scene could now be - * null. That's quite a rare case, post processing steps are not really - * designed to fail. To be exact, <code>aiProcess.ValidateDS</code> is - * currently the only post processing step which can actually cause the - * scene to be reset to null. - */ - aiScene* function( aiScene* pScene, uint pFlags ) aiApplyPostProcessing; - - /** - * Get one of the predefined log streams. This is the quick'n'easy solution - * to access Assimp's log system. Attaching a log stream can slightly reduce - * Assimp's overall import performance. - * - * Examples: - * --- - * aiLogStream stream = aiGetPredefinedLogStream( - * aiDefaultLogStream.FILE, "assimp.log.txt" ); - * if ( stream.callback !is null ) { - * aiAttachLogStream( &stream ); - * } - * --- - * - * Params: - * pStreams = The log stream destination. - * file = Solely for the <code>aiDefaultLogStream.FILE</code> flag: - * specifies the file to write to. Pass null for all other flags. - * - * Returns: - * The log stream, null if something went wrong. - */ - aiLogStream function( aiDefaultLogStream pStreams, char* file ) aiGetPredefinedLogStream; - - /** - * Attach a custom log stream to the libraries' logging system. - * - * Attaching a log stream can slightly reduce Assimp's overall import - * performance. Multiple log-streams can be attached. - * - * Params: - * stream = Describes the new log stream. - * - * Note: To ensure proper destruction of the logging system, you need to - * manually call <code>aiDetachLogStream()</code> on every single log - * stream you attach. Alternatively, <code>aiDetachAllLogStreams()</code> - * is provided. - */ - void function( aiLogStream* stream ) aiAttachLogStream; - - /** - * Enable verbose logging. - * - * Verbose logging includes debug-related stuff and detailed import - * statistics. This can have severe impact on import performance and memory - * consumption. However, it might be useful to find out why a file is not - * read correctly. - * - * Param: - * d = Whether verbose logging should be enabled. - */ - void function( aiBool d ) aiEnableVerboseLogging; - - /** - * Detach a custom log stream from the libraries' logging system. - * - * This is the counterpart of #aiAttachPredefinedLogStream. If you attached a stream, - * don't forget to detach it again. - * - * Params: - * stream = The log stream to be detached. - * - * Returns: - * <code>aiReturn.SUCCESS</code> if the log stream has been detached - * successfully. - * - * See: <code>aiDetachAllLogStreams</code> - */ - aiReturn function( aiLogStream* stream ) aiDetachLogStream; - - /** - * Detach all active log streams from the libraries' logging system. - * - * This ensures that the logging system is terminated properly and all - * resources allocated by it are actually freed. If you attached a stream, - * don't forget to detach it again. - * - * See: <code>aiAttachLogStream</code>, <code>aiDetachLogStream</code> - */ - void function() aiDetachAllLogStreams; - - /** - * Releases all resources associated with the given import process. - * - * Call this function after you're done with the imported data. - * - * Params: - * pScene = The imported data to release. null is a valid value. - */ - void function( aiScene* pScene ) aiReleaseImport; - - /** - * Returns the error text of the last failed import process. - * - * Returns: - * A textual description of the error that occurred at the last importing - * process. null if there was no error. There can't be an error if you - * got a non-null <code>aiScene</code> from - * <code>aiImportFile()/aiImportFileEx()/aiApplyPostProcessing()</code>. - */ - char* function() aiGetErrorString; - - /** - * Returns whether a given file extension is supported by this Assimp build. - * - * Params: - * szExtension = Extension for which to query support. Must include a - * leading dot '.'. Example: ".3ds", ".md3" - * - * Returns: - * <code>TRUE</code> if the file extension is supported. - */ - aiBool function( char* szExtension ) aiIsExtensionSupported; - - /** - * Gets a list of all file extensions supported by ASSIMP. - * - * Format of the list: "*.3ds;*.obj;*.dae". - * - * If a file extension is contained in the list this does, of course, not - * mean that Assimp is able to load all files with this extension. - * - * Params: - * szOut = String to receive the extension list. null is not a valid - * parameter. - */ - void function( aiString* szOut ) aiGetExtensionList; - - /** - * Gets the storage required by an imported asset - * - * Params: - * pIn = Asset to query storage size for. - * info = Data structure to be filled. - */ - void function( aiScene* pIn, aiMemoryInfo* info ) aiGetMemoryRequirements; - - /** - * Sets an integer property. - * - * Properties are always shared by all imports. It is not possible to - * specify them per import. - * - * Params: - * szName = Name of the configuration property to be set. All supported - * public properties are defined in the <code>config</code> module. - * value = New value for the property. - */ - void function( char* szName, int value ) aiSetImportPropertyInteger; - - /** - * Sets a floating-point property. - * - * Properties are always shared by all imports. It is not possible to - * specify them per import. - * - * Params: - * szName = Name of the configuration property to be set. All supported - * public properties are defined in the <code>config</code> module. - * value = New value for the property. - */ - void function( char* szName, float value ) aiSetImportPropertyFloat; - - /** - * Sets a string property. - * - * Properties are always shared by all imports. It is not possible to - * specify them per import. - * - * Params: - * szName = Name of the configuration property to be set. All supported - * public properties are defined in the <code>config</code> module. - * st = New value for the property. - */ - void function( char* szName, aiString* st ) aiSetImportPropertyString; - - - /* - * Mathematical helper functions. - */ - - /** - * Constructs a quaternion from a 3x3 rotation matrix. - * - * Params: - * quat = Receives the output quaternion. - * mat = Matrix to 'quaternionize'. - */ - void function( aiQuaternion* quat, aiMatrix3x3* mat ) aiCreateQuaternionFromMatrix; - - /** - * Decomposes a transformation matrix into its rotational, translational and - * scaling components. - * - * Params: - * mat = Matrix to decompose. - * scaling = Receives the scaling component. - * rotation = Receives the rotational component. - * position = Receives the translational component. - */ - void function( - aiMatrix4x4* mat, - aiVector3D* scaling, - aiQuaternion* rotation, - aiVector3D* position - ) aiDecomposeMatrix; - - /** - * Transposes a 4x4 matrix (in-place). - * - * Params: - * mat = The matrix to be transposed. - */ - void function( aiMatrix4x4* mat ) aiTransposeMatrix4; - - /** - * Transposes a 3x3 matrix (in-place). - * - * Params: - * mat = The matrix to be transposed. - */ - void function( aiMatrix3x3* mat ) aiTransposeMatrix3; - - /** - * Transforms a vector by a 3x3 matrix (in-place). - * - * Params: - * vec = Vector to be transformed. - * mat = Matrix to transform the vector with. - */ - void function( aiVector3D* vec, aiMatrix3x3* mat ) aiTransformVecByMatrix3; - - /** - * Transforms a vector by a 4x4 matrix (in-place). - * - * Params: - * vec = Vector to be transformed. - * mat = Matrix to transform the vector with. - */ - void function( aiVector3D* vec, aiMatrix4x4* mat ) aiTransformVecByMatrix4; - - /** - * Multiplies two 4x4 matrices. - * - * Params: - * dst = First factor, receives result. - * src = Matrix to be multiplied with 'dst'. - */ - void function( aiMatrix4x4* dst, aiMatrix4x4* src ) aiMultiplyMatrix4; - - /** - * Multiplies two 3x3 matrices. - * - * Params: - * dst = First factor, receives result. - * src = Matrix to be multiplied with 'dst'. - */ - void function( aiMatrix3x3* dst, aiMatrix3x3* src ) aiMultiplyMatrix3; - - /** - * Constructs a 3x3 identity matrix. - * - * Params: - * mat = Matrix to receive its personal identity. - */ - void function( aiMatrix3x3* mat ) aiIdentityMatrix3; - - /** - * Constructs a 4x4 identity matrix. - * - * Params: - * mat = Matrix to receive its personal identity. - */ - void function( aiMatrix4x4* mat ) aiIdentityMatrix4; - - - /* - * Material system functions. - */ - - /** - * Retrieves a material property with a specific key from the material. - * - * Params: - * pMat = Pointer to the input material. May not be null. - * pKey = Key to search for. One of the <code>AI_MATKEY_XXX</code> - * constants. - * type = Specifies the <code>aiTextureType</code> of the texture to be - * retrieved, 0 for non-texture properties. - * index = Index of the texture to be retrieved, - * 0 for non-texture properties. - * pPropOut = Pointer to receive a pointer to a valid - * <code>aiMaterialProperty</code> structure or null if the key has - * not been found. - */ - aiReturn function( - aiMaterial* pMat, - char* pKey, - uint type, - uint index, - aiMaterialProperty** pPropOut - ) aiGetMaterialProperty; - - /** - * Retrieves a single float value or an array of float values from the - * material. - * - * Examples: - * --- - * const FLOATS_IN_UV_TRANSFORM = ( aiUVTransform.sizeof / float.sizeof ); - * uint valuesRead = FLOATS_IN_UV_TRANSFORM; - * bool success = - * ( aiGetMaterialFloatArray( &material, AI_MATKEY_UVTRANSFORM, - * aiTextureType.DIFFUSE, 0, cast( float* ) &trafo, &valuesRead ) == - * aiReturn.SUCCESS ) && - * ( valuesRead == FLOATS_IN_UV_TRANSFORM ); - * --- - * - * Params: - * pMat = Pointer to the input material. May not be null. - * pKey = Key to search for. One of the AI_MATKEY_XXX constants. - * type = Specifies the <code>aiTextureType</code> of the texture to be - * retrieved, 0 for non-texture properties. - * index = Index of the texture to be retrieved, - * 0 for non-texture properties. - * pOut = Pointer to a buffer to receive the result. - * pMax = Specifies the size of the given buffer in floats. Receives the - * number of values (not bytes!) read. null to read a scalar property. - * - * Returns: - * Specifies whether the key has been found. If not, the output arrays - * remains unmodified and pMax is set to 0. - */ - aiReturn function( - aiMaterial* pMat, - char* pKey, - uint type, - uint index, - float* pOut, - uint* pMax = null - ) aiGetMaterialFloatArray; - - /** - * Convenience alias for <code>aiGetMaterialFloatArray()</code>. - */ - alias aiGetMaterialFloatArray aiGetMaterialFloat; - - /** - * Retrieves a single integer value or an array of integer values from the - * material. - * - * See: <code>aiGetMaterialFloatArray()</code> - */ - aiReturn function( - aiMaterial* pMat, - char* pKey, - uint type, - uint index, - int* pOut, - uint* pMax = null - ) aiGetMaterialIntegerArray; - - /** - * Convenience alias for <code>aiGetMaterialIntegerArray()</code>. - */ - alias aiGetMaterialIntegerArray aiGetMaterialInteger; - - /** - * Retrieves a color value from the material. - * - * See: <code>aiGetMaterialFloatArray()</code> - */ - aiReturn function( - aiMaterial* pMat, - char* pKey, - uint type, - uint index, - aiColor4D* pOut - ) aiGetMaterialColor; - - /** - * Retrieves a string value from the material. - * - * See: <code>aiGetMaterialFloatArray()</code> - */ - aiReturn function( - aiMaterial* pMat, - char* pKey, - uint type, - uint index, - aiString* pOut - ) aiGetMaterialString; - - /** - * Get the number of textures for a particular texture type. - * - * Params: - * pMat = Pointer to the input material. May not be NULL - * type = Texture type to check for - * - * Returns: - * Number of textures for this type. - */ - uint function( aiMaterial* pMat, aiTextureType type ) aiGetMaterialTextureCount; - - /** - * Helper function to get all values pertaining to a particular texture slot - * from a material structure. - * - * This function is provided just for convenience. You could also read the - * texture by parsing all of its properties manually. This function bundles - * all of them in a huge function monster. - * - * Params: - * mat = Pointer to the input material. May not be null. - * type = Specifies the texture stack (<code>aiTextureType</code>) to - * read from. - * index = Index of the texture. The function fails if the requested - * index is not available for this texture type. - * <code>aiGetMaterialTextureCount()</code> can be used to determine - * the number of textures in a particular texture stack. - * path = Receives the output path. null is not a valid value. - * mapping = Receives the texture mapping mode to be used. - * Pass null if you are not interested in this information. - * uvindex = For UV-mapped textures: receives the index of the UV source - * channel. Unmodified otherwise. Pass null if you are not interested - * in this information. - * blend = Receives the blend factor for the texture. - * Pass null if you are not interested in this information. - * op = Receives the texture blend operation to be perform between this - * texture and the previous texture. Pass null if you are not - * interested in this information. - * mapmode = Receives the mapping modes to be used for the texture. Pass - * a pointer to an array of two aiTextureMapMode's (one for each axis, - * UV order) or null if you are not interested in this information. - * - * Returns: - * <code>aiReturn.SUCCESS</code> on success, otherwise something else. - */ - aiReturn function( - aiMaterial* mat, - aiTextureType type, - uint index, - aiString* path, - aiTextureMapping* mapping = null, - uint* uvindex = null, - float* blend = null, - aiTextureOp* op = null, - aiTextureMapMode* mapmode = null - ) aiGetMaterialTexture; - - - /* - * Versioning functions. - */ - - /** - * Returns a string with legal copyright and licensing information about - * Assimp. - * - * The string may include multiple lines. - * - * Returns: - * Pointer to static string. - */ - char* function() aiGetLegalString; - - /** - * Returns the current minor version number of the Assimp library. - * - * Returns: - * Minor version of the Assimp library. - */ - uint function() aiGetVersionMinor; - - /** - * Returns the current major version number of the Assimp library. - * - * Returns: - * Major version of the Assimp library. - */ - uint function() aiGetVersionMajor; - - /** - * Returns the repository revision of the Assimp library. - * - * Returns: - * SVN Repository revision number of the Assimp library. - */ - uint function() aiGetVersionRevision; - - /** - * Returns the flags Assimp was compiled with. - * - * Returns: - * Any bitwise combination of the ASSIMP_CFLAGS_xxx constants. - */ - uint function() aiGetCompileFlags; -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/assimp.d b/src/mesh/assimp-master/port/dAssimp/assimp/assimp.d deleted file mode 100644 index a147ee2..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/assimp.d +++ /dev/null @@ -1,63 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Include-all module provided for convenience. - */ -module assimp.assimp; - -public { - import assimp.animation; - import assimp.api; - import assimp.camera; - import assimp.config; - import assimp.fileIO; - import assimp.light; - import assimp.loader; - import assimp.material; - import assimp.math; - import assimp.mesh; - import assimp.postprocess; - import assimp.scene; - import assimp.texture; - import assimp.types; - import assimp.versionInfo; -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/camera.d b/src/mesh/assimp-master/port/dAssimp/assimp/camera.d deleted file mode 100644 index 5567be2..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/camera.d +++ /dev/null @@ -1,182 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Contains the data structure which is used to store the imported information - * about the virtual cameras in the scene. - */ -module assimp.camera; - -import assimp.math; -import assimp.types; - -extern ( C ) { - /** - * Helper structure to describe a virtual camera. - * - * Cameras have a representation in the node graph and can be animated. - * An important aspect is that the camera itself is also part of the - * scenegraph. This means, any values such as the look-at vector are not - * absolute, they're <em>relative</em> to the coordinate system defined - * by the node which corresponds to the camera. This allows for camera - * animations. Static cameras parameters like the look-at or up vectors are - * usually specified directly in the class members, but beware, they could - * also be encoded in the node transformation. The following (pseudo)code - * sample shows how to do it. - * - * Examples: - * --- - * // Get the camera matrix for a camera at a specific time - * // if the node hierarchy for the camera does not contain - * // at least one animated node this is a static computation - * get-camera-matrix (node sceneRoot, camera cam) : matrix - * { - * node cnd = find-node-for-camera(cam) - * matrix cmt = identity() - * - * // as usual - get the absolute camera transformation for this frame - * for each node nd in hierarchy from sceneRoot to cnd - * matrix cur - * if (is-animated(nd)) - * cur = eval-animation(nd) - * else cur = nd->mTransformation; - * cmt = mult-matrices( cmt, cur ) - * end for - * - * // now multiply with the camera's own local transform - * cam = mult-matrices (cam, get-camera-matrix(cmt) ) - * } - * --- - * - * Note: Some file formats (such as 3DS, ASE) export a "target point" – the - * point the camera is looking at (it can even be animated). Assimp - * writes the target point as a subnode of the camera's main node, called - * "<camName>.Target". However, this is just additional information; the - * transformation applied to the main camera node already makes the - * camera face the right direction. - */ - struct aiCamera { - /** - * 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. - */ - aiString mName; - - - /** - * Position of the camera relative to the coordinate space defined by the - * corresponding node. - * - * The default value is 0|0|0. - */ - aiVector3D mPosition; - - /** - * 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. - */ - aiVector3D mUp; - - /** - * Look-at 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. - */ - aiVector3D mLookAt; - - - /** - * 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 PI/4. - */ - float mHorizontalFOV; - - /** - * 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. - */ - float mClipPlaneNear; - - /** - * 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 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. - * - * The default value is 1000.f. - */ - float mClipPlaneFar; - - /** - * 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. - */ - float mAspect; - } -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/config.d b/src/mesh/assimp-master/port/dAssimp/assimp/config.d deleted file mode 100644 index 761156b..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/config.d +++ /dev/null @@ -1,705 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Defines constants for configurable properties for the library. - * - * These are set via <code>aiSetImportPropertyInteger()</code>, - * <code>aiSetImportPropertyFloat()</code> and - * <code>aiSetImportPropertyString()</code>. - */ -module assimp.config; - -extern ( C ) { - /* - * Library settings. - * - * General, global settings. - */ - - /** - * Enables time measurements. - * - * If enabled, measures the time needed for each part of the loading - * process (i.e. IO time, importing, postprocessing, ..) and dumps these - * timings to the DefaultLogger. See the performance page in the main - * Assimp docs information on this topic. - * - * Property type: bool. Default value: false. - */ - const char* AI_CONFIG_GLOB_MEASURE_TIME = "GLOB_MEASURE_TIME"; - - version( none ) { // not implemented yet - /** - * Set Assimp's multithreading policy. - * - * This setting is ignored if Assimp was built without boost.thread support - * (<code>ASSIMP_BUILD_NO_THREADING</code>, which is implied by - * <code>ASSIMP_BUILD_BOOST_WORKAROUND</code>). - * - * Possible values are: -1 to let Assimp decide what to do, 0 to disable - * multithreading entirely and any number larger than 0 to force a specific - * number of threads. Assimp is always free to ignore this settings, which - * is merely a hint. Usually, the default value (-1) will be fine. However, - * if Assimp is used concurrently from multiple user threads, it might be - * useful to limit each Importer instance to a specific number of cores. - * - * For more information, see the threading page in the main Assimp docs. - * - * Property type: int, default value: -1. - */ - const char* AI_CONFIG_GLOB_MULTITHREADING = "GLOB_MULTITHREADING"; - } - - - /* - * Post processing settings. - * - * Various options to fine-tune the behavior of a specific post processing step. - */ - - /** - * Specifies the maximum angle that may be between two vertex tangents that - * their tangents and bitangents are smoothed. - * - * This applies to the <code>CalcTangentSpace</code> step. The angle is - * specified in degrees, so 180 corresponds to PI radians. - * - * The default value is 45, the maximum value is 175. - * - * Property type: float. - */ - const char* AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE = "PP_CT_MAX_SMOOTHING_ANGLE"; - - /** - * Specifies the maximum angle that may be between two face normals at the - * same vertex position that their are smoothed together. Sometimes referred - * to as 'crease angle'. - * - * This applies to the <code>GenSmoothNormals</code> step. The angle is - * specified in degrees, so 180 corresponds to PI radians. - * - * The default value is 175 degrees (all vertex normals are smoothed), the - * maximum value is 175, too. - * - * Property type: float. - * - * Warning: - * Setting this option may cause a severe loss of performance. The - * performance is unaffected if the <code>AI_CONFIG_FAVOUR_SPEED</code> - * flag is set but the output quality may be reduced. - */ - const char* AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE = "PP_GSN_MAX_SMOOTHING_ANGLE"; - - /** - * Sets the colormap (= palette) to be used to decode embedded textures in - * MDL (Quake or 3DGS) files. - * - * This must be a valid path to a file. The file is 768 (256*3) bytes large - * and contains RGB triplets for each of the 256 palette entries. The - * default value is colormap.lmp. If the file is not found, a default - * palette (from Quake 1) is used. - * - * Property type: string. - */ - const char* AI_CONFIG_IMPORT_MDL_COLORMAP = "IMPORT_MDL_COLORMAP"; - - /** - * Configures the <code>RemoveRedundantMaterials</code> step to keep - * materials matching a name in a given list. - * - * This is a list of 1 to n strings, ' ' serves as delimiter character. - * Identifiers containing whitespaces must be enclosed in <em>single</em> - * quotation marks. For example: <code> - * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>. - * Linefeeds, tabs or carriage returns are treated as whitespace. - * - * If a material matches on of these names, it will not be modified or - * removed by the postprocessing step nor will other materials be replaced - * by a reference to it. - * - * This option might be useful if you are using some magic material names - * to pass additional semantics through the content pipeline. This ensures - * they won't be optimized away, but a general optimization is still - * performed for materials not contained in the list. - * - * Default value: n/a - * - * Property type: string. - * - * Note: Material names are case sensitive. - */ - const char* AI_CONFIG_PP_RRM_EXCLUDE_LIST = "PP_RRM_EXCLUDE_LIST"; - - /** - * Configures the <code>PretransformVertices</code> step to keep the scene - * hierarchy. Meshes are moved to worldspace, but no optimization is - * performed (meshes with equal materials are not joined, the total number - * of meshes will not change). - * - * This option could be of use for you if the scene hierarchy contains - * important additional information which you intend to parse. - * For rendering, you can still render all meshes in the scene without - * any transformations. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY"; - - /** - * Configures the <code>PretransformVertices</code> step to normalize all - * vertex components into the -1...1 range. That is, a bounding box for the - * whole scene is computed, the maximum component is taken and all meshes - * are scaled appropriately (uniformly of course!). - * - * This might be useful if you don't know the spatial dimension of the input - * data. - */ - const char* AI_CONFIG_PP_PTV_NORMALIZE = "PP_PTV_NORMALIZE"; - - /** - * Configures the <code>FindDegenerates</code> step to remove degenerated - * primitives from the import – immediately. - * - * The default behaviour converts degenerated triangles to lines and - * degenerated lines to points. See the documentation to the - * <code>FindDegenerates</code> step for a detailed example of the various - * ways to get rid of these lines and points if you don't want them. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_PP_FD_REMOVE = "PP_FD_REMOVE"; - - /** - * Configures the <code>OptimizeGraph</code> step to preserve nodes matching - * a name in a given list. - * - * This is a list of 1 to n strings, ' ' serves as delimiter character. - * Identifiers containing whitespaces must be enclosed in <em>single</em> - * quotation marks. For example: <code> - * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>. - * Linefeeds, tabs or carriage returns are treated as whitespace. - * - * If a node matches on of these names, it will not be modified or - * removed by the postprocessing step. - * - * This option might be useful if you are using some magic node names - * to pass additional semantics through the content pipeline. This ensures - * they won't be optimized away, but a general optimization is still - * performed for nodes not contained in the list. - * - * Default value: n/a - * - * Property type: string. - * - * Note: Node names are case sensitive. - */ - const char* AI_CONFIG_PP_OG_EXCLUDE_LIST = "PP_OG_EXCLUDE_LIST"; - - /** - * Sets the maximum number of triangles in a mesh. - * - * This is used by the <code>SplitLargeMeshes</code> step to determine - * whether a mesh must be split or not. - * - * Default value: AI_SLM_DEFAULT_MAX_TRIANGLES. - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_SLM_TRIANGLE_LIMIT = "PP_SLM_TRIANGLE_LIMIT"; - - /** - * The default value for the AI_CONFIG_PP_SLM_TRIANGLE_LIMIT setting. - */ - const AI_SLM_DEFAULT_MAX_TRIANGLES = 1000000; - - /** - * Sets the maximum number of vertices in a mesh. - * - * This is used by the <code>SplitLargeMeshes</code> step to determine - * whether a mesh must be split or not. - * - * Default value: AI_SLM_DEFAULT_MAX_VERTICES - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_SLM_VERTEX_LIMIT = "PP_SLM_VERTEX_LIMIT"; - - /** - * The default value for the AI_CONFIG_PP_SLM_VERTEX_LIMIT setting. - */ - const AI_SLM_DEFAULT_MAX_VERTICES = 1000000; - - /** - * Sets the maximum number of bones affecting a single vertex. - * - * This is used by the <code>LimitBoneWeights</code> step. - * - * Default value: AI_LBW_MAX_WEIGHTS - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_LBW_MAX_WEIGHTS = "PP_LBW_MAX_WEIGHTS"; - - /** - * The default value for the AI_CONFIG_PP_LBW_MAX_WEIGHTS setting. - */ - const AI_LMW_MAX_WEIGHTS = 0x4; - - /** - * Sets the size of the post-transform vertex cache to optimize the - * vertices for. This configures the <code>ImproveCacheLocality</code> step. - * - * The size is given in vertices. Of course you can't know how the vertex - * format will exactly look like after the import returns, but you can still - * guess what your meshes will probably have. - * - * The default value results in slight performance improvements for most - * nVidia/AMD cards since 2002. - * - * Default value: PP_ICL_PTCACHE_SIZE - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_ICL_PTCACHE_SIZE = "PP_ICL_PTCACHE_SIZE"; - - /** - * The default value for the AI_CONFIG_PP_ICL_PTCACHE_SIZE config option. - */ - const PP_ICL_PTCACHE_SIZE = 12; - - /** - * Components of the <code>aiScene</code> and <code>aiMesh</code> data - * structures that can be excluded from the import by using the - * <code>RemoveComponent</code> step. - * - * See the documentation to <code>RemoveComponent</code> for more details. - */ - enum aiComponent : uint { - /** - * Normal vectors. - */ - NORMALS = 0x2, - - /** - * Tangents and bitangents. - */ - TANGENTS_AND_BITANGENTS = 0x4, - - /** - * <em>All</em> color sets. - * - * Use aiComponent_COLORSn( N ) to specify the N'th set. - */ - COLORS = 0x8, - - /** - * <em>All</em> texture UV coordinate sets. - * - * Use aiComponent_TEXCOORDn( N ) to specify the N'th set. - */ - TEXCOORDS = 0x10, - - /** - * Bone weights from all meshes. - * - * The corresponding scenegraph nodes are <em>not</em> removed. Use the - * <code>OptimizeGraph</code> step to do this. - */ - BONEWEIGHTS = 0x20, - - /** - * Node animations (<code>aiScene.mAnimations</code>). - * - * The corresponding scenegraph nodes are <em>not</em> removed. Use the - * <code>OptimizeGraph</code> step to do this. - */ - ANIMATIONS = 0x40, - - /** - * Embedded textures (<code>aiScene.mTextures</code>). - */ - TEXTURES = 0x80, - - /** - * Light sources (<code>aiScene.mLights</code>). - * - * The corresponding scenegraph nodes are <em>not</em> removed. Use the - * <code>OptimizeGraph</code> step to do this. - */ - LIGHTS = 0x100, - - /** - * Cameras (<code>aiScene.mCameras</code>). - * - * The corresponding scenegraph nodes are <em>not</em> removed. Use the - * <code>OptimizeGraph</code> step to do this. - */ - CAMERAS = 0x200, - - /** - * Meshes (<code>aiScene.mMeshes</code>). - */ - MESHES = 0x400, - - /** Materials. - * - * One default material will be generated, so - * <code>aiScene.mNumMaterials</code> will be 1. - */ - MATERIALS = 0x800 - } - - /** - * Specifies a certain color channel to remove. - */ - uint aiComponent_COLORSn( uint n ) { return 1u << ( n + 20u ); } - - /** - * Specifies a certain UV coordinate channel to remove. - */ - uint aiComponent_TEXCOORDSn( uint n ) { return 1u << ( n + 25u ); } - - /** - * Input parameter to the <code>RemoveComponent</code> step: - * Specifies the parts of the data structure to be removed. - * - * See the documentation to this step for further details. - * - * Default value: 0 - * - * Property type: integer (bitwise combination of <code>aiComponent</code> - * flags). - * - * Note: If no valid mesh is remaining after the step has been executed, the - * import <em>fails</em>, because there is no data to work on anymore. - */ - const char* AI_CONFIG_PP_RVC_FLAGS = "PP_RVC_FLAGS"; - - /** - * Input parameter to the <code>SortByPType</code> step: - * Specifies which primitive types are removed by the step. - * - * This is a bitwise combination of the <code>aiPrimitiveType</code> flags. - * Specifying all of them is illegal, of course. A typical use would be to - * exclude all line and point meshes from the import. - * - * Default value: 0 - * - * Property type: integer. - */ - const char* AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE"; - - /** - * Input parameter to the <code>FindInvalidData</code> step: - * Specifies the floating-point accuracy for animation values. - * - * The step checks for animation tracks where all frame values are - * absolutely equal and removes them. This tweakable controls the epsilon - * for floating-point comparisons – two keys are considered equal if the - * invariant abs(n0-n1) > epsilon holds true for all vector respectively - * quaternion components. - * - * Default value: 0 (exact comparison). - * - * Property type: float. - */ - const char* AI_CONFIG_PP_FID_ANIM_ACCURACY = "PP_FID_ANIM_ACCURACY"; - - /** - * The <code>TransformUVCoords</code> step evaluates UV scalings. - */ - const AI_UVTRAFO_SCALING = 0x1; - - /** - * The <code>TransformUVCoords</code> step evaluates UV rotations. - */ - const AI_UVTRAFO_ROTATION = 0x2; - - /** - * The <code>TransformUVCoords</code> step evaluates UV translation. - */ - const AI_UVTRAFO_TRANSLATION = 0x4; - - /** - * The <code>TransformUVCoords</code> step evaluates all UV translations. - */ - const AI_UVTRAFO_ALL = - AI_UVTRAFO_SCALING - | AI_UVTRAFO_ROTATION - | AI_UVTRAFO_TRANSLATION; - - /** - * Input parameter to the <code>TransformUVCoords</code> step: Specifies - * which UV transformations are evaluated. - * - * Default value: AI_UVTRAFO_ALL. - * - * Property type: integer (bitwise combination of the - * <code>AI_UVTRAFO_XXX<code> flag). - */ - const char* AI_CONFIG_PP_TUV_EVALUATE = "PP_TUV_EVALUATE"; - - /** - * A hint to assimp to favour speed against import quality. - * - * Enabling this option may result in faster loading, but it needn't. - * It represents just a hint to loaders and post-processing steps to use - * faster code paths, if possible. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_FAVOUR_SPEED = "FAVOUR_SPEED"; - - - /* - * Importer settings. - * - * Various stuff to fine-tune the behaviour of specific importer plugins. - */ - - /** - * Set the vertex animation keyframe to be imported. - * - * Assimp does not support vertex keyframes (only bone animation is - * supported). The library reads only one frame of models with vertex - * animations. - * - * Default value: 0 (first frame). - * - * Property type: integer. - * - * Note: This option applies to all importers. However, it is also possible - * to override the global setting for a specific loader. You can use the - * AI_CONFIG_IMPORT_XXX_KEYFRAME options (where XXX is a placeholder for - * the file format for which you want to override the global setting). - */ - const char* AI_CONFIG_IMPORT_GLOBAL_KEYFRAME = "IMPORT_GLOBAL_KEYFRAME"; - - const char* AI_CONFIG_IMPORT_MD3_KEYFRAME = "IMPORT_MD3_KEYFRAME"; - const char* AI_CONFIG_IMPORT_MD2_KEYFRAME = "IMPORT_MD2_KEYFRAME"; - const char* AI_CONFIG_IMPORT_MDL_KEYFRAME = "IMPORT_MDL_KEYFRAME"; - const char* AI_CONFIG_IMPORT_MDC_KEYFRAME = "IMPORT_MDC_KEYFRAME"; - const char* AI_CONFIG_IMPORT_SMD_KEYFRAME = "IMPORT_SMD_KEYFRAME"; - const char* AI_CONFIG_IMPORT_UNREAL_KEYFRAME = "IMPORT_UNREAL_KEYFRAME"; - - - /** - * Configures the AC loader to collect all surfaces which have the - * "Backface cull" flag set in separate meshes. - * - * Default value: true. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL = "IMPORT_AC_SEPARATE_BFCULL"; - - /** - * Configures the UNREAL 3D loader to separate faces with different surface - * flags (e.g. two-sided vs. single-sided). - * - * Default value: true. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS = "UNREAL_HANDLE_FLAGS"; - - /** - * Configures the terragen import plugin to compute uv's for terrains, if - * not given. Furthermore, a default texture is assigned. - * - * UV coordinates for terrains are so simple to compute that you'll usually - * want to compute them on your own, if you need them. This option is intended - * for model viewers which want to offer an easy way to apply textures to - * terrains. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_TER_MAKE_UVS = "IMPORT_TER_MAKE_UVS"; - - /** - * Configures the ASE loader to always reconstruct normal vectors basing on - * the smoothing groups loaded from the file. - * - * Many ASE files have invalid normals (they're not orthonormal). - * - * Default value: true. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS = "IMPORT_ASE_RECONSTRUCT_NORMALS"; - - /** - * Configures the M3D loader to detect and process multi-part Quake player - * models. - * - * These models usually consist of three files, <code>lower.md3</code>, - * <code>upper.md3</code> and <code>head.md3</code>. If this property is set - * to true, Assimp will try to load and combine all three files if one of - * them is loaded. - * - * Default value: true. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART = "IMPORT_MD3_HANDLE_MULTIPART"; - - /** - * Tells the MD3 loader which skin files to load. - * - * When loading MD3 files, Assimp checks whether a file - * <code><md3_file_name>_<skin_name>.skin</code> is existing. These files - * are used by Quake 3 to be able to assign different skins (e.g. red and - * blue team) to models. 'default', 'red', 'blue' are typical skin names. - * - * Default value: "default". - * - * Property type: string. - */ - const char* AI_CONFIG_IMPORT_MD3_SKIN_NAME = "IMPORT_MD3_SKIN_NAME"; - - /** - * Specify the Quake 3 shader file to be used for a particular MD3 file. - * This can also be a search path. - * - * By default Assimp's behaviour is as follows: If a MD3 file - * <code>[any_path]/models/[any_q3_subdir]/[model_name]/[file_name].md3</code> - * is loaded, the library tries to locate the corresponding shader file in - * <code>[any_path]/scripts/[model_name].shader</code>. This property - * overrides this behaviour. It can either specify a full path to the shader - * to be loaded or alternatively the path (relative or absolute) to the - * directory where the shaders for all MD3s to be loaded reside. Assimp - * attempts to open <code>[dir]/[model_name].shader</code> first, - * <code>[dir]/[file_name].shader</code> is the fallback file. Note that - * <code>[dir]</code> should have a terminal (back)slash. - * - * Default value: n/a. - * - * Property type: string. - */ - const char* AI_CONFIG_IMPORT_MD3_SHADER_SRC = "IMPORT_MD3_SHADER_SRC"; - - /** - * Configures the LWO loader to load just one layer from the model. - * - * LWO files consist of layers and in some cases it could be useful to load - * only one of them. This property can be either a string – which specifies - * the name of the layer – or an integer – the index of the layer. If the - * property is not set the whole LWO model is loaded. Loading fails if the - * requested layer is not available. The layer index is zero-based and the - * layer name may not be empty. - * - * Default value: all layers are loaded. - * - * Property type: integer/string. - */ - const char* AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY = "IMPORT_LWO_ONE_LAYER_ONLY"; - - /** - * Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file - * automatically. - * - * The default strategy is to look for a file with the same name but the - * MD5ANIM extension in the same directory. If it is found, it is loaded - * and combined with the MD5MESH file. This configuration option can be - * used to disable this behaviour. - * - * Default value: false. - * - * Property type: bool. - */ - const char* AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD = "IMPORT_MD5_NO_ANIM_AUTOLOAD"; - - /** - * Defines the begin of the time range for which the LWS loader evaluates - * animations and computes <code>aiNodeAnim</code>s. - * - * Assimp provides full conversion of LightWave's envelope system, including - * pre and post conditions. The loader computes linearly subsampled animation - * chanels with the frame rate given in the LWS file. This property defines - * the start time. Note: animation channels are only generated if a node - * has at least one envelope with more tan one key assigned. This property. - * is given in frames, '0' is the first frame. By default, if this property - * is not set, the importer takes the animation start from the input LWS - * file ('FirstFrame' line). - * - * Default value: read from file. - * - * Property type: integer. - * - * See: <code>AI_CONFIG_IMPORT_LWS_ANIM_END</code> – end of the imported - * time range - */ - const char* AI_CONFIG_IMPORT_LWS_ANIM_START = "IMPORT_LWS_ANIM_START"; - const char* AI_CONFIG_IMPORT_LWS_ANIM_END = "IMPORT_LWS_ANIM_END"; - - /** - * Defines the output frame rate of the IRR loader. - * - * IRR animations are difficult to convert for Assimp and there will always - * be a loss of quality. This setting defines how many keys per second are - * returned by the converter. - * - * Default value: 100. - * - * Property type: integer. - */ - const char* AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS"; - - /** - * Ogre Importer will try to load this material file. - * - * Ogre Mehs contain only the material name, not the material file. If there - * is no material file with the same name as the material, Ogre Importer - * will try to load this file and search the material in it. - * - * Property type: string. Default value: "Scene.material". - */ - const char* AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = "IMPORT_OGRE_MATERIAL_FILE"; -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/fileIO.d b/src/mesh/assimp-master/port/dAssimp/assimp/fileIO.d deleted file mode 100644 index 108d883..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/fileIO.d +++ /dev/null @@ -1,140 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * The data structures necessary to use Assimip with a custom IO system. - */ -module assimp.fileIO; - -import assimp.types; - -extern ( C ) { - // aiFile callbacks - alias size_t function( aiFile*, char*, size_t, size_t ) aiFileWriteProc; - alias size_t function( aiFile*, char*, size_t, size_t ) aiFileReadProc; - alias size_t function( aiFile* ) aiFileTellProc; - alias void function( aiFile* ) aiFileFlushProc; - alias aiReturn function( aiFile*, size_t, aiOrigin ) aiFileSeek; - - // aiFileIO callbacks - alias aiFile* function( aiFileIO*, char*, char* ) aiFileOpenProc; - alias void function( aiFileIO*, aiFile* ) aiFileCloseProc; - - /** - * Represents user-defined data. - */ - alias char* aiUserData; - - /** - * File system callbacks. - * - * Provided are functions to open and close files. Supply a custom structure - * to the import function. If you don't, a default implementation is used. - * Use custom file systems to enable reading from other sources, such as - * ZIPs or memory locations. - */ - struct aiFileIO { - /** - * Function used to open a new file - */ - aiFileOpenProc OpenProc; - - /** - * Function used to close an existing file - */ - aiFileCloseProc CloseProc; - - /** - * User-defined, opaque data. - */ - aiUserData UserData; - } - - /** - * File callbacks. - * - * Actually, it's a data structure to wrap a set of <code>fXXXX</code> - * (e.g <code>fopen()</code>) replacement functions. - * - * The default implementation of the functions utilizes the <code>fXXX</code> - * functions from the CRT. However, you can supply a custom implementation - * to Assimp by passing a custom <code>aiFileIO</code>. Use this to enable - * reading from other sources such as ZIP archives or memory locations. - */ - struct aiFile { - /** - * Callback to read from a file. - */ - aiFileReadProc ReadProc; - - /** - * Callback to write to a file. - */ - aiFileWriteProc WriteProc; - - /** - * Callback to retrieve the current position of the file cursor - * (<code>ftell()</code>). - */ - aiFileTellProc TellProc; - - /** - * Callback to retrieve the size of the file, in bytes. - */ - aiFileTellProc FileSizeProc; - - /** - * Callback to set the current position of the file cursor - * (<code>fseek()</code>). - */ - aiFileSeek SeekProc; - - /** - * Callback to flush the file contents. - */ - aiFileFlushProc FlushProc; - - /** - * User-defined, opaque data. - */ - aiUserData UserData; - } -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/light.d b/src/mesh/assimp-master/port/dAssimp/assimp/light.d deleted file mode 100644 index 0842d67..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/light.d +++ /dev/null @@ -1,215 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Contains the data structures which are used to store the imported information - * about the light sources in the scene. - */ -module assimp.light; - -import assimp.math; -import assimp.types; - -extern ( C ) { - /** - * Enumerates all supported types of light sources. - */ - enum aiLightSourceType : uint { - UNDEFINED = 0x0, - - /** - * A directional light source has a well-defined direction but is - * infinitely far away. That's quite a good approximation for sun light. - */ - DIRECTIONAL = 0x1, - - /** - * A point light source has a well-defined position in space but no - * direction – it emits light in all directions. A normal bulb is a point - * light. - */ - POINT = 0x2, - - /** - * A spot light source emits light in a specific angle. It has a position - * and a direction it is pointing to. A good example for a spot light is - * a light spot in sport arenas. - */ - SPOT = 0x3 - } - - /** - * Helper structure to describe a light source. - * - * Assimp supports multiple sorts of light sources, including directional, - * point and spot lights. All of them are defined with just a single - * structure and distinguished by their parameters. - * - * Note: Some file formats (such as 3DS, ASE) export a "target point" – the - * point a spot light is looking at (it can even be animated). Assimp - * writes the target point as a subnode of a spotlights's main node, called - * <code>[spotName].Target</code>. However, this is just additional - * information then, the transformation tracks of the main node make the - * spot light already point in the right direction. - */ - struct aiLight { - /** - * 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 scenehierarchy and can be - * animated. - */ - aiString mName; - - /** - * The type of the light source. - * - * <code>aiLightSource.UNDEFINED</code> is not a valid value for this - * member. - */ - aiLightSourceType mType; - - /** - * 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. - */ - aiVector3D mPosition; - - /** - * 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. - */ - aiVector3D mDirection; - - /** - * Constant light attenuation factor. - * - * The intensity of the light source at a given distance - * <code>d</code> from the light's position is - * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member - * corresponds to the <code>att0</code> variable in the equation. - * - * Naturally undefined for directional lights. - */ - float mAttenuationConstant; - - /** - * Linear light attenuation factor. - * - * The intensity of the light source at a given distance - * <code>d</code> from the light's position is - * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member - * corresponds to the <code>att1</code> variable in the equation. - * - * Naturally undefined for directional lights. - */ - float mAttenuationLinear; - - /** - * Quadratic light attenuation factor. - * - * The intensity of the light source at a given distance - * <code>d</code> from the light's position is - * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member - * corresponds to the <code>att2</code> variable in the equation. - * - * Naturally undefined for directional lights. - */ - float mAttenuationQuadratic; - - /** - * 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. - */ - aiColor3D mColorDiffuse; - - /** - * 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. - */ - aiColor3D mColorSpecular; - - /** - * 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. - */ - aiColor3D mColorAmbient; - - /** - * 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. - */ - float mAngleInnerCone; - - /** - * 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. - */ - float mAngleOuterCone; - } -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/loader.d b/src/mesh/assimp-master/port/dAssimp/assimp/loader.d deleted file mode 100644 index 279f0a7..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/loader.d +++ /dev/null @@ -1,193 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Provides facilities for dynamically loading the Assimp library. - * - * Currently requires Tango, but there is no reason why Phobos could not be - * supported too. - */ -module assimp.loader; - -import assimp.api; -import tango.io.Stdout; -import tango.sys.SharedLib; - -const uint ASSIMP_BINDINGS_MAJOR = 2; -const uint ASSIMP_BINDINGS_MINOR = 0; - -/** - * Loader class for dynamically loading the Assimp library. - * - * The library is »reference-counted«, meaning that the library is not - * unloaded on a call to <code>unload()</code> if there are still other - * references to it. - */ -struct Assimp { -public: - /** - * Loads the library if it is not already loaded and increases the - * reference counter. - * - * The library file (<code>libassimp.so</code> on POSIX systems, - * <code>Assimp32.dll</code> on Win32) is loaded via Tango's SharedLib - * class. - */ - static void load() { - if ( m_sRefCount == 0 ) { - version ( Posix ) { - version ( OSX ) { - m_sLibrary = SharedLib.load( "libassimp.dylib" ); - } else { - m_sLibrary = SharedLib.load( "libassimp.so" ); - } - } - version ( Win32 ) { - m_sLibrary = SharedLib.load( "Assimp32.dll" ); - } - - // Versioning - mixin( bindCode( "aiGetLegalString" ) ); - mixin( bindCode( "aiGetVersionMinor" ) ); - mixin( bindCode( "aiGetVersionMajor" ) ); - mixin( bindCode( "aiGetVersionRevision" ) ); - mixin( bindCode( "aiGetCompileFlags" ) ); - - // Check for version mismatch between the external, dynamically loaded - // library and the version the bindings were created against. - uint libMajor = aiGetVersionMajor(); - uint libMinor = aiGetVersionMinor(); - - if ( ( libMajor < ASSIMP_BINDINGS_MAJOR ) || - ( libMinor < ASSIMP_BINDINGS_MINOR ) ) { - Stdout.format( - "WARNING: Assimp version too old (loaded library: {}.{}, " ~ - "bindings: {}.{})!", - libMajor, - libMinor, - ASSIMP_BINDINGS_MAJOR, - ASSIMP_BINDINGS_MINOR - ).newline; - } - - if ( libMajor > ASSIMP_BINDINGS_MAJOR ) { - Stdout.format( - "WARNING: Assimp version too new (loaded library: {}.{}, " ~ - "bindings: {}.{})!", - libMajor, - libMinor, - ASSIMP_BINDINGS_MAJOR, - ASSIMP_BINDINGS_MINOR - ).newline; - } - - // General API - mixin( bindCode( "aiImportFile" ) ); - mixin( bindCode( "aiImportFileEx" ) ); - mixin( bindCode( "aiImportFileFromMemory" ) ); - mixin( bindCode( "aiApplyPostProcessing" ) ); - mixin( bindCode( "aiGetPredefinedLogStream" ) ); - mixin( bindCode( "aiAttachLogStream" ) ); - mixin( bindCode( "aiEnableVerboseLogging" ) ); - mixin( bindCode( "aiDetachLogStream" ) ); - mixin( bindCode( "aiDetachAllLogStreams" ) ); - mixin( bindCode( "aiReleaseImport" ) ); - mixin( bindCode( "aiGetErrorString" ) ); - mixin( bindCode( "aiIsExtensionSupported" ) ); - mixin( bindCode( "aiGetExtensionList" ) ); - mixin( bindCode( "aiGetMemoryRequirements" ) ); - mixin( bindCode( "aiSetImportPropertyInteger" ) ); - mixin( bindCode( "aiSetImportPropertyFloat" ) ); - mixin( bindCode( "aiSetImportPropertyString" ) ); - - // Mathematical functions - mixin( bindCode( "aiCreateQuaternionFromMatrix" ) ); - mixin( bindCode( "aiDecomposeMatrix" ) ); - mixin( bindCode( "aiTransposeMatrix4" ) ); - mixin( bindCode( "aiTransposeMatrix3" ) ); - mixin( bindCode( "aiTransformVecByMatrix3" ) ); - mixin( bindCode( "aiTransformVecByMatrix4" ) ); - mixin( bindCode( "aiMultiplyMatrix4" ) ); - mixin( bindCode( "aiMultiplyMatrix3" ) ); - mixin( bindCode( "aiIdentityMatrix3" ) ); - mixin( bindCode( "aiIdentityMatrix4" ) ); - - // Material system - mixin( bindCode( "aiGetMaterialProperty" ) ); - mixin( bindCode( "aiGetMaterialFloatArray" ) ); - mixin( bindCode( "aiGetMaterialIntegerArray" ) ); - mixin( bindCode( "aiGetMaterialColor" ) ); - mixin( bindCode( "aiGetMaterialString" ) ); - mixin( bindCode( "aiGetMaterialTextureCount" ) ); - mixin( bindCode( "aiGetMaterialTexture" ) ); - } - ++m_sRefCount; - } - - /** - * Decreases the reference counter and unloads the library if this was the - * last reference. - */ - static void unload() { - assert( m_sRefCount > 0 ); - --m_sRefCount; - - if ( m_sRefCount == 0 ) { - m_sLibrary.unload(); - } - } - -private: - /// Current number of references to the library. - static uint m_sRefCount; - - /// Library handle. - static SharedLib m_sLibrary; -} - -/** - * Private helper function which constructs the bind command for a symbol to - * keep the code DRY. - */ -private char[] bindCode( char[] symbol ) { - return symbol ~ " = cast( typeof( " ~ symbol ~ - " ) )m_sLibrary.getSymbol( `" ~ symbol ~ "` );"; -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/material.d b/src/mesh/assimp-master/port/dAssimp/assimp/material.d deleted file mode 100644 index f0eae86..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/material.d +++ /dev/null @@ -1,641 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Contains the material system which stores the imported material information. - */ -module assimp.material; - -import assimp.math; -import assimp.types; - -extern ( C ) { - /** - * Default material names for meshes without UV coordinates. - */ - const char* AI_DEFAULT_MATERIAL_NAME = "aiDefaultMat"; - - /** - * Default material names for meshes with UV coordinates. - */ - const char* AI_DEFAULT_TEXTURED_MATERIAL_NAME = "TexturedDefaultMaterial"; - - /** - * Defines how the Nth texture of a specific type is combined with the - * result of all previous layers. - * - * Example (left: key, right: value): - * <pre> DiffColor0 - gray - * DiffTextureOp0 - aiTextureOpMultiply - * DiffTexture0 - tex1.png - * DiffTextureOp0 - aiTextureOpAdd - * DiffTexture1 - tex2.png</pre> - * Written as equation, the final diffuse term for a specific pixel would be: - * <pre>diffFinal = DiffColor0 * sampleTex( DiffTexture0, UV0 ) + - * sampleTex( DiffTexture1, UV0 ) * diffContrib;</pre> - * where <code>diffContrib</code> is the intensity of the incoming light for - * that pixel. - */ - enum aiTextureOp : uint { - /** - * <code>T = T1 * T2</code> - */ - Multiply = 0x0, - - /** - * <code>T = T1 + T2</code> - */ - Add = 0x1, - - /** - * <code>T = T1 - T2</code> - */ - Subtract = 0x2, - - /** - * <code>T = T1 / T2</code> - */ - Divide = 0x3, - - /** - * <code>T = ( T1 + T2 ) - ( T1 * T2 )</code> - */ - SmoothAdd = 0x4, - - /** - * <code>T = T1 + ( T2 - 0.5 )</code> - */ - SignedAdd = 0x5 - } - - /** - * Defines how UV coordinates outside the <code>[0..1]</code> range are - * handled. - * - * Commonly referred to as 'wrapping mode'. - */ - enum aiTextureMapMode : uint { - /** - * A texture coordinate <code>u | v</code> is translated to - * <code>(u%1) | (v%1)</code>. - */ - Wrap = 0x0, - - /** - * Texture coordinates are clamped to the nearest valid value. - */ - Clamp = 0x1, - - /** - * If the texture coordinates for a pixel are outside - * <code>[0..1]</code>, the texture is not applied to that pixel. - */ - Decal = 0x3, - - /** - * A texture coordinate <code>u | v</code> becomes - * <code>(u%1) | (v%1)</code> if <code>(u-(u%1))%2</code> is - * zero and <code>(1-(u%1)) | (1-(v%1))</code> otherwise. - */ - Mirror = 0x2 - } - - /** - * Defines how the mapping coords for a texture are generated. - * - * Real-time applications typically require full UV coordinates, so the use of - * the <code>aiProcess.GenUVCoords</code> step is highly recommended. It - * generates proper UV channels for non-UV mapped objects, as long as an - * accurate description how the mapping should look like (e.g spherical) is - * given. See the <code>AI_MATKEY_MAPPING</code> property for more details. - */ - enum aiTextureMapping : uint { - /** - * The mapping coordinates are taken from an UV channel. - * - * The <code>AI_MATKEY_UVSRC</code> key specifies from which (remember, - * meshes can have more than one UV channel). - */ - UV = 0x0, - - /** - * Spherical mapping. - */ - SPHERE = 0x1, - - /** - * Cylindrical mapping. - */ - CYLINDER = 0x2, - - /** - * Cubic mapping. - */ - BOX = 0x3, - - /** - * Planar mapping. - */ - PLANE = 0x4, - - /** - * Undefined mapping. - */ - OTHER = 0x5 - } - - /** - * Defines the purpose of a texture - * - * This is a very difficult topic. Different 3D packages support different - * kinds of textures. For very common texture types, such as bumpmaps, the - * rendering results depend on implementation details in the rendering - * pipelines of these applications. Assimp loads all texture references from - * the model file and tries to determine which of the predefined texture - * types below is the best choice to match the original use of the texture - * as closely as possible. - * - * In content pipelines you'll usually define how textures have to be - * handled, and the artists working on models have to conform to this - * specification, regardless which 3D tool they're using. - */ - enum aiTextureType : uint { - /** - * No texture, but the value to be used for - * <code>aiMaterialProperty.mSemantic</code> for all material properties - * <em>not</em> related to textures. - */ - NONE = 0x0, - - /** - * The texture is combined with the result of the diffuse lighting - * equation. - */ - DIFFUSE = 0x1, - - /** - * The texture is combined with the result of the specular lighting - * equation. - */ - SPECULAR = 0x2, - - /** - * The texture is combined with the result of the ambient lighting - * equation. - */ - AMBIENT = 0x3, - - /** - * The texture is added to the result of the lighting calculation. It - * isn't influenced by incoming light. - */ - EMISSIVE = 0x4, - - /** - * The texture is a height map. - * - * By convention, higher grey-scale values stand for higher elevations - * from the base height. - */ - HEIGHT = 0x5, - - /** - * The texture is a (tangent space) normal-map. - * - * Again, there are several conventions for tangent-space normal maps. - * Assimp does (intentionally) not differenciate here. - */ - 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. - */ - SHININESS = 0x7, - - /** - * The texture defines per-pixel opacity. - * - * Usually white means opaque and black means transparent. - */ - OPACITY = 0x8, - - /** - * Displacement texture. - * - * The exact purpose and format is application-dependent. Higher color - * values stand for higher vertex displacements. - */ - DISPLACEMENT = 0x9, - - /** - * Lightmap or ambient occlusion texture. - * - * 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. - */ - LIGHTMAP = 0xA, - - /** - * Reflection texture. - * - * Contains the color of a perfect mirror reflection. Rarely used, almost - * never for real-time applications. - */ - 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. - */ - UNKNOWN = 0xC - } - - /** - * Defines all shading models supported by the library - * - * The list of shading modes has been taken from Blender. See Blender - * documentation for more information. The API does not distinguish between - * "specular" and "diffuse" shaders (thus the specular term for diffuse - * shading models like Oren-Nayar remains undefined). - * - * Again, this value is just a hint. Assimp tries to select the shader whose - * most common implementation matches the original rendering results of the - * 3D modeller which wrote a particular model as closely as possible. - */ - enum aiShadingMode : uint { - /** - * Flat shading. - * - * Shading is done on per-face base diffuse only. Also known as - * »faceted shading«. - */ - Flat = 0x1, - - /** - * Simple Gouraud shading. - */ - Gouraud = 0x2, - - /** - * Phong-Shading. - */ - Phong = 0x3, - - /** - * Phong-Blinn-Shading. - */ - Blinn = 0x4, - - /** - * Per-pixel toon shading. - * - * Often referred to as »comic shading«. - */ - Toon = 0x5, - - /** - * Per-pixel Oren-Nayar shading. - * - * Extension to standard Lambertian shading, taking the roughness of the - * material into account. - */ - OrenNayar = 0x6, - - /** - * Per-pixel Minnaert shading. - * - * Extension to standard Lambertian shading, taking the "darkness" of the - * material into account. - */ - Minnaert = 0x7, - - /** - * Per-pixel Cook-Torrance shading. - * - * Special shader for metallic surfaces. - */ - CookTorrance = 0x8, - - /** - * No shading at all. - * - * Constant light influence of 1. - */ - NoShading = 0x9, - - /** - * Fresnel shading. - */ - Fresnel = 0xa - } - - /** - * Defines some mixed flags for a particular texture. - * - * Usually you'll instruct your cg artists how textures have to look like - * and how they will be processed in your application. However, if you use - * Assimp for completely generic loading purposes you might also need to - * process these flags in order to display as many 'unknown' 3D models as - * possible correctly. - * - * This corresponds to the <code>AI_MATKEY_TEXFLAGS</code> property. - */ - enum aiTextureFlags : uint { - /** - * The texture's color values have to be inverted (i.e. <code>1-n</code> - * component-wise). - */ - Invert = 0x1, - - /** - * Explicit request to the application to process the alpha channel of the - * texture. - * - * Mutually exclusive with <code>IgnoreAlpha</code>. These flags are - * set if the library can say for sure that the alpha channel is used/is - * not used. If the model format does not define this, it is left to the - * application to decide whether the texture alpha channel – if any – is - * evaluated or not. - */ - UseAlpha = 0x2, - - /** - * Explicit request to the application to ignore the alpha channel of the - * texture. - * - * Mutually exclusive with <code>UseAlpha</code>. - */ - IgnoreAlpha = 0x4 - } - - - /** - * Defines alpha-blend flags. - * - * If you're familiar with OpenGL or D3D, these flags aren't new to you. - * They define how the final color value of a pixel is computed, based on - * the previous color at that pixel and the new color value from the - * material. - * - * The basic blending formula is - * <code>SourceColor * SourceBlend + DestColor * DestBlend</code>, - * where <code>DestColor</code> is the previous color in the framebuffer at - * this position and <code>SourceColor</code> is the material color before - * the transparency calculation. - * - * This corresponds to the <code>AI_MATKEY_BLEND_FUNC</code> property. - */ - enum aiBlendMode :uint { - /** - * Formula: - * <code>SourceColor * SourceAlpha + DestColor * (1 - SourceAlpha)</code> - */ - Default = 0x0, - - /** - * Additive blending. - * - * Formula: <code>SourceColor*1 + DestColor*1</code> - */ - Additive = 0x1 - } - - /** - * Defines how an UV channel is transformed. - * - * This is just a helper structure for the <code>AI_MATKEY_UVTRANSFORM</code> - * key. See its documentation for more details. - */ - struct aiUVTransform { - align ( 1 ) : - /** - * Translation on the u and v axes. - * - * The default value is (0|0). - */ - aiVector2D mTranslation; - - /** - * Scaling on the u and v axes. - * - * The default value is (1|1). - */ - aiVector2D mScaling; - - /** - * Rotation - in counter-clockwise direction. - * - * The rotation angle is specified in radians. The rotation center is - * 0.5|0.5. The default value is 0. - */ - float mRotation; - } - - /** - * A very primitive RTTI system to store the data type of a material - * property. - */ - enum aiPropertyTypeInfo : uint { - /** - * Array of single-precision (32 bit) floats. - * - * It is possible to use <code>aiGetMaterialInteger[Array]()</code> to - * query properties stored in floating-point format. The material system - * performs the type conversion automatically. - */ - Float = 0x1, - - /** - * aiString property. - * - * Arrays of strings aren't possible, <code>aiGetMaterialString()</code> - * must be used to query a string property. - */ - String = 0x3, - - /** - * Array of (32 bit) integers. - * - * It is possible to use <code>aiGetMaterialFloat[Array]()</code> to - * query properties stored in integer format. The material system - * performs the type conversion automatically. - */ - Integer = 0x4, - - /** - * Simple binary buffer, content undefined. Not convertible to anything. - */ - Buffer = 0x5 - } - - /** - * Data structure for a single material property. - * - * As an user, you'll probably never need to deal with this data structure. - * Just use the provided <code>aiGetMaterialXXX()</code> functions to query - * material properties easily. Processing them manually is faster, but it is - * not the recommended way. It isn't worth the effort. - * - * Material property names follow a simple scheme: - * - * <code>$[name]</code>: A public property, there must be a corresponding - * AI_MATKEY_XXX constant. - * - * <code>?[name]</code>: Also public, but ignored by the - * <code>aiProcess.RemoveRedundantMaterials</code> post-processing step. - * - * <code>~[name]</code>: A temporary property for internal use. - */ - struct aiMaterialProperty { - /** - * Specifies the name of the property (key). - * - * Keys are generally case insensitive. - */ - aiString mKey; - - /** - * For texture properties, this specifies the exact usage semantic. - * - * For non-texture properties, this member is always 0 (or rather - * <code>aiTextureType.NONE</code>). - */ - uint mSemantic; - - /** - * For texture properties, this specifies the index of the texture. - * - * For non-texture properties, this member is always 0. - */ - uint mIndex; - - /** - * Size of the buffer <code>mData</code> is pointing to (in bytes). - * - * This value may not be 0. - */ - uint mDataLength; - - /** - * 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. - */ - aiPropertyTypeInfo mType; - - /** - * Binary buffer to hold the property's value. - * - * The size of the buffer is always <code>mDataLength</code>. - */ - char* mData; - } - - /** - * Data structure for a material - * - * Material data is stored using a key-value structure. A single key-value - * pair is called a <em>material property</em>. The properties can be - * queried using the <code>aiMaterialGetXXX</code> family of functions. The - * library defines a set of standard keys (AI_MATKEY_XXX). - */ - struct aiMaterial { - /** - * List of all material properties loaded. - */ - aiMaterialProperty** mProperties; - - /** - * Number of properties loaded. - */ - uint mNumProperties; - uint mNumAllocated; /// ditto - } - - /** - * Standard material property keys. Always pass 0 for texture type and index - * when querying these keys. - */ - const char* AI_MATKEY_NAME = "?mat.name"; - const char* AI_MATKEY_TWOSIDED = "$mat.twosided"; /// ditto - const char* AI_MATKEY_SHADING_MODEL = "$mat.shadingm"; /// ditto - const char* AI_MATKEY_ENABLE_WIREFRAME = "$mat.wireframe"; /// ditto - const char* AI_MATKEY_BLEND_FUNC = "$mat.blend"; /// ditto - const char* AI_MATKEY_OPACITY = "$mat.opacity"; /// ditto - const char* AI_MATKEY_BUMPSCALING = "$mat.bumpscaling"; /// ditto - const char* AI_MATKEY_SHININESS = "$mat.shininess"; /// ditto - const char* AI_MATKEY_REFLECTIVITY = "$mat.reflectivity"; /// ditto - const char* AI_MATKEY_SHININESS_STRENGTH = "$mat.shinpercent"; /// ditto - const char* AI_MATKEY_REFRACTI = "$mat.refracti"; /// ditto - const char* AI_MATKEY_COLOR_DIFFUSE = "$clr.diffuse"; /// ditto - const char* AI_MATKEY_COLOR_AMBIENT = "$clr.ambient"; /// ditto - const char* AI_MATKEY_COLOR_SPECULAR = "$clr.specular"; /// ditto - const char* AI_MATKEY_COLOR_EMISSIVE = "$clr.emissive"; /// ditto - const char* AI_MATKEY_COLOR_TRANSPARENT = "$clr.transparent"; /// ditto - const char* AI_MATKEY_COLOR_REFLECTIVE = "$clr.reflective"; /// ditto - const char* AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = "?bg.global"; /// ditto - - /** - * Texture material property keys. Do not forget to specify texture type and - * index for these keys. - */ - const char* AI_MATKEY_TEXTURE = "$tex.file"; - const char* AI_MATKEY_UVWSRC = "$tex.uvwsrc"; /// ditto - const char* AI_MATKEY_TEXOP = "$tex.op"; /// ditto - const char* AI_MATKEY_MAPPING = "$tex.mapping"; /// ditto - const char* AI_MATKEY_TEXBLEND = "$tex.blend"; /// ditto - const char* AI_MATKEY_MAPPINGMODE_U = "$tex.mapmodeu"; /// ditto - const char* AI_MATKEY_MAPPINGMODE_V = "$tex.mapmodev"; /// ditto - const char* AI_MATKEY_TEXMAP_AXIS = "$tex.mapaxis"; /// ditto - const char* AI_MATKEY_UVTRANSFORM = "$tex.uvtrafo"; /// ditto - const char* AI_MATKEY_TEXFLAGS = "$tex.flags"; /// ditto -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/math.d b/src/mesh/assimp-master/port/dAssimp/assimp/math.d deleted file mode 100644 index 057bbd5..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/math.d +++ /dev/null @@ -1,155 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Mathematical structures in which the imported data is stored. - */ -module assimp.math; - -extern( C ) { - /** - * Represents a two-dimensional vector. - */ - struct aiVector2D { - align ( 1 ): - float x, y; - } - - /** - * Represents a three-dimensional vector. - */ - struct aiVector3D { - align ( 1 ): - float x, y, z; - } - - /** - * Represents a quaternion. - */ - struct aiQuaternion { - float w, x, y, z; - } - - /** - * Represents a row-major 3x3 matrix - * - * There is much confusion about matrix layouts (column vs. row order). This - * is <em>always</em> a row-major matrix, even when using the - * <code>ConvertToLeftHanded</code> post processing step. - */ - struct aiMatrix3x3 { - float a1, a2, a3; - float b1, b2, b3; - float c1, c2, c3; - } - - /** - * Represents a row-major 3x3 matrix - * - * There is much confusion about matrix layouts (column vs. row order). This - * is <em>always</em> a row-major matrix, even when using the - * <code>ConvertToLeftHanded</code> post processing step. - */ - struct aiMatrix4x4 { - align ( 1 ): - float a1, a2, a3, a4; - float b1, b2, b3, b4; - float c1, c2, c3, c4; - float d1, d2, d3, d4; - } - - /** - * Represents a plane in a three-dimensional, euclidean space - */ - struct aiPlane { - align ( 1 ): - /** - * Coefficients of the plane equation (<code>ax + by + cz = d</code>). - */ - float a; - float b; /// ditto - float c; /// ditto - float d; /// ditto - } - - /** - * Represents a ray. - */ - struct aiRay { - align ( 1 ): - /** - * Origin of the ray. - */ - aiVector3D pos; - - /** - * Direction of the ray. - */ - aiVector3D dir; - } - - /** - * Represents a color in RGB space. - */ - struct aiColor3D { - align ( 1 ): - /** - * Red, green and blue values. - */ - float r; - float g; /// ditto - float b; /// ditto - } - - /** - * Represents a color in RGB space including an alpha component. - */ - struct aiColor4D { - align ( 1 ): - /** - * Red, green, blue and alpha values. - */ - float r; - float g; /// ditto - float b; /// ditto - float a; /// ditto - } -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/mesh.d b/src/mesh/assimp-master/port/dAssimp/assimp/mesh.d deleted file mode 100644 index 48162b7..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/mesh.d +++ /dev/null @@ -1,465 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Contains the data structures in which the imported geometry is returned by - * Assimp. - */ -module assimp.mesh; - -import assimp.math; -import assimp.types; - -extern ( C ) { - /* - * These limits are required to match the settings Assimp was compiled - * against. Therefore, do not redefine them unless you build the library - * from source using the same definitions. - */ - - /** - * Maximum number of indices per face (polygon). - */ - const AI_MAX_FACE_INDICES = 0x7fff; - - /** - * Maximum number of indices per face (polygon). - */ - const AI_MAX_BONE_WEIGHTS = 0x7fffffff; - - /** - * Maximum number of vertices per mesh. - */ - const AI_MAX_VERTICES = 0x7fffffff; - - /** - * Maximum number of faces per mesh. - */ - const AI_MAX_FACES = 0x7fffffff; - - /** - * Supported number of vertex color sets per mesh. - */ - const AI_MAX_NUMBER_OF_COLOR_SETS = 0x4; - - /** - * Supported number of texture coord sets (UV(W) channels) per mesh. - */ - const AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x4; - - - /** - * A single face in a mesh, referring to multiple vertices. - * - * If <code>mNumIndices</code> is 3, we call the face <em>triangle</em>, for - * for <code>mNumIndices > 3</code> it's called <em>polygon</em>. - * - * <code>aiMesh.mPrimitiveTypes</code> can be queried to quickly examine - * which types of primitive are actually present in a mesh. The - * <code>aiProcess.SortByPType</code> flag post-processing step splits - * meshes containing different primitive types (e.g. lines and triangles) in - * several "clean" submeshes. - * - * Furthermore, there is a configuration option - * (<code>AI_CONFIG_PP_SBP_REMOVE</code>) to force <code>SortByPType</code> - * to completely remove specific kinds of primitives from the imported scene. - * In many cases you'll probably want to set this setting to - * <code>aiPrimitiveType.LINE | aiPrimitiveType.POINT</code>. Together with - * the <code>aiProcess.Triangulate</code> flag you can then be sure that - * <code>mNumIndices</code> is always 3. - */ - struct aiFace { - /** - * Number of indices defining this face. - * - * The maximum value for this member is <code>AI_MAX_FACE_INDICES</code>. - */ - uint mNumIndices; - - /** - * Array of the indices defining the face. - * - * The size is given in <code>mNumIndices</code>. - */ - uint* mIndices; - } - - /** - * A single influence of a bone on a vertex. - */ - struct aiVertexWeight { - /** - * Index of the vertex which is influenced by the bone. - */ - uint mVertexId; - - /** - * The strength of the influence in the range <code>[0..1]</code>. - * - * The influence from all bones at one vertex sums up to 1. - */ - float mWeight; - } - - /** - * A single bone of a mesh. - * - * A bone has a name by which it can be found in the frame hierarchy and by - * which it can be addressed by animations. In addition it has a number of - * influences on vertices. - */ - struct aiBone { - /** - * The name of the bone. - */ - aiString mName; - - /** - * The number of vertices affected by this bone. - * - * The maximum value for this member is <code>AI_MAX_BONE_WEIGHTS</code>. - */ - uint mNumWeights; - - /** - * The vertices affected by this bone. - * - * This array is <code>mNumWeights</code> entries in size. - */ - aiVertexWeight* mWeights; - - /** - * Matrix that transforms from mesh space to bone space (in the bind - * pose). - */ - aiMatrix4x4 mOffsetMatrix; - } - - /** - * Enumerates the types of geometric primitives supported by Assimp. - * - * See: <code>aiFace</code>, <code>aiProcess.SortByPType</code>, - * <code>aiProcess.Triangulate</code>, - * <code>AI_CONFIG_PP_SBP_REMOVE</code>. - */ - enum aiPrimitiveType : uint { - /** A point primitive. - * - * This is just a single vertex in the virtual world, - * <code>aiFace</code> contains just one index for such a primitive. - */ - POINT = 0x1, - - /** A line primitive. - * - * This is a line defined through a start and an end position. - * <code>aiFace</code> contains exactly two indices for such a primitive. - */ - LINE = 0x2, - - /** A triangular primitive. - * - * A triangle consists of three indices. - */ - TRIANGLE = 0x4, - - /** A higher-level polygon with more than 3 edges. - * - * A triangle is a polygon, but in this context, polygon means - * "all polygons that are not triangles". The <code>Triangulate</code> - * post processing step is provided for your convenience, it splits all - * polygons in triangles (which are much easier to handle). - */ - POLYGON = 0x8 - } - - // Note: The AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) macro from the C headers is - // missing since there is probably not much use for it when just reading - // scene files. - - /** - * NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores - * per-vertex animations for a particular frame. - * - * You may think of an <code>aiAnimMesh</code> as a `patch` for the host - * mesh, which replaces only certain vertex data streams at a particular - * time. - * - * Each mesh stores n attached attached meshes (<code>aiMesh.mAnimMeshes</code>). - * The actual relationship between the time line and anim meshes is - * established by #aiMeshAnim, which references singular mesh attachments - * by their ID and binds them to a time offset. - */ - struct aiAnimMesh { - /** - * 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). - */ - aiVector3D* mVertices; - - /// Replacement for <code>aiMesh.mNormals</code>. - aiVector3D* mNormals; - - /// Replacement for <code>aiMesh.mTangents</code>. - aiVector3D* mTangents; - - /// Replacement for <code>aiMesh.mBitangents</code>. - aiVector3D* mBitangents; - - /// Replacement for <code>aiMesh.mColors</code>. - aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ]; - - /// Replacement for <code>aiMesh.mTextureCoords</code>. - aiVector3D* mTextureCoords[ 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. - */ - uint mNumVertices; - } - - /** - * A mesh represents a geometry or model with a single material. - * - * It usually consists of a number of vertices and a series - * primitives/faces referencing the vertices. In addition there might be a - * series of bones, each of them addressing a number of vertices with a - * certain weight. Vertex data is presented in channels with each channel - * containing a single per-vertex information such as a set of texture - * coords or a normal vector. If a data pointer is non-null, the - * corresponding data stream is present. - * - * A mesh uses only a single material which is referenced by a material ID. - * - * Note: The <code>mPositions</code> member is usually not optional. - * However, vertex positions <em>could</em> be missing if the - * <code>AI_SCENE_FLAGS_INCOMPLETE</code> flag is set in - * <code>aiScene.mFlags</code>. - */ - struct aiMesh { - /** - * Bitwise combination of <code>aiPrimitiveType</code> members. - * - * This specifies which types of primitives are present in the mesh. - * The <code>SortByPrimitiveType</code> post processing step can be used - * to make sure the output meshes consist of one primitive type each. - */ - uint mPrimitiveTypes; - - /** - * 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 <code>AI_MAX_VERTICES</code>. - */ - uint mNumVertices; - - /** - * The number of primitives (triangles, polygons, lines) in this mesh. - * - * This is also the size of the <code>mFaces</code> array. The maximum - * value for this member is <code>AI_MAX_FACES</code>. - */ - uint mNumFaces; - - /** - * Vertex positions. - * - * This array is always present in a mesh. The array is - * <code>mNumVertices</code> in size. - */ - aiVector3D* mVertices; - - /** - * Vertex normals. - * - * The array contains normalized vectors, null if not present. - * The array is <code>mNumVertices</code> 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 <code>QNAN</code>. - * - * 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. - */ - aiVector3D* mNormals; - - /** - * 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 <code>mNumVertices</code> 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 - * <code>QNAN</code>. - * - * Note: If the mesh contains tangents, it automatically also contains - * bitangents (the bitangent is just the cross product of tangent and - * normal vectors). - */ - aiVector3D* mTangents; - - /** - * 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 <code>mNumVertices</code> in size. - * - * Note: If the mesh contains tangents, it automatically also contains - * bitangents. - */ - aiVector3D* mBitangents; - - /** - * Vertex color sets. - * - * A mesh may contain 0 to <code>AI_MAX_NUMBER_OF_COLOR_SETS</code> - * vertex colors per vertex. null if not present. - * - * Each array is <code>mNumVertices</code> in size if present. - */ - aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ]; - - /** - * Vertex texture coords, also known as UV channels. - * A mesh may contain 0 to <code>AI_MAX_NUMBER_OF_TEXTURECOORDS</code> - * per vertex. null if not present. - * - * Each array is <code>mNumVertices</code> in size. - */ - aiVector3D* mTextureCoords[ 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 <code>n</code>, the - * component <code>p.z</code> of <code>mTextureCoords[n][p]</code> is set - * to 0. If the value is 1 for a given channel, <code>p.y</code> is set - * to 0, too. If this value is 0, 2 should be assumed. - * - * Note: 4D coords are not supported. - */ - uint mNumUVComponents[ AI_MAX_NUMBER_OF_TEXTURECOORDS ]; - - /** - * The faces the mesh is contstructed 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 <code>mNumFaces</code>. If the - * <code>AI_SCENE_FLAGS_NON_VERBOSE_FORMAT</code> is <em>not</em> set, - * each face references an unique set of vertices. - */ - aiFace* mFaces; - - /** - * The number of bones this mesh contains. - * - * Can be 0, in which case the <code>mBones</code> array is null. - */ - uint mNumBones; - - /** - * 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. - */ - aiBone** mBones; - - /** - * 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. - */ - uint mMaterialIndex; - - /** - * 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. - */ - aiString mName; - - /// NOT CURRENTLY IN USE. The number of attachment meshes. - uint mNumAnimMeshes; - - /** - * NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex- - * based animation. - * - * Attachment meshes carry replacement data for some of the mesh's - * vertex components (usually positions, normals). - */ - aiAnimMesh** mAnimMeshes; - } -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d b/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d deleted file mode 100644 index 343bb36..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d +++ /dev/null @@ -1,597 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Definitions for import post processing steps. - */ -module assimp.postprocess; - -extern ( C ) { - /** - * Defines the flags for all possible post processing steps. - * - * See: <code>aiImportFile</code>, <code>aiImportFileEx</code> - */ - enum aiPostProcessSteps { - /** - * 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 is a - * config setting, <code>AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</code>, - * which allows you to specify a maximum smoothing angle for the - * algorithm. However, usually you will want to use the default value. - */ - CalcTangentSpace = 0x1, - - /** - * Identifies and joins identical vertex data sets within all imported - * meshes. - * - * After this step is run each mesh does contain only unique vertices - * anymore, so a vertex is possibly 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 will just waste - * rendering time. <em>If this flag is not specified</em>, no vertices - * are referenced by more than one face and <em>no index buffer is - * required</em> for rendering. - */ - JoinIdenticalVertices = 0x2, - - /** - * Converts all the imported data to a left-handed coordinate space. - * - * By default the data is returned in a right-handed coordinate space - * which for example OpenGL prefers. In this space, +X points to the - * right, +Z points towards the viewer and 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 will probably want to consider this flag if you use Direct3D for - * rendering. The <code>ConvertToLeftHanded</code> flag supersedes this - * setting and bundles all conversions typically required for D3D-based - * applications. - */ - MakeLeftHanded = 0x4, - - /** - * 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 all higher faces to triangles. - * Line and point primitives are <em>not</em> modified!. - * - * If you want »triangles only« with no other kinds of primitives, - * specify both <code>Triangulate</code> and <code>SortByPType</code> and - * ignore all point and line meshes when you process Assimp's output. - */ - Triangulate = 0x8, - - /** - * 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, <code>AI_CONFIG_PP_RVC_FLAGS</code>. This is quite useful if - * you don't need all parts of the output structure. Especially vertex - * colors are rarely used today. - * - * Calling this step to remove unrequired stuff from the pipeline as - * early as possible results in an increased performance and a better - * optimized output data structure. - * - * This step is also useful if you want to force Assimp to recompute - * normals or tangents since the corresponding steps don't recompute them - * if they have already been loaded from the source asset. - * - * 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, it has per-face vertex colors. Because of the vertex - * colors (which are not even used by most apps), - * <code>JoinIdenticalVertices</code> cannot join vertices at the same - * position. By using this step, unneeded components are excluded as - * early as possible thus opening more room for internal optimzations. - */ - RemoveComponent = 0x10, - - /** - * Generates normals for all faces of all meshes. - * - * This is ignored if normals are already there at the time where this - * flag is evaluated. Model importers try to load them from the source - * file, so they are usually already there. Face normals are shared - * between all points of a single face, so a single point can have - * multiple normals, which, in other words, enforces the library to - * duplicate vertices in some cases. <code>JoinIdenticalVertices</code> - * is <em>useless</em> then. - * - * This flag may not be specified together with - * <code>GenSmoothNormals</code>. - */ - GenNormals = 0x20, - - /** - * Generates smooth normals for all vertices in the mesh. - * - * This is ignored if normals are already there at the time where this - * flag is evaluated. Model importers try to load them from the source file, so - * they are usually already there. - * - * There is a configuration option, - * <code>AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</code> 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°) results in - * very good visual appearance. - */ - GenSmoothNormals = 0x40, - - /** - * Splits large meshes into smaller submeshes. - * - * This is quite useful for realtime rendering where the number of triangles - * which can be maximally processed in a single draw-call is usually limited - * by the video driver/hardware. 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 - * <code>AI_CONFIG_PP_SLM_VERTEX_LIMIT</code> and - * <code>AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</code> settings. The default - * values are <code>AI_SLM_DEFAULT_MAX_VERTICES</code> and - * <code>AI_SLM_DEFAULT_MAX_TRIANGLES</code>. - * - * Note that splitting is generally a time-consuming task, but not if - * there's nothing to split. The use of this step is recommended for most - * users. - */ - SplitLargeMeshes = 0x80, - - /** - * Removes the node graph and pre-transforms all vertices with the local - * transformation matrices of their nodes. - * - * The output scene does still contain nodes, however, there is only a - * root node with children, each one referencing only one mesh, 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 that have no scenegraph. - * - * The step <em>can</em> 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 <code>AI_CONFIG_PP_PTV_NORMALIZE</code> configuration - * property can be set to normalize the scene's spatial dimension - * to the -1...1 range. - */ - PreTransformVertices = 0x100, - - /** - * Limits the number of bones simultaneously affecting a single vertex to - * a maximum value. - * - * If any vertex is affected by more than that 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 (<code>AI_LMW_MAX_WEIGHTS</code>), - * but you can use the <code>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</code> 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 for you. - */ - LimitBoneWeights = 0x200, - - /** - * 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 to capture Assimp's log output if you use this flag, - * so you can easily find ot what's actually wrong if a file fails the - * validation. The validator is quite rude and will find <em>all</em> - * inconsistencies in the data structure. - * - * Plugin developers are recommended to 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, see <code>aiGetErrorString()</code> for the - * error message.</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, <code>AI_SCENE_FLAGS_VALIDATION_WARNING</code> is - * set in <code>aiScene::mFlags</code></li> - * </ul> - * - * This post-processing step is not time-consuming. It's use is not - * compulsory, but recommended. - */ - ValidateDataStructure = 0x400, - - /** - * 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 - * <tt>http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf</tt>). - * - * If you intend to render huge models in hardware, this step might - * be of interest for you. The <code>AI_CONFIG_PP_ICL_PTCACHE_SIZE</code> - * config setting can be used to fine-tune the cache optimization. - */ - ImproveCacheLocality = 0x800, - - /** - * Searches for redundant/unreferenced materials and removes them. - * - * This is especially useful in combination with the - * <code>PretransformVertices</code> and <code>OptimizeMeshes</code> - * 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 always 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; the material name is one of - * them. So, if you are passing additional information through the - * content pipeline (probably using »magic« material names), don't - * specify this flag. Alternatively take a look at the - * <code>AI_CONFIG_PP_RRM_EXCLUDE_LIST</code> setting. - */ - RemoveRedundantMaterials = 0x1000, - - /** - * This step tries to determine which meshes have normal vectors that are - * acing inwards. - * - * The algorithm is simple but effective: The bounding box of all - * vertices and 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. - */ - FixInfacingNormals = 0x2000, - - /** - * This step splits meshes with more than one primitive type in - * homogeneous submeshes. - * - * The step is executed after the triangulation step. After the step - * returns, just one bit is set in <code>aiMesh.mPrimitiveTypes</code>. - * This is especially useful for real-time rendering where point and line - * primitives are often ignored or rendered separately. - * - * You can use the <code>AI_CONFIG_PP_SBP_REMOVE</code> 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. - */ - SortByPType = 0x8000, - - /** - * This step searches all meshes for degenerated primitives and converts - * them to proper lines or points. - * - * A face is »degenerated« if one or more of its points are identical. - * To have the degenerated stuff not only detected and collapsed but also - * removed, try one of the following procedures: - * - * <b>1.</b> (if you support lines and points for rendering but don't - * want the degenerates) - * <ul> - * <li>Specify the <code>FindDegenerates</code> flag.</li> - * <li>Set the <code>AI_CONFIG_PP_FD_REMOVE</code> option to 1. This will - * cause the step to remove degenerated triangles from the import - * as soon as they're detected. They won't pass any further - * pipeline steps.</li> - * </ul> - * - * <b>2.</b>(if you don't support lines and points at all ...) - * <ul> - * <li>Specify the <code>FindDegenerates</code> flag.</li> - * <li>Specify the <code>SortByPType</code> flag. This moves line and - * point primitives to separate meshes.</li> - * <li>Set the <code>AI_CONFIG_PP_SBP_REMOVE</codet> option to - * <code>aiPrimitiveType_POINTS | aiPrimitiveType_LINES</code> - * to cause SortByPType to reject point and line meshes from the - * scene.</li> - * </ul> - * - * Note: Degenerated polygons are not necessarily bad and that's why - * they're not removed by default. There are several file formats - * which don't support lines or points. Some exporters bypass the - * format specification and write them as degenerated triangle - * instead. - */ - FindDegenerates = 0x10000, - - /** - * This step searches all meshes for invalid data, such as zeroed normal - * vectors or invalid UV coords and removes/fixes 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, e.g. by the <code>GenSmoothNormals</code> step. - * - * 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 <code>AI_CONFIG_PP_FID_ANIM_ACCURACY</code> config property - * decides the accuracy of the check for duplicate animation tracks. - */ - FindInvalidData = 0x20000, - - /** - * 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 tha 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 father app - * compute the UV channels, at least 3ds max, maja, blender, lightwave, - * modo, ... are able to achieve this. - * - * Note: If this step is not requested, you'll need to process the - * <code>AI_MATKEY_MAPPING</code> material property in order to - * display all assets properly. - */ - GenUVCoords = 0x40000, - - /** - * This step applies per-texture UV transformations and bakes them to - * stand-alone vtexture coordinate channelss. - * - * UV transformations are specified per-texture – see the - * <code>AI_MATKEY_UVTRANSFORM</code> material key for more information. - * This step processes all textures with transformed input UV coordinates - * and generates new (pretransformed) UV channel which replace 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 realtime apps by - * transforming texture coordinates at vertex shader stage with a 3x3 - * (homogenous) transformation matrix. - */ - TransformUVCoords = 0x80000, - - /** - * This step searches for duplicate meshes and replaces duplicates with - * references to the first mesh. - * - * This step takes a while, don't use it if you have no time. Its main - * purpose is to workaround the limitation 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 - * currently not support per-node material assignment to meshes, which - * means that identical meshes with differnent materials are currently - * <em>not</em> joined, although this is planned for future versions. - */ - FindInstances = 0x100000, - - /** - * A postprocessing step to reduce the number of meshes. - * - * In fact, it will reduce the number of drawcalls. - * - * This is a very effective optimization and is recommended to be used - * together with <code>OptimizeGraph</code>, if possible. The flag is - * fully compatible with both <code>SplitLargeMeshes</code> and - * <code>SortByPType</code>. - */ - OptimizeMeshes = 0x200000, - - /** - * A postprocessing step to optimize the scene hierarchy. - * - * Nodes with no 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 - * <code>AI_CONFIG_PP_OG_EXCLUDE_LIST</code> 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, complex hierarchies are usually completely lost. That's - * note the right choice 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 <code>OptimizeMeshes</code> for - * best results. - * - * Note: »Crappy« scenes with thousands of extremely small meshes packed - * in deeply nested nodes exist for almost all file formats. - * <code>OptimizeMeshes</code> in combination with - * <code>OptimizeGraph</code> usually fixes them all and makes them - * renderable. - */ - OptimizeGraph = 0x400000, - - /** This step flips all UV coordinates along the y-axis and adjusts - * material settings and bitangents accordingly. - * - * Output UV coordinate system: - * <pre> 0y|0y ---------- 1x|0y - * | | - * | | - * | | - * 0x|1y ---------- 1x|1y</pre> - * You'll probably want to consider this flag if you use Direct3D for - * rendering. The <code>AI_PROCESS_CONVERT_TO_LEFT_HANDED</code> flag - * supersedes this setting and bundles all conversions typically required - * for D3D-based applications. - */ - FlipUVs = 0x800000, - - /** - * This step adjusts the output face winding order to be clockwise. - * - * The default face winding order is counter clockwise. - * - * Output face order: - * <pre> x2 - * - * x0 - * x1</pre> - */ - FlipWindingOrder = 0x1000000 - } - - /** - * Abbrevation for convenience. - */ - alias aiPostProcessSteps aiProcess; - - /** - * Shortcut flag for Direct3D-based applications. - * - * Combines the <code>MakeLeftHanded</code>, <code>FlipUVs</code> and - * <code>FlipWindingOrder</code> flags. The output data matches Direct3D's - * conventions: left-handed geometry, upper-left origin for UV coordinates - * and clockwise face order, suitable for CCW culling. - */ - const aiPostProcessSteps AI_PROCESS_CONVERT_TO_LEFT_HANDED = - aiProcess.MakeLeftHanded | - aiProcess.FlipUVs | - aiProcess.FlipWindingOrder; - - /** - * 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 <code>ConvertToLeftHanded</code> step. If you don't support UV - * transformations in your application, apply the - * <code>TransformUVCoords</code> step, too. - * - * Note: Please take the time to read the doc for the steps enabled by this - * preset. Some of them offer further configurable properties, some of - * them might not be of use for you so it might be better to not specify - * them. - */ - const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_FAST = - aiProcess.CalcTangentSpace | - aiProcess.GenNormals | - aiProcess.JoinIdenticalVertices | - aiProcess.Triangulate | - aiProcess.GenUVCoords | - aiProcess.SortByPType; - - /** - * Default postprocess configuration optimizing the data for real-time - * rendering. - * - * Unlike <code>AI_PROCESS_PRESET_TARGET_REALTIME_FAST</code>, 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 <code>ConvertToLeftHanded</code> step. If you don't support UV - * transformations in your application, apply the - * <code>TransformUVCoords</code> step, too. - * - * Note: Please take the time to read the doc for the steps enabled by this - * preset. Some of them offer further configurable properties, some of - * them might not be of use for you so it might be better to not specify - * them. - */ - const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_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; - - /** - * 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 <code>ConvertToLeftHanded</code> step. If you don't support UV - * transformations in your application, apply the - * <code>TransformUVCoords</code> step, too. - * - * Note: Please take the time to read the doc for the steps enabled by this - * preset. Some of them offer further configurable properties, some of - * them might not be of use for you so it might be better to not specify - * them. - */ - const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_MAX_QUALITY = - AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY | - aiProcess.FindInstances | - aiProcess.ValidateDataStructure | - aiProcess.OptimizeMeshes; -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/scene.d b/src/mesh/assimp-master/port/dAssimp/assimp/scene.d deleted file mode 100644 index deee75a..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/scene.d +++ /dev/null @@ -1,306 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Contains the data structures which store the hierarchy fo the imported data. - */ -module assimp.scene; - -import assimp.animation; -import assimp.camera; -import assimp.light; -import assimp.math; -import assimp.mesh; -import assimp.material; -import assimp.texture; -import assimp.types; - -extern ( C ) { - /** - * A node in the imported hierarchy. - * - * Each node has name, a parent node (except for the root node), a - * transformation relative to its parent and possibly several child nodes. - * Simple file formats don't support hierarchical structures, for these - * formats the imported scene does consist of only a single root node with - * no childs. - */ - struct aiNode { - /** - * 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 animations are usually named. - * Multiple nodes may have the same name, but nodes which are accessed - * by bones (see <code>aiBone</code> and <code>aiMesh.mBones</code>) - * <em>must</em> be unique. - * - * Cameras and lights are assigned to a specific node name – if there are - * multiple nodes with this name, they are assigned to each of them. - * - * There are no limitations regarding the characters contained in this - * string. You should be able to handle stuff like whitespace, tabs, - * linefeeds, quotation marks, ampersands, … - */ - aiString mName; - - /** - * The transformation relative to the node's parent. - */ - aiMatrix4x4 mTransformation; - - /** - * Parent node. - * - * null if this node is the root node. - */ - aiNode* mParent; - - /** - * The number of child nodes of this node. - */ - uint mNumChildren; - - /** - * The child nodes of this node. - * - * null if <code>mNumChildren</code> is 0. - */ - aiNode** mChildren; - - /** - * The number of meshes of this node. - */ - int mNumMeshes; - - /** - * The meshes of this node. - * - * Each entry is an index for <code>aiScene.mMeshes</code>. - */ - uint* mMeshes; - } - - /** - * Flags which are combinated in <code>aiScene.mFlags</code> to store - * auxiliary information about the imported scene. - */ - enum aiSceneFlags : uint { - /** - * Specifies that the scene data structure that was imported is not - * complete. - * - * This flag bypasses some internal validations and allows the import of - * animation skeletons, material libraries or camera animation paths - * using Assimp. Most applications won't support such data. - */ - INCOMPLETE = 0x1, - - /** - * This flag is set by the validation post-processing step - * (<code>aiProcess.ValidateDS</code>) if the validation was successful. - * - * In a validated scene you can be sure that any cross references in the - * data structure (e.g. vertex indices) are valid. - */ - VALIDATED = 0x2, - - /** - * This flag is set by the validation post-processing step - * (<code>aiProcess.ValidateDS</code>) if the validation is successful - * but some issues have been found. - * - * This can for example mean that a texture that does not exist is - * referenced by a material or that the bone weights for a vertex don't - * sum to 1. In most cases you should still be able to use the import. - * - * This flag could be useful for applications which don't capture - * Assimp's log output. - */ - VALIDATION_WARNING = 0x4, - - /** - * This flag is currently only set by the - * <code>aiProcess.JoinIdenticalVertices</code> post-processing step. It - * indicates that the vertices of the output meshes aren't in the - * internal verbose format anymore. In the verbose format all vertices - * are unique, no vertex is ever referenced by more than one face. - */ - NON_VERBOSE_FORMAT = 0x8, - - /** - * Denotes pure height-map terrain data. Pure terrains usually consist of - * quads, sometimes triangles, in a regular grid. The x,y coordinates of - * all vertex positions refer to the x,y coordinates on the terrain - * height map, the z-axis stores the elevation at a specific point. - * - * TER (Terragen) and HMP (3D Game Studio) are height map formats. - * - * Note: Assimp is probably not the best choice for loading <em>huge</em> - * terrains – fully triangulated data takes extremely much storage - * space and should be avoided as long as possible (typically you will - * perform the triangulation when you actually need to render it). - */ - FLAGS_TERRAIN = 0x10 - } - - /** - * The root structure of the imported data. - * - * Everything that was imported from the given file can be accessed from here. - * Objects of this class are generally maintained and owned by Assimp, not - * by the caller. You shouldn't want to instance it, nor should you ever try to - * delete a given scene on your own. - */ - struct aiScene { - /** - * Any combination of the <code>aiSceneFlags</code>. By default, this - * value is 0, no flags are set. - * - * Most applications will want to reject all scenes with the - * <code>aiSceneFlags.INCOMPLETE</code> bit set. - */ - uint mFlags; - - /** - * 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 contents of the imported file. - */ - aiNode* mRootNode; - - /** - * The number of meshes in the scene. - */ - uint mNumMeshes; - - /** - * The array of meshes. - * - * Use the indices given in the <code>aiNode</code> structure to access - * this array. The array is <code>mNumMeshes</code> in size. - * - * If the <code>aiSceneFlags.INCOMPLETE</code> flag is not set, there - * will always be at least one mesh. - */ - aiMesh** mMeshes; - - /** - * The number of materials in the scene. - */ - uint mNumMaterials; - - /** - * The array of meshes. - * - * Use the indices given in the <code>aiMesh</code> structure to access - * this array. The array is <code>mNumMaterials</code> in size. - * - * If the <code>aiSceneFlags.INCOMPLETE</code> flag is not set, there - * will always be at least one material. - */ - aiMaterial** mMaterials; - - /** - * The number of animations in the scene. - */ - uint mNumAnimations; - - /** - * The array of animations. - * - * All animations imported from the given file are listed here. The array - * is <code>mNumAnimations</code> in size. - */ - aiAnimation** mAnimations; - - /** - * The number of textures embedded into the file. - */ - uint mNumTextures; - - /** - * The array of embedded textures. - * - * Not many file formats embed their textures into the file. An example - * is Quake's <code>MDL</code> format (which is also used by some - * GameStudio versions). - */ - aiTexture** mTextures; - - /** - * The number of light sources in the scene. - * - * Light sources are fully optional, in most cases this attribute will be - * 0. - */ - uint mNumLights; - - /** - * The array of light sources. - * - * All light sources imported from the given file are listed here. The - * array is <code>mNumLights</code> in size. - */ - aiLight** mLights; - - /** - * The number of cameras in the scene. - * - * Cameras are fully optional, in most cases this attribute - * will be 0. - */ - uint mNumCameras; - - /** - * The array of cameras. - * - * All cameras imported from the given file are listed here. The array is - * <code>mNumCameras</code> in size. - * - * The first camera in the array (if existing) is the default camera view - * at the scene. - */ - aiCamera** mCameras; - } -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/texture.d b/src/mesh/assimp-master/port/dAssimp/assimp/texture.d deleted file mode 100644 index 83453b9..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/texture.d +++ /dev/null @@ -1,122 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Contains helper structures to handle textures in Assimp. - * - * Used for file formats which embed their textures into the model file. - * Supported are both normal textures, which are stored as uncompressed pixels, - * and "compressed" textures, which are stored in a file format such as PNG or - * TGA. - */ -module assimp.texture; - -extern ( C ) { - /** - * Helper structure to represent a texel in a ARGB8888 format. - * - * Used by aiTexture. - */ - struct aiTexel { - align ( 1 ): - ubyte b, g, r, a; - } - - /** - * Helper structure to describe an embedded texture. - * - * Usually textures are contained in external files but some file formats - * embed them directly in the model file. There are two types of - * embedded textures: - * - * <em>1. Uncompressed textures</em>: The color data is given in an - * uncompressed format. - * - * <em>2. Compressed textures</em> stored in a file format like PNG or JPEG. - * The raw file bytes are given so the application must utilize an image - * decoder (e.g. DevIL) to get access to the actual color data. - */ - struct aiTexture { - /** - * Width of the texture, in pixels. - * - * If <code>mHeight</code> is zero the texture is compressed in a format - * like JPEG. In this case, this value specifies the size of the memory - * area <code>pcData</code> is pointing to, in bytes. - */ - uint mWidth; - - /** - * Height of the texture, in pixels. - * - * If this value is zero, <code>pcData</code> points to an compressed - * texture in any format (e.g. JPEG). - */ - uint mHeight; - - /** - * A hint from the loader to make it easier for applications to determine - * the type of embedded compressed textures. - * - * If <code>mHeight</code> is not 0, this member is undefined. Otherwise - * it is set set to '\0\0\0\0' if the loader has no additional - * information about the texture file format used, or the file extension - * of the format without a trailing dot. If there are multiple file - * extensions for a format, the shortest extension is chosen (JPEG maps - * to 'jpg', not to 'jpeg'). E.g. 'dds\0', 'pcx\0', 'jpg\0'. All - * characters are lower-case. The fourth byte will always be '\0'. - */ - char achFormatHint[4]; - - /** - * Data of the texture. - * - * Points to an array of <code>mWidth * mHeight</code> - * <code>aiTexel</code>s. The format of the texture data is always - * ARGB8888 to make the implementation for user of the library as easy as - * possible. - * - * If <code>mHeight</code> is 0, this is a pointer to a memory buffer of - * size <code>mWidth</code> containing the compressed texture data. - */ - aiTexel* pcData; - } -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/types.d b/src/mesh/assimp-master/port/dAssimp/assimp/types.d deleted file mode 100644 index 5aa4d54..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/types.d +++ /dev/null @@ -1,249 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Contains miscellaneous types used in Assimp's C API. - */ -module assimp.types; - -extern ( C ) { - /** - * Our own C boolean type. - */ - enum aiBool : int { - FALSE = 0, - TRUE = 1 - } - - /** - * Type definition for log stream callback function pointers. - */ - alias void function( char* message, char* user ) aiLogStreamCallback; - - /** - * Represents a log stream. A log stream receives all log messages and - * streams them somewhere. - * - * See: <code>aiGetPredefinedLogStream</code>, - * <code>aiAttachLogStream</code> and <code>aiDetachLogStream</code>. - */ - struct aiLogStream { - /** - * Callback function to be called when a new message arrives. - */ - aiLogStreamCallback callback; - - /** - * User data to be passed to the callback. - */ - char* user; - } - - /** - * Maximum dimension for <code>aiString</code>s. - * - * Assimp strings are zero terminated. - */ - const size_t MAXLEN = 1024; - - /** - * Represents an UTF-8 string, zero byte terminated. - * - * The length of such a string is limited to <code>MAXLEN</code> bytes - * (excluding the terminal \0). - * - * The character set of an aiString is explicitly defined to be UTF-8. This - * Unicode transformation was chosen in the belief that most strings in 3d - * model files are limited to ASCII characters, thus the character set - * needed to be ASCII compatible. - * - * Most text file loaders provide proper Unicode input file handling, - * special unicode characters are correctly transcoded to UTF-8 and are kept - * throughout the libraries' import pipeline. - * - * For most applications, it will be absolutely sufficient to interpret the - * aiString as ASCII data and work with it as one would work with a plain - * char[]. - * - * To access an aiString from D you might want to use something like the - * following piece of code: - * --- - * char[] importAiString( aiString* s ) { - * return s.data[ 0 .. s.length ]; - * } - * --- - */ - struct aiString { - /** - * Length of the string (excluding the terminal \0). - * - * This is <em>not</em> the logical length of strings containing UTF-8 - * multibyte sequences, but the number of bytes from the beginning of the - * string to its end. - */ - size_t length; - - /** - * String buffer. - * - * Size limit is <code>MAXLEN</code>. - */ - char data[ MAXLEN ]; - } - - /** - * Standard return type for some library functions. - */ - enum aiReturn : uint { - /** - * Indicates that a function was successful. - */ - SUCCESS = 0x0, - - /** - * Indicates that a function failed. - */ - FAILURE = -0x1, - - /** - * Indicates that not enough memory was available to perform the - * requested operation. - */ - OUTOFMEMORY = -0x3 - } - - /** - * Seek origins (for the virtual file system API). - */ - enum aiOrigin : uint { - /** - * Beginning of the file. - */ - SET = 0x0, - - /** - * Current position of the file pointer. - */ - CUR = 0x1, - - /** - * End of the file. - * - * Offsets must be negative. - */ - END = 0x2 - } - - /** - * Enumerates predefined log streaming destinations. - * - * Logging to these streams can be enabled with a single call to - * <code>aiAttachPredefinedLogStream()</code>. - */ - enum aiDefaultLogStream :uint { - /** - * Stream the log to a file. - */ - FILE = 0x1, - - /** - * Stream the log to standard output. - */ - STDOUT = 0x2, - - /** - * Stream the log to standard error. - */ - STDERR = 0x4, - - /** - * MSVC only: Stream the log the the debugger (this relies on - * <code>OutputDebugString</code> from the Win32 SDK). - */ - DEBUGGER = 0x8 - } - - /** - * Stores the memory requirements for different components (e.g. meshes, - * materials, animations) of an import. All sizes are in bytes. - */ - struct aiMemoryInfo { - /** - * Storage allocated for texture data. - */ - uint textures; - - /** - * Storage allocated for material data. - */ - uint materials; - - /** - * Storage allocated for mesh data. - */ - uint meshes; - - /** - * Storage allocated for node data. - */ - uint nodes; - - /** - * Storage allocated for animation data. - */ - uint animations; - - /** - * Storage allocated for camera data. - */ - uint cameras; - - /** - * Storage allocated for light data. - */ - uint lights; - - /** - * Total storage allocated for the full import. - */ - uint total; - } -} diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/versionInfo.d b/src/mesh/assimp-master/port/dAssimp/assimp/versionInfo.d deleted file mode 100644 index 5a7e9b9..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/versionInfo.d +++ /dev/null @@ -1,72 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - - * Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Flags returned by <code>aiGetCompileFlags()</code>. - */ -module assimp.versionInfo; - -extern ( C ) { - /** - * Assimp was compiled as a shared object (Windows: DLL). - */ - const uint ASSIMP_CFLAGS_SHARED = 0x1; - - /** - * Assimp was compiled against STLport. - */ - const uint ASSIMP_CFLAGS_STLPORT = 0x2; - - /** - * Assimp was compiled as a debug build. - */ - const uint ASSIMP_CFLAGS_DEBUG = 0x4; - - /** - * Assimp was compiled with ASSIMP_BUILD_BOOST_WORKAROUND defined. - */ - const uint ASSIMP_CFLAGS_NOBOOST = 0x8; - - /** - * Assimp was compiled with ASSIMP_BUILD_SINGLETHREADED defined. - */ - const uint ASSIMP_CFLAGS_SINGLETHREADED = 0x10; -} diff --git a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARM64E_TOOLCHAIN.cmake b/src/mesh/assimp-master/port/iOS/IPHONEOS_ARM64E_TOOLCHAIN.cmake deleted file mode 100644 index 0cf2b6b..0000000 --- a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARM64E_TOOLCHAIN.cmake +++ /dev/null @@ -1,17 +0,0 @@ -INCLUDE(CMakeForceCompiler) - -SET (CMAKE_CROSSCOMPILING TRUE) -SET (CMAKE_SYSTEM_NAME "Darwin") -SET (CMAKE_SYSTEM_PROCESSOR "arm64e") -SET (IOS TRUE) - -SET (IOS_SDK_DEVICE iPhoneOS) - -SET (SDKVER "${IOS_SDK_VERSION}") -SET (DEVROOT "${XCODE_ROOT_DIR}/Platforms/${IOS_SDK_DEVICE}.platform/Developer") - - -SET (CMAKE_FIND_ROOT_PATH "${SDKROOT}" "${DEVROOT}") -SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) -SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) -SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
\ No newline at end of file diff --git a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARM64_TOOLCHAIN.cmake b/src/mesh/assimp-master/port/iOS/IPHONEOS_ARM64_TOOLCHAIN.cmake deleted file mode 100644 index 0f476f1..0000000 --- a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARM64_TOOLCHAIN.cmake +++ /dev/null @@ -1,17 +0,0 @@ -INCLUDE(CMakeForceCompiler) - -SET (CMAKE_CROSSCOMPILING TRUE) -SET (CMAKE_SYSTEM_NAME "Darwin") -SET (CMAKE_SYSTEM_PROCESSOR "arm64") -SET (IOS TRUE) - -SET (IOS_SDK_DEVICE iPhoneOS) - -SET (SDKVER "${IOS_SDK_VERSION}") -SET (DEVROOT "${XCODE_ROOT_DIR}/Platforms/${IOS_SDK_DEVICE}.platform/Developer") - - -SET (CMAKE_FIND_ROOT_PATH "${SDKROOT}" "${DEVROOT}") -SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) -SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) -SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
\ No newline at end of file diff --git a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV6_TOOLCHAIN.cmake b/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV6_TOOLCHAIN.cmake deleted file mode 100644 index 2f5d969..0000000 --- a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV6_TOOLCHAIN.cmake +++ /dev/null @@ -1,17 +0,0 @@ -INCLUDE(CMakeForceCompiler) - -SET (CMAKE_CROSSCOMPILING TRUE) -SET (CMAKE_SYSTEM_NAME "Darwin") -SET (CMAKE_SYSTEM_PROCESSOR "armv6") -SET (IOS TRUE) - -SET (IOS_SDK_DEVICE iPhoneOS) - -SET (SDKVER "${IOS_SDK_VERSION}") -SET (DEVROOT "${XCODE_ROOT_DIR}/Platforms/${IOS_SDK_DEVICE}.platform/Developer") - - -SET (CMAKE_FIND_ROOT_PATH "${SDKROOT}" "${DEVROOT}") -SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) -SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) -SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
\ No newline at end of file diff --git a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV7S_TOOLCHAIN.cmake b/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV7S_TOOLCHAIN.cmake deleted file mode 100644 index 325d483..0000000 --- a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV7S_TOOLCHAIN.cmake +++ /dev/null @@ -1,17 +0,0 @@ -INCLUDE(CMakeForceCompiler) - -SET (CMAKE_CROSSCOMPILING TRUE) -SET (CMAKE_SYSTEM_NAME "Darwin") -SET (CMAKE_SYSTEM_PROCESSOR "armv7s") -SET (IOS TRUE) - -SET (IOS_SDK_DEVICE iPhoneOS) - -SET (SDKVER "${IOS_SDK_VERSION}") -SET (DEVROOT "${XCODE_ROOT_DIR}/Platforms/${IOS_SDK_DEVICE}.platform/Developer") - - -SET (CMAKE_FIND_ROOT_PATH "${SDKROOT}" "${DEVROOT}") -SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) -SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) -SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
\ No newline at end of file diff --git a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV7_TOOLCHAIN.cmake b/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV7_TOOLCHAIN.cmake deleted file mode 100644 index 73087e0..0000000 --- a/src/mesh/assimp-master/port/iOS/IPHONEOS_ARMV7_TOOLCHAIN.cmake +++ /dev/null @@ -1,17 +0,0 @@ -INCLUDE(CMakeForceCompiler) - -SET (CMAKE_CROSSCOMPILING TRUE) -SET (CMAKE_SYSTEM_NAME "Darwin") -SET (CMAKE_SYSTEM_PROCESSOR "armv7") -SET (IOS TRUE) - -SET (IOS_SDK_DEVICE iPhoneOS) - -SET (SDKVER "${IOS_SDK_VERSION}") -SET (DEVROOT "${XCODE_ROOT_DIR}/Platforms/${IOS_SDK_DEVICE}.platform/Developer") - - -SET (CMAKE_FIND_ROOT_PATH "${SDKROOT}" "${DEVROOT}") -SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) -SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) -SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
\ No newline at end of file diff --git a/src/mesh/assimp-master/port/iOS/IPHONEOS_I386_TOOLCHAIN.cmake b/src/mesh/assimp-master/port/iOS/IPHONEOS_I386_TOOLCHAIN.cmake deleted file mode 100644 index dc35d37..0000000 --- a/src/mesh/assimp-master/port/iOS/IPHONEOS_I386_TOOLCHAIN.cmake +++ /dev/null @@ -1,17 +0,0 @@ -INCLUDE(CMakeForceCompiler) - -SET (CMAKE_CROSSCOMPILING TRUE) -SET (CMAKE_SYSTEM_NAME "Darwin") -SET (CMAKE_SYSTEM_PROCESSOR "i386") -SET (IOS TRUE) - -SET (IOS_SDK_DEVICE iPhoneSimulator) - -SET (SDKVER "${IOS_SDK_VERSION}") -SET (DEVROOT "${XCODE_ROOT_DIR}/Platforms/${IOS_SDK_DEVICE}.platform/Developer") - - -SET (CMAKE_FIND_ROOT_PATH "${SDKROOT}" "${DEVROOT}") -SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) -SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) -SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
\ No newline at end of file diff --git a/src/mesh/assimp-master/port/iOS/IPHONEOS_X86_64_TOOLCHAIN.cmake b/src/mesh/assimp-master/port/iOS/IPHONEOS_X86_64_TOOLCHAIN.cmake deleted file mode 100644 index a9ed2b8..0000000 --- a/src/mesh/assimp-master/port/iOS/IPHONEOS_X86_64_TOOLCHAIN.cmake +++ /dev/null @@ -1,17 +0,0 @@ -INCLUDE(CMakeForceCompiler) - -SET (CMAKE_CROSSCOMPILING TRUE) -SET (CMAKE_SYSTEM_NAME "Darwin") -SET (CMAKE_SYSTEM_PROCESSOR "x86_64") -SET (IOS TRUE) - -SET (IOS_SDK_DEVICE iPhoneSimulator) - -SET (SDKVER "${IOS_SDK_VERSION}") -SET (DEVROOT "${XCODE_ROOT_DIR}/Platforms/${IOS_SDK_DEVICE}.platform/Developer") - - -SET (CMAKE_FIND_ROOT_PATH "${SDKROOT}" "${DEVROOT}") -SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) -SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) -SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
\ No newline at end of file diff --git a/src/mesh/assimp-master/port/iOS/README.md b/src/mesh/assimp-master/port/iOS/README.md deleted file mode 100644 index ca5632a..0000000 --- a/src/mesh/assimp-master/port/iOS/README.md +++ /dev/null @@ -1,39 +0,0 @@ -# assimp for iOS -(deployment target 6.0+, 32/64bit) - -Builds assimp libraries for several iOS CPU architectures at once, and outputs a fat binary from the result. - -Run the **build.sh** script from the ```./port/iOS/``` directory. See **./build.sh --help** for information about command line options. - -```bash -shadeds-Mac:iOS arul$ ./build.sh --help -[!] ./build.sh - assimp iOS build script - - don't build fat library (--no-fat) - - supported architectures(--archs): armv7, armv7s, arm64, i386, x86_64 - - supported C++ STD libs.(--stdlib): libc++, libstdc++ -``` -Example: -```bash -cd ./port/iOS/ -./build.sh --stdlib=libc++ --archs="armv7 arm64 i386" -``` -Supported architectures/devices: - -### Simulator -- i386 -- x86_64 - -### Device -- ~~ARMv6 (dropped after iOS 6.0)~~ -- ARMv7 -- ARMv7-s -- ARM64 - -### Building with older iOS SDK versions -The script should work out of the box for the iOS 8.x SDKs and probably newer releases as well. -If you are using SDK version 7.x or older, you need to specify the exact SDK version inside **build.sh**, for example: -``` -IOS_SDK_VERSION=7.1 -``` -### Optimization -By default, no compiler optimizations are specified inside the build script. For an optimized build, add the corresponding flags to the CFLAGS definition inside **build.sh**. diff --git a/src/mesh/assimp-master/port/iOS/build.sh b/src/mesh/assimp-master/port/iOS/build.sh deleted file mode 100755 index 335b450..0000000 --- a/src/mesh/assimp-master/port/iOS/build.sh +++ /dev/null @@ -1,205 +0,0 @@ -#!/bin/bash - -# -# Written and maintained by the.arul@gmail.com (2014) -# - -BUILD_DIR="./lib/iOS" - -################################### -# SDK Version -################################### -IOS_SDK_VERSION=$(xcodebuild -version -sdk iphoneos | grep SDKVersion | cut -f2 -d ':' | tr -d '[[:space:]]') -################################### - -################################### -# BUILD Configuration -################################### - -BUILD_SHARED_LIBS=OFF -BUILD_TYPE=Release - -################################################ -# Minimum iOS deployment target version -################################################ -MIN_IOS_VERSION="10.0" - -IOS_SDK_TARGET=$MIN_IOS_VERSION -XCODE_ROOT_DIR=$(xcode-select --print-path) -TOOLCHAIN=$XCODE_ROOT_DIR/Toolchains/XcodeDefault.xctoolchain - -CMAKE_C_COMPILER=$(xcrun -find cc) -CMAKE_CXX_COMPILER=$(xcrun -find c++) - -BUILD_ARCHS_DEVICE="arm64e arm64 armv7s armv7" -BUILD_ARCHS_SIMULATOR="x86_64 i386" -BUILD_ARCHS_ALL=($BUILD_ARCHS_DEVICE $BUILD_ARCHS_SIMULATOR) - -CPP_DEV_TARGET_LIST=(miphoneos-version-min mios-simulator-version-min) -CPP_DEV_TARGET= -CPP_STD_LIB_LIST=(libc++ libstdc++) -CPP_STD_LIB= -CPP_STD_LIST=(c++11 c++14) -CPP_STD=c++11 - -function join { local IFS="$1"; shift; echo "$*"; } - -build_arch() -{ - IOS_SDK_DEVICE=iPhoneOS - CPP_DEV_TARGET=${CPP_DEV_TARGET_LIST[0]} - - if [[ "$BUILD_ARCHS_SIMULATOR" =~ "$1" ]] - then - echo '[!] Target SDK set to SIMULATOR.' - IOS_SDK_DEVICE=iPhoneSimulator - CPP_DEV_TARGET=${CPP_DEV_TARGET_LIST[1]} - else - echo '[!] Target SDK set to DEVICE.' - fi - - unset DEVROOT SDKROOT CFLAGS LDFLAGS CPPFLAGS CXXFLAGS CMAKE_CLI_INPUT - - export CC="$(xcrun -sdk iphoneos -find clang)" - export CPP="$CC -E" - export DEVROOT=$XCODE_ROOT_DIR/Platforms/$IOS_SDK_DEVICE.platform/Developer - export SDKROOT=$DEVROOT/SDKs/$IOS_SDK_DEVICE$IOS_SDK_VERSION.sdk - export CFLAGS="-arch $1 -pipe -no-cpp-precomp -stdlib=$CPP_STD_LIB -isysroot $SDKROOT -I$SDKROOT/usr/include/ -miphoneos-version-min=$IOS_SDK_TARGET" - if [[ "$BUILD_TYPE" =~ "Debug" ]]; then - export CFLAGS="$CFLAGS -Og" - else - export CFLAGS="$CFLAGS -O3" - fi - export LDFLAGS="-arch $1 -isysroot $SDKROOT -L$SDKROOT/usr/lib/" - export CPPFLAGS="$CFLAGS" - export CXXFLAGS="$CFLAGS -std=$CPP_STD" - - rm CMakeCache.txt - - CMAKE_CLI_INPUT="-DCMAKE_C_COMPILER=$CMAKE_C_COMPILER -DCMAKE_CXX_COMPILER=$CMAKE_CXX_COMPILER -DCMAKE_TOOLCHAIN_FILE=./port/iOS/IPHONEOS_$(echo $1 | tr '[:lower:]' '[:upper:]')_TOOLCHAIN.cmake -DCMAKE_BUILD_TYPE=$BUILD_TYPE -DENABLE_BOOST_WORKAROUND=ON -DBUILD_SHARED_LIBS=$BUILD_SHARED_LIBS" - - echo "[!] Running CMake with -G 'Unix Makefiles' $CMAKE_CLI_INPUT" - - cmake -G 'Unix Makefiles' ${CMAKE_CLI_INPUT} - - echo "[!] Building $1 library" - - xcrun -run make clean - xcrun -run make assimp -j 8 -l - - if [[ "$BUILD_SHARED_LIBS" =~ "ON" ]]; then - echo "[!] Moving built dynamic libraries into: $BUILD_DIR/$1/" - mv ./lib/*.dylib $BUILD_DIR/$1/ - fi - - echo "[!] Moving built static libraries into: $BUILD_DIR/$1/" - mv ./lib/*.a $BUILD_DIR/$1/ -} - -echo "[!] $0 - assimp iOS build script" - -CPP_STD_LIB=${CPP_STD_LIB_LIST[0]} -CPP_STD=${CPP_STD_LIST[0]} -DEPLOY_ARCHS=${BUILD_ARCHS_ALL[*]} -DEPLOY_FAT=1 - -for i in "$@"; do - case $i in - -s=*|--std=*) - CPP_STD=`echo $i | sed 's/[-a-zA-Z0-9]*=//'` - echo "[!] Selecting c++ standard: $CPP_STD" - ;; - -l=*|--stdlib=*) - CPP_STD_LIB=`echo $i | sed 's/[-a-zA-Z0-9]*=//'` - echo "[!] Selecting c++ std lib: $CPP_STD_LIB" - ;; - -a=*|--archs=*) - DEPLOY_ARCHS=`echo $i | sed 's/[-a-zA-Z0-9]*=//'` - echo "[!] Selecting architectures: $DEPLOY_ARCHS" - ;; - --debug) - BUILD_TYPE=Debug - echo "[!] Selecting build type: Debug" - ;; - --shared-lib) - BUILD_SHARED_LIBS=ON - echo "[!] Will generate dynamic libraries" - ;; - -n|--no-fat) - DEPLOY_FAT=0 - echo "[!] Fat binary will not be created." - ;; - -h|--help) - echo " - don't build fat library (--no-fat)." - echo " - Include debug information and symbols, no compiler optimizations (--debug)." - echo " - generate dynamic libraries rather than static ones (--shared-lib)." - echo " - supported architectures (--archs): $(echo $(join , ${BUILD_ARCHS_ALL[*]}) | sed 's/,/, /g')" - echo " - supported C++ STD libs (--stdlib): $(echo $(join , ${CPP_STD_LIB_LIST[*]}) | sed 's/,/, /g')" - echo " - supported C++ standards (--std): $(echo $(join , ${CPP_STD_LIST[*]}) | sed 's/,/, /g')" - exit - ;; - *) - ;; - esac -done - -cd ../../ -rm -rf $BUILD_DIR - -for ARCH_TARGET in $DEPLOY_ARCHS; do - echo "Creating folder: $BUILD_DIR/$ARCH_TARGET" - mkdir -p $BUILD_DIR/$ARCH_TARGET - echo "Building for arc: $ARCH_TARGET" - build_arch $ARCH_TARGET - #rm ./lib/libassimp.a -done - - -make_fat_static_or_shared_binary() -{ - LIB_NAME=$1 - LIPO_ARGS='' - for ARCH_TARGET in $DEPLOY_ARCHS; do - if [[ "$BUILD_SHARED_LIBS" =~ "ON" ]]; then - LIPO_ARGS="$LIPO_ARGS-arch $ARCH_TARGET $BUILD_DIR/$ARCH_TARGET/$LIB_NAME.dylib " - else - LIPO_ARGS="$LIPO_ARGS-arch $ARCH_TARGET $BUILD_DIR/$ARCH_TARGET/$LIB_NAME.a " - fi - done - if [[ "$BUILD_SHARED_LIBS" =~ "ON" ]]; then - LIPO_ARGS="$LIPO_ARGS -create -output $BUILD_DIR/$LIB_NAME-fat.dylib" - else - LIPO_ARGS="$LIPO_ARGS -create -output $BUILD_DIR/$LIB_NAME-fat.a" - fi - lipo $LIPO_ARGS -} - -make_fat_static_binary() -{ - LIB_NAME=$1 - LIPO_ARGS='' - for ARCH_TARGET in $DEPLOY_ARCHS; do - LIPO_ARGS="$LIPO_ARGS-arch $ARCH_TARGET $BUILD_DIR/$ARCH_TARGET/$LIB_NAME.a " - done - LIPO_ARGS="$LIPO_ARGS -create -output $BUILD_DIR/$LIB_NAME-fat.a" - lipo $LIPO_ARGS -} - -if [[ "$DEPLOY_FAT" -eq 1 ]]; then - echo '[+] Creating fat binaries ...' - - if [[ "$BUILD_TYPE" =~ "Debug" ]]; then - make_fat_static_or_shared_binary 'libassimpd' - make_fat_static_binary 'libIrrXMLd' - make_fat_static_binary 'libzlibstaticd' - else - make_fat_static_or_shared_binary 'libassimp' - make_fat_static_binary 'libIrrXML' - make_fat_static_binary 'libzlibstatic' - fi - - echo "[!] Done! The fat binaries can be found at $BUILD_DIR" -fi - - - diff --git a/src/mesh/assimp-master/port/jassimp/README b/src/mesh/assimp-master/port/jassimp/README deleted file mode 100644 index a642f75..0000000 --- a/src/mesh/assimp-master/port/jassimp/README +++ /dev/null @@ -1,56 +0,0 @@ -jassimp -------- - -Java binding for assimp. - -The class model used by jassimp is not a one-to-one mapping of assimps class/ -structure model (due to performance considerations). Please read the javadoc -descriptions of AiMesh and AiWrapperProvider. - -The jassimp.lwjgl package contains a LWJGL specific wrapper provider and some -application examples using this wrapper - - - -How To Build ------------- - - I) native library, for example by issuing this command in jassimp-native/src: - - $ gcc jassimp.cpp -I/usr/lib/jvm/default/include/ \ - -I/usr/lib/jvm/default/include/linux -lassimp -shared -fPIC -o libjassimp.so - - libjassimp.so is required at runtime and must be located in java.library.path. - -II) Java binding - The java library is built using ant. Executing "ant" in the port/jassimp - directory should be sufficient to build the library including docs. You - still need to build the native library separately, see above - - The java build is configured to create java 1.6 classes - - - -Limitations ------------ - -Not all data imports have been tested yet, especially the countless texture -parameters. If you find bugs please report them. - -jassimp supports most of assimps features. Current limitations are -* only importing scenes is supported. There are some methods that allow a - modification of the returned objects, but these should be considered as - work in progress. Full blown export support is planned for a future release -* no support for mesh animations -* no support for embedded textures -* no support for importer configurations -* some texture related material properties are not exposed via the API but only - accessible by traversing the list of properties. However this limitation is - also present in the c-API ... - - -License -------- - -The license for jassimp is the same as the main Assimp license. - diff --git a/src/mesh/assimp-master/port/jassimp/build.xml b/src/mesh/assimp-master/port/jassimp/build.xml deleted file mode 100644 index 1352e3f..0000000 --- a/src/mesh/assimp-master/port/jassimp/build.xml +++ /dev/null @@ -1,54 +0,0 @@ -<project name="jassimp" basedir="." default="all"> - <property name="native-src.dir" value="jassimp-native/src" /> - <property name="src.dir" value="jassimp/src" /> - <property name="jassimp.lwjgl-src.dir" value="jassimp.lwjgl/src" /> - <property name="build.dir" value="jassimp/bin" /> - <property name="dist.dir" value="dist" /> - <property name="doc.dir" value="doc" /> - <property environment="env"/> - <property name="ndk.dir" value="${env.NDK_HOME}" /> - <property name="my.dir" value="${env.PWD}" /> - - <path id="classpath"> - </path> - - <target name="compile"> - <delete dir="${build.dir}" /> - <mkdir dir="${build.dir}" /> - <javac classpathref="classpath" destdir="${build.dir}" srcdir="${src.dir}" - source="1.6" target="1.6" includeantruntime="false"> - </javac> - </target> - - <target name="jni_header"> - <mkdir dir="${native-src.dir}" /> - <javah outputfile="${native-src.dir}/jassimp.h" force="yes"> - <classpath> - <pathelement path="${build.dir}" /> - </classpath> - <class name="jassimp.Jassimp" /> - </javah> - </target> - - <target name="ndk-jni" depends="package"> - <exec executable="${ndk.dir}/ndk-build"> - <arg line="all NDK_PROJECT_PATH=${my.dir}/workspaces/Android-NDK"/> - </exec> - </target> - - <target name="package" depends="compile"> - <jar destfile="${dist.dir}/jassimp.jar" basedir="${build.dir}"> - </jar> - </target> - - - <target name="doc"> - <delete dir="${doc.dir}" /> - <javadoc access="public" author="false" destdir="${doc.dir}" - sourcepath="${src.dir}"> - </javadoc> - </target> - - <target name="all" depends="package, doc"> - </target> -</project> diff --git a/src/mesh/assimp-master/port/jassimp/jassimp-native/Android.mk b/src/mesh/assimp-master/port/jassimp/jassimp-native/Android.mk deleted file mode 100644 index 94b233b..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp-native/Android.mk +++ /dev/null @@ -1,13 +0,0 @@ -LOCAL_PATH:= $(call my-dir) - -include $(CLEAR_VARS) -LOCAL_MODULE := jassimp -LOCAL_SRC_FILES := src/jassimp.cpp - -LOCAL_CFLAGS += -DJNI_LOG - -#LOCAL_STATIC_LIBRARIES := assimp_static -LOCAL_SHARED_LIBRARIES := assimp -LOCAL_LDLIBS := -llog - -include $(BUILD_SHARED_LIBRARY) diff --git a/src/mesh/assimp-master/port/jassimp/jassimp-native/src/jassimp.cpp b/src/mesh/assimp-master/port/jassimp/jassimp-native/src/jassimp.cpp deleted file mode 100644 index 6661ce9..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp-native/src/jassimp.cpp +++ /dev/null @@ -1,1995 +0,0 @@ -#include "jassimp.h" - -#include <assimp/Importer.hpp> -#include <assimp/ProgressHandler.hpp> -#include <assimp/scene.h> -#include <assimp/IOStream.hpp> -#include <assimp/IOSystem.hpp> - - -#ifdef JNI_LOG -#ifdef ANDROID -#include <android/log.h> -#define lprintf(...) __android_log_print(ANDROID_LOG_VERBOSE, __func__, __VA_ARGS__) -#else -#define lprintf(...) printf (__VA_ARGS__) -#endif /* ANDROID */ -#else -#define lprintf -#endif - -static std::string gLastErrorString; - -// Automatically deletes a local ref when it goes out of scope -class SmartLocalRef { -private: - JNIEnv* mJniEnv; - jobject& mJavaObj; - SmartLocalRef(const SmartLocalRef&); // non construction-copyable - SmartLocalRef& operator=(const SmartLocalRef&); // non copyable - -public: - template<class T> SmartLocalRef(JNIEnv* env, T& object) - : mJniEnv(env) - , mJavaObj((jobject&)object) - { - }; - - ~SmartLocalRef() { - if (mJavaObj != NULL) { - mJniEnv->DeleteLocalRef(mJavaObj); - } - } -}; - -static bool createInstance(JNIEnv *env, const char* className, jobject& newInstance) -{ - jclass clazz = env->FindClass(className); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not find class %s\n", className); - return false; - } - - jmethodID ctr_id = env->GetMethodID(clazz, "<init>", "()V"); - - if (NULL == ctr_id) - { - lprintf("could not find no-arg constructor for class %s\n", className); - return false; - } - - newInstance = env->NewObject(clazz, ctr_id); - - if (NULL == newInstance) - { - lprintf("error calling no-arg constructor for class %s\n", className); - return false; - } - - return true; -} - - -static bool createInstance(JNIEnv *env, const char* className, const char* signature,/* const*/ jvalue* params, jobject& newInstance) -{ - jclass clazz = env->FindClass(className); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not find class %s\n", className); - return false; - } - - jmethodID ctr_id = env->GetMethodID(clazz, "<init>", signature); - - if (NULL == ctr_id) - { - lprintf("could not find no-arg constructor for class %s\n", className); - return false; - } - - newInstance = env->NewObjectA(clazz, ctr_id, params); - - if (NULL == newInstance) - { - lprintf("error calling constructor for class %s, signature %s\n", className, signature); - return false; - } - - return true; -} - - -static bool getField(JNIEnv *env, jobject object, const char* fieldName, const char* signature, jobject& field) -{ - jclass clazz = env->GetObjectClass(object); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not get class for object\n"); - return false; - } - - jfieldID fieldId = env->GetFieldID(clazz, fieldName, signature); - - if (NULL == fieldId) - { - lprintf("could not get field %s with signature %s\n", fieldName, signature); - return false; - } - - field = env->GetObjectField(object, fieldId); - - return true; -} - - -static bool setIntField(JNIEnv *env, jobject object, const char* fieldName, jint value) -{ - jclass clazz = env->GetObjectClass(object); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not get class for object\n"); - return false; - } - - jfieldID fieldId = env->GetFieldID(clazz, fieldName, "I"); - - if (NULL == fieldId) - { - lprintf("could not get field %s with signature I\n", fieldName); - return false; - } - - env->SetIntField(object, fieldId, value); - - return true; -} - - -static bool setFloatField(JNIEnv *env, jobject object, const char* fieldName, jfloat value) -{ - jclass clazz = env->GetObjectClass(object); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not get class for object\n"); - return false; - } - - jfieldID fieldId = env->GetFieldID(clazz, fieldName, "F"); - - if (NULL == fieldId) - { - lprintf("could not get field %s with signature F\n", fieldName); - return false; - } - - env->SetFloatField(object, fieldId, value); - - return true; -} - - -static bool setObjectField(JNIEnv *env, jobject object, const char* fieldName, const char* signature, jobject value) -{ - jclass clazz = env->GetObjectClass(object); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not get class for object\n"); - return false; - } - - jfieldID fieldId = env->GetFieldID(clazz, fieldName, signature); - - if (NULL == fieldId) - { - lprintf("could not get field %s with signature %s\n", fieldName, signature); - return false; - } - - env->SetObjectField(object, fieldId, value); - - return true; -} - - -static bool getStaticField(JNIEnv *env, const char* className, const char* fieldName, const char* signature, jobject& field) -{ - jclass clazz = env->FindClass(className); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not find class %s\n", className); - return false; - } - - jfieldID fieldId = env->GetStaticFieldID(clazz, fieldName, signature); - - if (NULL == fieldId) - { - lprintf("could not get field %s with signature %s\n", fieldName, signature); - return false; - } - - field = env->GetStaticObjectField(clazz, fieldId); - - return true; -} - - -static bool call(JNIEnv *env, jobject object, const char* typeName, const char* methodName, - const char* signature,/* const*/ jvalue* params) -{ - jclass clazz = env->FindClass(typeName); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not find class %s\n", typeName); - return false; - } - - jmethodID mid = env->GetMethodID(clazz, methodName, signature); - - if (NULL == mid) - { - lprintf("could not find method %s with signature %s in type %s\n", methodName, signature, typeName); - return false; - } - - jboolean jReturnValue = env->CallBooleanMethodA(object, mid, params); - - return (bool)jReturnValue; -} -static bool callv(JNIEnv *env, jobject object, const char* typeName, - const char* methodName, const char* signature,/* const*/ jvalue* params) { - jclass clazz = env->FindClass(typeName); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) { - lprintf("could not find class %s\n", typeName); - return false; - } - - jmethodID mid = env->GetMethodID(clazz, methodName, signature); - - if (NULL == mid) { - lprintf("could not find method %s with signature %s in type %s\n", methodName, signature, typeName); - return false; - } - - env->CallVoidMethodA(object, mid, params); - - return true; -} - -static jobject callo(JNIEnv *env, jobject object, const char* typeName, const char* methodName, - const char* signature,/* const*/ jvalue* params) -{ - jclass clazz = env->FindClass(typeName); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not find class %s\n", typeName); - return NULL; - } - - jmethodID mid = env->GetMethodID(clazz, methodName, signature); - - if (NULL == mid) - { - lprintf("could not find method %s with signature %s in type %s\n", methodName, signature, typeName); - return NULL; - } - - jobject jReturnValue = env->CallObjectMethodA(object, mid, params); - - return jReturnValue; -} - -static int calli(JNIEnv *env, jobject object, const char* typeName, const char* methodName, - const char* signature) -{ - jclass clazz = env->FindClass(typeName); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not find class %s\n", typeName); - return false; - } - - jmethodID mid = env->GetMethodID(clazz, methodName, signature); - - if (NULL == mid) - { - lprintf("could not find method %s with signature %s in type %s\n", methodName, signature, typeName); - return false; - } - - jint jReturnValue = env->CallIntMethod(object, mid); - - return (int) jReturnValue; -} - -static int callc(JNIEnv *env, jobject object, const char* typeName, const char* methodName, - const char* signature) -{ - jclass clazz = env->FindClass(typeName); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not find class %s\n", typeName); - return false; - } - - jmethodID mid = env->GetMethodID(clazz, methodName, signature); - - if (NULL == mid) - { - lprintf("could not find method %s with signature %s in type %s\n", methodName, signature, typeName); - return false; - } - - jint jReturnValue = env->CallCharMethod(object, mid); - - return (int) jReturnValue; -} - - -static bool callStaticObject(JNIEnv *env, const char* typeName, const char* methodName, - const char* signature,/* const*/ jvalue* params, jobject& returnValue) -{ - jclass clazz = env->FindClass(typeName); - SmartLocalRef clazzRef(env, clazz); - - if (NULL == clazz) - { - lprintf("could not find class %s\n", typeName); - return false; - } - - jmethodID mid = env->GetStaticMethodID(clazz, methodName, signature); - - if (NULL == mid) - { - lprintf("could not find method %s with signature %s in type %s\n", methodName, signature, typeName); - return false; - } - - returnValue = env->CallStaticObjectMethodA(clazz, mid, params); - - return true; -} - - -static bool copyBuffer(JNIEnv *env, jobject jMesh, const char* jBufferName, void* cData, size_t size) -{ - jobject jBuffer = NULL; - SmartLocalRef bufferRef(env, jBuffer); - - if (!getField(env, jMesh, jBufferName, "Ljava/nio/ByteBuffer;", jBuffer)) - { - return false; - } - - if (env->GetDirectBufferCapacity(jBuffer) != size) - { - lprintf("invalid direct buffer, expected %u, got %llu\n", size, env->GetDirectBufferCapacity(jBuffer)); - return false; - } - - void* jBufferPtr = env->GetDirectBufferAddress(jBuffer); - - if (NULL == jBufferPtr) - { - lprintf("could not access direct buffer\n"); - return false; - } - - memcpy(jBufferPtr, cData, size); - - return true; -} - - -static bool copyBufferArray(JNIEnv *env, jobject jMesh, const char* jBufferName, int index, void* cData, size_t size) -{ - jobject jBufferArray = NULL; - SmartLocalRef bufferArrayRef(env, jBufferArray); - - if (!getField(env, jMesh, jBufferName, "[Ljava/nio/ByteBuffer;", jBufferArray)) - { - return false; - } - - jobject jBuffer = env->GetObjectArrayElement((jobjectArray) jBufferArray, index); - SmartLocalRef bufferRef(env, jBuffer); - - if (env->GetDirectBufferCapacity(jBuffer) != size) - { - lprintf("invalid direct buffer, expected %u, got %llu\n", size, env->GetDirectBufferCapacity(jBuffer)); - return false; - } - - void* jBufferPtr = env->GetDirectBufferAddress(jBuffer); - - if (NULL == jBufferPtr) - { - lprintf("could not access direct buffer\n"); - return false; - } - - memcpy(jBufferPtr, cData, size); - - return true; -} - -class JavaIOStream : public Assimp::IOStream -{ -private: - size_t pos; - size_t size; - char* buffer; - jobject jIOStream; - - -public: - JavaIOStream(size_t size, char* buffer, jobject jIOStream) : - pos(0), - size(size), - buffer(buffer), - jIOStream(jIOStream) - {}; - - - ~JavaIOStream(void) - { - free(buffer); - }; - - size_t Read(void* pvBuffer, size_t pSize, size_t pCount) - { - const size_t cnt = std::min(pCount,(size - pos)/pSize); - const size_t ofs = pSize*cnt; - - memcpy(pvBuffer, buffer + pos, ofs); - pos += ofs; - - return cnt; - }; - size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) - { - return 0; - }; - - aiReturn Seek(size_t pOffset, aiOrigin pOrigin) - { - if (aiOrigin_SET == pOrigin) { - if (pOffset >= size) { - return AI_FAILURE; - } - pos = pOffset; - } - else if (aiOrigin_END == pOrigin) { - if (pOffset >= size) { - return AI_FAILURE; - } - pos = size-pOffset; - } - else { - if (pOffset + pos >= size) { - return AI_FAILURE; - } - pos += pOffset; - } - return AI_SUCCESS; - }; - - size_t Tell(void) const - { - return pos; - }; - - size_t FileSize() const - { - return size; - }; - - void Flush() {}; - - - jobject javaObject() - { - return jIOStream; - }; - - -}; - - -class JavaIOSystem : public Assimp::IOSystem { - private: - JNIEnv* mJniEnv; - jobject& mJavaIOSystem; - - public: - JavaIOSystem(JNIEnv* env, jobject& javaIOSystem) : - mJniEnv(env), - mJavaIOSystem(javaIOSystem) - {}; - - bool Exists( const char* pFile) const - { - jvalue params[1]; - params[0].l = mJniEnv->NewStringUTF(pFile); - return call(mJniEnv, mJavaIOSystem, "jassimp/AiIOSystem", "exists", "(Ljava/lang/String;)Z", params); - - }; - char getOsSeparator() const - { - return (char) callc(mJniEnv, mJavaIOSystem, "jassimp/AiIOSystem", "getOsSeparator", "()C"); - }; - - Assimp::IOStream* Open(const char* pFile,const char* pMode = "rb") - { - jvalue params[2]; - params[0].l = mJniEnv->NewStringUTF(pFile); - params[1].l = mJniEnv->NewStringUTF(pMode); - - - jobject jStream = callo(mJniEnv, mJavaIOSystem, "jassimp/AiIOSystem", "open", "(Ljava/lang/String;Ljava/lang/String;)Ljassimp/AiIOStream;", params); - if(NULL == jStream) - { - lprintf("NULL object from AiIOSystem.open\n"); - return NULL; - } - - size_t size = calli(mJniEnv, jStream, "jassimp/AiIOStream", "getFileSize", "()I"); - lprintf("Model file size is %d\n", size); - - char* buffer = (char*)malloc(size); - jobject javaBuffer = mJniEnv->NewDirectByteBuffer(buffer, size); - - jvalue readParams[1]; - readParams[0].l = javaBuffer; - if(call(mJniEnv, jStream, "jassimp/AiIOStream", "read", "(Ljava/nio/ByteBuffer;)Z", readParams)) - { - return new JavaIOStream(size, buffer, jStream); - } - else - { - lprintf("Read failure on AiIOStream.read"); - free(buffer); - return NULL; - } - - }; - void Close( Assimp::IOStream* pFile) - { - - jvalue params[1]; - params[0].l = ((JavaIOStream*) pFile)->javaObject(); - callv(mJniEnv, mJavaIOSystem, "jassimp/AiIOSystem", "close", "(Ljassimp/AiIOStream;)V", params); - delete pFile; - }; - - - -}; - -class JavaProgressHandler : public Assimp::ProgressHandler { - private: - JNIEnv* mJniEnv; - jobject& mJavaProgressHandler; - - public: - JavaProgressHandler(JNIEnv* env, jobject& javaProgressHandler) : - mJniEnv(env), - mJavaProgressHandler(javaProgressHandler) - {}; - - bool Update(float percentage) - { - jvalue params[1]; - params[0].f = percentage; - return call(mJniEnv, mJavaProgressHandler, "jassimp/AiProgressHandler", "update", "(F)Z", params); - } -}; - -static bool loadMeshes(JNIEnv *env, const aiScene* cScene, jobject& jScene) -{ - for (unsigned int meshNr = 0; meshNr < cScene->mNumMeshes; meshNr++) - { - const aiMesh *cMesh = cScene->mMeshes[meshNr]; - - lprintf("converting mesh %s ...\n", cMesh->mName.C_Str()); - - /* create mesh */ - jobject jMesh = NULL; - SmartLocalRef refMesh(env, jMesh); - - if (!createInstance(env, "jassimp/AiMesh", jMesh)) - { - return false; - } - - - /* add mesh to m_meshes java.util.List */ - jobject jMeshes = NULL; - SmartLocalRef refMeshes(env, jMeshes); - - if (!getField(env, jScene, "m_meshes", "Ljava/util/List;", jMeshes)) - { - return false; - } - - jvalue addParams[1]; - addParams[0].l = jMesh; - if (!call(env, jMeshes, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addParams)) - { - return false; - } - - - /* set general mesh data in java */ - jvalue setTypesParams[1]; - setTypesParams[0].i = cMesh->mPrimitiveTypes; - if (!callv(env, jMesh, "jassimp/AiMesh", "setPrimitiveTypes", "(I)V", setTypesParams)) - { - return false; - } - - - if (!setIntField(env, jMesh, "m_materialIndex", cMesh->mMaterialIndex)) - { - return false; - } - - jstring nameString = env->NewStringUTF(cMesh->mName.C_Str()); - SmartLocalRef refNameString(env, nameString); - if (!setObjectField(env, jMesh, "m_name", "Ljava/lang/String;", nameString)) - { - return false; - } - - - /* determine face buffer size */ - bool isPureTriangle = cMesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE; - size_t faceBufferSize; - if (isPureTriangle) - { - faceBufferSize = cMesh->mNumFaces * 3 * sizeof(unsigned int); - } - else - { - int numVertexReferences = 0; - for (unsigned int face = 0; face < cMesh->mNumFaces; face++) - { - numVertexReferences += cMesh->mFaces[face].mNumIndices; - } - - faceBufferSize = numVertexReferences * sizeof(unsigned int); - } - - - /* allocate buffers - we do this from java so they can be garbage collected */ - jvalue allocateBuffersParams[4]; - allocateBuffersParams[0].i = cMesh->mNumVertices; - allocateBuffersParams[1].i = cMesh->mNumFaces; - allocateBuffersParams[2].z = isPureTriangle; - allocateBuffersParams[3].i = (jint) faceBufferSize; - if (!callv(env, jMesh, "jassimp/AiMesh", "allocateBuffers", "(IIZI)V", allocateBuffersParams)) - { - return false; - } - - - if (cMesh->mNumVertices > 0) - { - /* push vertex data to java */ - if (!copyBuffer(env, jMesh, "m_vertices", cMesh->mVertices, cMesh->mNumVertices * sizeof(aiVector3D))) - { - lprintf("could not copy vertex data\n"); - return false; - } - - lprintf(" with %u vertices\n", cMesh->mNumVertices); - } - - - /* push face data to java */ - if (cMesh->mNumFaces > 0) - { - if (isPureTriangle) - { - char* faceBuffer = (char*) malloc(faceBufferSize); - - size_t faceDataSize = 3 * sizeof(unsigned int); - for (unsigned int face = 0; face < cMesh->mNumFaces; face++) - { - memcpy(faceBuffer + face * faceDataSize, cMesh->mFaces[face].mIndices, faceDataSize); - } - - bool res = copyBuffer(env, jMesh, "m_faces", faceBuffer, faceBufferSize); - - free(faceBuffer); - - if (!res) - { - lprintf("could not copy face data\n"); - return false; - } - } - else - { - char* faceBuffer = (char*) malloc(faceBufferSize); - char* offsetBuffer = (char*) malloc(cMesh->mNumFaces * sizeof(unsigned int)); - - size_t faceBufferPos = 0; - for (unsigned int face = 0; face < cMesh->mNumFaces; face++) - { - size_t faceBufferOffset = faceBufferPos / sizeof(unsigned int); - memcpy(offsetBuffer + face * sizeof(unsigned int), &faceBufferOffset, sizeof(unsigned int)); - - size_t faceDataSize = cMesh->mFaces[face].mNumIndices * sizeof(unsigned int); - memcpy(faceBuffer + faceBufferPos, cMesh->mFaces[face].mIndices, faceDataSize); - faceBufferPos += faceDataSize; - } - - if (faceBufferPos != faceBufferSize) - { - /* this should really not happen */ - lprintf("faceBufferPos %u, faceBufferSize %u\n", faceBufferPos, faceBufferSize); - env->FatalError("error copying face data"); - exit(-1); - } - - - bool res = copyBuffer(env, jMesh, "m_faces", faceBuffer, faceBufferSize); - res &= copyBuffer(env, jMesh, "m_faceOffsets", offsetBuffer, cMesh->mNumFaces * sizeof(unsigned int)); - - free(faceBuffer); - free(offsetBuffer); - - if (!res) - { - lprintf("could not copy face data\n"); - return false; - } - } - - lprintf(" with %u faces\n", cMesh->mNumFaces); - } - - - /* push normals to java */ - if (cMesh->HasNormals()) - { - jvalue allocateDataChannelParams[2]; - allocateDataChannelParams[0].i = 0; - allocateDataChannelParams[1].i = 0; - if (!callv(env, jMesh, "jassimp/AiMesh", "allocateDataChannel", "(II)V", allocateDataChannelParams)) - { - lprintf("could not allocate normal data channel\n"); - return false; - } - if (!copyBuffer(env, jMesh, "m_normals", cMesh->mNormals, cMesh->mNumVertices * 3 * sizeof(float))) - { - lprintf("could not copy normal data\n"); - return false; - } - - lprintf(" with normals\n"); - } - - - /* push tangents to java */ - if (cMesh->mTangents != NULL) - { - jvalue allocateDataChannelParams[2]; - allocateDataChannelParams[0].i = 1; - allocateDataChannelParams[1].i = 0; - if (!callv(env, jMesh, "jassimp/AiMesh", "allocateDataChannel", "(II)V", allocateDataChannelParams)) - { - lprintf("could not allocate tangents data channel\n"); - return false; - } - if (!copyBuffer(env, jMesh, "m_tangents", cMesh->mTangents, cMesh->mNumVertices * 3 * sizeof(float))) - { - lprintf("could not copy tangents data\n"); - return false; - } - - lprintf(" with tangents\n"); - } - - - /* push bitangents to java */ - if (cMesh->mBitangents != NULL) - { - jvalue allocateDataChannelParams[2]; - allocateDataChannelParams[0].i = 2; - allocateDataChannelParams[1].i = 0; - if (!callv(env, jMesh, "jassimp/AiMesh", "allocateDataChannel", "(II)V", allocateDataChannelParams)) - { - lprintf("could not allocate bitangents data channel\n"); - return false; - } - if (!copyBuffer(env, jMesh, "m_bitangents", cMesh->mBitangents, cMesh->mNumVertices * 3 * sizeof(float))) - { - lprintf("could not copy bitangents data\n"); - return false; - } - - lprintf(" with bitangents\n"); - } - - - /* push color sets to java */ - for (int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++) - { - if (cMesh->mColors[c] != NULL) - { - jvalue allocateDataChannelParams[2]; - allocateDataChannelParams[0].i = 3; - allocateDataChannelParams[1].i = c; - if (!callv(env, jMesh, "jassimp/AiMesh", "allocateDataChannel", "(II)V", allocateDataChannelParams)) - { - lprintf("could not allocate colorset data channel\n"); - return false; - } - if (!copyBufferArray(env, jMesh, "m_colorsets", c, cMesh->mColors[c], cMesh->mNumVertices * 4 * sizeof(float))) - { - lprintf("could not copy colorset data\n"); - return false; - } - - lprintf(" with colorset[%d]\n", c); - } - } - - - /* push tex coords to java */ - for (int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++) - { - if (cMesh->mTextureCoords[c] != NULL) - { - jvalue allocateDataChannelParams[2]; - - switch (cMesh->mNumUVComponents[c]) - { - case 1: - allocateDataChannelParams[0].i = 4; - break; - case 2: - allocateDataChannelParams[0].i = 5; - break; - case 3: - allocateDataChannelParams[0].i = 6; - break; - default: - return false; - } - - allocateDataChannelParams[1].i = c; - if (!callv(env, jMesh, "jassimp/AiMesh", "allocateDataChannel", "(II)V", allocateDataChannelParams)) - { - lprintf("could not allocate texture coordinates data channel\n"); - return false; - } - - /* gather data */ - size_t coordBufferSize = cMesh->mNumVertices * cMesh->mNumUVComponents[c] * sizeof(float); - char* coordBuffer = (char*) malloc(coordBufferSize); - size_t coordBufferOffset = 0; - - for (unsigned int v = 0; v < cMesh->mNumVertices; v++) - { - memcpy(coordBuffer + coordBufferOffset, &cMesh->mTextureCoords[c][v], cMesh->mNumUVComponents[c] * sizeof(float)); - coordBufferOffset += cMesh->mNumUVComponents[c] * sizeof(float); - } - - if (coordBufferOffset != coordBufferSize) - { - /* this should really not happen */ - lprintf("coordBufferPos %u, coordBufferSize %u\n", coordBufferOffset, coordBufferSize); - env->FatalError("error copying coord data"); - exit(-1); - } - - bool res = copyBufferArray(env, jMesh, "m_texcoords", c, coordBuffer, coordBufferSize); - - free(coordBuffer); - - if (!res) - { - lprintf("could not copy texture coordinates data\n"); - return false; - } - - lprintf(" with %uD texcoord[%d]\n", cMesh->mNumUVComponents[c], c); - } - } - - - for (unsigned int b = 0; b < cMesh->mNumBones; b++) - { - aiBone *cBone = cMesh->mBones[b]; - - jobject jBone; - SmartLocalRef refBone(env, jBone); - if (!createInstance(env, "jassimp/AiBone", jBone)) - { - return false; - } - - /* add bone to bone list */ - jobject jBones = NULL; - SmartLocalRef refBones(env, jBones); - if (!getField(env, jMesh, "m_bones", "Ljava/util/List;", jBones)) - { - return false; - } - - jvalue addParams[1]; - addParams[0].l = jBone; - if (!call(env, jBones, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addParams)) - { - return false; - } - - /* set bone data */ - jstring boneNameString = env->NewStringUTF(cBone->mName.C_Str()); - SmartLocalRef refNameString(env, boneNameString); - if (!setObjectField(env, jBone, "m_name", "Ljava/lang/String;", boneNameString)) - { - return false; - } - - /* add bone weights */ - for (unsigned int w = 0; w < cBone->mNumWeights; w++) - { - jobject jBoneWeight; - SmartLocalRef refBoneWeight(env, jBoneWeight); - if (!createInstance(env, "jassimp/AiBoneWeight", jBoneWeight)) - { - return false; - } - - /* add boneweight to bone list */ - jobject jBoneWeights = NULL; - SmartLocalRef refBoneWeights(env, jBoneWeights); - if (!getField(env, jBone, "m_boneWeights", "Ljava/util/List;", jBoneWeights)) - { - return false; - } - - /* copy offset matrix */ - jfloatArray jMatrixArr = env->NewFloatArray(16); - SmartLocalRef refMatrixArr(env, jMatrixArr); - env->SetFloatArrayRegion(jMatrixArr, 0, 16, (jfloat*) &cBone->mOffsetMatrix); - - jvalue wrapParams[1]; - wrapParams[0].l = jMatrixArr; - jobject jMatrix; - SmartLocalRef refMatrix(env, jMatrix); - - if (!callStaticObject(env, "jassimp/Jassimp", "wrapMatrix", "([F)Ljava/lang/Object;", wrapParams, jMatrix)) - { - return false; - } - - if (!setObjectField(env, jBone, "m_offsetMatrix", "Ljava/lang/Object;", jMatrix)) - { - return false; - } - - - jvalue addBwParams[1]; - addBwParams[0].l = jBoneWeight; - if (!call(env, jBoneWeights, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addBwParams)) - { - return false; - } - - - if (!setIntField(env, jBoneWeight, "m_vertexId", cBone->mWeights[w].mVertexId)) - { - return false; - } - - if (!setFloatField(env, jBoneWeight, "m_weight", cBone->mWeights[w].mWeight)) - { - return false; - } - } - } - } - - return true; -} - -static bool loadMetadata(JNIEnv *env, const aiNode* cNode, jobject& jNode) -{ - aiMetadata *cMetadata = cNode->mMetaData; - - for(unsigned i = 0; i<cMetadata->mNumProperties; i++) { - - aiString& metaDataKey = cMetadata->mKeys[i]; - void* cData = cMetadata->mValues[i].mData; - aiMetadataType cMetadataType = cMetadata->mValues[i].mType; - - jobject jAiMetadataEntry = NULL; - SmartLocalRef refMetadataEntry(env, jAiMetadataEntry); - - if(!createInstance(env, "jassimp/AiMetadataEntry", jAiMetadataEntry)) { - return false; - } - - jobject jAiMetadataTypeEnumValue = NULL; - SmartLocalRef refMetadataTypeEnumValue(env, jAiMetadataTypeEnumValue); - - jobject jMetadataData = NULL; - SmartLocalRef refMetadataData(env, jMetadataData); - - bool getMetadataTypeSuccess = false; - bool getMetadataDataSuccess = false; - - jvalue boxingMethodArgument[1]; - - jboolean exceptionThrown; - - switch (cMetadataType) { - - case AI_BOOL: { - getMetadataTypeSuccess = getStaticField(env, "jassimp/AiMetadataEntry$AiMetadataType", "AI_BOOL", "Ljassimp/AiMetadataEntry$AiMetadataType;", jAiMetadataTypeEnumValue); - boxingMethodArgument[0].z = (jboolean) *static_cast<bool*>(cData); - getMetadataDataSuccess = callStaticObject(env, "java/lang/Boolean", "valueOf", "(Z)Ljava/lang/Boolean;", boxingMethodArgument, jMetadataData); - break; - } - case AI_INT32: { - getMetadataTypeSuccess = getStaticField(env, "jassimp/AiMetadataEntry$AiMetadataType", "AI_INT32", "Ljassimp/AiMetadataEntry$AiMetadataType;", jAiMetadataTypeEnumValue); - boxingMethodArgument[0].i = (jint) *static_cast<int32_t*>(cData); - getMetadataDataSuccess = callStaticObject(env, "java/lang/Integer", "valueOf", "(I)Ljava/lang/Integer;", boxingMethodArgument, jMetadataData); - break; - } - case AI_UINT64: { - getMetadataTypeSuccess = getStaticField(env, "jassimp/AiMetadataEntry$AiMetadataType", "AI_UINT64", "Ljassimp/AiMetadataEntry$AiMetadataType;", jAiMetadataTypeEnumValue); - boxingMethodArgument[0].j = (jlong) *static_cast<uint64_t*>(cData); - getMetadataDataSuccess = callStaticObject(env, "java/lang/Long", "valueOf", "(J)Ljava/lang/Long;", boxingMethodArgument, jMetadataData); - break; - } - case AI_FLOAT: { - getMetadataTypeSuccess = getStaticField(env, "jassimp/AiMetadataEntry$AiMetadataType", "AI_FLOAT", "Ljassimp/AiMetadataEntry$AiMetadataType;", jAiMetadataTypeEnumValue); - boxingMethodArgument[0].f = (jfloat) *static_cast<float*>(cData); - getMetadataDataSuccess = callStaticObject(env, "java/lang/Float", "valueOf", "(F)Ljava/lang/Float;", boxingMethodArgument, jMetadataData); - break; - } - case AI_DOUBLE: { - getMetadataTypeSuccess = getStaticField(env, "jassimp/AiMetadataEntry$AiMetadataType", "AI_DOUBLE", "Ljassimp/AiMetadataEntry$AiMetadataType;", jAiMetadataTypeEnumValue); - boxingMethodArgument[0].d = (jdouble) *static_cast<double*>(cData); - getMetadataDataSuccess = callStaticObject(env, "java/lang/Double", "valueOf", "(D)Ljava/lang/Double;", boxingMethodArgument, jMetadataData); - break; - } - case AI_AISTRING: { - getMetadataTypeSuccess = getStaticField(env, "jassimp/AiMetadataEntry$AiMetadataType", "AI_AISTRING", "Ljassimp/AiMetadataEntry$AiMetadataType;", jAiMetadataTypeEnumValue); - jMetadataData = env->NewStringUTF(static_cast<aiString*>(cData)->C_Str()); - getMetadataDataSuccess = (jMetadataData != NULL); - break; - } - case AI_AIVECTOR3D: { - getMetadataTypeSuccess = getStaticField(env, "jassimp/AiMetadataEntry$AiMetadataType", "AI_AIVECTOR3D", - "Ljassimp/AiMetadataEntry$AiMetadataType;", - jAiMetadataTypeEnumValue); - jvalue wrapVec3Args[3]; - aiVector3D *vector3D = static_cast<aiVector3D *>(cData); - wrapVec3Args[0].f = vector3D->x; - wrapVec3Args[1].f = vector3D->y; - wrapVec3Args[2].f = vector3D->z; - getMetadataDataSuccess = callStaticObject(env, "jassimp/Jassimp", "wrapVec3", "(FFF)Ljava/lang/Object;", - wrapVec3Args, jMetadataData); - break; - } - default: { - getMetadataTypeSuccess = false; - getMetadataDataSuccess = false; - break; - } - } - - exceptionThrown = env->ExceptionCheck(); - - if(!getMetadataTypeSuccess || !getMetadataDataSuccess) { - if(exceptionThrown) - { - env->ExceptionDescribe(); - } - - return false; - } - - if(!setObjectField(env, jAiMetadataEntry, "mType", "Ljassimp/AiMetadataEntry$AiMetadataType;", jAiMetadataTypeEnumValue)) { - exceptionThrown = env->ExceptionCheck(); - - if(exceptionThrown) - { - env->ExceptionDescribe(); - } - - return false; - } - - if(!setObjectField(env, jAiMetadataEntry, "mData", "Ljava/lang/Object;", jMetadataData)) { - exceptionThrown = env->ExceptionCheck(); - - if(exceptionThrown) - { - env->ExceptionDescribe(); - } - - return false; - } - - jobject jNodeMetadata = NULL; - SmartLocalRef refMetadata(env, jNodeMetadata); - - if(!getField(env, jNode, "m_metaData", "Ljava/util/Map;", jNodeMetadata)) { - exceptionThrown = env->ExceptionCheck(); - - if(exceptionThrown) - { - env->ExceptionDescribe(); - } - - return false; - } - - jclass hashMapClass = env->FindClass("java/util/HashMap"); - jmethodID jHashMapPutMethod = env->GetMethodID(hashMapClass, "put", "(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;"); - - jstring jKey = env->NewStringUTF(metaDataKey.C_Str()); - SmartLocalRef keyRef(env, jKey); - - // Only check exception instead of result here because maps will return - // null on success if they did not overwrite an existing mapping for the given key. - env->CallObjectMethod(jNodeMetadata, jHashMapPutMethod, jKey, jAiMetadataEntry); - - exceptionThrown = env->ExceptionCheck(); - - if(exceptionThrown) { - env->ExceptionDescribe(); - return false; - } - - } - - return true; -} - -static bool loadSceneNode(JNIEnv *env, const aiNode *cNode, jobject parent, jobject* loadedNode = NULL) -{ - lprintf(" converting node %s ...\n", cNode->mName.C_Str()); - - /* wrap matrix */ - jfloatArray jMatrixArr = env->NewFloatArray(16); - SmartLocalRef refMatrixArr(env, jMatrixArr); - env->SetFloatArrayRegion(jMatrixArr, 0, 16, (jfloat*) &cNode->mTransformation); - - jvalue wrapMatParams[1]; - wrapMatParams[0].l = jMatrixArr; - jobject jMatrix; - SmartLocalRef refMatrix(env, jMatrix); - - if (!callStaticObject(env, "jassimp/Jassimp", "wrapMatrix", "([F)Ljava/lang/Object;", wrapMatParams, jMatrix)) - { - return false; - } - - - /* create mesh references array */ - jintArray jMeshrefArr = env->NewIntArray(cNode->mNumMeshes); - SmartLocalRef refMeshrefArr(env, jMeshrefArr); - - jint *temp = (jint*) malloc(sizeof(jint) * cNode->mNumMeshes); - - for (unsigned int i = 0; i < cNode->mNumMeshes; i++) - { - temp[i] = cNode->mMeshes[i]; - } - env->SetIntArrayRegion(jMeshrefArr, 0, cNode->mNumMeshes, (jint*) temp); - - free(temp); - - - /* convert name */ - jstring jNodeName = env->NewStringUTF(cNode->mName.C_Str()); - SmartLocalRef refNodeName(env, jNodeName); - - /* wrap scene node */ - jvalue wrapNodeParams[4]; - wrapNodeParams[0].l = parent; - wrapNodeParams[1].l = jMatrix; - wrapNodeParams[2].l = jMeshrefArr; - wrapNodeParams[3].l = jNodeName; - jobject jNode; - if (!callStaticObject(env, "jassimp/Jassimp", "wrapSceneNode", - "(Ljava/lang/Object;Ljava/lang/Object;[ILjava/lang/String;)Ljava/lang/Object;", wrapNodeParams, jNode)) - { - return false; - } - - - /* and recurse */ - for (unsigned int c = 0; c < cNode->mNumChildren; c++) - { - if (!loadSceneNode(env, cNode->mChildren[c], jNode)) - { - return false; - } - } - - if (NULL != loadedNode) - { - if(cNode->mMetaData) { - if(!loadMetadata(env, cNode, jNode)) - { - return false; - } - } - - *loadedNode = jNode; - } else { - env->DeleteLocalRef(jNode); - } - - return true; -} - - -static bool loadSceneGraph(JNIEnv *env, const aiScene* cScene, jobject& jScene) -{ - lprintf("converting scene graph ...\n"); - - if (NULL != cScene->mRootNode) - { - jobject jRoot; - SmartLocalRef refRoot(env, jRoot); - - if (!loadSceneNode(env, cScene->mRootNode, NULL, &jRoot)) - { - return false; - } - - if (!setObjectField(env, jScene, "m_sceneRoot", "Ljava/lang/Object;", jRoot)) - { - return false; - } - } - - lprintf("converting scene graph finished\n"); - - return true; -} - - -static bool loadMaterials(JNIEnv *env, const aiScene* cScene, jobject& jScene) -{ - for (unsigned int m = 0; m < cScene->mNumMaterials; m++) - { - const aiMaterial* cMaterial = cScene->mMaterials[m]; - - lprintf("converting material %d ...\n", m); - - jobject jMaterial = NULL; - SmartLocalRef refMaterial(env, jMaterial); - - if (!createInstance(env, "jassimp/AiMaterial", jMaterial)) - { - return false; - } - - /* add material to m_materials java.util.List */ - jobject jMaterials = NULL; - SmartLocalRef refMaterials(env, jMaterials); - - if (!getField(env, jScene, "m_materials", "Ljava/util/List;", jMaterials)) - { - return false; - } - - jvalue addMatParams[1]; - addMatParams[0].l = jMaterial; - if (!call(env, jMaterials, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addMatParams)) - { - return false; - } - - /* set texture numbers */ - for (int ttInd = aiTextureType_DIFFUSE; ttInd < aiTextureType_UNKNOWN; ttInd++) - { - aiTextureType tt = static_cast<aiTextureType>(ttInd); - - unsigned int num = cMaterial->GetTextureCount(tt); - - lprintf(" found %d textures of type %d ...\n", num, ttInd); - - jvalue setNumberParams[2]; - setNumberParams[0].i = ttInd; - setNumberParams[1].i = num; - - if (!callv(env, jMaterial, "jassimp/AiMaterial", "setTextureNumber", "(II)V", setNumberParams)) - { - return false; - } - } - - - for (unsigned int p = 0; p < cMaterial->mNumProperties; p++) - { - //printf("%s - %u - %u\n", cScene->mMaterials[m]->mProperties[p]->mKey.C_Str(), - // cScene->mMaterials[m]->mProperties[p]->mSemantic, - // cScene->mMaterials[m]->mProperties[p]->mDataLength); - - const aiMaterialProperty* cProperty = cMaterial->mProperties[p]; - - lprintf(" converting property %s ...\n", cProperty->mKey.C_Str()); - - jobject jProperty = NULL; - SmartLocalRef refProperty(env, jProperty); - - jvalue constructorParams[5]; - jstring keyString = env->NewStringUTF(cProperty->mKey.C_Str()); - SmartLocalRef refKeyString(env, keyString); - constructorParams[0].l = keyString; - constructorParams[1].i = cProperty->mSemantic; - constructorParams[2].i = cProperty->mIndex; - constructorParams[3].i = cProperty->mType; - - - /* special case conversion for color3 */ - if (NULL != strstr(cProperty->mKey.C_Str(), "clr") && - cProperty->mType == aiPTI_Float && - cProperty->mDataLength == 3 * sizeof(float)) - { - jobject jData = NULL; - SmartLocalRef refData(env, jData); - - /* wrap color */ - jvalue wrapColorParams[3]; - wrapColorParams[0].f = ((float*) cProperty->mData)[0]; - wrapColorParams[1].f = ((float*) cProperty->mData)[1]; - wrapColorParams[2].f = ((float*) cProperty->mData)[2]; - if (!callStaticObject(env, "jassimp/Jassimp", "wrapColor3", "(FFF)Ljava/lang/Object;", wrapColorParams, jData)) - { - return false; - } - - constructorParams[4].l = jData; - if (!createInstance(env, "jassimp/AiMaterial$Property", "(Ljava/lang/String;IIILjava/lang/Object;)V", - constructorParams, jProperty)) - { - return false; - } - } - /* special case conversion for color4 */ - else if (NULL != strstr(cProperty->mKey.C_Str(), "clr") && - cProperty->mType == aiPTI_Float && - cProperty->mDataLength == 4 * sizeof(float)) - { - jobject jData = NULL; - SmartLocalRef refData(env, jData); - - /* wrap color */ - jvalue wrapColorParams[4]; - wrapColorParams[0].f = ((float*) cProperty->mData)[0]; - wrapColorParams[1].f = ((float*) cProperty->mData)[1]; - wrapColorParams[2].f = ((float*) cProperty->mData)[2]; - wrapColorParams[3].f = ((float*) cProperty->mData)[3]; - if (!callStaticObject(env, "jassimp/Jassimp", "wrapColor4", "(FFFF)Ljava/lang/Object;", wrapColorParams, jData)) - { - return false; - } - - constructorParams[4].l = jData; - if (!createInstance(env, "jassimp/AiMaterial$Property", "(Ljava/lang/String;IIILjava/lang/Object;)V", - constructorParams, jProperty)) - { - return false; - } - } - else if (cProperty->mType == aiPTI_Float && cProperty->mDataLength == sizeof(float)) - { - jobject jData = NULL; - SmartLocalRef refData(env, jData); - - jvalue newFloatParams[1]; - newFloatParams[0].f = ((float*) cProperty->mData)[0]; - if (!createInstance(env, "java/lang/Float", "(F)V", newFloatParams, jData)) - { - return false; - } - - constructorParams[4].l = jData; - if (!createInstance(env, "jassimp/AiMaterial$Property", "(Ljava/lang/String;IIILjava/lang/Object;)V", - constructorParams, jProperty)) - { - return false; - } - } - else if (cProperty->mType == aiPTI_Integer && cProperty->mDataLength == sizeof(int)) - { - jobject jData = NULL; - SmartLocalRef refData(env, jData); - - jvalue newIntParams[1]; - newIntParams[0].i = ((int*) cProperty->mData)[0]; - if (!createInstance(env, "java/lang/Integer", "(I)V", newIntParams, jData)) - { - return false; - } - - constructorParams[4].l = jData; - if (!createInstance(env, "jassimp/AiMaterial$Property", "(Ljava/lang/String;IIILjava/lang/Object;)V", - constructorParams, jProperty)) - { - return false; - } - } - else if (cProperty->mType == aiPTI_String) - { - /* skip length prefix */ - jobject jData = env->NewStringUTF(cProperty->mData + 4); - SmartLocalRef refData(env, jData); - - constructorParams[4].l = jData; - if (!createInstance(env, "jassimp/AiMaterial$Property", "(Ljava/lang/String;IIILjava/lang/Object;)V", - constructorParams, jProperty)) - { - return false; - } - } - else - { - constructorParams[4].i = cProperty->mDataLength; - - /* generic copy code, uses dump ByteBuffer on java side */ - if (!createInstance(env, "jassimp/AiMaterial$Property", "(Ljava/lang/String;IIII)V", constructorParams, jProperty)) - { - return false; - } - - jobject jBuffer = NULL; - SmartLocalRef refBuffer(env, jBuffer); - if (!getField(env, jProperty, "m_data", "Ljava/lang/Object;", jBuffer)) - { - return false; - } - - if (env->GetDirectBufferCapacity(jBuffer) != cProperty->mDataLength) - { - lprintf("invalid direct buffer\n"); - return false; - } - - void* jBufferPtr = env->GetDirectBufferAddress(jBuffer); - - if (NULL == jBufferPtr) - { - lprintf("could not access direct buffer\n"); - return false; - } - - memcpy(jBufferPtr, cProperty->mData, cProperty->mDataLength); - } - - - /* add property */ - jobject jProperties = NULL; - SmartLocalRef refProperties(env, jProperties); - if (!getField(env, jMaterial, "m_properties", "Ljava/util/List;", jProperties)) - { - return false; - } - - jvalue addPropParams[1]; - addPropParams[0].l = jProperty; - if (!call(env, jProperties, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addPropParams)) - { - return false; - } - } - } - - lprintf("materials finished\n"); - - return true; -} - - -static bool loadAnimations(JNIEnv *env, const aiScene* cScene, jobject& jScene) -{ - lprintf("converting %d animations ...\n", cScene->mNumAnimations); - - for (unsigned int a = 0; a < cScene->mNumAnimations; a++) - { - const aiAnimation *cAnimation = cScene->mAnimations[a]; - - lprintf(" converting animation %s ...\n", cAnimation->mName.C_Str()); - - jobject jAnimation; - SmartLocalRef refAnimation(env, jAnimation); - - jvalue newAnimParams[3]; - jstring nameString = env->NewStringUTF(cAnimation->mName.C_Str()); - SmartLocalRef refNameString(env, nameString); - newAnimParams[0].l = nameString; - newAnimParams[1].d = cAnimation->mDuration; - newAnimParams[2].d = cAnimation->mTicksPerSecond; - - if (!createInstance(env, "jassimp/AiAnimation", "(Ljava/lang/String;DD)V", newAnimParams, jAnimation)) - { - return false; - } - - /* add animation to m_animations java.util.List */ - jobject jAnimations = NULL; - SmartLocalRef refAnimations(env, jAnimations); - - if (!getField(env, jScene, "m_animations", "Ljava/util/List;", jAnimations)) - { - return false; - } - - jvalue addParams[1]; - addParams[0].l = jAnimation; - if (!call(env, jAnimations, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addParams)) - { - return false; - } - - - for (unsigned int c = 0; c < cAnimation->mNumChannels; c++) - { - const aiNodeAnim *cNodeAnim = cAnimation->mChannels[c]; - - jobject jNodeAnim; - SmartLocalRef refNodeAnim(env, jNodeAnim); - - jvalue newNodeAnimParams[6]; - jstring animationName = env->NewStringUTF(cNodeAnim->mNodeName.C_Str()); - SmartLocalRef refAnimationName(env, animationName); - newNodeAnimParams[0].l = animationName; - newNodeAnimParams[1].i = cNodeAnim->mNumPositionKeys; - newNodeAnimParams[2].i = cNodeAnim->mNumRotationKeys; - newNodeAnimParams[3].i = cNodeAnim->mNumScalingKeys; - newNodeAnimParams[4].i = cNodeAnim->mPreState; - newNodeAnimParams[5].i = cNodeAnim->mPostState; - - if (!createInstance(env, "jassimp/AiNodeAnim", "(Ljava/lang/String;IIIII)V", newNodeAnimParams, jNodeAnim)) - { - return false; - } - - - /* add nodeanim to m_animations java.util.List */ - jobject jNodeAnims = NULL; - SmartLocalRef refNodeAnims(env, jNodeAnims); - - if (!getField(env, jAnimation, "m_nodeAnims", "Ljava/util/List;", jNodeAnims)) - { - return false; - } - - jvalue addParams[1]; - addParams[0].l = jNodeAnim; - if (!call(env, jNodeAnims, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addParams)) - { - return false; - } - - /* copy keys */ - if (!copyBuffer(env, jNodeAnim, "m_posKeys", cNodeAnim->mPositionKeys, - cNodeAnim->mNumPositionKeys * sizeof(aiVectorKey))) - { - return false; - } - - if (!copyBuffer(env, jNodeAnim, "m_rotKeys", cNodeAnim->mRotationKeys, - cNodeAnim->mNumRotationKeys * sizeof(aiQuatKey))) - { - return false; - } - - if (!copyBuffer(env, jNodeAnim, "m_scaleKeys", cNodeAnim->mScalingKeys, - cNodeAnim->mNumScalingKeys * sizeof(aiVectorKey))) - { - return false; - } - } - } - - lprintf("converting animations finished\n"); - - return true; -} - - -static bool loadLights(JNIEnv *env, const aiScene* cScene, jobject& jScene) -{ - lprintf("converting %d lights ...\n", cScene->mNumLights); - - for (unsigned int l = 0; l < cScene->mNumLights; l++) - { - const aiLight *cLight = cScene->mLights[l]; - - lprintf("converting light %s ...\n", cLight->mName.C_Str()); - - /* wrap color nodes */ - jvalue wrapColorParams[3]; - wrapColorParams[0].f = cLight->mColorDiffuse.r; - wrapColorParams[1].f = cLight->mColorDiffuse.g; - wrapColorParams[2].f = cLight->mColorDiffuse.b; - jobject jDiffuse; - SmartLocalRef refDiffuse(env, jDiffuse); - if (!callStaticObject(env, "jassimp/Jassimp", "wrapColor3", "(FFF)Ljava/lang/Object;", wrapColorParams, jDiffuse)) - { - return false; - } - - wrapColorParams[0].f = cLight->mColorSpecular.r; - wrapColorParams[1].f = cLight->mColorSpecular.g; - wrapColorParams[2].f = cLight->mColorSpecular.b; - jobject jSpecular; - SmartLocalRef refSpecular(env, jSpecular); - if (!callStaticObject(env, "jassimp/Jassimp", "wrapColor3", "(FFF)Ljava/lang/Object;", wrapColorParams, jSpecular)) - { - return false; - } - - wrapColorParams[0].f = cLight->mColorAmbient.r; - wrapColorParams[1].f = cLight->mColorAmbient.g; - wrapColorParams[2].f = cLight->mColorAmbient.b; - jobject jAmbient; - SmartLocalRef refAmbient(env, jAmbient); - if (!callStaticObject(env, "jassimp/Jassimp", "wrapColor3", "(FFF)Ljava/lang/Object;", wrapColorParams, jAmbient)) - { - return false; - } - - - /* wrap vec3 nodes */ - jvalue wrapVec3Params[3]; - wrapVec3Params[0].f = cLight->mPosition.x; - wrapVec3Params[1].f = cLight->mPosition.y; - wrapVec3Params[2].f = cLight->mPosition.z; - jobject jPosition; - SmartLocalRef refPosition(env, jPosition); - if (!callStaticObject(env, "jassimp/Jassimp", "wrapVec3", "(FFF)Ljava/lang/Object;", wrapVec3Params, jPosition)) - { - return false; - } - - wrapVec3Params[0].f = cLight->mPosition.x; - wrapVec3Params[1].f = cLight->mPosition.y; - wrapVec3Params[2].f = cLight->mPosition.z; - jobject jDirection; - SmartLocalRef refDirection(env, jDirection); - if (!callStaticObject(env, "jassimp/Jassimp", "wrapVec3", "(FFF)Ljava/lang/Object;", wrapVec3Params, jDirection)) - { - return false; - } - - - jobject jLight; - SmartLocalRef refLight(env, jLight); - jvalue params[12]; - jstring lightName = env->NewStringUTF(cLight->mName.C_Str()); - SmartLocalRef refLightName(env, lightName); - params[0].l = lightName; - params[1].i = cLight->mType; - params[2].l = jPosition; - params[3].l = jDirection; - params[4].f = cLight->mAttenuationConstant; - params[5].f = cLight->mAttenuationLinear; - params[6].f = cLight->mAttenuationQuadratic; - params[7].l = jDiffuse; - params[8].l = jSpecular; - params[9].l = jAmbient; - params[10].f = cLight->mAngleInnerCone; - params[11].f = cLight->mAngleOuterCone; - - if (!createInstance(env, "jassimp/AiLight", "(Ljava/lang/String;ILjava/lang/Object;Ljava/lang/Object;FFFLjava/lang/Object;Ljava/lang/Object;Ljava/lang/Object;FF)V", - params, jLight)) - { - return false; - } - - /* add light to m_lights java.util.List */ - jobject jLights = NULL; - SmartLocalRef refLights(env, jLights); - - if (!getField(env, jScene, "m_lights", "Ljava/util/List;", jLights)) - { - return false; - } - - jvalue addParams[1]; - addParams[0].l = jLight; - if (!call(env, jLights, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addParams)) - { - return false; - } - } - - lprintf("converting lights finished ...\n"); - - return true; -} - - -static bool loadCameras(JNIEnv *env, const aiScene* cScene, jobject& jScene) -{ - lprintf("converting %d cameras ...\n", cScene->mNumCameras); - - for (unsigned int c = 0; c < cScene->mNumCameras; c++) - { - const aiCamera *cCamera = cScene->mCameras[c]; - - lprintf("converting camera %s ...\n", cCamera->mName.C_Str()); - - /* wrap color nodes */ - jvalue wrapPositionParams[3]; - wrapPositionParams[0].f = cCamera->mPosition.x; - wrapPositionParams[1].f = cCamera->mPosition.y; - wrapPositionParams[2].f = cCamera->mPosition.z; - jobject jPosition; - SmartLocalRef refPosition(env, jPosition); - if (!callStaticObject(env, "jassimp/Jassimp", "wrapVec3", "(FFF)Ljava/lang/Object;", wrapPositionParams, jPosition)) - { - return false; - } - - wrapPositionParams[0].f = cCamera->mUp.x; - wrapPositionParams[1].f = cCamera->mUp.y; - wrapPositionParams[2].f = cCamera->mUp.z; - jobject jUp; - SmartLocalRef refUp(env, jUp); - if (!callStaticObject(env, "jassimp/Jassimp", "wrapVec3", "(FFF)Ljava/lang/Object;", wrapPositionParams, jUp)) - { - return false; - } - - wrapPositionParams[0].f = cCamera->mLookAt.x; - wrapPositionParams[1].f = cCamera->mLookAt.y; - wrapPositionParams[2].f = cCamera->mLookAt.z; - jobject jLookAt; - SmartLocalRef refLookAt(env, jLookAt); - if (!callStaticObject(env, "jassimp/Jassimp", "wrapVec3", "(FFF)Ljava/lang/Object;", wrapPositionParams, jLookAt)) - { - return false; - } - - - jobject jCamera; - SmartLocalRef refCamera(env, jCamera); - - jvalue params[8]; - jstring cameraName = env->NewStringUTF(cCamera->mName.C_Str()); - SmartLocalRef refCameraName(env, cameraName); - params[0].l = cameraName; - params[1].l = jPosition; - params[2].l = jUp; - params[3].l = jLookAt; - params[4].f = cCamera->mHorizontalFOV; - params[5].f = cCamera->mClipPlaneNear; - params[6].f = cCamera->mClipPlaneFar; - params[7].f = cCamera->mAspect; - - if (!createInstance(env, "jassimp/AiCamera", "(Ljava/lang/String;Ljava/lang/Object;Ljava/lang/Object;Ljava/lang/Object;FFFF)V", - params, jCamera)) - { - return false; - } - - /* add camera to m_cameras java.util.List */ - jobject jCameras = NULL; - SmartLocalRef refCameras(env, jCameras); - if (!getField(env, jScene, "m_cameras", "Ljava/util/List;", jCameras)) - { - return false; - } - - jvalue addParams[1]; - addParams[0].l = jCamera; - if (!call(env, jCameras, "java/util/Collection", "add", "(Ljava/lang/Object;)Z", addParams)) - { - return false; - } - } - - lprintf("converting cameras finished\n"); - - return true; -} - - -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getVKeysize - (JNIEnv *env, jclass jClazz) -{ - const int res = sizeof(aiVectorKey); - return res; -} - -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getQKeysize - (JNIEnv *env, jclass jClazz) -{ - const int res = sizeof(aiQuatKey); - return res; -} - -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getV3Dsize - (JNIEnv *env, jclass jClazz) -{ - const int res = sizeof(aiVector3D); - return res; -} - -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getfloatsize - (JNIEnv *env, jclass jClazz) -{ - const int res = sizeof(float); - return res; -} - -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getintsize - (JNIEnv *env, jclass jClazz) -{ - const int res = sizeof(int); - return res; -} - -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getuintsize - (JNIEnv *env, jclass jClazz) -{ - const int res = sizeof(unsigned int); - return res; -} - -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getdoublesize - (JNIEnv *env, jclass jClazz) -{ - const int res = sizeof(double); - return res; -} - -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getlongsize - (JNIEnv *env, jclass jClazz) -{ - const int res = sizeof(long); - return res; -} - -JNIEXPORT jstring JNICALL Java_jassimp_Jassimp_getErrorString - (JNIEnv *env, jclass jClazz) -{ - const char *err = gLastErrorString.c_str(); - - if (NULL == err) - { - return env->NewStringUTF(""); - } - - return env->NewStringUTF(err); -} - - -JNIEXPORT jobject JNICALL Java_jassimp_Jassimp_aiImportFile - (JNIEnv *env, jclass jClazz, jstring jFilename, jlong postProcess, jobject ioSystem, jobject progressHandler) -{ - jobject jScene = NULL; - - /* convert params */ - const char* cFilename = env->GetStringUTFChars(jFilename, NULL); - - Assimp::Importer imp; - - - if(ioSystem != NULL) - { - imp.SetIOHandler(new JavaIOSystem(env, ioSystem)); - lprintf("Created aiFileIO\n"); - } - - if(progressHandler != NULL) - { - imp.SetProgressHandler(new JavaProgressHandler(env, progressHandler)); - } - - lprintf("opening file: %s\n", cFilename); - - /* do import */ - const aiScene *cScene = imp.ReadFile(cFilename, (unsigned int) postProcess); - - if (!cScene) - { - lprintf("import file returned null\n"); - goto error; - } - - if (!createInstance(env, "jassimp/AiScene", jScene)) - { - goto error; - } - - if (!loadMeshes(env, cScene, jScene)) - { - goto error; - } - - if (!loadMaterials(env, cScene, jScene)) - { - goto error; - } - - if (!loadAnimations(env, cScene, jScene)) - { - goto error; - } - - if (!loadLights(env, cScene, jScene)) - { - goto error; - } - - if (!loadCameras(env, cScene, jScene)) - { - goto error; - } - - if (!loadSceneGraph(env, cScene, jScene)) - { - goto error; - } - - /* jump over error handling section */ - goto end; - -error: - { - jclass exception = env->FindClass("java/io/IOException"); - - if (NULL == exception) - { - /* that's really a problem because we cannot throw in this case */ - env->FatalError("could not throw java.io.IOException"); - } - gLastErrorString = imp.GetErrorString(); - env->ThrowNew(exception, gLastErrorString.c_str()); - - lprintf("problem detected\n"); - } - -end: - - /* free params */ - env->ReleaseStringUTFChars(jFilename, cFilename); - - lprintf("return from native\n"); - - return jScene; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp-native/src/jassimp.h b/src/mesh/assimp-master/port/jassimp/jassimp-native/src/jassimp.h deleted file mode 100644 index 2a4a845..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp-native/src/jassimp.h +++ /dev/null @@ -1,47 +0,0 @@ -/* DO NOT EDIT THIS FILE - it is machine generated */ -#include <jni.h> -#include <stdlib.h> -/* Header for class jassimp_Jassimp */ - -#ifndef _Included_jassimp_Jassimp -#define _Included_jassimp_Jassimp -#ifdef __cplusplus -extern "C" { -#endif -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getVKeysize - (JNIEnv *, jclass); -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getQKeysize - (JNIEnv *, jclass); -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getV3Dsize - (JNIEnv *, jclass); -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getfloatsize - (JNIEnv *, jclass); -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getintsize - (JNIEnv *, jclass); -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getuintsize - (JNIEnv *, jclass); -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getdoublesize - (JNIEnv *, jclass); -JNIEXPORT jint JNICALL Java_jassimp_Jassimp_getlongsize - (JNIEnv *, jclass); - -/* - * Class: jassimp_Jassimp - * Method: getErrorString - * Signature: ()Ljava/lang/String; - */ -JNIEXPORT jstring JNICALL Java_jassimp_Jassimp_getErrorString - (JNIEnv *, jclass); - -/* - * Class: jassimp_Jassimp - * Method: aiImportFile - * Signature: (Ljava/lang/String;J)Ljassimp/AiScene; - */ -JNIEXPORT jobject JNICALL Java_jassimp_Jassimp_aiImportFile - (JNIEnv *, jclass, jstring, jlong, jobject, jobject); - -#ifdef __cplusplus -} -#endif -#endif diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiAnimBehavior.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiAnimBehavior.java deleted file mode 100644 index ae4f04a..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiAnimBehavior.java +++ /dev/null @@ -1,112 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Defines how an animation channel behaves outside the defined time range. - */ -public enum AiAnimBehavior { - /** - * The value from the default node transformation is taken. - */ - DEFAULT(0x0), - - - /** - * The nearest key value is used without interpolation. - */ - CONSTANT(0x1), - - - /** - * The value of the nearest two keys is linearly extrapolated for the - * current time value. - */ - LINEAR(0x2), - - - /** - * The animation is repeated.<p> - * - * If the animation key go from n to m and the current time is t, use the - * value at (t-n) % (|m-n|). - */ - REPEAT(0x3); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param rawValue an integer based enum value (as defined by assimp) - * @return the enum value corresponding to rawValue - */ - static AiAnimBehavior fromRawValue(int rawValue) { - for (AiAnimBehavior type : AiAnimBehavior.values()) { - if (type.m_rawValue == rawValue) { - return type; - } - } - - throw new IllegalArgumentException("unexptected raw value: " + - rawValue); - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiAnimBehavior(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiAnimation.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiAnimation.java deleted file mode 100644 index 856b918..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiAnimation.java +++ /dev/null @@ -1,175 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.util.ArrayList; -import java.util.List; - -/** - * An animation.<p> - * - * An animation consists of keyframe data for a number of nodes. For - * each node affected by the animation a separate series of data is given.<p> - * - * Like {@link AiMesh}, the animation related classes offer a Buffer API, a - * Direct API and a wrapped API. Please consult the documentation of - * {@link AiMesh} for a description and comparison of these APIs. - */ -public final class AiAnimation { - /** - * Name. - */ - private final String m_name; - - /** - * Duration. - */ - private final double m_duration; - - /** - * Ticks per second. - */ - private final double m_ticksPerSecond; - - /** - * Bone animation channels. - */ - private final List<AiNodeAnim> m_nodeAnims = new ArrayList<AiNodeAnim>(); - - /** - * Constructor. - * - * @param name name - * @param duration duration - * @param ticksPerSecond ticks per second - */ - AiAnimation(String name, double duration, double ticksPerSecond) { - m_name = name; - m_duration = duration; - m_ticksPerSecond = ticksPerSecond; - } - - - /** - * Returns the name of the animation.<p> - * - * If the modeling package this data was exported from does support only - * a single animation channel, this name is usually empty (length is zero). - * - * @return the name - */ - public String getName() { - return m_name; - } - - - /** - * Returns the duration of the animation in ticks. - * - * @return the duration - */ - public double getDuration() { - return m_duration; - } - - - /** - * Returns the ticks per second.<p> - * - * 0 if not specified in the imported file - * - * @return the number of ticks per second - */ - public double getTicksPerSecond() { - return m_ticksPerSecond; - } - - - /** - * Returns the number of bone animation channels.<p> - * - * Each channel affects a single node. This method will return the same - * value as <code>getChannels().size()</code> - * - * @return the number of bone animation channels - */ - public int getNumChannels() { - return m_nodeAnims.size(); - } - - - /** - * Returns the list of bone animation channels.<p> - * - * Each channel affects a single node. The array is mNumChannels in size. - * - * @return the list of bone animation channels - */ - public List<AiNodeAnim> getChannels() { - return m_nodeAnims; - } - - - /** - * Returns the number of mesh animation channels.<p> - * - * Each channel affects a single mesh and defines vertex-based animation. - * This method will return the same value as - * <code>getMeshChannels().size()</code> - * - * @return the number of mesh animation channels - */ - public int getNumMeshChannels() { - throw new UnsupportedOperationException("not implemented yet"); - } - - - /** - * Returns the list of mesh animation channels.<p> - * - * Each channel affects a single mesh. - * - * @return the list of mesh animation channels - */ - public List<AiMeshAnim> getMeshChannels() { - throw new UnsupportedOperationException("not implemented yet"); - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBlendMode.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBlendMode.java deleted file mode 100644 index d3a0e0e..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBlendMode.java +++ /dev/null @@ -1,117 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Defines alpha-blend flags.<p> - * - * If you're familiar with OpenGL or D3D, these flags aren't new to you. - * They define *how* the final color value of a pixel is computed, basing - * on the previous color at that pixel and the new color value from the - * material. The blend formula is: - * <br><code> - * SourceColor * SourceBlend + DestColor * DestBlend - * </code><br> - * where <code>DestColor</code> is the previous color in the framebuffer at - * this position and <code>SourceColor</code> is the material color before the - * transparency calculation. - */ -public enum AiBlendMode { - /** - * Default blending.<p> - * - * Formula: - * <code> - * SourceColor*SourceAlpha + DestColor*(1-SourceAlpha) - * </code> - */ - DEFAULT(0x0), - - - /** - * Additive blending.<p> - * - * Formula: - * <code> - * SourceColor*1 + DestColor*1 - * </code> - */ - ADDITIVE(0x1); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param rawValue an integer based enum value (as defined by assimp) - * @return the enum value corresponding to rawValue - */ - static AiBlendMode fromRawValue(int rawValue) { - for (AiBlendMode type : AiBlendMode.values()) { - if (type.m_rawValue == rawValue) { - return type; - } - } - - throw new IllegalArgumentException("unexptected raw value: " + - rawValue); - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiBlendMode(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBone.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBone.java deleted file mode 100644 index eaaf481..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBone.java +++ /dev/null @@ -1,136 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.util.ArrayList; -import java.util.List; - - -/** - * A single bone of a mesh.<p> - * - * A bone has a name by which it can be found in the frame hierarchy and by - * which it can be addressed by animations. In addition it has a number of - * influences on vertices.<p> - * - * This class is designed to be mutable, i.e., the returned collections are - * writable and may be modified. - */ -public final class AiBone { - /** - * Name of the bone. - */ - private String m_name; - - - /** - * Bone weights. - */ - private final List<AiBoneWeight> m_boneWeights = - new ArrayList<AiBoneWeight>(); - - - /** - * Offset matrix. - */ - private Object m_offsetMatrix; - - /** - * Constructor. - */ - AiBone() { - /* nothing to do */ - } - - - /** - * Returns the name of the bone. - * - * @return the name - */ - public String getName() { - return m_name; - } - - - /** - * Returns the number of bone weights.<p> - * - * This method exists for compatibility with the native assimp API. - * The returned value is identical to <code>getBoneWeights().size()</code> - * - * @return the number of weights - */ - public int getNumWeights() { - return m_boneWeights.size(); - } - - - /** - * Returns a list of bone weights. - * - * @return the bone weights - */ - public List<AiBoneWeight> getBoneWeights() { - return m_boneWeights; - } - - - /** - * Returns the offset matrix.<p> - * - * The offset matrix is a 4x4 matrix that transforms from mesh space to - * bone space in bind pose.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers). - * - * @param wrapperProvider the wrapper provider (used for type inference) - * - * @return the offset matrix - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> M4 getOffsetMatrix( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - return (M4) m_offsetMatrix; - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBoneWeight.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBoneWeight.java deleted file mode 100644 index 7d7a183..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBoneWeight.java +++ /dev/null @@ -1,88 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * A single influence of a bone on a vertex. - */ -public final class AiBoneWeight { - /** - * Constructor. - */ - AiBoneWeight() { - /* nothing to do */ - } - - - /** - * Index of the vertex which is influenced by the bone. - * - * @return the vertex index - */ - public int getVertexId() { - return m_vertexId; - } - - - /** - * The strength of the influence in the range (0...1).<p> - * - * The influence from all bones at one vertex amounts to 1 - * - * @return the influence - */ - public float getWeight() { - return m_weight; - } - - - /** - * Vertex index. - */ - private int m_vertexId; - - - /** - * Influence of bone on vertex. - */ - private float m_weight; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBuiltInWrapperProvider.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBuiltInWrapperProvider.java deleted file mode 100644 index ebc23c0..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiBuiltInWrapperProvider.java +++ /dev/null @@ -1,84 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; - - -/** - * Wrapper provider using jassimp built in types. - */ -public final class AiBuiltInWrapperProvider implements AiWrapperProvider< - AiVector, AiMatrix4f, AiColor, AiNode, AiQuaternion> { - - @Override - public AiVector wrapVector3f(ByteBuffer buffer, int offset, - int numComponents) { - - return new AiVector(buffer, offset, numComponents); - } - - - @Override - public AiMatrix4f wrapMatrix4f(float[] data) { - return new AiMatrix4f(data); - } - - - @Override - public AiColor wrapColor(ByteBuffer buffer, int offset) { - return new AiColor(buffer, offset); - } - - - @Override - public AiNode wrapSceneNode(Object parent, Object matrix, - int[] meshReferences, String name) { - - return new AiNode((AiNode) parent, matrix, meshReferences, name); - } - - - @Override - public AiQuaternion wrapQuaternion(ByteBuffer buffer, int offset) { - return new AiQuaternion(buffer, offset); - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiCamera.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiCamera.java deleted file mode 100644 index b0f692e..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiCamera.java +++ /dev/null @@ -1,303 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Helper structure to describe a virtual camera.<p> - * - * Cameras have a representation in the node graph and can be animated. - * An important aspect is that the camera itself is also part of the - * scenegraph. This means, any values such as the look-at vector are not - * *absolute*, they're <b>relative</b> to the coordinate system defined - * by the node which corresponds to the camera. This allows for camera - * animations. For static cameras parameters like the 'look-at' or 'up' vectors - * are usually specified directly in aiCamera, but beware, they could also - * be encoded in the node transformation. The following (pseudo)code sample - * shows how to do it: <p> - * <code><pre> - * // Get the camera matrix for a camera at a specific time - * // if the node hierarchy for the camera does not contain - * // at least one animated node this is a static computation - * get-camera-matrix (node sceneRoot, camera cam) : matrix - * { - * node cnd = find-node-for-camera(cam) - * matrix cmt = identity() - * - * // as usual - get the absolute camera transformation for this frame - * for each node nd in hierarchy from sceneRoot to cnd - * matrix cur - * if (is-animated(nd)) - * cur = eval-animation(nd) - * else cur = nd->mTransformation; - * cmt = mult-matrices( cmt, cur ) - * end for - * - * // now multiply with the camera's own local transform - * cam = mult-matrices (cam, get-camera-matrix(cmt) ) - * } - * </pre></code> - * - * <b>Note:</b> some file formats (such as 3DS, ASE) export a "target point" - - * the point the camera is looking at (it can even be animated). Assimp - * writes the target point as a subnode of the camera's main node, - * called "<camName>.Target". However this is just additional information - * then the transformation tracks of the camera main node make the - * camera already look in the right direction. - */ -public final class AiCamera { - /** - * Constructor. - * - * @param name name - * @param position position - * @param up up vector - * @param lookAt look-at vector - * @param horizontalFOV field of view - * @param clipNear near clip plane - * @param clipFar far clip plane - * @param aspect aspect ratio - */ - AiCamera(String name, Object position, Object up, Object lookAt, - float horizontalFOV, float clipNear, float clipFar, float aspect) { - - m_name = name; - m_position = position; - m_up = up; - m_lookAt = lookAt; - m_horizontalFOV = horizontalFOV; - m_clipNear = clipNear; - m_clipFar = clipFar; - m_aspect = aspect; - } - - - /** - * Returns the name of the camera.<p> - * - * 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. - */ - public String getName() { - return m_name; - } - - - /** - * Returns the position of the camera.<p> - * - * The returned position is relative to the coordinate space defined by the - * corresponding node.<p> - * - * The default value is 0|0|0.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the position vector - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> V3 getPosition(AiWrapperProvider<V3, M4, C, N, Q> - wrapperProvider) { - - return (V3) m_position; - } - - - /** - * Returns the 'Up' - vector of the camera coordinate system. - * - * The returned vector is relative to the coordinate space defined by the - * corresponding node.<p> - * - * 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.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the 'Up' vector - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> V3 getUp(AiWrapperProvider<V3, M4, C, N, Q> - wrapperProvider) { - - return (V3) m_up; - } - - - /** - * Returns the 'LookAt' - vector of the camera coordinate system.<p> - * - * The returned vector is relative to the coordinate space defined by the - * corresponding node.<p> - * - * This is the viewing direction of the user. The default value is 0|0|1. - * The vector may be normalized, but it needn't.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the 'LookAt' vector - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> V3 getLookAt(AiWrapperProvider<V3, M4, C, N, Q> - wrapperProvider) { - - return (V3) m_lookAt; - } - - - /** - * Returns the half horizontal field of view angle, in radians.<p> - * - * 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. - * - * @return the half horizontal field of view angle - */ - public float getHorizontalFOV() { - return m_horizontalFOV; - } - - - /** - * Returns the distance of the near clipping plane from the camera.<p> - * - * The value may not be 0.f (for arithmetic reasons to prevent a division - * through zero). The default value is 0.1f. - * - * @return the distance of the near clipping plane - */ - public float getClipPlaneNear() { - return m_clipNear; - } - - - /** - * Returns the distance of the far clipping plane from the camera.<p> - * - * The far clipping plane must, of course, be further away than the - * near clipping plane. The default value is 1000.0f. 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. - * - * @return the distance of the far clipping plane - */ - public float getClipPlaneFar() { - return m_clipFar; - } - - - /** - * Returns the screen aspect ratio.<p> - * - * 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. - * - * @return the screen aspect ratio - */ - public float getAspect() { - return m_aspect; - } - - - /** - * Name. - */ - private final String m_name; - - - /** - * Position. - */ - private final Object m_position; - - - /** - * Up vector. - */ - private final Object m_up; - - - /** - * Look-At vector. - */ - private final Object m_lookAt; - - - /** - * FOV. - */ - private final float m_horizontalFOV; - - - /** - * Near clipping plane. - */ - private final float m_clipNear; - - - /** - * Far clipping plane. - */ - private final float m_clipFar; - - - /** - * Aspect ratio. - */ - private final float m_aspect; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiClassLoaderIOSystem.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiClassLoaderIOSystem.java deleted file mode 100644 index 687e9f3..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiClassLoaderIOSystem.java +++ /dev/null @@ -1,153 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.io.IOException; -import java.io.InputStream; -import java.net.URL; - -/** - * IOSystem based on the Java classloader.<p> - * - * This IOSystem allows loading models directly from the - * classpath. No extraction to the file system is - * necessary. - * - * @author Jesper Smith - * - */ -public class AiClassLoaderIOSystem implements AiIOSystem<AiInputStreamIOStream> -{ - private final Class<?> clazz; - private final ClassLoader classLoader; - - /** - * Construct a new AiClassLoaderIOSystem.<p> - * - * This constructor uses a ClassLoader to resolve - * resources. - * - * @param classLoader classLoader to resolve resources. - */ - public AiClassLoaderIOSystem(ClassLoader classLoader) { - this.clazz = null; - this.classLoader = classLoader; - } - - /** - * Construct a new AiClassLoaderIOSystem.<p> - * - * This constructor uses a Class to resolve - * resources. - * - * @param class<?> class to resolve resources. - */ - public AiClassLoaderIOSystem(Class<?> clazz) { - this.clazz = clazz; - this.classLoader = null; - } - - - @Override - public AiInputStreamIOStream open(String filename, String ioMode) { - try { - - InputStream is; - - if(clazz != null) { - is = clazz.getResourceAsStream(filename); - } - else if (classLoader != null) { - is = classLoader.getResourceAsStream(filename); - } - else { - System.err.println("[" + getClass().getSimpleName() + - "] No class or classLoader provided to resolve " + filename); - return null; - } - - if(is != null) { - return new AiInputStreamIOStream(is); - } - else { - System.err.println("[" + getClass().getSimpleName() + - "] Cannot find " + filename); - return null; - } - } - catch (IOException e) { - e.printStackTrace(); - return null; - } - } - - @Override - public void close(AiInputStreamIOStream file) { - } - - @Override - public boolean exists(String path) - { - URL url = null; - if(clazz != null) { - url = clazz.getResource(path); - } - else if (classLoader != null) { - url = classLoader.getResource(path); - } - - - if(url == null) - { - return false; - } - - return true; - - } - - @Override - public char getOsSeparator() - { - return '/'; - } - -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiColor.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiColor.java deleted file mode 100644 index 5cea22a..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiColor.java +++ /dev/null @@ -1,160 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; - - -/** - * Wrapper for colors.<p> - * - * The wrapper is writable, i.e., changes performed via the set-methods will - * modify the underlying mesh. - */ -public final class AiColor { - /** - * Wrapped buffer. - */ - private final ByteBuffer m_buffer; - - /** - * Offset into m_buffer. - */ - private final int m_offset; - - /** - * Constructor. - * - * @param buffer the buffer to wrap - * @param offset offset into buffer - */ - public AiColor(ByteBuffer buffer, int offset) { - m_buffer = buffer; - m_offset = offset; - } - - - /** - * Returns the red color component. - * - * @return the red component - */ - public float getRed() { - return m_buffer.getFloat(m_offset); - } - - - /** - * Returns the green color component. - * - * @return the green component - */ - public float getGreen() { - return m_buffer.getFloat(m_offset + 4); - } - - - /** - * Returns the blue color component. - * - * @return the blue component - */ - public float getBlue() { - return m_buffer.getFloat(m_offset + 8); - } - - - /** - * Returns the alpha color component. - * - * @return the alpha component - */ - public float getAlpha() { - return m_buffer.getFloat(m_offset + 12); - } - - - /** - * Sets the red color component. - * - * @param red the new value - */ - public void setRed(float red) { - m_buffer.putFloat(m_offset, red); - } - - - /** - * Sets the green color component. - * - * @param green the new value - */ - public void setGreen(float green) { - m_buffer.putFloat(m_offset + 4, green); - } - - - /** - * Sets the blue color component. - * - * @param blue the new value - */ - public void setBlue(float blue) { - m_buffer.putFloat(m_offset + 8, blue); - } - - - /** - * Sets the alpha color component. - * - * @param alpha the new value - */ - public void setAlpha(float alpha) { - m_buffer.putFloat(m_offset + 12, alpha); - } - - - @Override - public String toString() { - return "[" + getRed() + ", " + getGreen() + ", " + getBlue() + ", " + - getAlpha() + "]"; - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiConfig.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiConfig.java deleted file mode 100644 index f49ce86..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiConfig.java +++ /dev/null @@ -1,15 +0,0 @@ -/* - * $Revision$ - * $Date$ - */ -package jassimp; - - -/** - * Configuration interface for assimp importer.<p> - * - * This class is work-in-progress - */ -public class AiConfig { - -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiConfigOptions.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiConfigOptions.java deleted file mode 100644 index 6196598..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiConfigOptions.java +++ /dev/null @@ -1,663 +0,0 @@ -/* - * $Revision$ - * $Date$ - */ -package jassimp; - - -/** - * Lists all possible configuration options.<p> - * - * This class is work-in-progress - */ -public enum AiConfigOptions { - /** - * Maximum bone count per mesh for the SplitbyBoneCount step.<p> - * - * Meshes are split until the maximum number of bones is reached. The - * default value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at - * compile-time. This limit is imposed by the native jassimp library - * and typically is 60.<p> - * - * Property data type: integer. - */ - PP_SBBC_MAX_BONES("PP_SBBC_MAX_BONES"), - - - /** - * Specifies the maximum angle that may be between two vertex tangents - * that their tangents and bi-tangents are smoothed.<p> - * - * This applies to the CalcTangentSpace-Step. The angle is specified - * in degrees. The maximum value is 175.<p> - * - * Property type: float. Default value: 45 degrees - */ - PP_CT_MAX_SMOOTHING_ANGLE("PP_CT_MAX_SMOOTHING_ANGLE"), - - - /** - * Source UV channel for tangent space computation.<p> - * - * The specified channel must exist or an error will be raised.<p> - * - * Property type: integer. Default value: 0 - */ - PP_CT_TEXTURE_CHANNEL_INDEX("PP_CT_TEXTURE_CHANNEL_INDEX"), - - - /** - * Specifies the maximum angle that may be between two face normals - * at the same vertex position that their are smoothed together.<p> - * - * Sometimes referred to as 'crease angle'. This applies to the - * GenSmoothNormals-Step. The angle is specified in degrees, so 180 is PI. - * The default value is 175 degrees (all vertex normals are smoothed). The - * maximum value is 175, too.<p> - * - * Property type: float.<p> - * - * Warning: setting this option may cause a severe loss of performance. The - * performance is unaffected if the {@link #CONFIG_FAVOUR_SPEED} flag is - * set but the output quality may be reduced. - */ - PP_GSN_MAX_SMOOTHING_ANGLE("PP_GSN_MAX_SMOOTHING_ANGLE"), - - - /** - * Sets the colormap (= palette) to be used to decode embedded textures in - * MDL (Quake or 3DGS) files.<p> - * - * This must be a valid path to a file. The file is 768 (256*3) bytes - * large and contains RGB triplets for each of the 256 palette entries. - * The default value is colormap.lmp. If the file is not found, - * a default palette (from Quake 1) is used.<p> - * - * Property type: string. - */ - IMPORT_MDL_COLORMAP("IMPORT_MDL_COLORMAP"), - - - /** - * Configures the #aiProcess_RemoveRedundantMaterials step to keep - * materials matching a name in a given list.<p> - * - * This is a list of 1 to n strings, ' ' serves as delimiter character. - * Identifiers containing whitespaces must be enclosed in *single* - * quotation marks. For example:<tt> - * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>. - * If a material matches on of these names, it will not be modified or - * removed by the postprocessing step nor will other materials be replaced - * by a reference to it.<p> - * - * This option might be useful if you are using some magic material names - * to pass additional semantics through the content pipeline. This ensures - * they won't be optimized away, but a general optimization is still - * performed for materials not contained in the list.<p> - * - * Property type: String. Default value: n/a<p> - * - * <b>Note:</b>Linefeeds, tabs or carriage returns are treated as - * whitespace. Material names are case sensitive. - */ - PP_RRM_EXCLUDE_LIST("PP_RRM_EXCLUDE_LIST"), - - - /** - * Configures the {@link AiPostProcessSteps#PRE_TRANSFORM_VERTICES} step - * to keep the scene hierarchy. Meshes are moved to worldspace, but no - * optimization is performed (read: meshes with equal materials are not - * joined. The total number of meshes won't change).<p> - * - * This option could be of use for you if the scene hierarchy contains - * important additional information which you intend to parse. - * For rendering, you can still render all meshes in the scene without - * any transformations.<p> - * - * Property type: bool. Default value: false. - */ - PP_PTV_KEEP_HIERARCHY("PP_PTV_KEEP_HIERARCHY"), - - - /** - * Configures the {@link AiPostProcessSteps#PRE_TRANSFORM_VERTICES} step - * to normalize all vertex components into the [-1,1] range.<p> - * - * That is, a bounding box for the whole scene is computed, the maximum - * component is taken and all meshes are scaled appropriately (uniformly - * of course!). This might be useful if you don't know the spatial - * dimension of the input data.<p> - * - * Property type: bool. Default value: false. - */ - PP_PTV_NORMALIZE("PP_PTV_NORMALIZE"), - - - /** - * Configures the {@link AiPostProcessSteps#FIND_DEGENERATES} step to - * remove degenerated primitives from the import - immediately.<p> - * - * The default behaviour converts degenerated triangles to lines and - * degenerated lines to points. See the documentation to the - * {@link AiPostProcessSteps#FIND_DEGENERATES} step for a detailed example - * of the various ways to get rid of these lines and points if you don't - * want them.<p> - * - * Property type: bool. Default value: false. - */ - PP_FD_REMOVE("PP_FD_REMOVE") - - -// // --------------------------------------------------------------------------- -// /** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes -// * matching a name in a given list. -// * -// * This is a list of 1 to n strings, ' ' serves as delimiter character. -// * Identifiers containing whitespaces must be enclosed in *single* -// * quotation marks. For example:<tt> -// * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>. -// * If a node matches on of these names, it will not be modified or -// * removed by the postprocessing step.<br> -// * This option might be useful if you are using some magic node names -// * to pass additional semantics through the content pipeline. This ensures -// * they won't be optimized away, but a general optimization is still -// * performed for nodes not contained in the list. -// * Property type: String. Default value: n/a -// * @note Linefeeds, tabs or carriage returns are treated as whitespace. -// * Node names are case sensitive. -// */ -// #define AI_CONFIG_PP_OG_EXCLUDE_LIST \ -// "PP_OG_EXCLUDE_LIST" -// -// // --------------------------------------------------------------------------- -// /** @brief Set the maximum number of triangles in a mesh. -// * -// * This is used by the "SplitLargeMeshes" PostProcess-Step to determine -// * whether a mesh must be split or not. -// * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES -// * Property type: integer. -// */ -// #define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \ -// "PP_SLM_TRIANGLE_LIMIT" -// -// // default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT -// #if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES) -// # define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000 -// #endif -// -// // --------------------------------------------------------------------------- -// /** @brief Set the maximum number of vertices in a mesh. -// * -// * This is used by the "SplitLargeMeshes" PostProcess-Step to determine -// * whether a mesh must be split or not. -// * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES -// * Property type: integer. -// */ -// #define AI_CONFIG_PP_SLM_VERTEX_LIMIT \ -// "PP_SLM_VERTEX_LIMIT" -// -// // default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT -// #if (!defined AI_SLM_DEFAULT_MAX_VERTICES) -// # define AI_SLM_DEFAULT_MAX_VERTICES 1000000 -// #endif -// -// // --------------------------------------------------------------------------- -// /** @brief Set the maximum number of bones affecting a single vertex -// * -// * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step. -// * @note The default value is AI_LBW_MAX_WEIGHTS -// * Property type: integer.*/ -// #define AI_CONFIG_PP_LBW_MAX_WEIGHTS \ -// "PP_LBW_MAX_WEIGHTS" -// -// // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS -// #if (!defined AI_LMW_MAX_WEIGHTS) -// # define AI_LMW_MAX_WEIGHTS 0x4 -// #endif // !! AI_LMW_MAX_WEIGHTS -// -// // --------------------------------------------------------------------------- -// /** @brief Lower the deboning threshold in order to remove more bones. -// * -// * This is used by the #aiProcess_Debone PostProcess-Step. -// * @note The default value is AI_DEBONE_THRESHOLD -// * Property type: float.*/ -// #define AI_CONFIG_PP_DB_THRESHOLD \ -// "PP_DB_THRESHOLD" -// -// // default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS -// #if (!defined AI_DEBONE_THRESHOLD) -// # define AI_DEBONE_THRESHOLD 1.0f -// #endif // !! AI_DEBONE_THRESHOLD -// -// // --------------------------------------------------------------------------- -// /** @brief Require all bones qualify for deboning before removing any -// * -// * This is used by the #aiProcess_Debone PostProcess-Step. -// * @note The default value is 0 -// * Property type: bool.*/ -// #define AI_CONFIG_PP_DB_ALL_OR_NONE \ -// "PP_DB_ALL_OR_NONE" -// -// /** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property -// */ -// #ifndef PP_ICL_PTCACHE_SIZE -// # define PP_ICL_PTCACHE_SIZE 12 -// #endif -// -// // --------------------------------------------------------------------------- -// /** @brief Set the size of the post-transform vertex cache to optimize the -// * vertices for. This configures the #aiProcess_ImproveCacheLocality step. -// * -// * The size is given in vertices. Of course you can't know how the vertex -// * format will exactly look like after the import returns, but you can still -// * guess what your meshes will probably have. -// * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight -// * performance improvements for most nVidia/AMD cards since 2002. -// * Property type: integer. -// */ -// #define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE" -// -// // --------------------------------------------------------------------------- -// /** @brief Enumerates components of the aiScene and aiMesh data structures -// * that can be excluded from the import using the #aiPrpcess_RemoveComponent step. -// * -// * See the documentation to #aiProcess_RemoveComponent for more details. -// */ -// enum aiComponent -// { -// /** Normal vectors */ -// #ifdef SWIG -// aiComponent_NORMALS = 0x2, -// #else -// aiComponent_NORMALS = 0x2u, -// #endif -// -// /** Tangents and bitangents go always together ... */ -// #ifdef SWIG -// aiComponent_TANGENTS_AND_BITANGENTS = 0x4, -// #else -// aiComponent_TANGENTS_AND_BITANGENTS = 0x4u, -// #endif -// -// /** ALL color sets -// * Use aiComponent_COLORn(N) to specify the N'th set */ -// aiComponent_COLORS = 0x8, -// -// /** ALL texture UV sets -// * aiComponent_TEXCOORDn(N) to specify the N'th set */ -// aiComponent_TEXCOORDS = 0x10, -// -// /** Removes all bone weights from all meshes. -// * The scenegraph nodes corresponding to the bones are NOT removed. -// * use the #aiProcess_OptimizeGraph step to do this */ -// aiComponent_BONEWEIGHTS = 0x20, -// -// /** Removes all node animations (aiScene::mAnimations). -// * The corresponding scenegraph nodes are NOT removed. -// * use the #aiProcess_OptimizeGraph step to do this */ -// aiComponent_ANIMATIONS = 0x40, -// -// /** Removes all embedded textures (aiScene::mTextures) */ -// aiComponent_TEXTURES = 0x80, -// -// /** Removes all light sources (aiScene::mLights). -// * The corresponding scenegraph nodes are NOT removed. -// * use the #aiProcess_OptimizeGraph step to do this */ -// aiComponent_LIGHTS = 0x100, -// -// /** Removes all light sources (aiScene::mCameras). -// * The corresponding scenegraph nodes are NOT removed. -// * use the #aiProcess_OptimizeGraph step to do this */ -// aiComponent_CAMERAS = 0x200, -// -// /** Removes all meshes (aiScene::mMeshes). */ -// aiComponent_MESHES = 0x400, -// -// /** Removes all materials. One default material will -// * be generated, so aiScene::mNumMaterials will be 1. */ -// aiComponent_MATERIALS = 0x800, -// -// -// /** This value is not used. It is just there to force the -// * compiler to map this enum to a 32 Bit integer. */ -// #ifndef SWIG -// _aiComponent_Force32Bit = 0x9fffffff -// #endif -// }; -// -// // Remove a specific color channel 'n' -// #define aiComponent_COLORSn(n) (1u << (n+20u)) -// -// // Remove a specific UV channel 'n' -// #define aiComponent_TEXCOORDSn(n) (1u << (n+25u)) -// -// // --------------------------------------------------------------------------- -// /** @brief Input parameter to the #aiProcess_RemoveComponent step: -// * Specifies the parts of the data structure to be removed. -// * -// * See the documentation to this step for further details. The property -// * is expected to be an integer, a bitwise combination of the -// * #aiComponent flags defined above in this header. The default -// * value is 0. Important: if no valid mesh is remaining after the -// * step has been executed (e.g you thought it was funny to specify ALL -// * of the flags defined above) the import FAILS. Mainly because there is -// * no data to work on anymore ... -// */ -// #define AI_CONFIG_PP_RVC_FLAGS \ -// "PP_RVC_FLAGS" -// -// // --------------------------------------------------------------------------- -// /** @brief Input parameter to the #aiProcess_SortByPType step: -// * Specifies which primitive types are removed by the step. -// * -// * This is a bitwise combination of the aiPrimitiveType flags. -// * Specifying all of them is illegal, of course. A typical use would -// * be to exclude all line and point meshes from the import. This -// * is an integer property, its default value is 0. -// */ -// #define AI_CONFIG_PP_SBP_REMOVE \ -// "PP_SBP_REMOVE" -// -// // --------------------------------------------------------------------------- -// /** @brief Input parameter to the #aiProcess_FindInvalidData step: -// * Specifies the floating-point accuracy for animation values. The step -// * checks for animation tracks where all frame values are absolutely equal -// * and removes them. This tweakable controls the epsilon for floating-point -// * comparisons - two keys are considered equal if the invariant -// * abs(n0-n1)>epsilon holds true for all vector respectively quaternion -// * components. The default value is 0.f - comparisons are exact then. -// */ -// #define AI_CONFIG_PP_FID_ANIM_ACCURACY \ -// "PP_FID_ANIM_ACCURACY" -// -// -// // TransformUVCoords evaluates UV scalings -// #define AI_UVTRAFO_SCALING 0x1 -// -// // TransformUVCoords evaluates UV rotations -// #define AI_UVTRAFO_ROTATION 0x2 -// -// // TransformUVCoords evaluates UV translation -// #define AI_UVTRAFO_TRANSLATION 0x4 -// -// // Everything baked together -> default value -// #define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION) -// -// // --------------------------------------------------------------------------- -// /** @brief Input parameter to the #aiProcess_TransformUVCoords step: -// * Specifies which UV transformations are evaluated. -// * -// * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer -// * property, of course). By default all transformations are enabled -// * (AI_UVTRAFO_ALL). -// */ -// #define AI_CONFIG_PP_TUV_EVALUATE \ -// "PP_TUV_EVALUATE" -// -// // --------------------------------------------------------------------------- -// /** @brief A hint to assimp to favour speed against import quality. -// * -// * Enabling this option may result in faster loading, but it needn't. -// * It represents just a hint to loaders and post-processing steps to use -// * faster code paths, if possible. -// * This property is expected to be an integer, != 0 stands for true. -// * The default value is 0. -// */ -// #define AI_CONFIG_FAVOUR_SPEED \ -// "FAVOUR_SPEED" -// -// -// // ########################################################################### -// // IMPORTER SETTINGS -// // Various stuff to fine-tune the behaviour of specific importer plugins. -// // ########################################################################### -// -// -// // --------------------------------------------------------------------------- -// /** @brief Set the vertex animation keyframe to be imported -// * -// * ASSIMP does not support vertex keyframes (only bone animation is supported). -// * The library reads only one frame of models with vertex animations. -// * By default this is the first frame. -// * \note The default value is 0. This option applies to all importers. -// * However, it is also possible to override the global setting -// * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME -// * options (where XXX is a placeholder for the file format for which you -// * want to override the global setting). -// * Property type: integer. -// */ -// #define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME" -// -// #define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME" -// #define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME" -// #define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME" -// #define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME" -// #define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME" -// #define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME" -// -// -// // --------------------------------------------------------------------------- -// /** @brief Configures the AC loader to collect all surfaces which have the -// * "Backface cull" flag set in separate meshes. -// * -// * Property type: bool. Default value: true. -// */ -// #define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \ -// "IMPORT_AC_SEPARATE_BFCULL" -// -// // --------------------------------------------------------------------------- -// /** @brief Configures whether the AC loader evaluates subdivision surfaces ( -// * indicated by the presence of the 'subdiv' attribute in the file). By -// * default, Assimp performs the subdivision using the standard -// * Catmull-Clark algorithm -// * -// * * Property type: bool. Default value: true. -// */ -// #define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \ -// "IMPORT_AC_EVAL_SUBDIVISION" -// -// // --------------------------------------------------------------------------- -// /** @brief Configures the UNREAL 3D loader to separate faces with different -// * surface flags (e.g. two-sided vs. single-sided). -// * -// * * Property type: bool. Default value: true. -// */ -// #define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \ -// "UNREAL_HANDLE_FLAGS" -// -// // --------------------------------------------------------------------------- -// /** @brief Configures the terragen import plugin to compute uv's for -// * terrains, if not given. Furthermore a default texture is assigned. -// * -// * UV coordinates for terrains are so simple to compute that you'll usually -// * want to compute them on your own, if you need them. This option is intended -// * for model viewers which want to offer an easy way to apply textures to -// * terrains. -// * * Property type: bool. Default value: false. -// */ -// #define AI_CONFIG_IMPORT_TER_MAKE_UVS \ -// "IMPORT_TER_MAKE_UVS" -// -// // --------------------------------------------------------------------------- -// /** @brief Configures the ASE loader to always reconstruct normal vectors -// * basing on the smoothing groups loaded from the file. -// * -// * Some ASE files have carry invalid normals, other don't. -// * * Property type: bool. Default value: true. -// */ -// #define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \ -// "IMPORT_ASE_RECONSTRUCT_NORMALS" -// -// // --------------------------------------------------------------------------- -// /** @brief Configures the M3D loader to detect and process multi-part -// * Quake player models. -// * -// * These models usually consist of 3 files, lower.md3, upper.md3 and -// * head.md3. If this property is set to true, Assimp will try to load and -// * combine all three files if one of them is loaded. -// * Property type: bool. Default value: true. -// */ -// #define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \ -// "IMPORT_MD3_HANDLE_MULTIPART" -// -// // --------------------------------------------------------------------------- -// /** @brief Tells the MD3 loader which skin files to load. -// * -// * When loading MD3 files, Assimp checks whether a file -// * <md3_file_name>_<skin_name>.skin is existing. These files are used by -// * Quake III to be able to assign different skins (e.g. red and blue team) -// * to models. 'default', 'red', 'blue' are typical skin names. -// * Property type: String. Default value: "default". -// */ -// #define AI_CONFIG_IMPORT_MD3_SKIN_NAME \ -// "IMPORT_MD3_SKIN_NAME" -// -// // --------------------------------------------------------------------------- -// /** @brief Specify the Quake 3 shader file to be used for a particular -// * MD3 file. This can also be a search path. -// * -// * By default Assimp's behaviour is as follows: If a MD3 file -// * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is -// * loaded, the library tries to locate the corresponding shader file in -// * <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this -// * behaviour. It can either specify a full path to the shader to be loaded -// * or alternatively the path (relative or absolute) to the directory where -// * the shaders for all MD3s to be loaded reside. Assimp attempts to open -// * <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt> -// * is the fallback file. Note that <dir> should have a terminal (back)slash. -// * Property type: String. Default value: n/a. -// */ -// #define AI_CONFIG_IMPORT_MD3_SHADER_SRC \ -// "IMPORT_MD3_SHADER_SRC" -// -// // --------------------------------------------------------------------------- -// /** @brief Configures the LWO loader to load just one layer from the model. -// * -// * LWO files consist of layers and in some cases it could be useful to load -// * only one of them. This property can be either a string - which specifies -// * the name of the layer - or an integer - the index of the layer. If the -// * property is not set the whole LWO model is loaded. Loading fails if the -// * requested layer is not available. The layer index is zero-based and the -// * layer name may not be empty.<br> -// * Property type: Integer. Default value: all layers are loaded. -// */ -// #define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \ -// "IMPORT_LWO_ONE_LAYER_ONLY" -// -// // --------------------------------------------------------------------------- -// /** @brief Configures the MD5 loader to not load the MD5ANIM file for -// * a MD5MESH file automatically. -// * -// * The default strategy is to look for a file with the same name but the -// * MD5ANIM extension in the same directory. If it is found, it is loaded -// * and combined with the MD5MESH file. This configuration option can be -// * used to disable this behaviour. -// * -// * * Property type: bool. Default value: false. -// */ -// #define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \ -// "IMPORT_MD5_NO_ANIM_AUTOLOAD" -// -// // --------------------------------------------------------------------------- -// /** @brief Defines the begin of the time range for which the LWS loader -// * evaluates animations and computes aiNodeAnim's. -// * -// * Assimp provides full conversion of LightWave's envelope system, including -// * pre and post conditions. The loader computes linearly subsampled animation -// * chanels with the frame rate given in the LWS file. This property defines -// * the start time. Note: animation channels are only generated if a node -// * has at least one envelope with more tan one key assigned. This property. -// * is given in frames, '0' is the first frame. By default, if this property -// * is not set, the importer takes the animation start from the input LWS -// * file ('FirstFrame' line)<br> -// * Property type: Integer. Default value: taken from file. -// * -// * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range -// */ -// #define AI_CONFIG_IMPORT_LWS_ANIM_START \ -// "IMPORT_LWS_ANIM_START" -// #define AI_CONFIG_IMPORT_LWS_ANIM_END \ -// "IMPORT_LWS_ANIM_END" -// -// // --------------------------------------------------------------------------- -// /** @brief Defines the output frame rate of the IRR loader. -// * -// * IRR animations are difficult to convert for Assimp and there will -// * always be a loss of quality. This setting defines how many keys per second -// * are returned by the converter.<br> -// * Property type: integer. Default value: 100 -// */ -// #define AI_CONFIG_IMPORT_IRR_ANIM_FPS \ -// "IMPORT_IRR_ANIM_FPS" -// -// -// // --------------------------------------------------------------------------- -// /** @brief Ogre Importer will try to load this Materialfile. -// * -// * Ogre Meshes contain only the MaterialName, not the MaterialFile. If there -// * is no material file with the same name as the material, Ogre Importer will -// * try to load this file and search the material in it. -// * <br> -// * Property type: String. Default value: guessed. -// */ -// #define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE" -// -// -// // --------------------------------------------------------------------------- -// /** @brief Ogre Importer detect the texture usage from its filename -// * -// * Normally, a texture is loaded as a colormap, if no target is specified in the -// * materialfile. Is this switch is enabled, texture names ending with _n, _l, _s -// * are used as normalmaps, lightmaps or specularmaps. -// * <br> -// * Property type: Bool. Default value: false. -// */ -// #define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME" -// -// -// -// // --------------------------------------------------------------------------- -// /** @brief Specifies whether the IFC loader skips over IfcSpace elements. -// * -// * IfcSpace elements (and their geometric representations) are used to -// * represent, well, free space in a building storey.<br> -// * Property type: Bool. Default value: true. -// */ -// #define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS" -// -// -// // --------------------------------------------------------------------------- -// /** @brief Specifies whether the IFC loader skips over -// * shape representations of type 'Curve2D'. -// * -// * A lot of files contain both a faceted mesh representation and a outline -// * with a presentation type of 'Curve2D'. Currently Assimp doesn't convert those, -// * so turning this option off just clutters the log with errors.<br> -// * Property type: Bool. Default value: true. -// */ -// #define AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS "IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS" -// -// // --------------------------------------------------------------------------- -// /** @brief Specifies whether the IFC loader will use its own, custom triangulation -// * algorithm to triangulate wall and floor meshes. -// * -// * If this property is set to false, walls will be either triangulated by -// * #aiProcess_Triangulate or will be passed through as huge polygons with -// * faked holes (i.e. holes that are connected with the outer boundary using -// * a dummy edge). It is highly recommended to set this property to true -// * if you want triangulated data because #aiProcess_Triangulate is known to -// * have problems with the kind of polygons that the IFC loader spits out for -// * complicated meshes. -// * Property type: Bool. Default value: true. -// */ -// #define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION" -// - ; - - private AiConfigOptions(String name) { - m_name = name; - } - - - private final String m_name; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiIOStream.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiIOStream.java deleted file mode 100644 index 71405e6..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiIOStream.java +++ /dev/null @@ -1,80 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; - - -/** - * Interface to allow custom resource loaders for jassimp.<p> - * - * The design is based on passing the file wholly in memory, - * because Java inputstreams do not have to support seek. <p> - * - * Writing files from Java is unsupported. - * - * - * @author Jesper Smith - * - */ -public interface AiIOStream -{ - - /** - * Read all data into buffer. <p> - * - * The whole stream should be read into the buffer. - * No support is provided for partial reads. - * - * @param buffer Target buffer for the model data - * - * @return true if successful, false if an error occurred. - */ - boolean read(ByteBuffer buffer); - - /** - * The total size of this stream. <p> - * - * @return total size of this stream - */ - int getFileSize(); - -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiIOSystem.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiIOSystem.java deleted file mode 100644 index 7e15ee0..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiIOSystem.java +++ /dev/null @@ -1,79 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -public interface AiIOSystem <T extends AiIOStream> -{ - /** - * - * Open a new file with a given path. - * When the access to the file is finished, call close() to release all associated resources - * - * @param path Path to the file - * @param ioMode file I/O mode. Required are: "wb", "w", "wt", "rb", "r", "rt". - * - * @return AiIOStream or null if an error occurred - */ - public T open(String path, String ioMode); - - - /** - * Tests for the existence of a file at the given path. - * - * @param path path to the file - * @return true if there is a file with this path, else false. - */ - public boolean exists(String path); - - /** - * Returns the system specific directory separator.<p> - * - * @return System specific directory separator - */ - public char getOsSeparator(); - - /** - * Closes the given file and releases all resources associated with it. - * - * @param file The file instance previously created by Open(). - */ - public void close(T file); -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiInputStreamIOStream.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiInputStreamIOStream.java deleted file mode 100644 index 64aa40a..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiInputStreamIOStream.java +++ /dev/null @@ -1,127 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.io.ByteArrayOutputStream; -import java.io.IOException; -import java.io.InputStream; -import java.io.OutputStream; -import java.net.URI; -import java.net.URL; -import java.nio.ByteBuffer; - - -/** - * Implementation of AiIOStream reading from a InputStream - * - * @author Jesper Smith - * - */ -public class AiInputStreamIOStream implements AiIOStream -{ - private final ByteArrayOutputStream os = new ByteArrayOutputStream(); - - - public AiInputStreamIOStream(URI uri) throws IOException { - this(uri.toURL()); - } - - public AiInputStreamIOStream(URL url) throws IOException { - this(url.openStream()); - } - - public AiInputStreamIOStream(InputStream is) throws IOException { - int read; - byte[] data = new byte[1024]; - while((read = is.read(data, 0, data.length)) != -1) { - os.write(data, 0, read); - } - os.flush(); - - is.close(); - } - - @Override - public int getFileSize() { - return os.size(); - } - - @Override - public boolean read(ByteBuffer buffer) { - ByteBufferOutputStream bos = new ByteBufferOutputStream(buffer); - try - { - os.writeTo(bos); - } - catch (IOException e) - { - e.printStackTrace(); - return false; - } - return true; - } - - /** - * Internal helper class to copy the contents of an OutputStream - * into a ByteBuffer. This avoids a copy. - * - */ - private static class ByteBufferOutputStream extends OutputStream { - - private final ByteBuffer buffer; - - public ByteBufferOutputStream(ByteBuffer buffer) { - this.buffer = buffer; - } - - @Override - public void write(int b) throws IOException - { - buffer.put((byte) b); - } - - @Override - public void write(byte b[], int off, int len) throws IOException { - buffer.put(b, off, len); - } - } -} - diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiLight.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiLight.java deleted file mode 100644 index e0a93db..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiLight.java +++ /dev/null @@ -1,387 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Describes a light source.<p> - * - * Assimp supports multiple sorts of light sources, including - * directional, point and spot lights. All of them are defined with just - * a single structure and distinguished by their parameters. - * Note - some file formats (such as 3DS, ASE) export a "target point" - - * the point a spot light is looking at (it can even be animated). Assimp - * writes the target point as a subnode of a spotlights's main node, - * called "<spotName>.Target". However, this is just additional - * information then, the transformation tracks of the main node make the - * spot light already point in the right direction. - */ -public final class AiLight { - /** - * Constructor. - * - * @param name - * @param type - * @param position - * @param direction - * @param attenuationConstant - * @param attenuationLinear - * @param attenuationQuadratic - * @param diffuse - * @param specular - * @param ambient - * @param innerCone - * @param outerCone - */ - AiLight(String name, int type, Object position, Object direction, - float attenuationConstant, float attenuationLinear, - float attenuationQuadratic, Object diffuse, Object specular, - Object ambient, float innerCone, float outerCone) { - - m_name = name; - m_type = AiLightType.fromRawValue(type); - m_position = position; - m_direction = direction; - m_attenuationConstant = attenuationConstant; - m_attenuationLinear = attenuationLinear; - m_attenuationQuadratic = attenuationQuadratic; - m_diffuse = diffuse; - m_specular = specular; - m_ambient = ambient; - m_innerCone = innerCone; - m_outerCone = outerCone; - } - - - /** - * Returns the name of the light source.<p> - * - * 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. - * - * @return the name - */ - public String getName() { - return m_name; - } - - - /** - * Returns The type of the light source. - * - * @return the type - */ - public AiLightType getType() { - return m_type; - } - - - /** - * Returns the position of the light.<p> - * - * The position is relative to the transformation of the scene graph node - * corresponding to the light. The position is undefined for directional - * lights.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiVector}. - * - * - * @param wrapperProvider the wrapper provider (used for type inference) - * - * @return the position - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> V3 getPosition(AiWrapperProvider<V3, M4, C, N, Q> - wrapperProvider) { - - return (V3) m_position; - } - - - /** - * Returns the direction of the light.<p> - * - * The direction is relative to the transformation of the scene graph node - * corresponding to the light. The direction is undefined for point lights. - * The vector may be normalized, but it needn't..<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the position - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> V3 getDirection(AiWrapperProvider<V3, M4, C, N, Q> - wrapperProvider) { - - return (V3) m_direction; - } - - - /** - * Constant light attenuation factor.<p> - * - * 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)</code> - * This member corresponds to the att0 variable in the equation. - * Naturally undefined for directional lights. - * - * @return the constant light attenuation factor - */ - public float getAttenuationConstant() { - return m_attenuationConstant; - } - - - /** - * Linear light attenuation factor.<p> - * - * 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)</code> - * This member corresponds to the att1 variable in the equation. - * Naturally undefined for directional lights. - * - * @return the linear light attenuation factor - */ - public float getAttenuationLinear() { - return m_attenuationLinear; - } - - - /** - * Quadratic light attenuation factor.<p> - * - * 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)</code> - * This member corresponds to the att2 variable in the equation. - * Naturally undefined for directional lights. - * - * @return the quadratic light attenuation factor - */ - public float getAttenuationQuadratic() { - return m_attenuationQuadratic; - } - - - /** - * Diffuse color of the light source.<p> - * - * The diffuse light color is multiplied with the diffuse - * material color to obtain the final color that contributes - * to the diffuse shading term.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiColor}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the diffuse color (alpha will be 1) - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getColorDiffuse( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - return (C) m_diffuse; - } - - - /** - * Specular color of the light source.<p> - * - * The specular light color is multiplied with the specular - * material color to obtain the final color that contributes - * to the specular shading term.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiColor}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the specular color (alpha will be 1) - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getColorSpecular( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - return (C) m_specular; - } - - - /** - * Ambient color of the light source.<p> - * - * 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.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiColor}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the ambient color (alpha will be 1) - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getColorAmbient( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - return (C) m_ambient; - } - - - /** - * Inner angle of a spot light's light cone.<p> - * - * 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. - * - * @return the inner angle - */ - public float getAngleInnerCone() { - return m_innerCone; - } - - - /** - * Outer angle of a spot light's light cone.<p> - * - * 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. - * - * @return the outer angle - */ - public float getAngleOuterCone() { - return m_outerCone; - } - - - /** - * Name. - */ - private final String m_name; - - - /** - * Type. - */ - private final AiLightType m_type; - - - /** - * Position. - */ - private final Object m_position; - - - /** - * Direction. - */ - private final Object m_direction; - - - /** - * Constant attenuation. - */ - private final float m_attenuationConstant; - - - /** - * Linear attenuation. - */ - private final float m_attenuationLinear; - - - /** - * Quadratic attenuation. - */ - private final float m_attenuationQuadratic; - - - /** - * Diffuse color. - */ - private final Object m_diffuse; - - - /** - * Specular color. - */ - private final Object m_specular; - - - /** - * Ambient color. - */ - private final Object m_ambient; - - - /** - * Inner cone of spotlight. - */ - private final float m_innerCone; - - - /** - * Outer cone of spotlight. - */ - private final float m_outerCone; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiLightType.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiLightType.java deleted file mode 100644 index 33fd722..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiLightType.java +++ /dev/null @@ -1,123 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * List of light types supported by {@link AiLight}. - */ -public enum AiLightType { - /** - * A directional light source.<p> - * - * A directional light has a well-defined direction but is infinitely far - * away. That's quite a good approximation for sun light. - */ - DIRECTIONAL(0x1), - - - /** - * A point light source.<p> - * - * A point light has a well-defined position in space but no direction - - * it emits light in all directions. A normal bulb is a point light. - */ - POINT(0x2), - - - /** - * A spot light source.<p> - * - * A spot light emits light in a specific angle. It has a position and a - * direction it is pointing to. A good example for a spot light is a light - * spot in sport arenas. - */ - SPOT(0x3), - - - /** - * The generic light level of the world, including the bounces of all other - * lightsources. <p> - * - * Typically, there's at most one ambient light in a scene. - * This light type doesn't have a valid position, direction, or - * other properties, just a color. - */ - AMBIENT(0x4); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param rawValue an integer based enum value (as defined by assimp) - * @return the enum value corresponding to rawValue - */ - static AiLightType fromRawValue(int rawValue) { - for (AiLightType type : AiLightType.values()) { - if (type.m_rawValue == rawValue) { - return type; - } - } - - throw new IllegalArgumentException("unexptected raw value: " + - rawValue); - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiLightType(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMaterial.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMaterial.java deleted file mode 100644 index b571f14..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMaterial.java +++ /dev/null @@ -1,1199 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; -import java.nio.ByteOrder; -import java.util.ArrayList; -import java.util.EnumMap; -import java.util.List; -import java.util.Map; -import java.util.Set; - - -/** - * Data structure for a material.<p> - * - * Depending on the imported scene and scene format, individual properties - * might be present or not. A list of all imported properties can be retrieved - * via {@link #getProperties()}.<p> - * - * This class offers <code>getXXX()</code> for all supported properties. These - * methods are fail-save, i.e., will return a default value when the - * corresponding property is not set. To change the built in default values, - * use the <code>setDefaultXXX()</code> methods.<p> - * - * If your application expects a certain set of properties to be available, - * the {@link #hasProperties(Set)} method can be used to check whether all - * these properties are actually set. If this check fails, you can still - * use this material via the <code>getXXX()</code> methods without special - * error handling code as the implementation guarantees to return default - * values for missing properties. This check will not work on texture related - * properties (i.e., properties starting with <code>TEX_</code>). - */ -public final class AiMaterial { - /** - * List of properties. - */ - private final List<Property> m_properties = new ArrayList<Property>(); - - /** - * Number of textures for each type. - */ - private final Map<AiTextureType, Integer> m_numTextures = - new EnumMap<AiTextureType, Integer>(AiTextureType.class); - - /** - * Enumerates all supported material properties. - */ - public static enum PropertyKey { - /** - * Name. - */ - NAME("?mat.name", String.class), - - /** - * Two-sided flag. - */ - TWO_SIDED("$mat.twosided", Integer.class), - - /** - * Shading mode. - */ - SHADING_MODE("$mat.shadingm", AiShadingMode.class), - - /** - * Wireframe flag. - */ - WIREFRAME("$mat.wireframe", Integer.class), - - /** - * Blend mode. - */ - BLEND_MODE("$mat.blend", AiBlendMode.class), - - /** - * Opacity. - */ - OPACITY("$mat.opacity", Float.class), - - /** - * Bump scaling. - */ - BUMP_SCALING("$mat.bumpscaling", Float.class), - - - /** - * Shininess. - */ - SHININESS("$mat.shininess", Float.class), - - - /** - * Reflectivity. - */ - REFLECTIVITY("$mat.reflectivity", Float.class), - - - /** - * Shininess strength. - */ - SHININESS_STRENGTH("$mat.shinpercent", Float.class), - - - /** - * Refract index. - */ - REFRACTI("$mat.refracti", Float.class), - - - /** - * Diffuse color. - */ - COLOR_DIFFUSE("$clr.diffuse", Object.class), - - - /** - * Ambient color. - */ - COLOR_AMBIENT("$clr.ambient", Object.class), - - - /** - * Ambient color. - */ - COLOR_SPECULAR("$clr.specular", Object.class), - - - /** - * Emissive color. - */ - COLOR_EMISSIVE("$clr.emissive", Object.class), - - - /** - * Transparent color. - */ - COLOR_TRANSPARENT("$clr.transparent", Object.class), - - - /** - * Reflective color. - */ - COLOR_REFLECTIVE("$clr.reflective", Object.class), - - - /** - * Global background image. - */ - GLOBAL_BACKGROUND_IMAGE("?bg.global", String.class), - - - /** - * Texture file path. - */ - TEX_FILE("$tex.file", String.class), - - - /** - * Texture uv index. - */ - TEX_UV_INDEX("$tex.uvwsrc", Integer.class), - - - /** - * Texture blend factor. - */ - TEX_BLEND("$tex.blend", Float.class), - - - /** - * Texture operation. - */ - TEX_OP("$tex.op", AiTextureOp.class), - - - /** - * Texture map mode for u axis. - */ - TEX_MAP_MODE_U("$tex.mapmodeu", AiTextureMapMode.class), - - - /** - * Texture map mode for v axis. - */ - TEX_MAP_MODE_V("$tex.mapmodev", AiTextureMapMode.class), - - - /** - * Texture map mode for w axis. - */ - TEX_MAP_MODE_W("$tex.mapmodew", AiTextureMapMode.class); - - /** - * Constructor. - * - * @param key key name as used by assimp - * @param type key type, used for casts and checks - */ - private PropertyKey(String key, Class<?> type) { - m_key = key; - m_type = type; - } - - - /** - * Key. - */ - private final String m_key; - - - /** - * Type. - */ - private final Class<?> m_type; - } - - - /** - * A very primitive RTTI system for the contents of material properties. - */ - public static enum PropertyType { - /** - * Array of single-precision (32 Bit) floats. - */ - FLOAT(0x1), - - - /** - * The material property is a string. - */ - STRING(0x3), - - - /** - * Array of (32 Bit) integers. - */ - INTEGER(0x4), - - - /** - * Simple binary buffer, content undefined. Not convertible to anything. - */ - BUFFER(0x5); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param rawValue an integer based enum value (as defined by assimp) - * @return the enum value corresponding to rawValue - */ - static PropertyType fromRawValue(int rawValue) { - for (PropertyType type : PropertyType.values()) { - if (type.m_rawValue == rawValue) { - return type; - } - } - - throw new IllegalArgumentException("unexptected raw value: " + - rawValue); - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private PropertyType(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; - } - - - /** - * Data structure for a single material property.<p> - * - * As an user, you'll probably never need to deal with this data structure. - * Just use the provided get() family of functions to query material - * properties easily. - */ - public static final class Property { - /** - * Key. - */ - private final String m_key; - - - /** - * Semantic. - */ - private final int m_semantic; - - - /** - * Index. - */ - private final int m_index; - - - /** - * Type. - */ - private final PropertyType m_type; - - - /** - * Data. - */ - private final Object m_data; - - /** - * Constructor. - * - * @param key - * @param semantic - * @param index - * @param type - * @param data - */ - Property(String key, int semantic, int index, int type, - Object data) { - - m_key = key; - m_semantic = semantic; - m_index = index; - m_type = PropertyType.fromRawValue(type); - m_data = data; - } - - - /** - * Constructor. - * - * @param key - * @param semantic - * @param index - * @param type - * @param dataLen - */ - Property(String key, int semantic, int index, int type, - int dataLen) { - - m_key = key; - m_semantic = semantic; - m_index = index; - m_type = PropertyType.fromRawValue(type); - - ByteBuffer b = ByteBuffer.allocateDirect(dataLen); - b.order(ByteOrder.nativeOrder()); - - m_data = b; - } - - - /** - * Returns the key of the property.<p> - * - * Keys are generally case insensitive. - * - * @return the key - */ - public String getKey() { - return m_key; - } - - - /** - * Textures: Specifies their exact usage semantic. - * For non-texture properties, this member is always 0 - * (or, better-said, #aiTextureType_NONE). - * - * @return the semantic - */ - public int getSemantic() { - return m_semantic; - } - - - /** - * Textures: Specifies the index of the texture. - * For non-texture properties, this member is always 0. - * - * @return the index - */ - public int getIndex() { - return m_index; - } - - - /** - * Type information for the property.<p> - * - * 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.) - * - * @return the type - */ - public PropertyType getType() { - return m_type; - } - - - /** - * Binary buffer to hold the property's value. - * The size of the buffer is always mDataLength. - * - * @return the data - */ - public Object getData() { - return m_data; - } - } - - - /** - * Constructor. - */ - AiMaterial() { - /* nothing to do */ - } - - - /** - * Checks whether the given set of properties is available. - * - * @param keys the keys to check - * @return true if all properties are available, false otherwise - */ - public boolean hasProperties(Set<PropertyKey> keys) { - for (PropertyKey key : keys) { - if (null == getProperty(key.m_key)) { - return false; - } - } - - return true; - } - - - /** - * Sets a default value.<p> - * - * The passed in Object must match the type of the key as returned by - * the corresponding <code>getXXX()</code> method. - * - * @param key the key - * @param defaultValue the new default, may not be null - * @throws IllegalArgumentException if defaultValue is null or has a wrong - * type - */ - public void setDefault(PropertyKey key, Object defaultValue) { - if (null == defaultValue) { - throw new IllegalArgumentException("defaultValue may not be null"); - } - if (key.m_type != defaultValue.getClass()) { - throw new IllegalArgumentException( - "defaultValue has wrong type, " + - "expected: " + key.m_type + ", found: " + - defaultValue.getClass()); - } - - m_defaults.put(key, defaultValue); - } - - - // {{ Fail-save Getters - /** - * Returns the name of the material.<p> - * - * If missing, defaults to empty string - * - * @return the name - */ - public String getName() { - return getTyped(PropertyKey.NAME, String.class); - } - - - /** - * Returns the two-sided flag.<p> - * - * If missing, defaults to 0 - * - * @return the two-sided flag - */ - public int getTwoSided() { - return getTyped(PropertyKey.TWO_SIDED, Integer.class); - } - - - /** - * Returns the shading mode.<p> - * - * If missing, defaults to {@link AiShadingMode#FLAT} - * - * @return the shading mode - */ - public AiShadingMode getShadingMode() { - Property p = getProperty(PropertyKey.SHADING_MODE.m_key); - - if (null == p || null == p.getData()) { - return (AiShadingMode) m_defaults.get(PropertyKey.SHADING_MODE); - } - - return AiShadingMode.fromRawValue((Integer) p.getData()); - } - - - /** - * Returns the wireframe flag.<p> - * - * If missing, defaults to 0 - * - * @return the wireframe flag - */ - public int getWireframe() { - return getTyped(PropertyKey.WIREFRAME, Integer.class); - } - - - /** - * Returns the blend mode.<p> - * - * If missing, defaults to {@link AiBlendMode#DEFAULT} - * - * @return the blend mode - */ - public AiBlendMode getBlendMode() { - Property p = getProperty(PropertyKey.BLEND_MODE.m_key); - - if (null == p || null == p.getData()) { - return (AiBlendMode) m_defaults.get(PropertyKey.BLEND_MODE); - } - - return AiBlendMode.fromRawValue((Integer) p.getData()); - } - - - /** - * Returns the opacity.<p> - * - * If missing, defaults to 1.0 - * - * @return the opacity - */ - public float getOpacity() { - return getTyped(PropertyKey.OPACITY, Float.class); - } - - - /** - * Returns the bump scaling factor.<p> - * - * If missing, defaults to 1.0 - * - * @return the bump scaling factor - */ - public float getBumpScaling() { - return getTyped(PropertyKey.BUMP_SCALING, Float.class); - } - - - /** - * Returns the shininess.<p> - * - * If missing, defaults to 1.0 - * - * @return the shininess - */ - public float getShininess() { - return getTyped(PropertyKey.SHININESS, Float.class); - } - - - /** - * Returns the reflectivity.<p> - * - * If missing, defaults to 0.0 - * - * @return the reflectivity - */ - public float getReflectivity() { - return getTyped(PropertyKey.REFLECTIVITY, Float.class); - } - - - /** - * Returns the shininess strength.<p> - * - * If missing, defaults to 0.0 - * - * @return the shininess strength - */ - public float getShininessStrength() { - return getTyped(PropertyKey.SHININESS_STRENGTH, Float.class); - } - - - /** - * Returns the refract index.<p> - * - * If missing, defaults to 0.0 - * - * @return the refract index - */ - public float getRefractIndex() { - return getTyped(PropertyKey.REFRACTI, Float.class); - } - - - /** - * Returns the diffuse color.<p> - * - * If missing, defaults to opaque white (1.0, 1.0, 1.0, 1.0)<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the diffuse color - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getDiffuseColor( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - Property p = getProperty(PropertyKey.COLOR_DIFFUSE.m_key); - - if (null == p || null == p.getData()) { - Object def = m_defaults.get(PropertyKey.COLOR_DIFFUSE); - if (def == null) { - return (C) Jassimp.wrapColor4(1.0f, 1.0f, 1.0f, 1.0f); - } - - return (C) def; - } - - return (C) p.getData(); - } - - - /** - * Returns the ambient color.<p> - * - * If missing, defaults to opaque white (1.0, 1.0, 1.0, 1.0)<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the ambient color - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getAmbientColor( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - Property p = getProperty(PropertyKey.COLOR_AMBIENT.m_key); - - if (null == p || null == p.getData()) { - Object def = m_defaults.get(PropertyKey.COLOR_AMBIENT); - if (def == null) { - return (C) Jassimp.wrapColor4(1.0f, 1.0f, 1.0f, 1.0f); - } - - return (C) def; - } - - return (C) p.getData(); - } - - - /** - * Returns the specular color.<p> - * - * If missing, defaults to opaque white (1.0, 1.0, 1.0, 1.0)<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the specular color - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getSpecularColor( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - Property p = getProperty(PropertyKey.COLOR_SPECULAR.m_key); - - if (null == p || null == p.getData()) { - Object def = m_defaults.get(PropertyKey.COLOR_SPECULAR); - if (def == null) { - return (C) Jassimp.wrapColor4(1.0f, 1.0f, 1.0f, 1.0f); - } - - return (C) def; - } - - return (C) p.getData(); - } - - - /** - * Returns the emissive color.<p> - * - * If missing, defaults to opaque white (1.0, 1.0, 1.0, 1.0)<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the emissive color - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getEmissiveColor( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - Property p = getProperty(PropertyKey.COLOR_EMISSIVE.m_key); - - if (null == p || null == p.getData()) { - Object def = m_defaults.get(PropertyKey.COLOR_EMISSIVE); - if (def == null) { - return (C) Jassimp.wrapColor4(1.0f, 1.0f, 1.0f, 1.0f); - } - - return (C) def; - } - - return (C) p.getData(); - } - - - /** - * Returns the transparent color.<p> - * - * If missing, defaults to opaque white (1.0, 1.0, 1.0, 1.0)<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the transparent color - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getTransparentColor( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - Property p = getProperty(PropertyKey.COLOR_TRANSPARENT.m_key); - - if (null == p || null == p.getData()) { - Object def = m_defaults.get(PropertyKey.COLOR_TRANSPARENT); - if (def == null) { - return (C) Jassimp.wrapColor4(1.0f, 1.0f, 1.0f, 1.0f); - } - - return (C) def; - } - - return (C) p.getData(); - } - - - /** - * Returns the reflective color.<p> - * - * If missing, defaults to opaque white (1.0, 1.0, 1.0, 1.0)<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the reflective color - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> C getReflectiveColor( - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - Property p = getProperty(PropertyKey.COLOR_REFLECTIVE.m_key); - - if (null == p || null == p.getData()) { - Object def = m_defaults.get(PropertyKey.COLOR_REFLECTIVE); - if (def == null) { - return (C) Jassimp.wrapColor4(1.0f, 1.0f, 1.0f, 1.0f); - } - - return (C) def; - } - - return (C) p.getData(); - } - - - /** - * Returns the global background image.<p> - * - * If missing, defaults to empty string - * - * @return the global background image - */ - public String getGlobalBackgroundImage() { - return getTyped(PropertyKey.GLOBAL_BACKGROUND_IMAGE, String.class); - } - - - /** - * Returns the number of textures of the given type. - * - * @param type the type - * @return the number of textures - */ - public int getNumTextures(AiTextureType type) { - return m_numTextures.get(type); - } - - - /** - * Returns the texture file.<p> - * - * If missing, defaults to empty string - * - * @param type the texture type - * @param index the index in the texture stack - * @return the file - * @throws IndexOutOfBoundsException if index is invalid - */ - public String getTextureFile(AiTextureType type, int index) { - checkTexRange(type, index); - - return getTyped(PropertyKey.TEX_FILE, type, index, String.class); - } - - - /** - * Returns the index of the UV coordinate set used by the texture.<p> - * - * If missing, defaults to 0 - * - * @param type the texture type - * @param index the index in the texture stack - * @return the UV index - * @throws IndexOutOfBoundsException if index is invalid - */ - public int getTextureUVIndex(AiTextureType type, int index) { - checkTexRange(type, index); - - return getTyped(PropertyKey.TEX_UV_INDEX, type, index, Integer.class); - } - - - /** - * Returns the blend factor of the texture.<p> - * - * If missing, defaults to 1.0 - * - * @param type the texture type - * @param index the index in the texture stack - * @return the blend factor - */ - public float getBlendFactor(AiTextureType type, int index) { - checkTexRange(type, index); - - return getTyped(PropertyKey.TEX_BLEND, type, index, Float.class); - } - - - /** - * Returns the texture operation.<p> - * - * If missing, defaults to {@link AiTextureOp#ADD} - * - * @param type the texture type - * @param index the index in the texture stack - * @return the texture operation - */ - public AiTextureOp getTextureOp(AiTextureType type, int index) { - checkTexRange(type, index); - - Property p = getProperty(PropertyKey.TEX_OP.m_key); - - if (null == p || null == p.getData()) { - return (AiTextureOp) m_defaults.get(PropertyKey.TEX_OP); - } - - return AiTextureOp.fromRawValue((Integer) p.getData()); - } - - - /** - * Returns the texture mapping mode for the u axis.<p> - * - * If missing, defaults to {@link AiTextureMapMode#CLAMP} - * - * @param type the texture type - * @param index the index in the texture stack - * @return the texture mapping mode - */ - public AiTextureMapMode getTextureMapModeU(AiTextureType type, int index) { - checkTexRange(type, index); - - Property p = getProperty(PropertyKey.TEX_MAP_MODE_U.m_key); - - if (null == p || null == p.getData()) { - return (AiTextureMapMode) m_defaults.get( - PropertyKey.TEX_MAP_MODE_U); - } - - return AiTextureMapMode.fromRawValue((Integer) p.getData()); - } - - - /** - * Returns the texture mapping mode for the v axis.<p> - * - * If missing, defaults to {@link AiTextureMapMode#CLAMP} - * - * @param type the texture type - * @param index the index in the texture stack - * @return the texture mapping mode - */ - public AiTextureMapMode getTextureMapModeV(AiTextureType type, int index) { - checkTexRange(type, index); - - Property p = getProperty(PropertyKey.TEX_MAP_MODE_V.m_key); - - if (null == p || null == p.getData()) { - return (AiTextureMapMode) m_defaults.get( - PropertyKey.TEX_MAP_MODE_V); - } - - return AiTextureMapMode.fromRawValue((Integer) p.getData()); - } - - - /** - * Returns the texture mapping mode for the w axis.<p> - * - * If missing, defaults to {@link AiTextureMapMode#CLAMP} - * - * @param type the texture type - * @param index the index in the texture stack - * @return the texture mapping mode - */ - public AiTextureMapMode getTextureMapModeW(AiTextureType type, int index) { - checkTexRange(type, index); - - Property p = getProperty(PropertyKey.TEX_MAP_MODE_W.m_key); - - if (null == p || null == p.getData()) { - return (AiTextureMapMode) m_defaults.get( - PropertyKey.TEX_MAP_MODE_W); - } - - return AiTextureMapMode.fromRawValue((Integer) p.getData()); - } - - - /** - * Returns all information related to a single texture. - * - * @param type the texture type - * @param index the index in the texture stack - * @return the texture information - */ - public AiTextureInfo getTextureInfo(AiTextureType type, int index) { - return new AiTextureInfo(type, index, getTextureFile(type, index), - getTextureUVIndex(type, index), getBlendFactor(type, index), - getTextureOp(type, index), getTextureMapModeW(type, index), - getTextureMapModeW(type, index), - getTextureMapModeW(type, index)); - } - // }} - - // {{ Generic Getters - /** - * Returns a single property based on its key. - * - * @param key the key - * @return the property or null if the property is not set - */ - public Property getProperty(String key) { - for (Property property : m_properties) { - if (property.getKey().equals(key)) { - return property; - } - } - - return null; - } - - - /** - * Returns a single property based on its key. - * - * @param key the key - * @param semantic the semantic type (texture type) - * @param index the index - * @return the property or null if the property is not set - */ - public Property getProperty(String key, int semantic, int index) { - for (Property property : m_properties) { - if (property.getKey().equals(key) && - property.m_semantic == semantic && - property.m_index == index) { - - return property; - } - } - - return null; - } - - - /** - * Returns all properties of the material. - * - * @return the list of properties - */ - public List<Property> getProperties() { - return m_properties; - } - // }} - - - /** - * Helper method. Returns typed property data. - * - * @param <T> type - * @param key the key - * @param clazz type - * @return the data - */ - private <T> T getTyped(PropertyKey key, Class<T> clazz) { - Property p = getProperty(key.m_key); - - if (null == p || null == p.getData()) { - return clazz.cast(m_defaults.get(key)); - } - - return clazz.cast(p.getData()); - } - - - /** - * Helper method. Returns typed property data. - * - * @param <T> type - * @param key the key - * @param type the texture type - * @param index the texture index - * @param clazz type - * @return the data - */ - private <T> T getTyped(PropertyKey key, AiTextureType type, int index, - Class<T> clazz) { - - Property p = getProperty(key.m_key, AiTextureType.toRawValue(type), - index); - - if (null == p || null == p.getData()) { - return clazz.cast(m_defaults.get(key)); - } - - return clazz.cast(p.getData()); - } - - - /** - * Checks that index is valid an throw an exception if not. - * - * @param type the type - * @param index the index to check - */ - private void checkTexRange(AiTextureType type, int index) { - if (index < 0 || index > m_numTextures.get(type)) { - throw new IndexOutOfBoundsException("Index: " + index + ", Size: " + - m_numTextures.get(type)); - } - } - - - /** - * Defaults for missing properties. - */ - private Map<PropertyKey, Object> m_defaults = - new EnumMap<PropertyKey, Object>(PropertyKey.class); - - { - setDefault(PropertyKey.NAME, ""); - setDefault(PropertyKey.TWO_SIDED, 0); - setDefault(PropertyKey.SHADING_MODE, AiShadingMode.FLAT); - setDefault(PropertyKey.WIREFRAME, 0); - setDefault(PropertyKey.BLEND_MODE, AiBlendMode.DEFAULT); - setDefault(PropertyKey.OPACITY, 1.0f); - setDefault(PropertyKey.BUMP_SCALING, 1.0f); - setDefault(PropertyKey.SHININESS, 1.0f); - setDefault(PropertyKey.REFLECTIVITY, 0.0f); - setDefault(PropertyKey.SHININESS_STRENGTH, 0.0f); - setDefault(PropertyKey.REFRACTI, 0.0f); - - /* bypass null checks for colors */ - m_defaults.put(PropertyKey.COLOR_DIFFUSE, null); - m_defaults.put(PropertyKey.COLOR_AMBIENT, null); - m_defaults.put(PropertyKey.COLOR_SPECULAR, null); - m_defaults.put(PropertyKey.COLOR_EMISSIVE, null); - m_defaults.put(PropertyKey.COLOR_TRANSPARENT, null); - m_defaults.put(PropertyKey.COLOR_REFLECTIVE, null); - - setDefault(PropertyKey.GLOBAL_BACKGROUND_IMAGE, ""); - - /* texture related values */ - setDefault(PropertyKey.TEX_FILE, ""); - setDefault(PropertyKey.TEX_UV_INDEX, 0); - setDefault(PropertyKey.TEX_BLEND, 1.0f); - setDefault(PropertyKey.TEX_OP, AiTextureOp.ADD); - setDefault(PropertyKey.TEX_MAP_MODE_U, AiTextureMapMode.CLAMP); - setDefault(PropertyKey.TEX_MAP_MODE_V, AiTextureMapMode.CLAMP); - setDefault(PropertyKey.TEX_MAP_MODE_W, AiTextureMapMode.CLAMP); - - /* ensure we have defaults for everything */ - for (PropertyKey key : PropertyKey.values()) { - if (!m_defaults.containsKey(key)) { - throw new IllegalStateException("missing default for: " + key); - } - } - } - - - /** - * This method is used by JNI, do not call or modify. - * - * @param type the type - * @param number the number - */ - @SuppressWarnings("unused") - private void setTextureNumber(int type, int number) { - m_numTextures.put(AiTextureType.fromRawValue(type), number); - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMatrix4f.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMatrix4f.java deleted file mode 100644 index f78c951..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMatrix4f.java +++ /dev/null @@ -1,133 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; -import java.nio.ByteOrder; -import java.nio.FloatBuffer; - -/** - * Simple 4x4 matrix of floats. - */ -public final class AiMatrix4f { - /** - * Wraps the given array of floats as matrix. - * <p> - * - * The array must have exactly 16 entries. The data in the array must be in - * row-major order. - * - * @param data - * the array to wrap, may not be null - */ - public AiMatrix4f(float[] data) { - if (data == null) { - throw new IllegalArgumentException("data may not be null"); - } - if (data.length != 16) { - throw new IllegalArgumentException("array length is not 16"); - } - - m_data = data; - } - - /** - * Gets an element of the matrix. - * - * @param row - * the row - * @param col - * the column - * @return the element at the given position - */ - public float get(int row, int col) { - if (row < 0 || row > 3) { - throw new IndexOutOfBoundsException("Index: " + row + ", Size: 4"); - } - if (col < 0 || col > 3) { - throw new IndexOutOfBoundsException("Index: " + col + ", Size: 4"); - } - - return m_data[row * 4 + col]; - } - - /** - * Stores the matrix in a new direct ByteBuffer with native byte order. - * <p> - * - * The returned buffer can be passed to rendering APIs such as LWJGL, e.g., - * as parameter for <code>GL20.glUniformMatrix4()</code>. Be sure to set - * <code>transpose</code> to <code>true</code> in this case, as OpenGL - * expects the matrix in column order. - * - * @return a new native order, direct ByteBuffer - */ - public FloatBuffer toByteBuffer() { - ByteBuffer bbuf = ByteBuffer.allocateDirect(16 * 4); - bbuf.order(ByteOrder.nativeOrder()); - FloatBuffer fbuf = bbuf.asFloatBuffer(); - fbuf.put(m_data); - fbuf.flip(); - - return fbuf; - } - - - @Override - public String toString() { - StringBuilder buf = new StringBuilder(); - - for (int row = 0; row < 4; row++) { - for (int col = 0; col < 4; col++) { - buf.append(m_data[row * 4 + col]).append(" "); - } - buf.append("\n"); - } - - return buf.toString(); - } - - - /** - * Data buffer. - */ - private final float[] m_data; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMesh.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMesh.java deleted file mode 100644 index eb2ff3c..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMesh.java +++ /dev/null @@ -1,1421 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; -import java.nio.ByteOrder; -import java.nio.FloatBuffer; -import java.nio.IntBuffer; -import java.util.ArrayList; -import java.util.EnumSet; -import java.util.List; -import java.util.Set; - - -/** - * A mesh represents a geometry or model with a single material. - * <p> - * - * <h3>Data</h3> - * Meshes usually consist of a number of vertices and a series of faces - * referencing the vertices. In addition there might be a series of bones, each - * of them addressing a number of vertices with a certain weight. Vertex data is - * presented in channels with each channel containing a single per-vertex - * information such as a set of texture coordinates or a normal vector.<p> - * - * Faces consist of one or more references to vertices, called vertex indices. - * The {@link #getPrimitiveTypes()} method can be used to check what - * face types are present in the mesh. Note that a single mesh can possess - * faces of different types. The number of indices used by a specific face can - * be retrieved with the {@link #getFaceNumIndices(int)} method. - * - * - * <h3>API for vertex and face data</h3> - * The jassimp interface for accessing vertex and face data is not a one-to-one - * mapping of the c/c++ interface. The c/c++ interface uses an object-oriented - * approach to represent data, which provides a considerable - * overhead using a naive java based realization (cache locality would be - * unpredictable and most likely bad, bulk data transfer would be impossible). - * <p> - * - * The jassimp interface uses flat byte buffers to store vertex and face data. - * This data can be accessed through three APIs: - * <ul> - * <li><b>Buffer API:</b> the <code>getXXXBuffer()</code> methods return - * raw data buffers. - * <li><b>Direct API:</b> the <code>getXXX()</code> methods allow reading - * and writing of individual data values. - * <li><b>Wrapped API:</b> the <code>getWrappedXXX()</code> methods provide - * an object oriented view on the data. - * </ul> - * - * The Buffer API is optimized for use in conjunction with rendering APIs - * such as LWJGL. The returned buffers are guaranteed to have native byte order - * and to be direct byte buffers. They can be passed directly to LWJGL - * methods, e.g., to fill VBOs with data. Each invocation of a - * <code>getXXXBuffer()</code> method will return a new view of the internal - * buffer, i.e., if is safe to use the relative byte buffer operations. - * The Buffer API provides the best performance of all three APIs, especially - * if large data volumes have to be processed.<p> - * - * The Direct API provides an easy to use interface for reading and writing - * individual data values. Its performance is comparable to the Buffer API's - * performance for these operations. The main difference to the Buffer API is - * the missing support for bulk operations. If you intend to retrieve or modify - * large subsets of the raw data consider using the Buffer API, especially - * if the subsets are contiguous. - * <p> - * - * The Wrapped API offers an object oriented interface for accessing - * and modifying mesh data. As the name implies, this interface is realized - * through wrapper objects that provide a view on the raw data. For each - * invocation of a <code>getWrappedXXX()</code> method, a new wrapper object - * is created. Iterating over mesh data via this interface will create many - * short-lived wrapper objects which -depending on usage and virtual machine- - * may cause considerable garbage collection overhead. The Wrapped API provides - * the worst performance of all three APIs, which may nevertheless still be - * good enough to warrant its usage. See {@link AiWrapperProvider} for more - * details on wrappers. - * - * - * <h3>API for bones</h3> - * As there is no standardized way for doing skinning in different graphics - * engines, bones are not represented as flat buffers but as object structure. - * Users of this library should convert this structure to the format required - * by the specific graphics engine. - * - * - * <h3>Changing Data</h3> - * This class is designed to be mutable, i.e., the returned objects and buffers - * may be modified. It is not possible to add/remove vertices as this would - * require reallocation of the data buffers. Wrapped objects may or may not - * propagate changes to the underlying data buffers. Consult the documentation - * of your wrapper provider for details. The built in wrappers will propagate - * changes. - * <p> - * Modification of face data is theoretically possible by modifying the face - * buffer and the faceOffset buffer however it is strongly disadvised to do so - * because it might break all algorithms that depend on the internal consistency - * of these two data structures. - */ -public final class AiMesh { - /** - * Number of bytes per float value. - */ - private final int SIZEOF_FLOAT = Jassimp.NATIVE_FLOAT_SIZE; - - /** - * Number of bytes per int value. - */ - private final int SIZEOF_INT = Jassimp.NATIVE_INT_SIZE; - - /** - * Size of an AiVector3D in the native world. - */ - private final int SIZEOF_V3D = Jassimp.NATIVE_AIVEKTOR3D_SIZE; - - - /** - * The primitive types used by this mesh. - */ - private final Set<AiPrimitiveType> m_primitiveTypes = - EnumSet.noneOf(AiPrimitiveType.class); - - - /** - * Number of vertices in this mesh. - */ - private int m_numVertices = 0; - - - /** - * Number of faces in this mesh. - */ - private int m_numFaces = 0; - - /** - * Material used by this mesh. - */ - private int m_materialIndex = -1; - - /** - * The name of the mesh. - */ - private String m_name = ""; - - /** - * Buffer for vertex position data. - */ - private ByteBuffer m_vertices = null; - - /** - * Buffer for faces/ indices. - */ - private ByteBuffer m_faces = null; - - - /** - * Index structure for m_faces.<p> - * - * Only used by meshes that are not pure triangular - */ - private ByteBuffer m_faceOffsets = null; - - /** - * Buffer for normals. - */ - private ByteBuffer m_normals = null; - - /** - * Buffer for tangents. - */ - private ByteBuffer m_tangents = null; - - /** - * Buffer for bitangents. - */ - private ByteBuffer m_bitangents = null; - - /** - * Vertex colors. - */ - private ByteBuffer[] m_colorsets = - new ByteBuffer[JassimpConfig.MAX_NUMBER_COLORSETS]; - - /** - * Number of UV components for each texture coordinate set. - */ - private int[] m_numUVComponents = new int[JassimpConfig.MAX_NUMBER_TEXCOORDS]; - - /** - * Texture coordinates. - */ - private ByteBuffer[] m_texcoords = - new ByteBuffer[JassimpConfig.MAX_NUMBER_TEXCOORDS]; - - /** - * Bones. - */ - private final List<AiBone> m_bones = new ArrayList<AiBone>(); - - /** - * This class is instantiated via JNI, no accessible constructor. - */ - private AiMesh() { - /* nothing to do */ - } - - - /** - * Returns the primitive types used by this mesh. - * - * @return a set of primitive types used by this mesh - */ - public Set<AiPrimitiveType> getPrimitiveTypes() { - return m_primitiveTypes; - } - - - /** - * Tells whether the mesh is a pure triangle mesh, i.e., contains only - * triangular faces.<p> - * - * To automatically triangulate meshes the - * {@link AiPostProcessSteps#TRIANGULATE} post processing option can be - * used when loading the scene - * - * @return true if the mesh is a pure triangle mesh, false otherwise - */ - public boolean isPureTriangle() { - return m_primitiveTypes.contains(AiPrimitiveType.TRIANGLE) && - m_primitiveTypes.size() == 1; - } - - - /** - * Tells whether the mesh has vertex positions.<p> - * - * Meshes almost always contain position data - * - * @return true if positions are available - */ - public boolean hasPositions() { - return m_vertices != null; - } - - - /** - * Tells whether the mesh has faces.<p> - * - * Meshes almost always contain faces - * - * @return true if faces are available - */ - public boolean hasFaces() { - return m_faces != null; - } - - - /** - * Tells whether the mesh has normals. - * - * @return true if normals are available - */ - public boolean hasNormals() { - return m_normals != null; - } - - - /** - * Tells whether the mesh has tangents and bitangents.<p> - * - * It is not possible that it contains tangents and no bitangents (or the - * other way round). The existence of one of them implies that the second - * is there, too. - * - * @return true if tangents and bitangents are available - */ - public boolean hasTangentsAndBitangents() { - return m_tangents != null && m_tangents != null; - } - - - /** - * Tells whether the mesh has a vertex color set. - * - * @param colorset index of the color set - * @return true if colors are available - */ - public boolean hasColors(int colorset) { - return m_colorsets[colorset] != null; - } - - - /** - * Tells whether the mesh has any vertex colors.<p> - * - * Use {@link #hasColors(int)} to check which color sets are - * available. - * - * @return true if any colors are available - */ - public boolean hasVertexColors() { - for (ByteBuffer buf : m_colorsets) { - if (buf != null) { - return true; - } - } - - return false; - } - - - /** - * Tells whether the mesh has a texture coordinate set. - * - * @param coords index of the texture coordinate set - * @return true if texture coordinates are available - */ - public boolean hasTexCoords(int coords) { - return m_texcoords[coords] != null; - } - - - /** - * Tells whether the mesh has any texture coordinate sets.<p> - * - * Use {@link #hasTexCoords(int)} to check which texture coordinate - * sets are available - * - * @return true if any texture coordinates are available - */ - public boolean hasTexCoords() { - for (ByteBuffer buf : m_texcoords) { - if (buf != null) { - return true; - } - } - - return false; - } - - - /** - * Tells whether the mesh has bones. - * - * @return true if bones are available - */ - public boolean hasBones() { - return !m_bones.isEmpty(); - } - - - /** - * Returns the bones of this mesh. - * - * @return a list of bones - */ - public List<AiBone> getBones() { - return m_bones; - } - - - /** - * Returns the number of vertices in this mesh. - * - * @return the number of vertices. - */ - public int getNumVertices() { - return m_numVertices; - } - - - /** - * Returns the number of faces in the mesh. - * - * @return the number of faces - */ - public int getNumFaces() { - return m_numFaces; - } - - - /** - * Returns the number of vertex indices for a single face. - * - * @param face the face - * @return the number of indices - */ - public int getFaceNumIndices(int face) { - if (null == m_faceOffsets) { - if (face >= m_numFaces || face < 0) { - throw new IndexOutOfBoundsException("Index: " + face + - ", Size: " + m_numFaces); - } - return 3; - } - else { - /* - * no need to perform bound checks here as the array access will - * throw IndexOutOfBoundsExceptions if the index is invalid - */ - - if (face == m_numFaces - 1) { - return m_faces.capacity() / 4 - m_faceOffsets.getInt(face * 4); - } - - return m_faceOffsets.getInt((face + 1) * 4) - - m_faceOffsets.getInt(face * 4); - } - } - - - /** - * Returns the number of UV components for a texture coordinate set.<p> - * - * Possible values range from 1 to 3 (1D to 3D texture coordinates) - * - * @param coords the coordinate set - * @return the number of components - */ - public int getNumUVComponents(int coords) { - return m_numUVComponents[coords]; - } - - - /** - * Returns the material used by this mesh.<p> - * - * 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. - * - * @return the material index - */ - public int getMaterialIndex() { - return m_materialIndex; - } - - - /** - * Returns the name of the mesh.<p> - * - * Not all meshes have a name, if no name is set an empty string is - * returned. - * - * @return the name or an empty string if no name is set - */ - public String getName() { - return m_name; - } - - - // CHECKSTYLE:OFF - @Override - public String toString() { - StringBuilder buf = new StringBuilder(); - buf.append("Mesh(").append(m_numVertices).append(" vertices, "). - append(m_numFaces).append(" faces"); - - if (hasNormals()) { - buf.append(", normals"); - } - if (hasTangentsAndBitangents()) { - buf.append(", (bi-)tangents"); - } - if (hasVertexColors()) { - buf.append(", colors"); - } - if (hasTexCoords()) { - buf.append(", texCoords"); - } - - buf.append(")"); - return buf.toString(); - } - // CHECKSTYLE:ON - - - // {{ Buffer API - /** - * Returns a buffer containing vertex positions.<p> - * - * A vertex position consists of a triple of floats, the buffer will - * therefore contain <code>3 * getNumVertices()</code> floats - * - * @return a native-order direct buffer, or null if no data is available - */ - public FloatBuffer getPositionBuffer() { - if (m_vertices == null) { - return null; - } - - return m_vertices.asFloatBuffer(); - } - - - /** - * Returns a buffer containing face data.<p> - * - * You should use the {@link #getIndexBuffer()} method if you are - * interested in getting an index buffer used by graphics APIs such as - * LWJGL.<p> - * - * The buffer contains all vertex indices from all faces as a flat list. If - * the mesh is a pure triangle mesh, the buffer returned by this method is - * identical to the buffer returned by {@link #getIndexBuffer()}. For other - * meshes, the {@link #getFaceOffsets()} method can be used to retrieve - * an index structure that allows addressing individual faces in the list. - * - * @return a native-order direct buffer, or null if no data is available - */ - public IntBuffer getFaceBuffer() { - if (m_faces == null) { - return null; - } - - return m_faces.asIntBuffer(); - } - - - /** - * Returns an index structure for the buffer returned by - * {@link #getFaceBuffer()}.<p> - * - * You should use the {@link #getIndexBuffer()} method if you are - * interested in getting an index buffer used by graphics APIs such as - * LWJGL.<p> - * - * The returned buffer contains one integer entry for each face. This entry - * specifies the offset at which the face's data is located inside the - * face buffer. The difference between two subsequent entries can be used - * to determine how many vertices belong to a given face (the last face - * contains all entries between the offset and the end of the face buffer). - * - * @return a native-order direct buffer, or null if no data is available - */ - public IntBuffer getFaceOffsets() { - if (m_faceOffsets == null) { - return null; - } - - return m_faceOffsets.asIntBuffer(); - } - - - - /** - * Returns a buffer containing vertex indices for the mesh's faces.<p> - * - * This method may only be called on pure triangle meshes, i.e., meshes - * containing only triangles. The {@link #isPureTriangle()} method can be - * used to check whether this is the case.<p> - * - * Indices are stored as integers, the buffer will therefore contain - * <code>3 * getNumVertices()</code> integers (3 indices per triangle) - * - * @return a native-order direct buffer - * @throws UnsupportedOperationException - * if the mesh is not a pure triangle mesh - */ - public IntBuffer getIndexBuffer() { - if (!isPureTriangle()) { - throw new UnsupportedOperationException( - "mesh is not a pure triangle mesh"); - } - - return getFaceBuffer(); - } - - - /** - * Returns a buffer containing normals.<p> - * - * A normal consists of a triple of floats, the buffer will - * therefore contain <code>3 * getNumVertices()</code> floats - * - * @return a native-order direct buffer - */ - public FloatBuffer getNormalBuffer() { - if (m_normals == null) { - return null; - } - - return m_normals.asFloatBuffer(); - } - - - /** - * Returns a buffer containing tangents.<p> - * - * A tangent consists of a triple of floats, the buffer will - * therefore contain <code>3 * getNumVertices()</code> floats - * - * @return a native-order direct buffer - */ - public FloatBuffer getTangentBuffer() { - if (m_tangents == null) { - return null; - } - - return m_tangents.asFloatBuffer(); - } - - - /** - * Returns a buffer containing bitangents.<p> - * - * A bitangent consists of a triple of floats, the buffer will - * therefore contain <code>3 * getNumVertices()</code> floats - * - * @return a native-order direct buffer - */ - public FloatBuffer getBitangentBuffer() { - if (m_bitangents == null) { - return null; - } - - return m_bitangents.asFloatBuffer(); - } - - - /** - * Returns a buffer containing vertex colors for a color set.<p> - * - * A vertex color consists of 4 floats (red, green, blue and alpha), the - * buffer will therefore contain <code>4 * getNumVertices()</code> floats - * - * @param colorset the color set - * - * @return a native-order direct buffer, or null if no data is available - */ - public FloatBuffer getColorBuffer(int colorset) { - if (m_colorsets[colorset] == null) { - return null; - } - - return m_colorsets[colorset].asFloatBuffer(); - } - - - /** - * Returns a buffer containing coordinates for a texture coordinate set.<p> - * - * A texture coordinate consists of up to 3 floats (u, v, w). The actual - * number can be queried via {@link #getNumUVComponents(int)}. The - * buffer will contain - * <code>getNumUVComponents(coords) * getNumVertices()</code> floats - * - * @param coords the texture coordinate set - * - * @return a native-order direct buffer, or null if no data is available - */ - public FloatBuffer getTexCoordBuffer(int coords) { - if (m_texcoords[coords] == null) { - return null; - } - - return m_texcoords[coords].asFloatBuffer(); - } - // }} - - - // {{ Direct API - /** - * Returns the x-coordinate of a vertex position. - * - * @param vertex the vertex index - * @return the x coordinate - */ - public float getPositionX(int vertex) { - if (!hasPositions()) { - throw new IllegalStateException("mesh has no positions"); - } - - checkVertexIndexBounds(vertex); - - return m_vertices.getFloat(vertex * 3 * SIZEOF_FLOAT); - } - - - /** - * Returns the y-coordinate of a vertex position. - * - * @param vertex the vertex index - * @return the y coordinate - */ - public float getPositionY(int vertex) { - if (!hasPositions()) { - throw new IllegalStateException("mesh has no positions"); - } - - checkVertexIndexBounds(vertex); - - return m_vertices.getFloat((vertex * 3 + 1) * SIZEOF_FLOAT); - } - - /** - * Returns the z-coordinate of a vertex position. - * - * @param vertex the vertex index - * @return the z coordinate - */ - public float getPositionZ(int vertex) { - if (!hasPositions()) { - throw new IllegalStateException("mesh has no positions"); - } - - checkVertexIndexBounds(vertex); - - return m_vertices.getFloat((vertex * 3 + 2) * SIZEOF_FLOAT); - } - - - /** - * Returns a vertex reference from a face.<p> - * - * A face contains <code>getFaceNumIndices(face)</code> vertex references. - * This method returns the n'th of these. The returned index can be passed - * directly to the vertex oriented methods, such as - * <code>getPosition()</code> etc. - * - * @param face the face - * @param n the reference - * @return a vertex index - */ - public int getFaceVertex(int face, int n) { - if (!hasFaces()) { - throw new IllegalStateException("mesh has no faces"); - } - - if (face >= m_numFaces || face < 0) { - throw new IndexOutOfBoundsException("Index: " + face + ", Size: " + - m_numFaces); - } - if (n >= getFaceNumIndices(face) || n < 0) { - throw new IndexOutOfBoundsException("Index: " + n + ", Size: " + - getFaceNumIndices(face)); - } - - int faceOffset = 0; - if (m_faceOffsets == null) { - faceOffset = 3 * face * SIZEOF_INT; - } - else { - faceOffset = m_faceOffsets.getInt(face * SIZEOF_INT) * SIZEOF_INT; - } - - return m_faces.getInt(faceOffset + n * SIZEOF_INT); - } - - - /** - * Returns the x-coordinate of a vertex normal. - * - * @param vertex the vertex index - * @return the x coordinate - */ - public float getNormalX(int vertex) { - if (!hasNormals()) { - throw new IllegalStateException("mesh has no normals"); - } - - checkVertexIndexBounds(vertex); - - return m_normals.getFloat(vertex * 3 * SIZEOF_FLOAT); - } - - - /** - * Returns the y-coordinate of a vertex normal. - * - * @param vertex the vertex index - * @return the y coordinate - */ - public float getNormalY(int vertex) { - if (!hasNormals()) { - throw new IllegalStateException("mesh has no normals"); - } - - checkVertexIndexBounds(vertex); - - return m_normals.getFloat((vertex * 3 + 1) * SIZEOF_FLOAT); - } - - - /** - * Returns the z-coordinate of a vertex normal. - * - * @param vertex the vertex index - * @return the z coordinate - */ - public float getNormalZ(int vertex) { - if (!hasNormals()) { - throw new IllegalStateException("mesh has no normals"); - } - - checkVertexIndexBounds(vertex); - - return m_normals.getFloat((vertex * 3 + 2) * SIZEOF_FLOAT); - } - - - /** - * Returns the x-coordinate of a vertex tangent. - * - * @param vertex the vertex index - * @return the x coordinate - */ - public float getTangentX(int vertex) { - if (!hasTangentsAndBitangents()) { - throw new IllegalStateException("mesh has no tangents"); - } - - checkVertexIndexBounds(vertex); - - return m_tangents.getFloat(vertex * 3 * SIZEOF_FLOAT); - } - - - /** - * Returns the y-coordinate of a vertex bitangent. - * - * @param vertex the vertex index - * @return the y coordinate - */ - public float getTangentY(int vertex) { - if (!hasTangentsAndBitangents()) { - throw new IllegalStateException("mesh has no bitangents"); - } - - checkVertexIndexBounds(vertex); - - return m_tangents.getFloat((vertex * 3 + 1) * SIZEOF_FLOAT); - } - - - /** - * Returns the z-coordinate of a vertex tangent. - * - * @param vertex the vertex index - * @return the z coordinate - */ - public float getTangentZ(int vertex) { - if (!hasTangentsAndBitangents()) { - throw new IllegalStateException("mesh has no tangents"); - } - - checkVertexIndexBounds(vertex); - - return m_tangents.getFloat((vertex * 3 + 2) * SIZEOF_FLOAT); - } - - - /** - * Returns the x-coordinate of a vertex tangent. - * - * @param vertex the vertex index - * @return the x coordinate - */ - public float getBitangentX(int vertex) { - if (!hasTangentsAndBitangents()) { - throw new IllegalStateException("mesh has no bitangents"); - } - - checkVertexIndexBounds(vertex); - - return m_bitangents.getFloat(vertex * 3 * SIZEOF_FLOAT); - } - - - /** - * Returns the y-coordinate of a vertex tangent. - * - * @param vertex the vertex index - * @return the y coordinate - */ - public float getBitangentY(int vertex) { - if (!hasTangentsAndBitangents()) { - throw new IllegalStateException("mesh has no bitangents"); - } - - checkVertexIndexBounds(vertex); - - return m_bitangents.getFloat((vertex * 3 + 1) * SIZEOF_FLOAT); - } - - - /** - * Returns the z-coordinate of a vertex tangent. - * - * @param vertex the vertex index - * @return the z coordinate - */ - public float getBitangentZ(int vertex) { - if (!hasTangentsAndBitangents()) { - throw new IllegalStateException("mesh has no bitangents"); - } - - checkVertexIndexBounds(vertex); - - return m_bitangents.getFloat((vertex * 3 + 2) * SIZEOF_FLOAT); - } - - - /** - * Returns the red color component of a color from a vertex color set. - * - * @param vertex the vertex index - * @param colorset the color set - * @return the red color component - */ - public float getColorR(int vertex, int colorset) { - if (!hasColors(colorset)) { - throw new IllegalStateException("mesh has no colorset " + colorset); - } - - checkVertexIndexBounds(vertex); - /* bound checks for colorset are done by java for us */ - - return m_colorsets[colorset].getFloat(vertex * 4 * SIZEOF_FLOAT); - } - - - /** - * Returns the green color component of a color from a vertex color set. - * - * @param vertex the vertex index - * @param colorset the color set - * @return the green color component - */ - public float getColorG(int vertex, int colorset) { - if (!hasColors(colorset)) { - throw new IllegalStateException("mesh has no colorset " + colorset); - } - - checkVertexIndexBounds(vertex); - /* bound checks for colorset are done by java for us */ - - return m_colorsets[colorset].getFloat((vertex * 4 + 1) * SIZEOF_FLOAT); - } - - - /** - * Returns the blue color component of a color from a vertex color set. - * - * @param vertex the vertex index - * @param colorset the color set - * @return the blue color component - */ - public float getColorB(int vertex, int colorset) { - if (!hasColors(colorset)) { - throw new IllegalStateException("mesh has no colorset " + colorset); - } - - checkVertexIndexBounds(vertex); - /* bound checks for colorset are done by java for us */ - - return m_colorsets[colorset].getFloat((vertex * 4 + 2) * SIZEOF_FLOAT); - } - - - /** - * Returns the alpha color component of a color from a vertex color set. - * - * @param vertex the vertex index - * @param colorset the color set - * @return the alpha color component - */ - public float getColorA(int vertex, int colorset) { - if (!hasColors(colorset)) { - throw new IllegalStateException("mesh has no colorset " + colorset); - } - - checkVertexIndexBounds(vertex); - /* bound checks for colorset are done by java for us */ - - return m_colorsets[colorset].getFloat((vertex * 4 + 3) * SIZEOF_FLOAT); - } - - - /** - * Returns the u component of a coordinate from a texture coordinate set. - * - * @param vertex the vertex index - * @param coords the texture coordinate set - * @return the u component - */ - public float getTexCoordU(int vertex, int coords) { - if (!hasTexCoords(coords)) { - throw new IllegalStateException( - "mesh has no texture coordinate set " + coords); - } - - checkVertexIndexBounds(vertex); - /* bound checks for coords are done by java for us */ - - return m_texcoords[coords].getFloat( - vertex * m_numUVComponents[coords] * SIZEOF_FLOAT); - } - - - /** - * Returns the v component of a coordinate from a texture coordinate set.<p> - * - * This method may only be called on 2- or 3-dimensional coordinate sets. - * Call <code>getNumUVComponents(coords)</code> to determine how may - * coordinate components are available. - * - * @param vertex the vertex index - * @param coords the texture coordinate set - * @return the v component - */ - public float getTexCoordV(int vertex, int coords) { - if (!hasTexCoords(coords)) { - throw new IllegalStateException( - "mesh has no texture coordinate set " + coords); - } - - checkVertexIndexBounds(vertex); - - /* bound checks for coords are done by java for us */ - - if (getNumUVComponents(coords) < 2) { - throw new IllegalArgumentException("coordinate set " + coords + - " does not contain 2D texture coordinates"); - } - - return m_texcoords[coords].getFloat( - (vertex * m_numUVComponents[coords] + 1) * SIZEOF_FLOAT); - } - - - /** - * Returns the w component of a coordinate from a texture coordinate set.<p> - * - * This method may only be called on 3-dimensional coordinate sets. - * Call <code>getNumUVComponents(coords)</code> to determine how may - * coordinate components are available. - * - * @param vertex the vertex index - * @param coords the texture coordinate set - * @return the w component - */ - public float getTexCoordW(int vertex, int coords) { - if (!hasTexCoords(coords)) { - throw new IllegalStateException( - "mesh has no texture coordinate set " + coords); - } - - checkVertexIndexBounds(vertex); - - /* bound checks for coords are done by java for us */ - - if (getNumUVComponents(coords) < 3) { - throw new IllegalArgumentException("coordinate set " + coords + - " does not contain 3D texture coordinates"); - } - - return m_texcoords[coords].getFloat( - (vertex * m_numUVComponents[coords] + 1) * SIZEOF_FLOAT); - } - // }} - - - // {{ Wrapped API - /** - * Returns the vertex position as 3-dimensional vector.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param vertex the vertex index - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the position wrapped as object - */ - public <V3, M4, C, N, Q> V3 getWrappedPosition(int vertex, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - if (!hasPositions()) { - throw new IllegalStateException("mesh has no positions"); - } - - checkVertexIndexBounds(vertex); - - return wrapperProvider.wrapVector3f(m_vertices, - vertex * 3 * SIZEOF_FLOAT, 3); - } - - - /** - * Returns the vertex normal as 3-dimensional vector.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param vertex the vertex index - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the normal wrapped as object - */ - public <V3, M4, C, N, Q> V3 getWrappedNormal(int vertex, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - if (!hasNormals()) { - throw new IllegalStateException("mesh has no positions"); - } - - checkVertexIndexBounds(vertex); - - return wrapperProvider.wrapVector3f(m_normals, - vertex * 3 * SIZEOF_FLOAT, 3); - } - - - /** - * Returns the vertex tangent as 3-dimensional vector.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param vertex the vertex index - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the tangent wrapped as object - */ - public <V3, M4, C, N, Q> V3 getWrappedTangent(int vertex, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - if (!hasTangentsAndBitangents()) { - throw new IllegalStateException("mesh has no tangents"); - } - - checkVertexIndexBounds(vertex); - - return wrapperProvider.wrapVector3f(m_tangents, - vertex * 3 * SIZEOF_FLOAT, 3); - } - - - /** - * Returns the vertex bitangent as 3-dimensional vector.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param vertex the vertex index - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the bitangent wrapped as object - */ - public <V3, M4, C, N, Q> V3 getWrappedBitangent(int vertex, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - if (!hasTangentsAndBitangents()) { - throw new IllegalStateException("mesh has no bitangents"); - } - - checkVertexIndexBounds(vertex); - - return wrapperProvider.wrapVector3f(m_bitangents, - vertex * 3 * SIZEOF_FLOAT, 3); - } - - - /** - * Returns the vertex color.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiColor}. - * - * @param vertex the vertex index - * @param colorset the color set - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the vertex color wrapped as object - */ - public <V3, M4, C, N, Q> C getWrappedColor(int vertex, int colorset, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - if (!hasColors(colorset)) { - throw new IllegalStateException("mesh has no colorset " + colorset); - } - - checkVertexIndexBounds(vertex); - - return wrapperProvider.wrapColor( - m_colorsets[colorset], vertex * 4 * SIZEOF_FLOAT); - } - - - /** - * Returns the texture coordinates as n-dimensional vector.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param vertex the vertex index - * @param coords the texture coordinate set - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the texture coordinates wrapped as object - */ - public <V3, M4, C, N, Q> V3 getWrappedTexCoords(int vertex, int coords, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - if (!hasTexCoords(coords)) { - throw new IllegalStateException( - "mesh has no texture coordinate set " + coords); - } - - checkVertexIndexBounds(vertex); - - return wrapperProvider.wrapVector3f(m_texcoords[coords], - vertex * 3 * SIZEOF_FLOAT, getNumUVComponents(coords)); - } - // }} - - - // {{ Helpers - /** - * Throws an exception if the vertex index is not in the allowed range. - * - * @param vertex the index to check - */ - private void checkVertexIndexBounds(int vertex) { - if (vertex >= m_numVertices || vertex < 0) { - throw new IndexOutOfBoundsException("Index: " + vertex + - ", Size: " + m_numVertices); - } - } - // }} - - // {{ JNI interface - /* - * Channel constants used by allocate data channel. Do not modify or use - * as these may change at will - */ - // CHECKSTYLE:OFF - private static final int NORMALS = 0; - private static final int TANGENTS = 1; - private static final int BITANGENTS = 2; - private static final int COLORSET = 3; - private static final int TEXCOORDS_1D = 4; - private static final int TEXCOORDS_2D = 5; - private static final int TEXCOORDS_3D = 6; - // CHECKSTYLE:ON - - - /** - * This method is used by JNI. Do not call or modify.<p> - * - * Sets the primitive types enum set - * - * @param types the bitwise or'ed c/c++ aiPrimitiveType enum values - */ - @SuppressWarnings("unused") - private void setPrimitiveTypes(int types) { - AiPrimitiveType.fromRawValue(m_primitiveTypes, types); - } - - - /** - * This method is used by JNI. Do not call or modify.<p> - * - * Allocates byte buffers - * - * @param numVertices the number of vertices in the mesh - * @param numFaces the number of faces in the mesh - * @param optimizedFaces set true for optimized face representation - * @param faceBufferSize size of face buffer for non-optimized face - * representation - */ - @SuppressWarnings("unused") - private void allocateBuffers(int numVertices, int numFaces, - boolean optimizedFaces, int faceBufferSize) { - /* - * the allocated buffers are native order direct byte buffers, so they - * can be passed directly to LWJGL or similar graphics APIs - */ - - /* ensure face optimization is possible */ - if (optimizedFaces && !isPureTriangle()) { - throw new IllegalArgumentException("mesh is not purely triangular"); - } - - - m_numVertices = numVertices; - m_numFaces = numFaces; - - - /* allocate for each vertex 3 floats */ - if (m_numVertices > 0) { - m_vertices = ByteBuffer.allocateDirect(numVertices * 3 * - SIZEOF_FLOAT); - m_vertices.order(ByteOrder.nativeOrder()); - } - - - if (m_numFaces > 0) { - /* for optimized faces allocate 3 integers per face */ - if (optimizedFaces) { - m_faces = ByteBuffer.allocateDirect(numFaces * 3 * SIZEOF_INT); - m_faces.order(ByteOrder.nativeOrder()); - } - /* - * for non-optimized faces allocate the passed in buffer size - * and allocate the face index structure - */ - else { - m_faces = ByteBuffer.allocateDirect(faceBufferSize); - m_faces.order(ByteOrder.nativeOrder()); - - m_faceOffsets = ByteBuffer.allocateDirect(numFaces * - SIZEOF_INT); - m_faceOffsets.order(ByteOrder.nativeOrder()); - } - } - } - - - /** - * This method is used by JNI. Do not call or modify.<p> - * - * Allocates a byte buffer for a vertex data channel - * - * @param channelType the channel type - * @param channelIndex sub-index, used for types that can have multiple - * channels, such as texture coordinates - */ - @SuppressWarnings("unused") - private void allocateDataChannel(int channelType, int channelIndex) { - switch (channelType) { - case NORMALS: - m_normals = ByteBuffer.allocateDirect( - m_numVertices * 3 * SIZEOF_FLOAT); - m_normals.order(ByteOrder.nativeOrder()); - break; - case TANGENTS: - m_tangents = ByteBuffer.allocateDirect( - m_numVertices * 3 * SIZEOF_FLOAT); - m_tangents.order(ByteOrder.nativeOrder()); - break; - case BITANGENTS: - m_bitangents = ByteBuffer.allocateDirect( - m_numVertices * 3 * SIZEOF_FLOAT); - m_bitangents.order(ByteOrder.nativeOrder()); - break; - case COLORSET: - m_colorsets[channelIndex] = ByteBuffer.allocateDirect( - m_numVertices * 4 * SIZEOF_FLOAT); - m_colorsets[channelIndex].order(ByteOrder.nativeOrder()); - break; - case TEXCOORDS_1D: - m_numUVComponents[channelIndex] = 1; - m_texcoords[channelIndex] = ByteBuffer.allocateDirect( - m_numVertices * 1 * SIZEOF_FLOAT); - m_texcoords[channelIndex].order(ByteOrder.nativeOrder()); - break; - case TEXCOORDS_2D: - m_numUVComponents[channelIndex] = 2; - m_texcoords[channelIndex] = ByteBuffer.allocateDirect( - m_numVertices * 2 * SIZEOF_FLOAT); - m_texcoords[channelIndex].order(ByteOrder.nativeOrder()); - break; - case TEXCOORDS_3D: - m_numUVComponents[channelIndex] = 3; - m_texcoords[channelIndex] = ByteBuffer.allocateDirect( - m_numVertices * 3 * SIZEOF_FLOAT); - m_texcoords[channelIndex].order(ByteOrder.nativeOrder()); - break; - default: - throw new IllegalArgumentException("unsupported channel type"); - } - } - // }} -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMeshAnim.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMeshAnim.java deleted file mode 100644 index 7c893e0..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMeshAnim.java +++ /dev/null @@ -1,49 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * This class is a stub - mesh animations are currently not supported. - */ -public class AiMeshAnim { - -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMetadataEntry.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMetadataEntry.java deleted file mode 100644 index 76e6664..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiMetadataEntry.java +++ /dev/null @@ -1,118 +0,0 @@ -package jassimp; -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -public class AiMetadataEntry -{ - public enum AiMetadataType - { - AI_BOOL, AI_INT32, AI_UINT64, AI_FLOAT, AI_DOUBLE, AI_AISTRING, AI_AIVECTOR3D - } - - private AiMetadataType mType; - private Object mData; - - public AiMetadataType getMetaDataType() - { - return mType; - } - - public Object getData() - { - return mData; - } - - public static boolean getAiBoolAsBoolean(AiMetadataEntry metadataEntry) - { - checkTypeBeforeCasting(metadataEntry, AiMetadataType.AI_BOOL); - - return (boolean) metadataEntry.mData; - } - - public static int getAiInt32AsInteger(AiMetadataEntry metadataEntry) - { - checkTypeBeforeCasting(metadataEntry, AiMetadataType.AI_INT32); - - return (int) metadataEntry.mData; - } - - public static long getAiUint64AsLong(AiMetadataEntry metadataEntry) - { - checkTypeBeforeCasting(metadataEntry, AiMetadataType.AI_UINT64); - - return (long) metadataEntry.mData; - } - - public static float getAiFloatAsFloat(AiMetadataEntry metadataEntry) - { - checkTypeBeforeCasting(metadataEntry, AiMetadataType.AI_FLOAT); - - return (float) metadataEntry.mData; - } - - public static double getAiDoubleAsDouble(AiMetadataEntry metadataEntry) - { - checkTypeBeforeCasting(metadataEntry, AiMetadataType.AI_DOUBLE); - - return (double) metadataEntry.mData; - } - - public static String getAiStringAsString(AiMetadataEntry metadataEntry) - { - checkTypeBeforeCasting(metadataEntry, AiMetadataType.AI_AISTRING); - - return (String) metadataEntry.mData; - } - - public static AiVector getAiAiVector3DAsAiVector(AiMetadataEntry metadataEntry) - { - checkTypeBeforeCasting(metadataEntry, AiMetadataType.AI_AIVECTOR3D); - - return (AiVector) metadataEntry.mData; - } - - private static void checkTypeBeforeCasting(AiMetadataEntry entry, AiMetadataType expectedType) - { - if(entry.mType != expectedType) - { - throw new RuntimeException("Cannot cast entry of type " + entry.mType.name() + " to " + expectedType.name()); - } - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiNode.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiNode.java deleted file mode 100644 index 54baf9c..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiNode.java +++ /dev/null @@ -1,246 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.util.ArrayList; -import java.util.HashMap; -import java.util.List; -import java.util.Map; - - -/** - * A node in the imported hierarchy.<p> - * - * Each node has name, a parent node (except for the root node), - * a transformation relative to its parent and possibly several child nodes. - * Simple file formats don't support hierarchical structures - for these formats - * the imported scene consists of only a single root node without children. - */ -public final class AiNode { - /** - * Parent node. - */ - private final AiNode m_parent; - - - /** - * Mesh references. - */ - private final int[] m_meshReferences; - - - /** - * List of children. - */ - private final List<AiNode> m_children = new ArrayList<AiNode>(); - - /** - * List of metadata entries. - */ - private final Map<String, AiMetadataEntry> m_metaData = new HashMap<String, AiMetadataEntry>(); - - - /** - * Buffer for transformation matrix. - */ - private final Object m_transformationMatrix; - - /** - * Constructor. - * - * @param parent the parent node, may be null - * @param transform the transform matrix - * @param meshReferences array of mesh references - * @param name the name of the node - */ - AiNode(AiNode parent, Object transform, int[] meshReferences, String name) { - m_parent = parent; - m_transformationMatrix = transform; - m_meshReferences = meshReferences; - m_name = name; - - if (null != m_parent) { - m_parent.addChild(this); - } - } - - - /** - * Returns the name of this node. - * - * @return the name - */ - public String getName() { - return m_name; - } - - - /** - * Returns the number of child nodes.<p> - * - * This method exists for compatibility reasons with the native assimp API. - * The returned value is identical to <code>getChildren().size()</code> - * - * @return the number of child nodes - */ - public int getNumChildren() { - return getChildren().size(); - } - - - /** - * Returns a 4x4 matrix that specifies the transformation relative to - * the parent node.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiMatrix4f}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * - * @return a matrix - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> M4 getTransform(AiWrapperProvider<V3, M4, C, N, Q> - wrapperProvider) { - - return (M4) m_transformationMatrix; - } - - - /** - * Returns the children of this node. - * - * @return the children, or an empty list if the node has no children - */ - public List<AiNode> getChildren() { - return m_children; - } - - - /** - * Returns the parent node. - * - * @return the parent, or null of the node has no parent - */ - public AiNode getParent() { - return m_parent; - } - - - /** - * Searches the node hierarchy below (and including) this node for a node - * with the specified name. - * - * @param name the name to look for - * @return the first node with the given name, or null if no such node - * exists - */ - public AiNode findNode(String name) { - /* classic recursive depth first search */ - - if (m_name.equals(name)) { - return this; - } - - for (AiNode child : m_children) { - if (null != child.findNode(name)) { - return child; - } - } - - return null; - } - - - /** - * Returns the number of meshes references by this node.<p> - * - * This method exists for compatibility with the native assimp API. - * The returned value is identical to <code>getMeshes().length</code> - * - * @return the number of references - */ - public int getNumMeshes() { - return m_meshReferences.length; - } - - - /** - * Returns the meshes referenced by this node.<p> - * - * Each entry is an index into the mesh list stored in {@link AiScene}. - * - * @return an array of indices - */ - public int[] getMeshes() { - return m_meshReferences; - } - - /** - * Returns the metadata entries for this node.<p> - * - * Consult the original Doxygen for importer_notes to - * see which formats have metadata and what to expect. - * - * @return A map of metadata names to entries. - */ - public Map<String, AiMetadataEntry> getMetadata() { - return m_metaData; - } - - - /** - * Adds a child node. - * - * @param child the child to add - */ - void addChild(AiNode child) { - m_children.add(child); - } - - - /** - * Name. - */ - private final String m_name; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiNodeAnim.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiNodeAnim.java deleted file mode 100644 index b07c7ce..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiNodeAnim.java +++ /dev/null @@ -1,501 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; -import java.nio.ByteOrder; - - -/** - * Describes the animation of a single node.<p> - * - * The node name ({@link #getNodeName()} specifies the bone/node which is - * affected by this animation channel. The keyframes are given in three - * separate series of values, one each for position, rotation and scaling. - * The transformation matrix computed from these values replaces the node's - * original transformation matrix at a specific time.<p> - * - * This means all keys are absolute and not relative to the bone default pose. - * The order in which the transformations are applied is - as usual - - * scaling, rotation, translation.<p> - * - * <b>Note:</b> All keys are returned in their correct, chronological order. - * Duplicate keys don't pass the validation step. Most likely there - * will be no negative time values, but they are not forbidden also (so - * implementations need to cope with them!)<p> - * - * Like {@link AiMesh}, the animation related classes offer a Buffer API, a - * Direct API and a wrapped API. Please consult the documentation of - * {@link AiMesh} for a description and comparison of these APIs. - */ -public final class AiNodeAnim { - /** - * Size of one position key entry. - */ - private final int POS_KEY_SIZE = Jassimp.NATIVE_AIVEKTORKEY_SIZE; - - /** - * Size of one rotation key entry. - */ - private final int ROT_KEY_SIZE = Jassimp.NATIVE_AIQUATKEY_SIZE; - - /** - * Size of one scaling key entry. - */ - private final int SCALE_KEY_SIZE = Jassimp.NATIVE_AIVEKTORKEY_SIZE; - - - /** - * Constructor. - * - * @param nodeName name of corresponding scene graph node - * @param numPosKeys number of position keys - * @param numRotKeys number of rotation keys - * @param numScaleKeys number of scaling keys - * @param preBehavior behavior before animation start - * @param postBehavior behavior after animation end - */ - AiNodeAnim(String nodeName, int numPosKeys, int numRotKeys, - int numScaleKeys, int preBehavior, int postBehavior) { - - m_nodeName = nodeName; - m_numPosKeys = numPosKeys; - m_numRotKeys = numRotKeys; - m_numScaleKeys = numScaleKeys; - m_preState = AiAnimBehavior.fromRawValue(preBehavior); - m_postState = AiAnimBehavior.fromRawValue(postBehavior); - - m_posKeys = ByteBuffer.allocateDirect(numPosKeys * POS_KEY_SIZE); - m_posKeys.order(ByteOrder.nativeOrder()); - - m_rotKeys = ByteBuffer.allocateDirect(numRotKeys * ROT_KEY_SIZE); - m_rotKeys.order(ByteOrder.nativeOrder()); - - m_scaleKeys = ByteBuffer.allocateDirect(numScaleKeys * SCALE_KEY_SIZE); - m_scaleKeys.order(ByteOrder.nativeOrder()); - } - - - /** - * Returns the name of the scene graph node affected by this animation.<p> - * - * The node must exist and it must be unique. - * - * @return the name of the affected node - */ - public String getNodeName() { - return m_nodeName; - } - - - /** - * Returns the number of position keys. - * - * @return the number of position keys - */ - public int getNumPosKeys() { - return m_numPosKeys; - } - - - /** - * Returns the buffer with position keys of this animation channel.<p> - * - * Position keys consist of a time value (double) and a position (3D vector - * of floats), resulting in a total of 20 bytes per entry. - * The buffer contains {@link #getNumPosKeys()} of these entries.<p> - * - * If there are position keys, there will also be at least one - * scaling and one rotation key.<p> - * - * @return a native order, direct ByteBuffer - */ - public ByteBuffer getPosKeyBuffer() { - ByteBuffer buf = m_posKeys.duplicate(); - buf.order(ByteOrder.nativeOrder()); - - return buf; - } - - - /** - * Returns the time component of the specified position key. - * - * @param keyIndex the index of the position key - * @return the time component - */ - public double getPosKeyTime(int keyIndex) { - return m_posKeys.getDouble(POS_KEY_SIZE * keyIndex); - } - - - /** - * Returns the position x component of the specified position key. - * - * @param keyIndex the index of the position key - * @return the x component - */ - public float getPosKeyX(int keyIndex) { - return m_posKeys.getFloat(POS_KEY_SIZE * keyIndex + 8); - } - - - /** - * Returns the position y component of the specified position key. - * - * @param keyIndex the index of the position key - * @return the y component - */ - public float getPosKeyY(int keyIndex) { - return m_posKeys.getFloat(POS_KEY_SIZE * keyIndex + 12); - } - - - /** - * Returns the position z component of the specified position key. - * - * @param keyIndex the index of the position key - * @return the z component - */ - public float getPosKeyZ(int keyIndex) { - return m_posKeys.getFloat(POS_KEY_SIZE * keyIndex + 16); - } - - - /** - * Returns the position as vector.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * - * @return the position as vector - */ - public <V3, M4, C, N, Q> V3 getPosKeyVector(int keyIndex, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - return wrapperProvider.wrapVector3f(m_posKeys, - POS_KEY_SIZE * keyIndex + 8, 3); - } - - - /** - * Returns the number of rotation keys. - * - * @return the number of rotation keys - */ - public int getNumRotKeys() { - return m_numRotKeys; - } - - - /** - * Returns the buffer with rotation keys of this animation channel.<p> - * - * Rotation keys consist of a time value (double) and a quaternion (4D - * vector of floats), resulting in a total of 24 bytes per entry. The - * buffer contains {@link #getNumRotKeys()} of these entries.<p> - * - * If there are rotation keys, there will also be at least one - * scaling and one position key. - * - * @return a native order, direct ByteBuffer - */ - public ByteBuffer getRotKeyBuffer() { - ByteBuffer buf = m_rotKeys.duplicate(); - buf.order(ByteOrder.nativeOrder()); - - return buf; - } - - - /** - * Returns the time component of the specified rotation key. - * - * @param keyIndex the index of the position key - * @return the time component - */ - public double getRotKeyTime(int keyIndex) { - return m_rotKeys.getDouble(ROT_KEY_SIZE * keyIndex); - } - - - /** - * Returns the rotation w component of the specified rotation key. - * - * @param keyIndex the index of the position key - * @return the w component - */ - public float getRotKeyW(int keyIndex) { - return m_rotKeys.getFloat(ROT_KEY_SIZE * keyIndex + 8); - } - - - /** - * Returns the rotation x component of the specified rotation key. - * - * @param keyIndex the index of the position key - * @return the x component - */ - public float getRotKeyX(int keyIndex) { - return m_rotKeys.getFloat(ROT_KEY_SIZE * keyIndex + 12); - } - - - /** - * Returns the rotation y component of the specified rotation key. - * - * @param keyIndex the index of the position key - * @return the y component - */ - public float getRotKeyY(int keyIndex) { - return m_rotKeys.getFloat(ROT_KEY_SIZE * keyIndex + 16); - } - - - /** - * Returns the rotation z component of the specified rotation key. - * - * @param keyIndex the index of the position key - * @return the z component - */ - public float getRotKeyZ(int keyIndex) { - return m_rotKeys.getFloat(ROT_KEY_SIZE * keyIndex + 20); - } - - - /** - * Returns the rotation as quaternion.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiQuaternion}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * - * @return the rotation as quaternion - */ - public <V3, M4, C, N, Q> Q getRotKeyQuaternion(int keyIndex, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - return wrapperProvider.wrapQuaternion(m_rotKeys, - ROT_KEY_SIZE * keyIndex + 8); - } - - - /** - * Returns the number of scaling keys. - * - * @return the number of scaling keys - */ - public int getNumScaleKeys() { - return m_numScaleKeys; - } - - - /** - * Returns the buffer with scaling keys of this animation channel.<p> - * - * Scaling keys consist of a time value (double) and a 3D vector of floats, - * resulting in a total of 20 bytes per entry. The buffer - * contains {@link #getNumScaleKeys()} of these entries.<p> - * - * If there are scaling keys, there will also be at least one - * position and one rotation key. - * - * @return a native order, direct ByteBuffer - */ - public ByteBuffer getScaleKeyBuffer() { - ByteBuffer buf = m_scaleKeys.duplicate(); - buf.order(ByteOrder.nativeOrder()); - - return buf; - } - - - /** - * Returns the time component of the specified scaling key. - * - * @param keyIndex the index of the position key - * @return the time component - */ - public double getScaleKeyTime(int keyIndex) { - return m_scaleKeys.getDouble(SCALE_KEY_SIZE * keyIndex); - } - - - /** - * Returns the scaling x component of the specified scaling key. - * - * @param keyIndex the index of the position key - * @return the x component - */ - public float getScaleKeyX(int keyIndex) { - return m_scaleKeys.getFloat(SCALE_KEY_SIZE * keyIndex + 8); - } - - - /** - * Returns the scaling y component of the specified scaling key. - * - * @param keyIndex the index of the position key - * @return the y component - */ - public float getScaleKeyY(int keyIndex) { - return m_scaleKeys.getFloat(SCALE_KEY_SIZE * keyIndex + 12); - } - - - /** - * Returns the scaling z component of the specified scaling key. - * - * @param keyIndex the index of the position key - * @return the z component - */ - public float getScaleKeyZ(int keyIndex) { - return m_scaleKeys.getFloat(SCALE_KEY_SIZE * keyIndex + 16); - } - - - /** - * Returns the scaling factor as vector.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built in behavior is to return an {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * - * @return the scaling factor as vector - */ - public <V3, M4, C, N, Q> V3 getScaleKeyVector(int keyIndex, - AiWrapperProvider<V3, M4, C, N, Q> wrapperProvider) { - - return wrapperProvider.wrapVector3f(m_scaleKeys, - SCALE_KEY_SIZE * keyIndex + 8, 3); - } - - - /** - * Defines how the animation behaves before the first key is encountered. - * <p> - * - * The default value is {@link AiAnimBehavior#DEFAULT} (the original - * transformation matrix of the affected node is used). - * - * @return the animation behavior before the first key - */ - public AiAnimBehavior getPreState() { - return m_preState; - } - - - /** - * Defines how the animation behaves after the last key was processed.<p> - * - * The default value is {@link AiAnimBehavior#DEFAULT} (the original - * transformation matrix of the affected node is taken). - * - * @return the animation behavior before after the last key - */ - public AiAnimBehavior getPostState() { - return m_postState; - } - - - /** - * Node name. - */ - private final String m_nodeName; - - - /** - * Number of position keys. - */ - private final int m_numPosKeys; - - - /** - * Buffer with position keys. - */ - private ByteBuffer m_posKeys; - - - /** - * Number of rotation keys. - */ - private final int m_numRotKeys; - - - /** - * Buffer for rotation keys. - */ - private ByteBuffer m_rotKeys; - - - /** - * Number of scaling keys. - */ - private final int m_numScaleKeys; - - - /** - * Buffer for scaling keys. - */ - private ByteBuffer m_scaleKeys; - - - /** - * Pre animation behavior. - */ - private final AiAnimBehavior m_preState; - - - /** - * Post animation behavior. - */ - private final AiAnimBehavior m_postState; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiPostProcessSteps.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiPostProcessSteps.java deleted file mode 100644 index 7bb617b..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiPostProcessSteps.java +++ /dev/null @@ -1,571 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.util.Set; - -/** - * Enumerates the post processing steps supported by assimp. - */ -public enum AiPostProcessSteps { - - /** - * Calculates the tangents and bitangents for the imported meshes. - * <p> - * - * 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. - */ - CALC_TANGENT_SPACE(0x1), - - - /** - * Identifies and joins identical vertex data sets within all imported - * meshes.<p> - * - * 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. - */ - JOIN_IDENTICAL_VERTICES(0x2), - - - /** - * Converts all the imported data to a left-handed coordinate space.<p> - * - * 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.<p> - * - * You'll probably want to consider this flag if you use Direct3D for - * rendering. The #ConvertToLeftHanded flag supersedes this - * setting and bundles all conversions typically required for D3D-based - * applications. - */ - MAKE_LEFT_HANDED(0x4), - - - /** - * Triangulates all faces of all meshes.<p> - * - * 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 #Triangulate and #SortByPType - * <li>Ignore all point and line meshes when you process assimp's output - * </ul> - */ - TRIANGULATE(0x8), - - - /** - * Removes some parts of the data structure (animations, materials, light - * sources, cameras, textures, vertex components).<p> - * - * 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. - * <p> - * - * 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 #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. - */ - REMOVE_COMPONENT(0x10), - - - /** - * Generates normals for all faces of all meshes.<p> - * - * 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. - * #JoinIdenticalVertices is *senseless* then.<p> - * - * This flag may not be specified together with {@link #GEN_SMOOTH_NORMALS}. - */ - GEN_NORMALS(0x20), - - - /** - * Generates smooth normals for all vertices in the mesh.<p> - * - * 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.<p> - * - * This flag may not be specified together with {@link #GEN_NORMALS} - * 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. - */ - GEN_SMOOTH_NORMALS(0x40), - - - /** - * Splits large meshes into smaller sub-meshes.<p> - * - * 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 driver/hardware. 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.<p> - * - * 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>.<p> - * - * 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. - */ - SPLIT_LARGE_MESHES(0x80), - - - /** - * Removes the node graph and pre-transforms all vertices with the local - * transformation matrices of their nodes.<p> - * - * 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.<p> - * - * <b>Note:</b> 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. - */ - PRE_TRANSFORM_VERTICES(0x100), - - - /** - * Limits the number of bones simultaneously affecting a single vertex to a - * maximum value.<p> - * - * 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.<p> - * - * If you intend to perform the skinning in hardware, this post processing - * step might be of interest to you. - */ - LIMIT_BONE_WEIGHTS(0x200), - - - /** - * 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.<p> - * - * 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. - */ - VALIDATE_DATA_STRUCTURE(0x400), - - - /** - * Reorders triangles for better vertex cache locality.<p> - * - * 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.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this - * paper</a>).<p> - * - * 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. - */ - IMPROVE_CACHE_LOCALITY(0x800), - - - /** - * Searches for redundant/unreferenced materials and removes them.<p> - * - * This is especially useful in combination with the - * #PretransformVertices and #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.<p> - * - * 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. - */ - REMOVE_REDUNDANT_MATERIALS(0x1000), - - - /** - * This step tries to determine which meshes have normal vectors that are - * facing inwards and inverts them.<p> - * - * 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. - */ - FIX_INFACING_NORMALS(0x2000), - - - /** - * This step splits meshes with more than one primitive type in homogeneous - * sub-meshes.<p> - * - * 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. - */ - SORT_BY_PTYPE(0x8000), - - - /** - * This step searches all meshes for degenerate primitives and converts them - * to proper lines or points.<p> - * - * 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 #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 #FindDegenerates flag. - * <li>Specify the #SortByPType flag. This moves line and point - * primitives to separate meshes. - * <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to - * <code>aiPrimitiveType_POINTS | aiPrimitiveType_LINES</code> - * to cause SortByPType to reject point and line meshes from the - * scene. - * </ul> - * <b>Note:</b> Degenerated 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. - */ - FIND_DEGENERATES(0x10000), - - - /** - * This step searches all meshes for invalid data, such as zeroed normal - * vectors or invalid UV coords and removes/fixes them. This is intended to - * get rid of some common exporter errors.<p> - * - * 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 {@link #GEN_SMOOTH_NORMALS} flag.<p> - * - * 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. - */ - FIND_INVALID_DATA(0x20000), - - - /** - * This step converts non-UV mappings (such as spherical or cylindrical - * mapping) to proper texture coordinate channels.<p> - * - * 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.<p> - * - * <b>Note:</b> If this step is not requested, you'll need to process the - * <tt>MATKEY_MAPPING</tt> material property in order to display all - * assets properly. - */ - GEN_UV_COORDS(0x40000), - - - /** - * This step applies per-texture UV transformations and bakes them into - * stand-alone vtexture coordinate channels.<p> - * - * UV transformations are specified per-texture - see the - * <tt>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.<p> - * - * <b>Note:</b> UV transformations are usually implemented in real-time - * apps by transforming texture coordinates at vertex shader stage with a - * 3x3 (homogenous) transformation matrix. - */ - TRANSFORM_UV_COORDS(0x80000), - - - /** - * This step searches for duplicate meshes and replaces them with references - * to the first mesh.<p> - * - * 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. - */ - FIND_INSTANCES(0x100000), - - - /** - * A postprocessing step to reduce the number of meshes.<p> - * - * This will, in fact, reduce the number of draw calls.<p> - * - * This is a very effective optimization and is recommended to be used - * together with #OptimizeGraph, if possible. The flag is fully - * compatible with both {@link #SPLIT_LARGE_MESHES} and - * {@link #SORT_BY_PTYPE}. - */ - OPTIMIZE_MESHES(0x200000), - - - /** - * A postprocessing step to optimize the scene hierarchy.<p> - * - * Nodes without animations, bones, lights or cameras assigned are collapsed - * and joined.<p> - * - * 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.<p> - * - * 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.<p> - * - * This flag is designed to be used with #OptimizeMeshes for best - * results.<p> - * - * <b>Note:</b> 'Crappy' scenes with thousands of extremely small meshes - * packed in deeply nested nodes exist for almost all file formats. - * {@link #OPTIMIZE_MESHES} in combination with {@link #OPTIMIZE_GRAPH} - * usually fixes them all and makes them renderable. - */ - OPTIMIZE_GRAPH(0x400000), - - - /** - * This step flips all UV coordinates along the y-axis and adjusts material - * settings and bitangents accordingly.<p> - * - * <b>Output UV coordinate system:</b><br> - * <code><pre> - * 0y|0y ---------- 1x|0y - * | | - * | | - * | | - * 0x|1y ---------- 1x|1y - * </pre></code> - * <p> - * - * You'll probably want to consider this flag if you use Direct3D for - * rendering. The {@link #MAKE_LEFT_HANDED} flag supersedes this setting - * and bundles all conversions typically required for D3D-based - * applications. - */ - FLIP_UVS(0x800000), - - - /** - * This step adjusts the output face winding order to be CW.<p> - * - * The default face winding order is counter clockwise (CCW). - * - * <b>Output face order:</b> - * - * <code><pre> - * x2 - * - * x0 - * x1 - * </pre></code> - */ - FLIP_WINDING_ORDER(0x1000000), - - - /** - * This step splits meshes with many bones into sub-meshes so that each - * sub-mesh has fewer or as many bones as a given limit.<p> - */ - SPLIT_BY_BONE_COUNT(0x2000000), - - - /** - * This step removes bones losslessly or according to some threshold.<p> - * - * 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.<p> - * - * 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. - */ - DEBONE(0x4000000); - - - /** - * Utility method for converting to c/c++ based integer enums from java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param set the set to convert - * @return an integer based enum value (as defined by assimp) - */ - static long toRawValue(Set<AiPostProcessSteps> set) { - long rawValue = 0L; - - for (AiPostProcessSteps step : set) { - rawValue |= step.m_rawValue; - } - - return rawValue; - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiPostProcessSteps(long rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final long m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiPrimitiveType.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiPrimitiveType.java deleted file mode 100644 index af8aa28..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiPrimitiveType.java +++ /dev/null @@ -1,113 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.util.Set; - - -/** - * Enumerates the types of geometric primitives supported by Assimp.<p> - */ -public enum AiPrimitiveType { - /** - * A point primitive. - */ - POINT(0x1), - - - /** - * A line primitive. - */ - LINE(0x2), - - - /** - * A triangular primitive. - */ - TRIANGLE(0x4), - - - /** - * A higher-level polygon with more than 3 edges.<p> - * - * A triangle is a polygon, but polygon in this context means - * "all polygons that are not triangles". The "Triangulate"-Step is provided - * for your convenience, it splits all polygons in triangles (which are much - * easier to handle). - */ - POLYGON(0x8); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param set the target set to fill - * @param rawValue an integer based enum value (as defined by assimp) - */ - static void fromRawValue(Set<AiPrimitiveType> set, int rawValue) { - - for (AiPrimitiveType type : AiPrimitiveType.values()) { - if ((type.m_rawValue & rawValue) != 0) { - set.add(type); - } - } - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiPrimitiveType(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java deleted file mode 100644 index 2987e59..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java +++ /dev/null @@ -1,46 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -public interface AiProgressHandler -{ - boolean update(float percentage); -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiQuaternion.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiQuaternion.java deleted file mode 100644 index a9ca7be..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiQuaternion.java +++ /dev/null @@ -1,165 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; - - -/** - * Wrapper for a quaternion.<p> - * - * The wrapper is writable, i.e., changes performed via the set-methods will - * modify the underlying mesh/animation. - */ -public final class AiQuaternion { - /** - * Wrapped buffer. - */ - private final ByteBuffer m_buffer; - - - /** - * Offset into m_buffer. - */ - private final int m_offset; - - /** - * Constructor. - * - * @param buffer the buffer to wrap - * @param offset offset into buffer - */ - public AiQuaternion(ByteBuffer buffer, int offset) { - if (null == buffer) { - throw new IllegalArgumentException("buffer may not be null"); - } - - m_buffer = buffer; - m_offset = offset; - } - - - /** - * Returns the x value. - * - * @return the x value - */ - public float getX() { - return m_buffer.getFloat(m_offset + 4); - } - - - /** - * Returns the y value. - * - * @return the y value - */ - public float getY() { - return m_buffer.getFloat(m_offset + 8); - } - - - /** - * Returns the z value. - * - * @return the z value - */ - public float getZ() { - return m_buffer.getFloat(m_offset + 12); - } - - - /** - * Returns the w value. - * - * @return the w value - */ - public float getW() { - return m_buffer.getFloat(m_offset); - } - - - /** - * Sets the x component. - * - * @param x the new value - */ - public void setX(float x) { - m_buffer.putFloat(m_offset + 4, x); - } - - - /** - * Sets the y component. - * - * @param y the new value - */ - public void setY(float y) { - m_buffer.putFloat(m_offset + 8, y); - } - - - /** - * Sets the z component. - * - * @param z the new value - */ - public void setZ(float z) { - m_buffer.putFloat(m_offset + 12, z); - } - - - /** - * Sets the z component. - * - * @param w the new value - */ - public void setW(float w) { - m_buffer.putFloat(m_offset, w); - } - - - @Override - public String toString() { - return "[" + getX() + ", " + getY() + ", " + getZ() + ", " + - getW() + "]"; - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiScene.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiScene.java deleted file mode 100644 index b4eed2f..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiScene.java +++ /dev/null @@ -1,251 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.util.ArrayList; -import java.util.List; - - -/** - * The root structure of the imported data.<p> - * - * Everything that was imported from the given file can be accessed from here. - * <p> - * Jassimp copies all data into "java memory" during import and frees - * resources allocated by native code after scene loading is completed. No - * special care has to be taken for freeing resources, unreferenced jassimp - * objects (including the scene itself) are eligible to garbage collection like - * any other java object. - */ -public final class AiScene { - /** - * Constructor. - */ - AiScene() { - /* nothing to do */ - } - - - /** - * Returns the number of meshes contained in the scene.<p> - * - * This method is provided for completeness reasons. It will return the - * same value as <code>getMeshes().size()</code> - * - * @return the number of meshes - */ - public int getNumMeshes() { - return m_meshes.size(); - } - - - /** - * Returns the meshes contained in the scene.<p> - * - * If there are no meshes in the scene, an empty collection is returned - * - * @return the list of meshes - */ - public List<AiMesh> getMeshes() { - return m_meshes; - } - - - /** - * Returns the number of materials in the scene.<p> - * - * This method is provided for completeness reasons. It will return the - * same value as <code>getMaterials().size()</code> - * - * @return the number of materials - */ - public int getNumMaterials() { - return m_materials.size(); - } - - - /** - * Returns the list of materials.<p> - * - * Use the index given in each aiMesh structure to access this - * array. If the {@link AiSceneFlag#INCOMPLETE} flag is not set there will - * always be at least ONE material. - * - * @return the list of materials - */ - public List<AiMaterial> getMaterials() { - return m_materials; - } - - - /** - * Returns the number of animations in the scene.<p> - * - * This method is provided for completeness reasons. It will return the - * same value as <code>getAnimations().size()</code> - * - * @return the number of materials - */ - public int getNumAnimations() { - return m_animations.size(); - } - - - /** - * Returns the list of animations. - * - * @return the list of animations - */ - public List<AiAnimation> getAnimations() { - return m_animations; - } - - - /** - * Returns the number of light sources in the scene.<p> - * - * This method is provided for completeness reasons. It will return the - * same value as <code>getLights().size()</code> - * - * @return the number of lights - */ - public int getNumLights() { - return m_lights.size(); - } - - - /** - * Returns the list of light sources.<p> - * - * Light sources are fully optional, the returned list may be empty - * - * @return a possibly empty list of lights - */ - public List<AiLight> getLights() { - return m_lights; - } - - - /** - * Returns the number of cameras in the scene.<p> - * - * This method is provided for completeness reasons. It will return the - * same value as <code>getCameras().size()</code> - * - * @return the number of cameras - */ - public int getNumCameras() { - return m_cameras.size(); - } - - - /** - * Returns the list of cameras.<p> - * - * Cameras are fully optional, the returned list may be empty - * - * @return a possibly empty list of cameras - */ - public List<AiCamera> getCameras() { - return m_cameras; - } - - - /** - * Returns the scene graph root. - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers).<p> - * - * The built-in behavior is to return a {@link AiVector}. - * - * @param wrapperProvider the wrapper provider (used for type inference) - * @return the scene graph root - */ - @SuppressWarnings("unchecked") - public <V3, M4, C, N, Q> N getSceneRoot(AiWrapperProvider<V3, M4, C, N, Q> - wrapperProvider) { - - return (N) m_sceneRoot; - } - - - @Override - public String toString() { - return "AiScene (" + m_meshes.size() + " mesh/es)"; - } - - - /** - * Meshes. - */ - private final List<AiMesh> m_meshes = new ArrayList<AiMesh>(); - - - /** - * Materials. - */ - private final List<AiMaterial> m_materials = new ArrayList<AiMaterial>(); - - - /** - * Animations. - */ - private final List<AiAnimation> m_animations = new ArrayList<AiAnimation>(); - - - /** - * Lights. - */ - private final List<AiLight> m_lights = new ArrayList<AiLight>(); - - - /** - * Cameras. - */ - private final List<AiCamera> m_cameras = new ArrayList<AiCamera>(); - - - /** - * Scene graph root. - */ - private Object m_sceneRoot; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiSceneFlag.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiSceneFlag.java deleted file mode 100644 index 772b495..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiSceneFlag.java +++ /dev/null @@ -1,151 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.util.Set; - - -/** - * Status flags for {@link AiScene}s. - */ -public enum AiSceneFlag { - /** - * Specifies that the scene data structure that was imported is not - * complete.<p> - * - * This flag bypasses some internal validations and allows the import - * of animation skeletons, material libraries or camera animation paths - * using Assimp. Most applications won't support such data. - */ - INCOMPLETE(0x1), - - - /** - * This flag is set by the validation - * ({@link AiPostProcessSteps#VALIDATE_DATA_STRUCTURE - * VALIDATE_DATA_STRUCTURE}) - * postprocess-step if the validation is successful.<p> - * - * In a validated scene you can be sure that any cross references in the - * data structure (e.g. vertex indices) are valid. - */ - VALIDATED(0x2), - - - /** - * * This flag is set by the validation - * ({@link AiPostProcessSteps#VALIDATE_DATA_STRUCTURE - * VALIDATE_DATA_STRUCTURE}) - * postprocess-step if the validation is successful but some issues have - * been found.<p> - * - * This can for example mean that a texture that does not exist is - * referenced by a material or that the bone weights for a vertex don't sum - * to 1.0 ... . In most cases you should still be able to use the import. - * This flag could be useful for applications which don't capture Assimp's - * log output. - */ - VALIDATION_WARNING(0x4), - - - /** - * This flag is currently only set by the - * {@link jassimp.AiPostProcessSteps#JOIN_IDENTICAL_VERTICES - * JOIN_IDENTICAL_VERTICES}.<p> - * - * It indicates that the vertices of the output meshes aren't in the - * internal verbose format anymore. In the verbose format all vertices are - * unique, no vertex is ever referenced by more than one face. - */ - NON_VERBOSE_FORMAT(0x8), - - - /** - * Denotes pure height-map terrain data.<p> - * - * Pure terrains usually consist of quads, sometimes triangles, in a - * regular grid. The x,y coordinates of all vertex positions refer to the - * x,y coordinates on the terrain height map, the z-axis stores the - * elevation at a specific point.<p> - * - * TER (Terragen) and HMP (3D Game Studio) are height map formats. - * <p> - * Assimp is probably not the best choice for loading *huge* terrains - - * fully triangulated data takes extremely much free store and should be - * avoided as long as possible (typically you'll do the triangulation when - * you actually need to render it). - */ - TERRAIN(0x10); - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param set the target set to fill - * @param rawValue an integer based enum value (as defined by assimp) - */ - static void fromRawValue(Set<AiSceneFlag> set, int rawValue) { - - for (AiSceneFlag type : AiSceneFlag.values()) { - if ((type.m_rawValue & rawValue) != 0) { - set.add(type); - } - } - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiSceneFlag(int rawValue) { - m_rawValue = rawValue; - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiShadingMode.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiShadingMode.java deleted file mode 100644 index fbf6573..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiShadingMode.java +++ /dev/null @@ -1,168 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Defines all shading modes supported by the library.<p> - * - * The list of shading modes has been taken from Blender. - * See Blender documentation for more information. The API does - * not distinguish between "specular" and "diffuse" shaders (thus the - * specular term for diffuse shading models like Oren-Nayar remains - * undefined).<p> - * Again, this value is just a hint. Assimp tries to select the shader whose - * most common implementation matches the original rendering results of the - * 3D modeller which wrote a particular model as closely as possible. - */ -public enum AiShadingMode { - /** - * Flat shading.<p> - * - * Shading is done on per-face base, diffuse only. Also known as - * 'faceted shading'. - */ - FLAT(0x1), - - - /** - * Simple Gouraud shading. - */ - GOURAUD(0x2), - - - /** - * Phong-Shading. - */ - PHONG(0x3), - - - /** - * Phong-Blinn-Shading. - */ - BLINN(0x4), - - - /** - * Toon-Shading per pixel.<p> - * - * Also known as 'comic' shader. - */ - TOON(0x5), - - - /** - * OrenNayar-Shading per pixel.<p> - * - * Extension to standard Lambertian shading, taking the roughness of the - * material into account - */ - OREN_NAYAR(0x6), - - - /** - * Minnaert-Shading per pixel.<p> - * - * Extension to standard Lambertian shading, taking the "darkness" of the - * material into account - */ - MINNAERT(0x7), - - - /** - * CookTorrance-Shading per pixel.<p> - * - * Special shader for metallic surfaces. - */ - COOK_TORRANCE(0x8), - - - /** - * No shading at all.<p> - * - * Constant light influence of 1.0. - */ - NO_SHADING(0x9), - - - /** - * Fresnel shading. - */ - FRESNEL(0xa); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param rawValue an integer based enum value (as defined by assimp) - * @return the enum value corresponding to rawValue - */ - static AiShadingMode fromRawValue(int rawValue) { - for (AiShadingMode type : AiShadingMode.values()) { - if (type.m_rawValue == rawValue) { - return type; - } - } - - throw new IllegalArgumentException("unexptected raw value: " + - rawValue); - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiShadingMode(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureInfo.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureInfo.java deleted file mode 100644 index 5092303..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureInfo.java +++ /dev/null @@ -1,224 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Data structure for texture related material properties. - */ -public final class AiTextureInfo { - - /** - * Constructor. - * - * @param type type - * @param index index - * @param file file - * @param uvIndex uv index - * @param blend blend factor - * @param texOp texture operation - * @param mmU map mode for u axis - * @param mmV map mode for v axis - * @param mmW map mode for w axis - */ - AiTextureInfo(AiTextureType type, int index, String file, - int uvIndex, float blend, AiTextureOp texOp, AiTextureMapMode mmU, - AiTextureMapMode mmV, AiTextureMapMode mmW) { - - m_type = type; - m_index = index; - m_file = file; - m_uvIndex = uvIndex; - m_blend = blend; - m_textureOp = texOp; - m_textureMapModeU = mmU; - m_textureMapModeV = mmV; - m_textureMapModeW = mmW; - } - - - /** - * Specifies the type of the texture (e.g. diffuse, specular, ...). - * - * @return the type. - */ - public AiTextureType getType() { - return m_type; - } - - - /** - * Index of the texture in the texture stack.<p> - * - * Each type maintains a stack of textures, i.e., there may be a diffuse.0, - * a diffuse.1, etc - * - * @return the index - */ - public int getIndex() { - return m_index; - } - - - /** - * Returns the path to the texture file. - * - * @return the path - */ - public String getFile() { - return m_file; - } - - - /** - * Returns the index of the UV coordinate set. - * - * @return the uv index - */ - public int getUVIndex() { - return m_uvIndex; - } - - - /** - * Returns the blend factor. - * - * @return the blend factor - */ - public float getBlend() { - return m_blend; - } - - - /** - * Returns the texture operation used to combine this texture and the - * preceding texture in the stack. - * - * @return the texture operation - */ - public AiTextureOp getTextureOp() { - return m_textureOp; - } - - - /** - * Returns the texture map mode for U texture axis. - * - * @return the texture map mode - */ - public AiTextureMapMode getTextureMapModeU() { - return m_textureMapModeU; - } - - - /** - * Returns the texture map mode for V texture axis. - * - * @return the texture map mode - */ - public AiTextureMapMode getTextureMapModeV() { - return m_textureMapModeV; - } - - - /** - * Returns the texture map mode for W texture axis. - * - * @return the texture map mode - */ - public AiTextureMapMode getTextureMapModeW() { - return m_textureMapModeW; - } - - - /** - * Type. - */ - private final AiTextureType m_type; - - - /** - * Index. - */ - private final int m_index; - - - /** - * Path. - */ - private final String m_file; - - - /** - * UV index. - */ - private final int m_uvIndex; - - - /** - * Blend factor. - */ - private final float m_blend; - - - /** - * Texture operation. - */ - private final AiTextureOp m_textureOp; - - - /** - * Map mode U axis. - */ - private final AiTextureMapMode m_textureMapModeU; - - - /** - * Map mode V axis. - */ - private final AiTextureMapMode m_textureMapModeV; - - - /** - * Map mode W axis. - */ - private final AiTextureMapMode m_textureMapModeW; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureMapMode.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureMapMode.java deleted file mode 100644 index c08ca10..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureMapMode.java +++ /dev/null @@ -1,113 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Defines how UV coordinates outside the [0...1] range are handled.<p> - * - * Commonly referred to as 'wrapping mode'. - */ -public enum AiTextureMapMode { - /** - * A texture coordinate u|v is translated to u%1|v%1. - */ - WRAP(0x0), - - - /** - * Texture coordinates outside [0...1] are clamped to the nearest - * valid value. - */ - CLAMP(0x1), - - - /** - * A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and - * 1-(u%1)|1-(v%1) otherwise. - */ - MIRROR(0x2), - - - /** - * If the texture coordinates for a pixel are outside [0...1] the texture - * is not applied to that pixel. - */ - DECAL(0x3); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param rawValue an integer based enum value (as defined by assimp) - * @return the enum value corresponding to rawValue - */ - static AiTextureMapMode fromRawValue(int rawValue) { - for (AiTextureMapMode type : AiTextureMapMode.values()) { - if (type.m_rawValue == rawValue) { - return type; - } - } - - throw new IllegalArgumentException("unexptected raw value: " + - rawValue); - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiTextureMapMode(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureMapping.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureMapping.java deleted file mode 100644 index 48c219d..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureMapping.java +++ /dev/null @@ -1,78 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Defines how the mapping coords for a texture are generated.<p> - * - * Real-time applications typically require full UV coordinates, so the use of - * the {@link AiPostProcessSteps#GEN_UV_COORDS} step is highly recommended. - * It generates proper UV channels for non-UV mapped objects, as long as an - * accurate description how the mapping should look like (e.g spherical) is - * given. - */ -public enum AiTextureMapping { - /** - * The mapping coordinates are taken from an UV channel. - * - * The #AI_MATKEY_UVWSRC key specifies from which UV channel - * the texture coordinates are to be taken from (remember, - * meshes can have more than one UV channel). - */ -// aiTextureMapping_UV = 0x0, -// -// /** Spherical mapping */ -// aiTextureMapping_SPHERE = 0x1, -// -// /** Cylindrical mapping */ -// aiTextureMapping_CYLINDER = 0x2, -// -// /** Cubic mapping */ -// aiTextureMapping_BOX = 0x3, -// -// /** Planar mapping */ -// aiTextureMapping_PLANE = 0x4, -// -// /** Undefined mapping. Have fun. */ -// aiTextureMapping_OTHER = 0x5, - -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureOp.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureOp.java deleted file mode 100644 index df87d96..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureOp.java +++ /dev/null @@ -1,137 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Defines how the Nth texture of a specific type is combined with the result - * of all previous layers.<p> - * - * Example (left: key, right: value): <br> - * <code><pre> - * DiffColor0 - gray - * DiffTextureOp0 - aiTextureOpMultiply - * DiffTexture0 - tex1.png - * DiffTextureOp0 - aiTextureOpAdd - * DiffTexture1 - tex2.png - * </pre></code> - * - * Written as equation, the final diffuse term for a specific pixel would be: - * <code><pre> - * diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) + - * sampleTex(DiffTexture1,UV0) * diffContrib; - * </pre></code> - * where 'diffContrib' is the intensity of the incoming light for that pixel. - */ -public enum AiTextureOp { - /** - * <code>T = T1 * T2</code>. - */ - MULTIPLY(0x0), - - - /** - * <code>T = T1 + T2</code>. - */ - ADD(0x1), - - - /** - * <code>T = T1 - T2</code>. - */ - SUBTRACT(0x2), - - - /** - * <code>T = T1 / T2</code>. - */ - DIVIDE(0x3), - - - /** - * <code>T = (T1 + T2) - (T1 * T2)</code> . - */ - SMOOTH_ADD(0x4), - - - /** - * <code>T = T1 + (T2-0.5)</code>. - */ - SIGNED_ADD(0x5); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param rawValue an integer based enum value (as defined by assimp) - * @return the enum value corresponding to rawValue - */ - static AiTextureOp fromRawValue(int rawValue) { - for (AiTextureOp type : AiTextureOp.values()) { - if (type.m_rawValue == rawValue) { - return type; - } - } - - throw new IllegalArgumentException("unexptected raw value: " + - rawValue); - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiTextureOp(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureType.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureType.java deleted file mode 100644 index 9b236ee..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiTextureType.java +++ /dev/null @@ -1,218 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -/** - * Defines the purpose of a texture.<p> - * - * This is a very difficult topic. Different 3D packages support different - * kinds of textures. For very common texture types, such as bumpmaps, the - * rendering results depend on implementation details in the rendering - * pipelines of these applications. Assimp loads all texture references from - * the model file and tries to determine which of the predefined texture - * types below is the best choice to match the original use of the texture - * as closely as possible.<p> - * - * In content pipelines you'll usually define how textures have to be handled, - * and the artists working on models have to conform to this specification, - * regardless which 3D tool they're using. - */ -public enum AiTextureType { - /** Dummy value. - * - * No texture, but the value to be used as 'texture semantic' - * (#aiMaterialProperty::mSemantic) for all material properties - * *not* related to textures. - */ - NONE(0), - - /** LEGACY API MATERIALS - * Legacy refers to materials which - * Were originally implemented in the specifications around 2000. - * These must never be removed, as most engines support them. - */ - - /** The texture is combined with the result of the diffuse - * lighting equation. - */ - DIFFUSE(1), - - /** The texture is combined with the result of the specular - * lighting equation. - */ - SPECULAR(2), - - /** The texture is combined with the result of the ambient - * lighting equation. - */ - AMBIENT(3), - - /** The texture is added to the result of the lighting - * calculation. It isn't influenced by incoming light. - */ - EMISSIVE(4), - - /** The texture is a height map. - * - * By convention, higher gray-scale values stand for - * higher elevations from the base height. - */ - HEIGHT(5), - - /** The texture is a (tangent space) normal-map. - * - * Again, there are several conventions for tangent-space - * normal maps. Assimp does (intentionally) not - * distinguish here. - */ - NORMALS(6), - - /** 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. - */ - SHININESS(7), - - /** The texture defines per-pixel opacity. - * - * Usually 'white' means opaque and 'black' means - * 'transparency'. Or quite the opposite. Have fun. - */ - OPACITY(8), - - /** Displacement texture - * - * The exact purpose and format is application-dependent. - * Higher color values stand for higher vertex displacements. - */ - DISPLACEMENT(9), - - /** 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. - */ - LIGHTMAP(10), - - /** Reflection texture - * - * Contains the color of a perfect mirror reflection. - * Rarely used, almost never for real-time applications. - */ - REFLECTION(11), - - /** PBR Materials - * PBR definitions from maya and other modelling packages now use this standard. - * This was originally introduced around 2012. - * Support for this is in game engines like Godot, Unreal or Unity3D. - * Modelling packages which use this are very common now. - */ - - BASE_COLOR(12), - NORMAL_CAMERA(13), - EMISSION_COLOR(14), - METALNESS(15), - DIFFUSE_ROUGHNESS(16), - AMBIENT_OCCLUSION(17), - - /** 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 post-processing. - */ - UNKNOWN(18); - - - /** - * Utility method for converting from c/c++ based integer enums to java - * enums.<p> - * - * This method is intended to be used from JNI and my change based on - * implementation needs. - * - * @param rawValue an integer based enum value (as defined by assimp) - * @return the enum value corresponding to rawValue - */ - static AiTextureType fromRawValue(int rawValue) { - for (AiTextureType type : AiTextureType.values()) { - if (type.m_rawValue == rawValue) { - return type; - } - } - - throw new IllegalArgumentException("unexptected raw value: " + - rawValue); - } - - - /** - * Utility method for converting from java enums to c/c++ based integer - * enums.<p> - * - * @param type the type to convert, may not be null - * @return the rawValue corresponding to type - */ - static int toRawValue(AiTextureType type) { - return type.m_rawValue; - } - - - /** - * Constructor. - * - * @param rawValue maps java enum to c/c++ integer enum values - */ - private AiTextureType(int rawValue) { - m_rawValue = rawValue; - } - - - /** - * The mapped c/c++ integer enum value. - */ - private final int m_rawValue; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiVector.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiVector.java deleted file mode 100644 index 440be20..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiVector.java +++ /dev/null @@ -1,195 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; - - -/** - * Wrapper for 3-dimensional vectors.<p> - * - * This wrapper is also used to represent 1- and 2-dimensional vectors. In - * these cases only the x (or the x and y coordinate) will be used. - * Accessing unused components will throw UnsupportedOperationExceptions.<p> - * - * The wrapper is writable, i.e., changes performed via the set-methods will - * modify the underlying mesh. - */ -public final class AiVector { - /** - * Constructor. - * - * @param buffer the buffer to wrap - * @param offset offset into buffer - * @param numComponents number vector of components - */ - public AiVector(ByteBuffer buffer, int offset, int numComponents) { - if (null == buffer) { - throw new IllegalArgumentException("buffer may not be null"); - } - - m_buffer = buffer; - m_offset = offset; - m_numComponents = numComponents; - } - - - /** - * Returns the x value. - * - * @return the x value - */ - public float getX() { - return m_buffer.getFloat(m_offset); - } - - - /** - * Returns the y value.<p> - * - * May only be called on 2- or 3-dimensional vectors. - * - * @return the y value - */ - public float getY() { - if (m_numComponents <= 1) { - throw new UnsupportedOperationException( - "vector has only 1 component"); - } - - return m_buffer.getFloat(m_offset + 4); - } - - - /** - * Returns the z value.<p> - * - * May only be called on 3-dimensional vectors. - * - * @return the z value - */ - public float getZ() { - if (m_numComponents <= 2) { - throw new UnsupportedOperationException( - "vector has only 2 components"); - } - - return m_buffer.getFloat(m_offset + 8); - } - - - /** - * Sets the x component. - * - * @param x the new value - */ - public void setX(float x) { - m_buffer.putFloat(m_offset, x); - } - - - /** - * Sets the y component.<p> - * - * May only be called on 2- or 3-dimensional vectors. - * - * @param y the new value - */ - public void setY(float y) { - if (m_numComponents <= 1) { - throw new UnsupportedOperationException( - "vector has only 1 component"); - } - - m_buffer.putFloat(m_offset + 4, y); - } - - - /** - * Sets the z component.<p> - * - * May only be called on 3-dimensional vectors. - * - * @param z the new value - */ - public void setZ(float z) { - if (m_numComponents <= 2) { - throw new UnsupportedOperationException( - "vector has only 2 components"); - } - - m_buffer.putFloat(m_offset + 8, z); - } - - - /** - * Returns the number of components in this vector. - * - * @return the number of components - */ - public int getNumComponents() { - return m_numComponents; - } - - - @Override - public String toString() { - return "[" + getX() + ", " + getY() + ", " + getZ() + "]"; - } - - - /** - * Wrapped buffer. - */ - private final ByteBuffer m_buffer; - - - /** - * Offset into m_buffer. - */ - private final int m_offset; - - - /** - * Number of components. - */ - private final int m_numComponents; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiWrapperProvider.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiWrapperProvider.java deleted file mode 100644 index a29f9d1..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/AiWrapperProvider.java +++ /dev/null @@ -1,149 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; - - -/** - * Provides wrapper objects for raw data buffers.<p> - * - * It is likely that applications using Jassimp will already have a scene - * graph implementation and/ or the typical math related classes such as - * vectors, matrices, etc.<p> - * - * To ease the integration with existing code, Jassimp can be customized to - * represent the scene graph and compound data structures such as vectors and - * matrices with user supplied classes.<p> - * - * All methods returning wrapped objects rely on the AiWrapperProvider to - * create individual instances. Custom wrappers can be created by implementing - * AiWrapperProvider and registering the implementation via - * {@link Jassimp#setWrapperProvider(AiWrapperProvider)} <b>before</b> the - * scene is imported.<p> - * - * The methods returning wrapped types take an AiWrapperProvider instance. This - * instance must match the instance set via - * {@link Jassimp#setWrapperProvider(AiWrapperProvider)}. The method parameter - * is used to infer the type of the returned object. The passed in wrapper - * provider is not necessarily used to actually create the wrapped object, as - * the object may be cached for performance reasons. <b>It is not possible to - * use different AiWrapperProviders throughout the lifetime of an imported - * scene.</b> - * - * @param <V3> the type used to represent vectors - * @param <M4> the type used to represent matrices - * @param <C> the type used to represent colors - * @param <N> the type used to represent scene graph nodes - * @param <Q> the type used to represent quaternions - */ -public interface AiWrapperProvider<V3, M4, C, N, Q> { - /** - * Wraps a vector.<p> - * - * Most vectors are 3-dimensional, i.e., with 3 components. The exception - * are texture coordinates, which may be 1- or 2-dimensional. A vector - * consists of numComponents floats (x,y,z) starting from offset - * - * @param buffer the buffer to wrap - * @param offset the offset into buffer - * @param numComponents the number of components - * @return the wrapped vector - */ - V3 wrapVector3f(ByteBuffer buffer, int offset, int numComponents); - - - /** - * Wraps a 4x4 matrix of floats.<p> - * - * The calling code will allocate a new array for each invocation of this - * method. It is safe to store a reference to the passed in array and - * use the array to store the matrix data. - * - * @param data the matrix data in row-major order - * @return the wrapped matrix - */ - M4 wrapMatrix4f(float[] data); - - - /** - * Wraps a RGBA color.<p> - * - * A color consists of 4 float values (r,g,b,a) starting from offset - * - * @param buffer the buffer to wrap - * @param offset the offset into buffer - * @return the wrapped color - */ - C wrapColor(ByteBuffer buffer, int offset); - - - /** - * Wraps a scene graph node.<p> - * - * See {@link AiNode} for a description of the scene graph structure used - * by assimp.<p> - * - * The parent node is either null or an instance returned by this method. - * It is therefore safe to cast the passed in parent object to the - * implementation specific type - * - * @param parent the parent node - * @param matrix the transformation matrix - * @param meshReferences array of mesh references (indexes) - * @param name the name of the node - * @return the wrapped scene graph node - */ - N wrapSceneNode(Object parent, Object matrix, int[] meshReferences, - String name); - - - /** - * Wraps a quaternion.<p> - * - * A quaternion consists of 4 float values (w,x,y,z) starting from offset - * - * @param buffer the buffer to wrap - * @param offset the offset into buffer - * @return the wrapped quaternion - */ - Q wrapQuaternion(ByteBuffer buffer, int offset); -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JaiDebug.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JaiDebug.java deleted file mode 100644 index 0ed112a..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JaiDebug.java +++ /dev/null @@ -1,209 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.nio.ByteBuffer; - - -/** - * Debug/utility methods. - */ -public final class JaiDebug { - - /** - * Pure static class, no accessible constructor. - */ - private JaiDebug() { - /* nothing to do */ - } - - - /** - * Dumps vertex positions of a mesh to stdout.<p> - * - * @param mesh the mesh - */ - public static void dumpPositions(AiMesh mesh) { - if (!mesh.hasPositions()) { - System.out.println("mesh has no vertex positions"); - return; - } - - for (int i = 0; i < mesh.getNumVertices(); i++) { - System.out.println("[" + - mesh.getPositionX(i) + ", " + - mesh.getPositionY(i) + ", " + - mesh.getPositionZ(i) + "]" - ); - } - } - - - /** - * Dumps faces of a mesh to stdout.<p> - * - * @param mesh the mesh - */ - public static void dumpFaces(AiMesh mesh) { - if (!mesh.hasFaces()) { - System.out.println("mesh has no faces"); - return; - } - - for (int face = 0; face < mesh.getNumFaces(); face++) { - int faceNumIndices = mesh.getFaceNumIndices(face); - System.out.print(faceNumIndices + ": "); - - for (int vertex = 0; vertex < faceNumIndices; vertex++) { - int reference = mesh.getFaceVertex(face, vertex); - - System.out.print("[" + - mesh.getPositionX(reference) + ", " + - mesh.getPositionY(reference) + ", " + - mesh.getPositionZ(reference) + "] " - ); - } - - System.out.println(); - } - } - - - /** - * Dumps a vertex color set of a mesh to stdout.<p> - * - * @param mesh the mesh - * @param colorset the color set - */ - public static void dumpColorset(AiMesh mesh, int colorset) { - if (!mesh.hasColors(colorset)) { - System.out.println("mesh has no vertex color set " + colorset); - return; - } - - for (int i = 0; i < mesh.getNumVertices(); i++) { - System.out.println("[" + - mesh.getColorR(i, colorset) + ", " + - mesh.getColorG(i, colorset) + ", " + - mesh.getColorB(i, colorset) + ", " + - mesh.getColorA(i, colorset) + "]" - ); - } - } - - - /** - * Dumps a texture coordinate set of a mesh to stdout. - * - * @param mesh the mesh - * @param coords the coordinates - */ - public static void dumpTexCoords(AiMesh mesh, int coords) { - if (!mesh.hasTexCoords(coords)) { - System.out.println("mesh has no texture coordinate set " + coords); - return; - } - - for (int i = 0; i < mesh.getNumVertices(); i++) { - int numComponents = mesh.getNumUVComponents(coords); - System.out.print("[" + mesh.getTexCoordU(i, coords)); - - if (numComponents > 1) { - System.out.print(", " + mesh.getTexCoordV(i, coords)); - } - - if (numComponents > 2) { - System.out.print(", " + mesh.getTexCoordW(i, coords)); - } - - System.out.println("]"); - } - } - - - /** - * Dumps a single material property to stdout. - * - * @param property the property - */ - public static void dumpMaterialProperty(AiMaterial.Property property) { - System.out.print(property.getKey() + " " + property.getSemantic() + - " " + property.getIndex() + ": "); - Object data = property.getData(); - - if (data instanceof ByteBuffer) { - ByteBuffer buf = (ByteBuffer) data; - for (int i = 0; i < buf.capacity(); i++) { - System.out.print(Integer.toHexString(buf.get(i) & 0xFF) + " "); - } - - System.out.println(); - } - else { - System.out.println(data.toString()); - } - } - - - /** - * Dumps all properties of a material to stdout. - * - * @param material the material - */ - public static void dumpMaterial(AiMaterial material) { - for (AiMaterial.Property prop : material.getProperties()) { - dumpMaterialProperty(prop); - } - } - - - /** - * Dumps an animation channel to stdout. - * - * @param nodeAnim the channel - */ - public static void dumpNodeAnim(AiNodeAnim nodeAnim) { - for (int i = 0; i < nodeAnim.getNumPosKeys(); i++) { - System.out.println(i + ": " + nodeAnim.getPosKeyTime(i) + - " ticks, " + nodeAnim.getPosKeyVector(i, Jassimp.BUILTIN)); - } - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/Jassimp.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/Jassimp.java deleted file mode 100644 index 4610fb1..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/Jassimp.java +++ /dev/null @@ -1,402 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -import java.io.IOException; -import java.nio.ByteBuffer; -import java.util.EnumSet; -import java.util.Set; - - - -/** - * Entry point to the jassimp library.<p> - * - * Use {@link #importFile(String, Set)} to load a file. - * - * <h3>General Notes and Pitfalls</h3> - * Due to the loading via JNI, strings (for example as returned by the - * <code>getName()</code> methods) are not interned. You should therefore - * compare strings the way it should be done, i.e, via <code>equals()</code>. - * Pointer comparison will fail. - */ -public final class Jassimp { - - /** - * The native interface. - * - * @param filename the file to load - * @param postProcessing post processing flags - * @return the loaded scene, or null if an error occurred - * @throws IOException if an error occurs - */ - private static native AiScene aiImportFile(String filename, - long postProcessing, AiIOSystem<?> ioSystem, - AiProgressHandler progressHandler) throws IOException; - - - /** - * The active wrapper provider. - */ - private static AiWrapperProvider<?, ?, ?, ?, ?> s_wrapperProvider = - new AiBuiltInWrapperProvider(); - - - /** - * The library loader to load the native library. - */ - private static JassimpLibraryLoader s_libraryLoader = - new JassimpLibraryLoader(); - - /** - * Status flag if the library is loaded. - * - * Volatile to avoid problems with double checked locking. - * - */ - private static volatile boolean s_libraryLoaded = false; - - /** - * Lock for library loading. - */ - private static final Object s_libraryLoadingLock = new Object(); - - /** - * The default wrapper provider using built in types. - */ - public static final AiWrapperProvider<?, ?, ?, ?, ?> BUILTIN = - new AiBuiltInWrapperProvider(); - - - /** - * Imports a file via assimp without post processing. - * - * @param filename the file to import - * @return the loaded scene - * @throws IOException if an error occurs - */ - public static AiScene importFile(String filename) throws IOException { - - return importFile(filename, EnumSet.noneOf(AiPostProcessSteps.class)); - } - - /** - * Imports a file via assimp without post processing. - * - * @param filename the file to import - * @param ioSystem ioSystem to load files, or null for default - * @return the loaded scene - * @throws IOException if an error occurs - */ - public static AiScene importFile(String filename, AiIOSystem<?> ioSystem) - throws IOException { - - return importFile(filename, EnumSet.noneOf(AiPostProcessSteps.class), ioSystem); - } - - - /** - * Imports a file via assimp. - * - * @param filename the file to import - * @param postProcessing post processing flags - * @return the loaded scene, or null if an error occurred - * @throws IOException if an error occurs - */ - public static AiScene importFile(String filename, - Set<AiPostProcessSteps> postProcessing) - throws IOException { - return importFile(filename, postProcessing, null); - } - - /** - * Imports a file via assimp. - * - * @param filename the file to import - * @param postProcessing post processing flags - * @param ioSystem ioSystem to load files, or null for default - * @return the loaded scene, or null if an error occurred - * @throws IOException if an error occurs - */ - public static AiScene importFile(String filename, - Set<AiPostProcessSteps> postProcessing, AiIOSystem<?> ioSystem) - throws IOException { - return importFile(filename, postProcessing, ioSystem, null); - } - - /** - * Imports a file via assimp. - * - * @param filename the file to import - * @param postProcessing post processing flags - * @param ioSystem ioSystem to load files, or null for default - * @return the loaded scene, or null if an error occurred - * @throws IOException if an error occurs - */ - public static AiScene importFile(String filename, - Set<AiPostProcessSteps> postProcessing, AiIOSystem<?> ioSystem, - AiProgressHandler progressHandler) throws IOException { - - loadLibrary(); - - return aiImportFile(filename, AiPostProcessSteps.toRawValue( - postProcessing), ioSystem, progressHandler); - } - - - /** - * Returns the size of a struct or ptimitive.<p> - * - * @return the result of sizeof call - */ - public static native int getVKeysize(); - - /** - * @see #getVKeysize - */ - public static native int getQKeysize(); - - /** - * @see #getVKeysize - */ - public static native int getV3Dsize(); - - /** - * @see #getVKeysize - */ - public static native int getfloatsize(); - - /** - * @see #getVKeysize - */ - public static native int getintsize(); - - /** - * @see #getVKeysize - */ - public static native int getuintsize(); - - /** - * @see #getVKeysize - */ - public static native int getdoublesize(); - - /** - * @see #getVKeysize - */ - public static native int getlongsize(); - - /** - * Returns a human readable error description.<p> - * - * This method can be called when one of the import methods fails, i.e., - * throws an exception, to get a human readable error description. - * - * @return the error string - */ - public static native String getErrorString(); - - - /** - * Returns the active wrapper provider.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers). - * - * @return the active wrapper provider - */ - public static AiWrapperProvider<?, ?, ?, ?, ?> getWrapperProvider() { - return s_wrapperProvider; - } - - - /** - * Sets a new wrapper provider.<p> - * - * This method is part of the wrapped API (see {@link AiWrapperProvider} - * for details on wrappers). - * - * @param wrapperProvider the new wrapper provider - */ - public static void setWrapperProvider(AiWrapperProvider<?, ?, ?, ?, ?> - wrapperProvider) { - - s_wrapperProvider = wrapperProvider; - } - - - public static void setLibraryLoader(JassimpLibraryLoader libraryLoader) { - s_libraryLoader = libraryLoader; - } - - - /** - * Helper method for wrapping a matrix.<p> - * - * Used by JNI, do not modify! - * - * @param data the matrix data - * @return the wrapped matrix - */ - static Object wrapMatrix(float[] data) { - return s_wrapperProvider.wrapMatrix4f(data); - } - - - /** - * Helper method for wrapping a color (rgb).<p> - * - * Used by JNI, do not modify! - * - * @param red red component - * @param green green component - * @param blue blue component - * @return the wrapped color - */ - static Object wrapColor3(float red, float green, float blue) { - return wrapColor4(red, green, blue, 1.0f); - } - - - /** - * Helper method for wrapping a color (rgba).<p> - * - * Used by JNI, do not modify! - * - * @param red red component - * @param green green component - * @param blue blue component - * @param alpha alpha component - * @return the wrapped color - */ - static Object wrapColor4(float red, float green, float blue, float alpha) { - ByteBuffer temp = ByteBuffer.allocate(4 * 4); - temp.putFloat(red); - temp.putFloat(green); - temp.putFloat(blue); - temp.putFloat(alpha); - temp.flip(); - return s_wrapperProvider.wrapColor(temp, 0); - } - - - /** - * Helper method for wrapping a vector.<p> - * - * Used by JNI, do not modify! - * - * @param x x component - * @param y y component - * @param z z component - * @return the wrapped vector - */ - static Object wrapVec3(float x, float y, float z) { - ByteBuffer temp = ByteBuffer.allocate(3 * 4); - temp.putFloat(x); - temp.putFloat(y); - temp.putFloat(z); - temp.flip(); - return s_wrapperProvider.wrapVector3f(temp, 0, 3); - } - - - /** - * Helper method for wrapping a scene graph node.<p> - * - * Used by JNI, do not modify! - * - * @param parent the parent node - * @param matrix the transformation matrix - * @param meshRefs array of matrix references - * @param name the name of the node - * @return the wrapped matrix - */ - static Object wrapSceneNode(Object parent, Object matrix, int[] meshRefs, - String name) { - - return s_wrapperProvider.wrapSceneNode(parent, matrix, meshRefs, name); - } - - /** - * Helper method to load the library using the provided JassimpLibraryLoader.<p> - * - * Synchronized to avoid race conditions. - */ - private static void loadLibrary() - { - if(!s_libraryLoaded) - { - synchronized(s_libraryLoadingLock) - { - if(!s_libraryLoaded) - { - s_libraryLoader.loadLibrary(); - NATIVE_AIVEKTORKEY_SIZE = getVKeysize(); - NATIVE_AIQUATKEY_SIZE = getQKeysize(); - NATIVE_AIVEKTOR3D_SIZE = getV3Dsize(); - NATIVE_FLOAT_SIZE = getfloatsize(); - NATIVE_INT_SIZE = getintsize(); - NATIVE_UINT_SIZE = getuintsize(); - NATIVE_DOUBLE_SIZE = getdoublesize(); - NATIVE_LONG_SIZE = getlongsize(); - - s_libraryLoaded = true; - } - } - } - } - - /** - * Pure static class, no accessible constructor. - */ - private Jassimp() { - /* nothing to do */ - } - - public static int NATIVE_AIVEKTORKEY_SIZE; - public static int NATIVE_AIQUATKEY_SIZE; - public static int NATIVE_AIVEKTOR3D_SIZE; - public static int NATIVE_FLOAT_SIZE; - public static int NATIVE_INT_SIZE; - public static int NATIVE_UINT_SIZE; - public static int NATIVE_DOUBLE_SIZE; - public static int NATIVE_LONG_SIZE; -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JassimpConfig.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JassimpConfig.java deleted file mode 100644 index 7591f0e..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JassimpConfig.java +++ /dev/null @@ -1,66 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - - -/** - * Global configuration values (limits). - */ -public final class JassimpConfig { - /** - * Maximum number of vertex color sets. - */ - public static final int MAX_NUMBER_COLORSETS = 8; - - - /** - * Maximum number of texture coordinate sets. - */ - public static final int MAX_NUMBER_TEXCOORDS = 8; - - - /** - * Pure static class, no accessible constructor. - */ - private JassimpConfig() { - /* nothing to do */ - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JassimpLibraryLoader.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JassimpLibraryLoader.java deleted file mode 100644 index d87cc82..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/JassimpLibraryLoader.java +++ /dev/null @@ -1,65 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -package jassimp; - -/** - * Library loader for the jassimp library.<p> - * - * The default implementation uses "System.loadLibrary" to - * load the jassimp native library. <p> - * - * Custom implementations should override the loadLibrary() - * function. - * - */ -public class JassimpLibraryLoader -{ - /** - * Function to load the native jassimp library. - * - * Called the first time Jassimp.importFile() is - * called. - */ - public void loadLibrary() - { - System.loadLibrary("jassimp"); - } -} diff --git a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/package-info.java b/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/package-info.java deleted file mode 100644 index 7ec8c88..0000000 --- a/src/mesh/assimp-master/port/jassimp/jassimp/src/jassimp/package-info.java +++ /dev/null @@ -1,45 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library - Java Binding (jassimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2020, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** - * Java binding for the Open Asset Import Library. - */ -package jassimp; diff --git a/src/mesh/assimp-master/port/swig/DONOTUSEYET b/src/mesh/assimp-master/port/swig/DONOTUSEYET deleted file mode 100644 index 87c6e06..0000000 --- a/src/mesh/assimp-master/port/swig/DONOTUSEYET +++ /dev/null @@ -1 +0,0 @@ -The interface files are by no means complete yet and only work with the not-yet-released D SWIG backend, although adding support for other languages should not be too much of problem via #ifdefs. diff --git a/src/mesh/assimp-master/port/swig/assimp.i b/src/mesh/assimp-master/port/swig/assimp.i deleted file mode 100644 index 58e1546..0000000 --- a/src/mesh/assimp-master/port/swig/assimp.i +++ /dev/null @@ -1,140 +0,0 @@ -%module assimp - -// SWIG helpers for std::string and std::vector wrapping. -%include <std_string.i> -%include <std_vector.i> - -// Globally enable enum prefix stripping. -%dstripprefix; - - -// PACK_STRUCT is a no-op for SWIG – it does not matter for the generated -// bindings how the underlying C++ code manages its memory. -#define PACK_STRUCT - - -// Helper macros for wrapping the pointer-and-length arrays used in the -// Assimp API. - -%define ASSIMP_ARRAY(CLASS, TYPE, NAME, LENGTH) -%newobject CLASS::NAME; -%extend CLASS { - std::vector<TYPE > *NAME() const { - std::vector<TYPE > *result = new std::vector<TYPE >; - result->reserve(LENGTH); - - for (unsigned int i = 0; i < LENGTH; ++i) { - result->push_back($self->NAME[i]); - } - - return result; - } -} -%ignore CLASS::NAME; -%enddef - -%define ASSIMP_POINTER_ARRAY(CLASS, TYPE, NAME, LENGTH) -%newobject CLASS::NAME; -%extend CLASS { - std::vector<TYPE *> *NAME() const { - std::vector<TYPE *> *result = new std::vector<TYPE *>; - result->reserve(LENGTH); - - TYPE *currentValue = $self->NAME; - TYPE *valueLimit = $self->NAME + LENGTH; - while (currentValue < valueLimit) { - result->push_back(currentValue); - ++currentValue; - } - - return result; - } -} -%ignore CLASS::NAME; -%enddef - -%define ASSIMP_POINTER_ARRAY_ARRAY(CLASS, TYPE, NAME, OUTER_LENGTH, INNER_LENGTH) -%newobject CLASS::NAME; -%extend CLASS { - std::vector<std::vector<TYPE *> > *NAME() const { - std::vector<std::vector<TYPE *> > *result = new std::vector<std::vector<TYPE *> >; - result->reserve(OUTER_LENGTH); - - for (unsigned int i = 0; i < OUTER_LENGTH; ++i) { - std::vector<TYPE *> currentElements; - - if ($self->NAME[i] != 0) { - currentElements.reserve(INNER_LENGTH); - - TYPE *currentValue = $self->NAME[i]; - TYPE *valueLimit = $self->NAME[i] + INNER_LENGTH; - while (currentValue < valueLimit) { - currentElements.push_back(currentValue); - ++currentValue; - } - } - - result->push_back(currentElements); - } - - return result; - } -} -%ignore CLASS::NAME; -%enddef - - -%include "interface/aiDefines.i" -%include "interface/aiTypes.i" -%include "interface/assimp.i" -%include "interface/aiTexture.i" -%include "interface/aiMatrix4x4.i" -%include "interface/aiMatrix3x3.i" -%include "interface/aiVector3D.i" -%include "interface/aiVector2D.i" -%include "interface/aiColor4D.i" -%include "interface/aiLight.i" -%include "interface/aiCamera.i" -%include "interface/aiFileIO.i" -%include "interface/aiAssert.i" -%include "interface/aiVersion.i" -%include "interface/aiAnim.i" -%include "interface/aiMaterial.i" -%include "interface/aiMesh.i" -%include "interface/aiPostProcess.i" -%include "interface/aiConfig.i" -%include "interface/assimp.i" -%include "interface/aiQuaternion.i" -%include "interface/aiScene.i" -%include "interface/Logger.i" -%include "interface/DefaultLogger.i" -%include "interface/NullLogger.i" -%include "interface/LogStream.i" -%include "interface/IOStream.i" -%include "interface/IOSystem.i" - - -// We have to "instantiate" the templates used by the ASSSIMP_*_ARRAY macros -// here at the end to avoid running into forward reference issues (SWIG would -// spit out the helper functions before the header includes for the element -// types otherwise). - -%template(UintVector) std::vector<unsigned int>; -%template(aiAnimationVector) std::vector<aiAnimation *>; -%template(aiAnimMeshVector) std::vector<aiAnimMesh *>; -%template(aiBonesVector) std::vector<aiBone *>; -%template(aiCameraVector) std::vector<aiCamera *>; -%template(aiColor4DVector) std::vector<aiColor4D *>; -%template(aiColor4DVectorVector) std::vector<std::vector<aiColor4D *> >; -%template(aiFaceVector) std::vector<aiFace *>; -%template(aiLightVector) std::vector<aiLight *>; -%template(aiMaterialVector) std::vector<aiMaterial *>; -%template(aiMaterialPropertyVector) std::vector<aiMaterialProperty *>; -%template(aiMeshAnimVector) std::vector<aiMeshAnim *>; -%template(aiMeshVector) std::vector<aiMesh *>; -%template(aiNodeVector) std::vector<aiNode *>; -%template(aiNodeAnimVector) std::vector<aiNodeAnim *>; -%template(aiTextureVector) std::vector<aiTexture *>; -%template(aiVector3DVector) std::vector<aiVector3D *>; -%template(aiVector3DVectorVector) std::vector<std::vector<aiVector3D *> >; -%template(aiVertexWeightVector) std::vector<aiVertexWeight *>; diff --git a/src/mesh/assimp-master/port/swig/d/build.sh b/src/mesh/assimp-master/port/swig/d/build.sh deleted file mode 100755 index 0bf6bff..0000000 --- a/src/mesh/assimp-master/port/swig/d/build.sh +++ /dev/null @@ -1,2 +0,0 @@ -#!/bin/sh -gcc -shared -fPIC -g3 -I../../../include/ -lassimp -olibassimp_wrap.so assimp_wrap.cxx diff --git a/src/mesh/assimp-master/port/swig/d/generate.sh b/src/mesh/assimp-master/port/swig/d/generate.sh deleted file mode 100755 index 7de66b1..0000000 --- a/src/mesh/assimp-master/port/swig/d/generate.sh +++ /dev/null @@ -1,4 +0,0 @@ -#!/bin/sh -rm -rf assimp/ -mkdir assimp -swig -c++ -d -outcurrentdir -I../../../include -splitproxy -package assimp $@ ../assimp.i diff --git a/src/mesh/assimp-master/port/swig/interface/DefaultLogger.i b/src/mesh/assimp-master/port/swig/interface/DefaultLogger.i deleted file mode 100644 index 600d28e..0000000 --- a/src/mesh/assimp-master/port/swig/interface/DefaultLogger.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "DefaultLogger.h" -%} - -%include "DefaultLogger.h" diff --git a/src/mesh/assimp-master/port/swig/interface/IOStream.i b/src/mesh/assimp-master/port/swig/interface/IOStream.i deleted file mode 100644 index baca5ef..0000000 --- a/src/mesh/assimp-master/port/swig/interface/IOStream.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "IOStream.h" -%} - -%include "IOStream.h" diff --git a/src/mesh/assimp-master/port/swig/interface/IOSystem.i b/src/mesh/assimp-master/port/swig/interface/IOSystem.i deleted file mode 100644 index 3e3e04a..0000000 --- a/src/mesh/assimp-master/port/swig/interface/IOSystem.i +++ /dev/null @@ -1,11 +0,0 @@ -%{ -#include "IOSystem.h" -%} - -// The const char* overload is used instead. -%ignore Assimp::IOSystem::Exists(const std::string&) const; -%ignore Assimp::IOSystem::Open(const std::string& pFile); -%ignore Assimp::IOSystem::Open(const std::string& pFile, const std::string& pMode); -%ignore Assimp::IOSystem::ComparePaths(const std::string& one, const std::string& second) const; - -%include "IOSystem.h" diff --git a/src/mesh/assimp-master/port/swig/interface/LogStream.i b/src/mesh/assimp-master/port/swig/interface/LogStream.i deleted file mode 100644 index 022f8e5..0000000 --- a/src/mesh/assimp-master/port/swig/interface/LogStream.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "LogStream.h" -%} - -%include "LogStream.h" diff --git a/src/mesh/assimp-master/port/swig/interface/Logger.i b/src/mesh/assimp-master/port/swig/interface/Logger.i deleted file mode 100644 index cadc50b..0000000 --- a/src/mesh/assimp-master/port/swig/interface/Logger.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "Logger.h" -%} - -%include "Logger.h" diff --git a/src/mesh/assimp-master/port/swig/interface/NullLogger.i b/src/mesh/assimp-master/port/swig/interface/NullLogger.i deleted file mode 100644 index 5cf42ed..0000000 --- a/src/mesh/assimp-master/port/swig/interface/NullLogger.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "NullLogger.h" -%} - -%include "NullLogger.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiAnim.i b/src/mesh/assimp-master/port/swig/interface/aiAnim.i deleted file mode 100644 index de49700..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiAnim.i +++ /dev/null @@ -1,8 +0,0 @@ -%{ -#include "aiAnim.h" -%} - -ASSIMP_ARRAY(aiAnimation, aiNodeAnim*, mChannels, $self->mNumChannels); -ASSIMP_ARRAY(aiAnimation, aiMeshAnim*, mMeshChannels, $self->mNumMeshChannels); - -%include "aiAnim.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiAssert.i b/src/mesh/assimp-master/port/swig/interface/aiAssert.i deleted file mode 100644 index bc8a9b8..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiAssert.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiAssert.h" -%} - -%include "aiAssert.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiCamera.i b/src/mesh/assimp-master/port/swig/interface/aiCamera.i deleted file mode 100644 index 5c21245..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiCamera.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiCamera.h" -%} - -%include "aiCamera.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiColor4D.i b/src/mesh/assimp-master/port/swig/interface/aiColor4D.i deleted file mode 100644 index 3c00916..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiColor4D.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiColor4D.h" -%} - -%include "aiColor4D.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiConfig.i b/src/mesh/assimp-master/port/swig/interface/aiConfig.i deleted file mode 100644 index 110abb3..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiConfig.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiConfig.h" -%} - -%include "aiConfig.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiDefines.i b/src/mesh/assimp-master/port/swig/interface/aiDefines.i deleted file mode 100644 index 3a61ea6..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiDefines.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiDefines.h" -%} - -%include "aiDefines.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiFileIO.i b/src/mesh/assimp-master/port/swig/interface/aiFileIO.i deleted file mode 100644 index 5a1e092..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiFileIO.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiFileIO.h" -%} - -%include "aiFileIO.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiLight.i b/src/mesh/assimp-master/port/swig/interface/aiLight.i deleted file mode 100644 index fbefde7..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiLight.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiLight.h" -%} - -%include "aiLight.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiMaterial.i b/src/mesh/assimp-master/port/swig/interface/aiMaterial.i deleted file mode 100644 index 630e6b7..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiMaterial.i +++ /dev/null @@ -1,33 +0,0 @@ -%{ -#include "aiMaterial.h" -%} - -ASSIMP_ARRAY(aiMaterial, aiMaterialProperty*, mProperties, $self->mNumProperties) - -%include <typemaps.i> -%apply enum SWIGTYPE *OUTPUT { aiTextureMapping* mapping }; -%apply unsigned int *OUTPUT { unsigned int* uvindex }; -%apply float *OUTPUT { float* blend }; -%apply enum SWIGTYPE *OUTPUT { aiTextureOp* op }; -%apply unsigned int *OUTPUT { unsigned int* flags }; - -%include "aiMaterial.h" - -%clear unsigned int* flags; -%clear aiTextureOp* op; -%clear float *blend; -%clear unsigned int* uvindex; -%clear aiTextureMapping* mapping; - - -%apply int &OUTPUT { int &pOut }; -%apply float &OUTPUT { float &pOut }; - -%template(GetInteger) aiMaterial::Get<int>; -%template(GetFloat) aiMaterial::Get<float>; -%template(GetColor4D) aiMaterial::Get<aiColor4D>; -%template(GetColor3D) aiMaterial::Get<aiColor3D>; -%template(GetString) aiMaterial::Get<aiString>; - -%clear int &pOut; -%clear float &pOut; diff --git a/src/mesh/assimp-master/port/swig/interface/aiMatrix3x3.i b/src/mesh/assimp-master/port/swig/interface/aiMatrix3x3.i deleted file mode 100644 index 8336d44..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiMatrix3x3.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiMatrix3x3.h" -%} - -%include "aiMatrix3x3.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiMatrix4x4.i b/src/mesh/assimp-master/port/swig/interface/aiMatrix4x4.i deleted file mode 100644 index 976c56b..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiMatrix4x4.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiMatrix4x4.h" -%} - -%include "aiMatrix4x4.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiMesh.i b/src/mesh/assimp-master/port/swig/interface/aiMesh.i deleted file mode 100644 index 141366c..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiMesh.i +++ /dev/null @@ -1,29 +0,0 @@ -%{ -#include "aiMesh.h" -%} - - -ASSIMP_ARRAY(aiFace, unsigned int, mIndices, $self->mNumIndices); - -ASSIMP_POINTER_ARRAY(aiBone, aiVertexWeight, mWeights, $self->mNumWeights); - -ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mVertices, $self->mNumVertices); -ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mNormals, $self->mNumVertices); -ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mTangents, $self->mNumVertices); -ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mBitangents, $self->mNumVertices); -ASSIMP_POINTER_ARRAY_ARRAY(aiAnimMesh, aiVector3D, mTextureCoords, AI_MAX_NUMBER_OF_TEXTURECOORDS, $self->mNumVertices); -ASSIMP_POINTER_ARRAY_ARRAY(aiAnimMesh, aiColor4D, mColors, AI_MAX_NUMBER_OF_COLOR_SETS, $self->mNumVertices); - -ASSIMP_ARRAY(aiMesh, aiAnimMesh*, mAnimMeshes, $self->mNumAnimMeshes); -ASSIMP_ARRAY(aiMesh, aiBone*, mBones, $self->mNumBones); -ASSIMP_ARRAY(aiMesh, unsigned int, mNumUVComponents, AI_MAX_NUMBER_OF_TEXTURECOORDS); -ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mVertices, $self->mNumVertices); -ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mNormals, $self->mNumVertices); -ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mTangents, $self->mNumVertices); -ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mBitangents, $self->mNumVertices); -ASSIMP_POINTER_ARRAY(aiMesh, aiFace, mFaces, $self->mNumFaces); -ASSIMP_POINTER_ARRAY_ARRAY(aiMesh, aiVector3D, mTextureCoords, AI_MAX_NUMBER_OF_TEXTURECOORDS, $self->mNumVertices); -ASSIMP_POINTER_ARRAY_ARRAY(aiMesh, aiColor4D, mColors, AI_MAX_NUMBER_OF_COLOR_SETS, $self->mNumVertices); - - -%include "aiMesh.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiPostProcess.i b/src/mesh/assimp-master/port/swig/interface/aiPostProcess.i deleted file mode 100644 index 5f64ec5..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiPostProcess.i +++ /dev/null @@ -1,7 +0,0 @@ -%{ -#include "aiPostProcess.h" -%} - -%feature("d:stripprefix", "aiProcess_") aiPostProcessSteps; - -%include "aiPostProcess.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiQuaternion.i b/src/mesh/assimp-master/port/swig/interface/aiQuaternion.i deleted file mode 100644 index 256057a..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiQuaternion.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiQuaternion.h" -%} - -%include "aiQuaternion.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiScene.i b/src/mesh/assimp-master/port/swig/interface/aiScene.i deleted file mode 100644 index 7278f33..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiScene.i +++ /dev/null @@ -1,17 +0,0 @@ -%{ -#include "aiScene.h" -%} - - -ASSIMP_ARRAY(aiScene, aiAnimation*, mAnimations, $self->mNumAnimations); -ASSIMP_ARRAY(aiScene, aiCamera*, mCameras, $self->mNumCameras); -ASSIMP_ARRAY(aiScene, aiLight*, mLights, $self->mNumLights); -ASSIMP_ARRAY(aiScene, aiMaterial*, mMaterials, $self->mNumMaterials); -ASSIMP_ARRAY(aiScene, aiMesh*, mMeshes, $self->mNumMeshes); -ASSIMP_ARRAY(aiScene, aiTexture*, mTextures, $self->mNumTextures); - -ASSIMP_ARRAY(aiNode, aiNode*, mChildren, $self->mNumChildren); -ASSIMP_ARRAY(aiNode, unsigned int, mMeshes, $self->mNumMeshes); - - -%include "aiScene.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiTexture.i b/src/mesh/assimp-master/port/swig/interface/aiTexture.i deleted file mode 100644 index d07d001..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiTexture.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiTexture.h" -%} - -%include "aiTexture.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiTypes.i b/src/mesh/assimp-master/port/swig/interface/aiTypes.i deleted file mode 100644 index a086dfd..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiTypes.i +++ /dev/null @@ -1,8 +0,0 @@ -%{ -#include "aiTypes.h" -%} - -// The const char* overload is used instead. -%ignore aiString::Set(const std::string& pString); - -%include "aiTypes.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiVector2D.i b/src/mesh/assimp-master/port/swig/interface/aiVector2D.i deleted file mode 100644 index 5db15c0..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiVector2D.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiVector2D.h" -%} - -%include "aiVector2D.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiVector3D.i b/src/mesh/assimp-master/port/swig/interface/aiVector3D.i deleted file mode 100644 index 2c83f60..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiVector3D.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiVector3D.h" -%} - -%include "aiVector3D.h" diff --git a/src/mesh/assimp-master/port/swig/interface/aiVersion.i b/src/mesh/assimp-master/port/swig/interface/aiVersion.i deleted file mode 100644 index 9ddd532..0000000 --- a/src/mesh/assimp-master/port/swig/interface/aiVersion.i +++ /dev/null @@ -1,5 +0,0 @@ -%{ -#include "aiVersion.h" -%} - -%include "aiVersion.h" diff --git a/src/mesh/assimp-master/port/swig/interface/assimp.i b/src/mesh/assimp-master/port/swig/interface/assimp.i deleted file mode 100644 index a1b1404..0000000 --- a/src/mesh/assimp-master/port/swig/interface/assimp.i +++ /dev/null @@ -1,45 +0,0 @@ -%{ -#include "assimp.hpp" -%} - - -namespace Assimp { - -// See docs in assimp.hpp. -%ignore Importer::ReadFile(const std::string& pFile, unsigned int pFlags); -%ignore Importer::GetExtensionList(std::string& szOut); -%ignore Importer::IsExtensionSupported(const std::string& szExtension); - -// These are only necessary for extending Assimp with custom importers or post -// processing steps, which would require wrapping the internal BaseImporter and -// BaseProcess classes. -%ignore Importer::RegisterLoader(BaseImporter* pImp); -%ignore Importer::UnregisterLoader(BaseImporter* pImp); -%ignore Importer::RegisterPPStep(BaseProcess* pImp); -%ignore Importer::UnregisterPPStep(BaseProcess* pImp); -%ignore Importer::FindLoader(const char* szExtension); - -} - - -// Each aiScene has to keep a reference to the Importer to prevent it from -// being garbage collected, whose destructor would release the underlying -// C++ memory the scene is stored in. -%typemap(dcode) aiScene "package Object m_importer;" -%typemap(dout) - aiScene* GetScene, - aiScene* ReadFile, - aiScene* ApplyPostProcessing, - aiScene* ReadFileFromMemory { - void* cPtr = $wcall; - $dclassname ret = (cPtr is null) ? null : new $dclassname(cPtr, $owner);$excode - ret.m_importer = this; - return ret; -} - -%include <typemaps.i> -%apply bool *OUTPUT { bool *bWasExisting }; - -%include "assimp.hpp" - -%clear bool *bWasExisting; |