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-rw-r--r--libs/assimp/port/AndroidJNI/AndroidJNIIOSystem.cpp210
-rw-r--r--libs/assimp/port/AndroidJNI/BundledAssetIOSystem.cpp80
-rw-r--r--libs/assimp/port/AndroidJNI/CMakeLists.txt16
-rw-r--r--libs/assimp/port/AndroidJNI/README.md32
-rw-r--r--libs/assimp/port/AssimpDelphi/Readme.txt6
-rw-r--r--libs/assimp/port/AssimpDelphi/aiColor4D.pas17
-rw-r--r--libs/assimp/port/AssimpDelphi/aiMaterial.pas153
-rw-r--r--libs/assimp/port/AssimpDelphi/aiMatrix3x3.pas16
-rw-r--r--libs/assimp/port/AssimpDelphi/aiMatrix4x4.pas16
-rw-r--r--libs/assimp/port/AssimpDelphi/aiMesh.pas71
-rw-r--r--libs/assimp/port/AssimpDelphi/aiQuaternion.pas12
-rw-r--r--libs/assimp/port/AssimpDelphi/aiScene.pas46
-rw-r--r--libs/assimp/port/AssimpDelphi/aiTexture.pas26
-rw-r--r--libs/assimp/port/AssimpDelphi/aiTypes.pas53
-rw-r--r--libs/assimp/port/AssimpDelphi/aiVector2D.pas13
-rw-r--r--libs/assimp/port/AssimpDelphi/aiVector3D.pas16
-rw-r--r--libs/assimp/port/AssimpDelphi/assimp.pas58
-rw-r--r--libs/assimp/port/AssimpNET/Readme.md1
-rw-r--r--libs/assimp/port/AssimpPascal/Readme.md1
-rw-r--r--libs/assimp/port/PyAssimp/3d_viewer_screenshot.pngbin51610 -> 0 bytes
-rw-r--r--libs/assimp/port/PyAssimp/README.md86
-rw-r--r--libs/assimp/port/PyAssimp/README.rst93
-rw-r--r--libs/assimp/port/PyAssimp/gen/materialgen.py96
-rw-r--r--libs/assimp/port/PyAssimp/gen/structsgen.py290
-rw-r--r--libs/assimp/port/PyAssimp/pyassimp/__init__.py1
-rw-r--r--libs/assimp/port/PyAssimp/pyassimp/core.py556
-rw-r--r--libs/assimp/port/PyAssimp/pyassimp/errors.py11
-rw-r--r--libs/assimp/port/PyAssimp/pyassimp/formats.py41
-rw-r--r--libs/assimp/port/PyAssimp/pyassimp/helper.py283
-rw-r--r--libs/assimp/port/PyAssimp/pyassimp/material.py89
-rw-r--r--libs/assimp/port/PyAssimp/pyassimp/postprocess.py530
-rw-r--r--libs/assimp/port/PyAssimp/pyassimp/structs.py1135
-rwxr-xr-xlibs/assimp/port/PyAssimp/scripts/3d_viewer.py1318
-rwxr-xr-xlibs/assimp/port/PyAssimp/scripts/3d_viewer_py3.py1316
-rw-r--r--libs/assimp/port/PyAssimp/scripts/README.md13
-rwxr-xr-xlibs/assimp/port/PyAssimp/scripts/fixed_pipeline_3d_viewer.py372
-rwxr-xr-xlibs/assimp/port/PyAssimp/scripts/quicktest.py53
-rwxr-xr-xlibs/assimp/port/PyAssimp/scripts/sample.py89
-rw-r--r--libs/assimp/port/PyAssimp/scripts/transformations.py1705
-rw-r--r--libs/assimp/port/PyAssimp/setup.py26
-rw-r--r--libs/assimp/port/assimp_rs/Cargo.lock6
-rw-r--r--libs/assimp/port/assimp_rs/Cargo.toml9
-rw-r--r--libs/assimp/port/assimp_rs/src/camera/mod.rs1
-rw-r--r--libs/assimp/port/assimp_rs/src/core/mod.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/errors/mod.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/formats/mod.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/lib.rs17
-rw-r--r--libs/assimp/port/assimp_rs/src/material/mod.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/postprocess/mod.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/shims/mod.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/socket/mod.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/anim/anim.rs44
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/anim/mod.rs6
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/blob/blob.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/blob/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/bone/bone.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/bone/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/camera/camera.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/camera/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/color/color.rs27
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/color/mod.rs5
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/face/face.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/face/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/key/key.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/key/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/light/light.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/light/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/material/material.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/material/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/matrix/matrix.rs64
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/matrix/mod.rs4
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/memory/memory.rs35
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/memory/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/mesh/mesh.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/mesh/mod.rs3
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/meta/meta.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/meta/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/mod.rs61
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/node/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/node/node.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/plane/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/plane/plane.rs23
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/quaternion/mod.rs3
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/quaternion/quaternion.rs7
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/ray/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/ray/ray.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/scene/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/scene/scene.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/string/mod.rs3
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/string/string.rs41
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/texture/mod.rs3
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/texture/texture.rs19
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/transform/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/transform/transform.rs0
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/vec/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/vec/vec.rs48
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/vertex/mod.rs2
-rw-r--r--libs/assimp/port/assimp_rs/src/structs/vertex/vertex.rs0
-rw-r--r--libs/assimp/port/dAssimp/README13
-rw-r--r--libs/assimp/port/dAssimp/assimp/animation.d240
-rw-r--r--libs/assimp/port/dAssimp/assimp/api.d686
-rw-r--r--libs/assimp/port/dAssimp/assimp/assimp.d63
-rw-r--r--libs/assimp/port/dAssimp/assimp/camera.d182
-rw-r--r--libs/assimp/port/dAssimp/assimp/config.d705
-rw-r--r--libs/assimp/port/dAssimp/assimp/fileIO.d140
-rw-r--r--libs/assimp/port/dAssimp/assimp/light.d215
-rw-r--r--libs/assimp/port/dAssimp/assimp/loader.d193
-rw-r--r--libs/assimp/port/dAssimp/assimp/material.d641
-rw-r--r--libs/assimp/port/dAssimp/assimp/math.d155
-rw-r--r--libs/assimp/port/dAssimp/assimp/mesh.d465
-rw-r--r--libs/assimp/port/dAssimp/assimp/postprocess.d597
-rw-r--r--libs/assimp/port/dAssimp/assimp/scene.d306
-rw-r--r--libs/assimp/port/dAssimp/assimp/texture.d122
-rw-r--r--libs/assimp/port/dAssimp/assimp/types.d249
-rw-r--r--libs/assimp/port/dAssimp/assimp/versionInfo.d72
-rw-r--r--libs/assimp/port/iOS/IPHONEOS_ARM64E_TOOLCHAIN.cmake17
-rw-r--r--libs/assimp/port/iOS/IPHONEOS_ARM64_TOOLCHAIN.cmake17
-rw-r--r--libs/assimp/port/iOS/IPHONEOS_ARMV6_TOOLCHAIN.cmake17
-rw-r--r--libs/assimp/port/iOS/IPHONEOS_ARMV7S_TOOLCHAIN.cmake17
-rw-r--r--libs/assimp/port/iOS/IPHONEOS_ARMV7_TOOLCHAIN.cmake17
-rw-r--r--libs/assimp/port/iOS/IPHONEOS_I386_TOOLCHAIN.cmake17
-rw-r--r--libs/assimp/port/iOS/IPHONEOS_X86_64_TOOLCHAIN.cmake17
-rw-r--r--libs/assimp/port/iOS/README.md39
-rwxr-xr-xlibs/assimp/port/iOS/build.sh205
-rw-r--r--libs/assimp/port/jassimp/README56
-rw-r--r--libs/assimp/port/jassimp/build.xml54
-rw-r--r--libs/assimp/port/jassimp/jassimp-native/Android.mk13
-rw-r--r--libs/assimp/port/jassimp/jassimp-native/src/jassimp.cpp1995
-rw-r--r--libs/assimp/port/jassimp/jassimp-native/src/jassimp.h47
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiAnimBehavior.java112
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiAnimation.java175
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiBlendMode.java117
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiBone.java136
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiBoneWeight.java88
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiBuiltInWrapperProvider.java84
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiCamera.java303
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiClassLoaderIOSystem.java153
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiColor.java160
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiConfig.java15
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiConfigOptions.java663
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiIOStream.java80
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiIOSystem.java79
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiInputStreamIOStream.java127
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiLight.java387
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiLightType.java123
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiMaterial.java1199
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiMatrix4f.java133
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiMesh.java1421
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiMeshAnim.java49
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiMetadataEntry.java118
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiNode.java246
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiNodeAnim.java501
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiPostProcessSteps.java571
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiPrimitiveType.java113
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java46
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiQuaternion.java165
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiScene.java251
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiSceneFlag.java151
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiShadingMode.java168
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureInfo.java224
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureMapMode.java113
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureMapping.java78
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureOp.java137
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureType.java218
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiVector.java195
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/AiWrapperProvider.java149
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/JaiDebug.java209
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/Jassimp.java402
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/JassimpConfig.java66
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/JassimpLibraryLoader.java65
-rw-r--r--libs/assimp/port/jassimp/jassimp/src/jassimp/package-info.java45
-rw-r--r--libs/assimp/port/swig/DONOTUSEYET1
-rw-r--r--libs/assimp/port/swig/assimp.i140
-rwxr-xr-xlibs/assimp/port/swig/d/build.sh2
-rwxr-xr-xlibs/assimp/port/swig/d/generate.sh4
-rw-r--r--libs/assimp/port/swig/interface/DefaultLogger.i5
-rw-r--r--libs/assimp/port/swig/interface/IOStream.i5
-rw-r--r--libs/assimp/port/swig/interface/IOSystem.i11
-rw-r--r--libs/assimp/port/swig/interface/LogStream.i5
-rw-r--r--libs/assimp/port/swig/interface/Logger.i5
-rw-r--r--libs/assimp/port/swig/interface/NullLogger.i5
-rw-r--r--libs/assimp/port/swig/interface/aiAnim.i8
-rw-r--r--libs/assimp/port/swig/interface/aiAssert.i5
-rw-r--r--libs/assimp/port/swig/interface/aiCamera.i5
-rw-r--r--libs/assimp/port/swig/interface/aiColor4D.i5
-rw-r--r--libs/assimp/port/swig/interface/aiConfig.i5
-rw-r--r--libs/assimp/port/swig/interface/aiDefines.i5
-rw-r--r--libs/assimp/port/swig/interface/aiFileIO.i5
-rw-r--r--libs/assimp/port/swig/interface/aiLight.i5
-rw-r--r--libs/assimp/port/swig/interface/aiMaterial.i33
-rw-r--r--libs/assimp/port/swig/interface/aiMatrix3x3.i5
-rw-r--r--libs/assimp/port/swig/interface/aiMatrix4x4.i5
-rw-r--r--libs/assimp/port/swig/interface/aiMesh.i29
-rw-r--r--libs/assimp/port/swig/interface/aiPostProcess.i7
-rw-r--r--libs/assimp/port/swig/interface/aiQuaternion.i5
-rw-r--r--libs/assimp/port/swig/interface/aiScene.i17
-rw-r--r--libs/assimp/port/swig/interface/aiTexture.i5
-rw-r--r--libs/assimp/port/swig/interface/aiTypes.i8
-rw-r--r--libs/assimp/port/swig/interface/aiVector2D.i5
-rw-r--r--libs/assimp/port/swig/interface/aiVector3D.i5
-rw-r--r--libs/assimp/port/swig/interface/aiVersion.i5
-rw-r--r--libs/assimp/port/swig/interface/assimp.i45
202 files changed, 0 insertions, 27214 deletions
diff --git a/libs/assimp/port/AndroidJNI/AndroidJNIIOSystem.cpp b/libs/assimp/port/AndroidJNI/AndroidJNIIOSystem.cpp
deleted file mode 100644
index e0f8123..0000000
--- a/libs/assimp/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/libs/assimp/port/AndroidJNI/BundledAssetIOSystem.cpp b/libs/assimp/port/AndroidJNI/BundledAssetIOSystem.cpp
deleted file mode 100644
index 39daf99..0000000
--- a/libs/assimp/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/libs/assimp/port/AndroidJNI/CMakeLists.txt b/libs/assimp/port/AndroidJNI/CMakeLists.txt
deleted file mode 100644
index 8c821c7..0000000
--- a/libs/assimp/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 "${TARGETS_EXPORT_NAME}")
diff --git a/libs/assimp/port/AndroidJNI/README.md b/libs/assimp/port/AndroidJNI/README.md
deleted file mode 100644
index 003b1da..0000000
--- a/libs/assimp/port/AndroidJNI/README.md
+++ /dev/null
@@ -1,32 +0,0 @@
-Build Asset Importer Lib for Android
-====================================
-This module provides a facade for the io-stream-access to files behind the android-asset-management within
-an Android-native application.
-- It is built as a static library
-- It requires Android NDK with android API > 9 support.
-
-### Building ###
-To use this module please provide following cmake defines:
-```
--DASSIMP_ANDROID_JNIIOSYSTEM=ON
--DCMAKE_TOOLCHAIN_FILE=$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/libs/assimp/port/AssimpDelphi/Readme.txt b/libs/assimp/port/AssimpDelphi/Readme.txt
deleted file mode 100644
index 1ec6d21..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiColor4D.pas b/libs/assimp/port/AssimpDelphi/aiColor4D.pas
deleted file mode 100644
index 0bc5d2a..0000000
--- a/libs/assimp/port/AssimpDelphi/aiColor4D.pas
+++ /dev/null
@@ -1,17 +0,0 @@
-unit aiColor4D;
-
-interface
-
-const AI_MAX_NUMBER_OF_COLOR_SETS = $04;
-
-type TaiColor4D = packed record
- r, g, b, a: single;
-end;
-type PaiColor4D = ^TaiColor4D;
-
-type TaiColor4DArray = array[0..0] of TaiColor4D;
-type PTaiColor4DArray = ^TaiColor4DArray;
-
-implementation
-
-end.
diff --git a/libs/assimp/port/AssimpDelphi/aiMaterial.pas b/libs/assimp/port/AssimpDelphi/aiMaterial.pas
deleted file mode 100644
index ffd8109..0000000
--- a/libs/assimp/port/AssimpDelphi/aiMaterial.pas
+++ /dev/null
@@ -1,153 +0,0 @@
-unit aiMaterial;
-
-interface
-
-uses aiTypes, aiVector2D, aiVector3D;
-
-{This following directive causes enums to be stored as double words (32bit), to be compatible with
- the assimp C Dll}
-{$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/libs/assimp/port/AssimpDelphi/aiMatrix3x3.pas b/libs/assimp/port/AssimpDelphi/aiMatrix3x3.pas
deleted file mode 100644
index a90f11f..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiMatrix4x4.pas b/libs/assimp/port/AssimpDelphi/aiMatrix4x4.pas
deleted file mode 100644
index 45e0faf..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiMesh.pas b/libs/assimp/port/AssimpDelphi/aiMesh.pas
deleted file mode 100644
index a05a0f2..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiQuaternion.pas b/libs/assimp/port/AssimpDelphi/aiQuaternion.pas
deleted file mode 100644
index d5550de..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiScene.pas b/libs/assimp/port/AssimpDelphi/aiScene.pas
deleted file mode 100644
index 28cebf1..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiTexture.pas b/libs/assimp/port/AssimpDelphi/aiTexture.pas
deleted file mode 100644
index 55e246f..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiTypes.pas b/libs/assimp/port/AssimpDelphi/aiTypes.pas
deleted file mode 100644
index b7924e8..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiVector2D.pas b/libs/assimp/port/AssimpDelphi/aiVector2D.pas
deleted file mode 100644
index 1e88209..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/aiVector3D.pas b/libs/assimp/port/AssimpDelphi/aiVector3D.pas
deleted file mode 100644
index 2081bb4..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpDelphi/assimp.pas b/libs/assimp/port/AssimpDelphi/assimp.pas
deleted file mode 100644
index d5bf31d..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpNET/Readme.md b/libs/assimp/port/AssimpNET/Readme.md
deleted file mode 100644
index 814cab3..0000000
--- a/libs/assimp/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/libs/assimp/port/AssimpPascal/Readme.md b/libs/assimp/port/AssimpPascal/Readme.md
deleted file mode 100644
index 9dfc652..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/3d_viewer_screenshot.png b/libs/assimp/port/PyAssimp/3d_viewer_screenshot.png
deleted file mode 100644
index 2031faf..0000000
--- a/libs/assimp/port/PyAssimp/3d_viewer_screenshot.png
+++ /dev/null
Binary files differ
diff --git a/libs/assimp/port/PyAssimp/README.md b/libs/assimp/port/PyAssimp/README.md
deleted file mode 100644
index c9944f7..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/README.rst b/libs/assimp/port/PyAssimp/README.rst
deleted file mode 100644
index 03b7968..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/gen/materialgen.py b/libs/assimp/port/PyAssimp/gen/materialgen.py
deleted file mode 100644
index ef32d8e..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/gen/structsgen.py b/libs/assimp/port/PyAssimp/gen/structsgen.py
deleted file mode 100644
index f34ec19..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/pyassimp/__init__.py b/libs/assimp/port/PyAssimp/pyassimp/__init__.py
deleted file mode 100644
index bb67a43..0000000
--- a/libs/assimp/port/PyAssimp/pyassimp/__init__.py
+++ /dev/null
@@ -1 +0,0 @@
-from .core import *
diff --git a/libs/assimp/port/PyAssimp/pyassimp/core.py b/libs/assimp/port/PyAssimp/pyassimp/core.py
deleted file mode 100644
index 35ad882..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/pyassimp/errors.py b/libs/assimp/port/PyAssimp/pyassimp/errors.py
deleted file mode 100644
index e017b51..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/pyassimp/formats.py b/libs/assimp/port/PyAssimp/pyassimp/formats.py
deleted file mode 100644
index 5d454e5..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/pyassimp/helper.py b/libs/assimp/port/PyAssimp/pyassimp/helper.py
deleted file mode 100644
index 7c14f60..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/pyassimp/material.py b/libs/assimp/port/PyAssimp/pyassimp/material.py
deleted file mode 100644
index a36e50a..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/pyassimp/postprocess.py b/libs/assimp/port/PyAssimp/pyassimp/postprocess.py
deleted file mode 100644
index 0c55d67..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/pyassimp/structs.py b/libs/assimp/port/PyAssimp/pyassimp/structs.py
deleted file mode 100644
index e1fba19..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/scripts/3d_viewer.py b/libs/assimp/port/PyAssimp/scripts/3d_viewer.py
deleted file mode 100755
index 08a6266..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/scripts/3d_viewer_py3.py b/libs/assimp/port/PyAssimp/scripts/3d_viewer_py3.py
deleted file mode 100755
index fcee637..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/scripts/README.md b/libs/assimp/port/PyAssimp/scripts/README.md
deleted file mode 100644
index 42caa27..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/scripts/fixed_pipeline_3d_viewer.py b/libs/assimp/port/PyAssimp/scripts/fixed_pipeline_3d_viewer.py
deleted file mode 100755
index c2f6ceb..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/scripts/quicktest.py b/libs/assimp/port/PyAssimp/scripts/quicktest.py
deleted file mode 100755
index cbeccb4..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/scripts/sample.py b/libs/assimp/port/PyAssimp/scripts/sample.py
deleted file mode 100755
index 3cd4b3e..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/scripts/transformations.py b/libs/assimp/port/PyAssimp/scripts/transformations.py
deleted file mode 100644
index bf0cac9..0000000
--- a/libs/assimp/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/libs/assimp/port/PyAssimp/setup.py b/libs/assimp/port/PyAssimp/setup.py
deleted file mode 100644
index a3497d6..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/Cargo.lock b/libs/assimp/port/assimp_rs/Cargo.lock
deleted file mode 100644
index 4f571f3..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/Cargo.toml b/libs/assimp/port/assimp_rs/Cargo.toml
deleted file mode 100644
index 073a2b2..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/camera/mod.rs b/libs/assimp/port/assimp_rs/src/camera/mod.rs
deleted file mode 100644
index 26ca118..0000000
--- a/libs/assimp/port/assimp_rs/src/camera/mod.rs
+++ /dev/null
@@ -1 +0,0 @@
-pub use self::structs::{Camera};
diff --git a/libs/assimp/port/assimp_rs/src/core/mod.rs b/libs/assimp/port/assimp_rs/src/core/mod.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/core/mod.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/errors/mod.rs b/libs/assimp/port/assimp_rs/src/errors/mod.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/errors/mod.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/formats/mod.rs b/libs/assimp/port/assimp_rs/src/formats/mod.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/formats/mod.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/lib.rs b/libs/assimp/port/assimp_rs/src/lib.rs
deleted file mode 100644
index dbb6488..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/material/mod.rs b/libs/assimp/port/assimp_rs/src/material/mod.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/material/mod.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/postprocess/mod.rs b/libs/assimp/port/assimp_rs/src/postprocess/mod.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/postprocess/mod.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/shims/mod.rs b/libs/assimp/port/assimp_rs/src/shims/mod.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/shims/mod.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/socket/mod.rs b/libs/assimp/port/assimp_rs/src/socket/mod.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/socket/mod.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/anim/anim.rs b/libs/assimp/port/assimp_rs/src/structs/anim/anim.rs
deleted file mode 100644
index 5374151..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/anim/mod.rs b/libs/assimp/port/assimp_rs/src/structs/anim/mod.rs
deleted file mode 100644
index a0d4b7d..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/blob/blob.rs b/libs/assimp/port/assimp_rs/src/structs/blob/blob.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/blob/blob.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/blob/mod.rs b/libs/assimp/port/assimp_rs/src/structs/blob/mod.rs
deleted file mode 100644
index ad7612c..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/blob/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod blob;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/bone/bone.rs b/libs/assimp/port/assimp_rs/src/structs/bone/bone.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/bone/bone.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/bone/mod.rs b/libs/assimp/port/assimp_rs/src/structs/bone/mod.rs
deleted file mode 100644
index 758a15a..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/bone/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod bone;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/camera/camera.rs b/libs/assimp/port/assimp_rs/src/structs/camera/camera.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/camera/camera.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/camera/mod.rs b/libs/assimp/port/assimp_rs/src/structs/camera/mod.rs
deleted file mode 100644
index d4d79d0..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/camera/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod camera;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/color/color.rs b/libs/assimp/port/assimp_rs/src/structs/color/color.rs
deleted file mode 100644
index 0b5fc64..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/color/mod.rs b/libs/assimp/port/assimp_rs/src/structs/color/mod.rs
deleted file mode 100644
index d88527e..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/face/face.rs b/libs/assimp/port/assimp_rs/src/structs/face/face.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/face/face.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/face/mod.rs b/libs/assimp/port/assimp_rs/src/structs/face/mod.rs
deleted file mode 100644
index ae5aa5b..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/face/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod face;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/key/key.rs b/libs/assimp/port/assimp_rs/src/structs/key/key.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/key/key.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/key/mod.rs b/libs/assimp/port/assimp_rs/src/structs/key/mod.rs
deleted file mode 100644
index b23779d..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/key/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod key;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/light/light.rs b/libs/assimp/port/assimp_rs/src/structs/light/light.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/light/light.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/light/mod.rs b/libs/assimp/port/assimp_rs/src/structs/light/mod.rs
deleted file mode 100644
index a68b519..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/light/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod light;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/material/material.rs b/libs/assimp/port/assimp_rs/src/structs/material/material.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/material/material.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/material/mod.rs b/libs/assimp/port/assimp_rs/src/structs/material/mod.rs
deleted file mode 100644
index 54de8b3..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/material/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod material;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/matrix/matrix.rs b/libs/assimp/port/assimp_rs/src/structs/matrix/matrix.rs
deleted file mode 100644
index 4673b2d..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/matrix/mod.rs b/libs/assimp/port/assimp_rs/src/structs/matrix/mod.rs
deleted file mode 100644
index b0fb1e1..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/memory/memory.rs b/libs/assimp/port/assimp_rs/src/structs/memory/memory.rs
deleted file mode 100644
index c076f17..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/memory/mod.rs b/libs/assimp/port/assimp_rs/src/structs/memory/mod.rs
deleted file mode 100644
index 8c8c31c..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/memory/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod memory;
-pub use self::memory::MemoryInfo;
diff --git a/libs/assimp/port/assimp_rs/src/structs/mesh/mesh.rs b/libs/assimp/port/assimp_rs/src/structs/mesh/mesh.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/mesh/mesh.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/mesh/mod.rs b/libs/assimp/port/assimp_rs/src/structs/mesh/mod.rs
deleted file mode 100644
index 1c3ef65..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/mesh/mod.rs
+++ /dev/null
@@ -1,3 +0,0 @@
-mod mesh;
-
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/meta/meta.rs b/libs/assimp/port/assimp_rs/src/structs/meta/meta.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/meta/meta.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/meta/mod.rs b/libs/assimp/port/assimp_rs/src/structs/meta/mod.rs
deleted file mode 100644
index 0452947..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/meta/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod meta;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/mod.rs b/libs/assimp/port/assimp_rs/src/structs/mod.rs
deleted file mode 100644
index fd90876..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/node/mod.rs b/libs/assimp/port/assimp_rs/src/structs/node/mod.rs
deleted file mode 100644
index c1fc34c..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/node/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod node;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/node/node.rs b/libs/assimp/port/assimp_rs/src/structs/node/node.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/node/node.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/plane/mod.rs b/libs/assimp/port/assimp_rs/src/structs/plane/mod.rs
deleted file mode 100644
index c73a8ed..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/plane/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod plane;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/plane/plane.rs b/libs/assimp/port/assimp_rs/src/structs/plane/plane.rs
deleted file mode 100644
index 2b0b744..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/quaternion/mod.rs b/libs/assimp/port/assimp_rs/src/structs/quaternion/mod.rs
deleted file mode 100644
index bb2c061..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/quaternion/mod.rs
+++ /dev/null
@@ -1,3 +0,0 @@
-mod quaternion;
-
-pub use self::quaternion::Quaternion;
diff --git a/libs/assimp/port/assimp_rs/src/structs/quaternion/quaternion.rs b/libs/assimp/port/assimp_rs/src/structs/quaternion/quaternion.rs
deleted file mode 100644
index 970f5cc..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/ray/mod.rs b/libs/assimp/port/assimp_rs/src/structs/ray/mod.rs
deleted file mode 100644
index 7f0be07..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/ray/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod ray;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/ray/ray.rs b/libs/assimp/port/assimp_rs/src/structs/ray/ray.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/ray/ray.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/scene/mod.rs b/libs/assimp/port/assimp_rs/src/structs/scene/mod.rs
deleted file mode 100644
index 5aea638..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/scene/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod scene;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/scene/scene.rs b/libs/assimp/port/assimp_rs/src/structs/scene/scene.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/scene/scene.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/string/mod.rs b/libs/assimp/port/assimp_rs/src/structs/string/mod.rs
deleted file mode 100644
index f599ba7..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/string/string.rs b/libs/assimp/port/assimp_rs/src/structs/string/string.rs
deleted file mode 100644
index b88457d..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/texture/mod.rs b/libs/assimp/port/assimp_rs/src/structs/texture/mod.rs
deleted file mode 100644
index 1b5c930..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/texture/mod.rs
+++ /dev/null
@@ -1,3 +0,0 @@
-mod texture;
-pub use self::texture::Texel;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/texture/texture.rs b/libs/assimp/port/assimp_rs/src/structs/texture/texture.rs
deleted file mode 100644
index b2c72f3..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/transform/mod.rs b/libs/assimp/port/assimp_rs/src/structs/transform/mod.rs
deleted file mode 100644
index b80c43d..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/transform/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod transform;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/transform/transform.rs b/libs/assimp/port/assimp_rs/src/structs/transform/transform.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/transform/transform.rs
+++ /dev/null
diff --git a/libs/assimp/port/assimp_rs/src/structs/vec/mod.rs b/libs/assimp/port/assimp_rs/src/structs/vec/mod.rs
deleted file mode 100644
index 3613d5d..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/vec/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod vec;
-
diff --git a/libs/assimp/port/assimp_rs/src/structs/vec/vec.rs b/libs/assimp/port/assimp_rs/src/structs/vec/vec.rs
deleted file mode 100644
index ee0d194..0000000
--- a/libs/assimp/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/libs/assimp/port/assimp_rs/src/structs/vertex/mod.rs b/libs/assimp/port/assimp_rs/src/structs/vertex/mod.rs
deleted file mode 100644
index 97ae3ec..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/vertex/mod.rs
+++ /dev/null
@@ -1,2 +0,0 @@
-mod vertex;
-// pub use self::vertex::
diff --git a/libs/assimp/port/assimp_rs/src/structs/vertex/vertex.rs b/libs/assimp/port/assimp_rs/src/structs/vertex/vertex.rs
deleted file mode 100644
index e69de29..0000000
--- a/libs/assimp/port/assimp_rs/src/structs/vertex/vertex.rs
+++ /dev/null
diff --git a/libs/assimp/port/dAssimp/README b/libs/assimp/port/dAssimp/README
deleted file mode 100644
index af82cb1..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/animation.d b/libs/assimp/port/dAssimp/assimp/animation.d
deleted file mode 100644
index 9a36940..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/api.d b/libs/assimp/port/dAssimp/assimp/api.d
deleted file mode 100644
index bc7a157..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/assimp.d b/libs/assimp/port/dAssimp/assimp/assimp.d
deleted file mode 100644
index a147ee2..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/camera.d b/libs/assimp/port/dAssimp/assimp/camera.d
deleted file mode 100644
index 5567be2..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/config.d b/libs/assimp/port/dAssimp/assimp/config.d
deleted file mode 100644
index 761156b..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/fileIO.d b/libs/assimp/port/dAssimp/assimp/fileIO.d
deleted file mode 100644
index 108d883..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/light.d b/libs/assimp/port/dAssimp/assimp/light.d
deleted file mode 100644
index 0842d67..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/loader.d b/libs/assimp/port/dAssimp/assimp/loader.d
deleted file mode 100644
index 279f0a7..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/material.d b/libs/assimp/port/dAssimp/assimp/material.d
deleted file mode 100644
index f0eae86..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/math.d b/libs/assimp/port/dAssimp/assimp/math.d
deleted file mode 100644
index 057bbd5..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/mesh.d b/libs/assimp/port/dAssimp/assimp/mesh.d
deleted file mode 100644
index 48162b7..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/postprocess.d b/libs/assimp/port/dAssimp/assimp/postprocess.d
deleted file mode 100644
index 343bb36..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/scene.d b/libs/assimp/port/dAssimp/assimp/scene.d
deleted file mode 100644
index deee75a..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/texture.d b/libs/assimp/port/dAssimp/assimp/texture.d
deleted file mode 100644
index 83453b9..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/types.d b/libs/assimp/port/dAssimp/assimp/types.d
deleted file mode 100644
index 5aa4d54..0000000
--- a/libs/assimp/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/libs/assimp/port/dAssimp/assimp/versionInfo.d b/libs/assimp/port/dAssimp/assimp/versionInfo.d
deleted file mode 100644
index 5a7e9b9..0000000
--- a/libs/assimp/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/libs/assimp/port/iOS/IPHONEOS_ARM64E_TOOLCHAIN.cmake b/libs/assimp/port/iOS/IPHONEOS_ARM64E_TOOLCHAIN.cmake
deleted file mode 100644
index 0cf2b6b..0000000
--- a/libs/assimp/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/libs/assimp/port/iOS/IPHONEOS_ARM64_TOOLCHAIN.cmake b/libs/assimp/port/iOS/IPHONEOS_ARM64_TOOLCHAIN.cmake
deleted file mode 100644
index 0f476f1..0000000
--- a/libs/assimp/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}" "${DEVROOT}")
-SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
-SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
-SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) \ No newline at end of file
diff --git a/libs/assimp/port/iOS/IPHONEOS_ARMV6_TOOLCHAIN.cmake b/libs/assimp/port/iOS/IPHONEOS_ARMV6_TOOLCHAIN.cmake
deleted file mode 100644
index 2f5d969..0000000
--- a/libs/assimp/port/iOS/IPHONEOS_ARMV6_TOOLCHAIN.cmake
+++ /dev/null
@@ -1,17 +0,0 @@
-INCLUDE(CMakeForceCompiler)
-
-SET (CMAKE_CROSSCOMPILING TRUE)
-SET (CMAKE_SYSTEM_NAME "Darwin")
-SET (CMAKE_SYSTEM_PROCESSOR "armv6")
-SET (IOS TRUE)
-
-SET (IOS_SDK_DEVICE iPhoneOS)
-
-SET (SDKVER "${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/libs/assimp/port/iOS/IPHONEOS_ARMV7S_TOOLCHAIN.cmake b/libs/assimp/port/iOS/IPHONEOS_ARMV7S_TOOLCHAIN.cmake
deleted file mode 100644
index 325d483..0000000
--- a/libs/assimp/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}" "${DEVROOT}")
-SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
-SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
-SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) \ No newline at end of file
diff --git a/libs/assimp/port/iOS/IPHONEOS_ARMV7_TOOLCHAIN.cmake b/libs/assimp/port/iOS/IPHONEOS_ARMV7_TOOLCHAIN.cmake
deleted file mode 100644
index 73087e0..0000000
--- a/libs/assimp/port/iOS/IPHONEOS_ARMV7_TOOLCHAIN.cmake
+++ /dev/null
@@ -1,17 +0,0 @@
-INCLUDE(CMakeForceCompiler)
-
-SET (CMAKE_CROSSCOMPILING TRUE)
-SET (CMAKE_SYSTEM_NAME "Darwin")
-SET (CMAKE_SYSTEM_PROCESSOR "armv7")
-SET (IOS TRUE)
-
-SET (IOS_SDK_DEVICE iPhoneOS)
-
-SET (SDKVER "${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/libs/assimp/port/iOS/IPHONEOS_I386_TOOLCHAIN.cmake b/libs/assimp/port/iOS/IPHONEOS_I386_TOOLCHAIN.cmake
deleted file mode 100644
index dc35d37..0000000
--- a/libs/assimp/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}" "${DEVROOT}")
-SET (CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
-SET (CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
-SET (CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) \ No newline at end of file
diff --git a/libs/assimp/port/iOS/IPHONEOS_X86_64_TOOLCHAIN.cmake b/libs/assimp/port/iOS/IPHONEOS_X86_64_TOOLCHAIN.cmake
deleted file mode 100644
index a9ed2b8..0000000
--- a/libs/assimp/port/iOS/IPHONEOS_X86_64_TOOLCHAIN.cmake
+++ /dev/null
@@ -1,17 +0,0 @@
-INCLUDE(CMakeForceCompiler)
-
-SET (CMAKE_CROSSCOMPILING TRUE)
-SET (CMAKE_SYSTEM_NAME "Darwin")
-SET (CMAKE_SYSTEM_PROCESSOR "x86_64")
-SET (IOS TRUE)
-
-SET (IOS_SDK_DEVICE iPhoneSimulator)
-
-SET (SDKVER "${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/libs/assimp/port/iOS/README.md b/libs/assimp/port/iOS/README.md
deleted file mode 100644
index ca5632a..0000000
--- a/libs/assimp/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/libs/assimp/port/iOS/build.sh b/libs/assimp/port/iOS/build.sh
deleted file mode 100755
index 335b450..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/README b/libs/assimp/port/jassimp/README
deleted file mode 100644
index a642f75..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/build.xml b/libs/assimp/port/jassimp/build.xml
deleted file mode 100644
index 1352e3f..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp-native/Android.mk b/libs/assimp/port/jassimp/jassimp-native/Android.mk
deleted file mode 100644
index 94b233b..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp-native/src/jassimp.cpp b/libs/assimp/port/jassimp/jassimp-native/src/jassimp.cpp
deleted file mode 100644
index 6661ce9..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp-native/src/jassimp.h b/libs/assimp/port/jassimp/jassimp-native/src/jassimp.h
deleted file mode 100644
index 2a4a845..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiAnimBehavior.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiAnimBehavior.java
deleted file mode 100644
index ae4f04a..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiAnimation.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiAnimation.java
deleted file mode 100644
index 856b918..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiBlendMode.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiBlendMode.java
deleted file mode 100644
index d3a0e0e..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiBone.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiBone.java
deleted file mode 100644
index eaaf481..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiBoneWeight.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiBoneWeight.java
deleted file mode 100644
index 7d7a183..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiBuiltInWrapperProvider.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiBuiltInWrapperProvider.java
deleted file mode 100644
index ebc23c0..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiCamera.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiCamera.java
deleted file mode 100644
index b0f692e..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiClassLoaderIOSystem.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiClassLoaderIOSystem.java
deleted file mode 100644
index 687e9f3..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiColor.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiColor.java
deleted file mode 100644
index 5cea22a..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiConfig.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiConfig.java
deleted file mode 100644
index f49ce86..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiConfigOptions.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiConfigOptions.java
deleted file mode 100644
index 6196598..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiIOStream.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiIOStream.java
deleted file mode 100644
index 71405e6..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiIOSystem.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiIOSystem.java
deleted file mode 100644
index 7e15ee0..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiInputStreamIOStream.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiInputStreamIOStream.java
deleted file mode 100644
index 64aa40a..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiLight.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiLight.java
deleted file mode 100644
index e0a93db..0000000
--- a/libs/assimp/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 "&lt;spotName&gt;.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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiLightType.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiLightType.java
deleted file mode 100644
index 33fd722..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMaterial.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMaterial.java
deleted file mode 100644
index b571f14..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMatrix4f.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMatrix4f.java
deleted file mode 100644
index f78c951..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMesh.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMesh.java
deleted file mode 100644
index eb2ff3c..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMeshAnim.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMeshAnim.java
deleted file mode 100644
index 7c893e0..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMetadataEntry.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiMetadataEntry.java
deleted file mode 100644
index 76e6664..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiNode.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiNode.java
deleted file mode 100644
index 54baf9c..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiNodeAnim.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiNodeAnim.java
deleted file mode 100644
index b07c7ce..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiPostProcessSteps.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiPostProcessSteps.java
deleted file mode 100644
index 7bb617b..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiPrimitiveType.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiPrimitiveType.java
deleted file mode 100644
index af8aa28..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiProgressHandler.java
deleted file mode 100644
index 2987e59..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiQuaternion.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiQuaternion.java
deleted file mode 100644
index a9ca7be..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiScene.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiScene.java
deleted file mode 100644
index b4eed2f..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiSceneFlag.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiSceneFlag.java
deleted file mode 100644
index 772b495..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiShadingMode.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiShadingMode.java
deleted file mode 100644
index fbf6573..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureInfo.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureInfo.java
deleted file mode 100644
index 5092303..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureMapMode.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureMapMode.java
deleted file mode 100644
index c08ca10..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureMapping.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureMapping.java
deleted file mode 100644
index 48c219d..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureOp.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureOp.java
deleted file mode 100644
index df87d96..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureType.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiTextureType.java
deleted file mode 100644
index 9b236ee..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiVector.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiVector.java
deleted file mode 100644
index 440be20..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/AiWrapperProvider.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/AiWrapperProvider.java
deleted file mode 100644
index a29f9d1..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/JaiDebug.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/JaiDebug.java
deleted file mode 100644
index 0ed112a..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/Jassimp.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/Jassimp.java
deleted file mode 100644
index 4610fb1..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/JassimpConfig.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/JassimpConfig.java
deleted file mode 100644
index 7591f0e..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/JassimpLibraryLoader.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/JassimpLibraryLoader.java
deleted file mode 100644
index d87cc82..0000000
--- a/libs/assimp/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/libs/assimp/port/jassimp/jassimp/src/jassimp/package-info.java b/libs/assimp/port/jassimp/jassimp/src/jassimp/package-info.java
deleted file mode 100644
index 7ec8c88..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/DONOTUSEYET b/libs/assimp/port/swig/DONOTUSEYET
deleted file mode 100644
index 87c6e06..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/assimp.i b/libs/assimp/port/swig/assimp.i
deleted file mode 100644
index 58e1546..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/d/build.sh b/libs/assimp/port/swig/d/build.sh
deleted file mode 100755
index 0bf6bff..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/d/generate.sh b/libs/assimp/port/swig/d/generate.sh
deleted file mode 100755
index 7de66b1..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/interface/DefaultLogger.i b/libs/assimp/port/swig/interface/DefaultLogger.i
deleted file mode 100644
index 600d28e..0000000
--- a/libs/assimp/port/swig/interface/DefaultLogger.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "DefaultLogger.h"
-%}
-
-%include "DefaultLogger.h"
diff --git a/libs/assimp/port/swig/interface/IOStream.i b/libs/assimp/port/swig/interface/IOStream.i
deleted file mode 100644
index baca5ef..0000000
--- a/libs/assimp/port/swig/interface/IOStream.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "IOStream.h"
-%}
-
-%include "IOStream.h"
diff --git a/libs/assimp/port/swig/interface/IOSystem.i b/libs/assimp/port/swig/interface/IOSystem.i
deleted file mode 100644
index 3e3e04a..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/interface/LogStream.i b/libs/assimp/port/swig/interface/LogStream.i
deleted file mode 100644
index 022f8e5..0000000
--- a/libs/assimp/port/swig/interface/LogStream.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "LogStream.h"
-%}
-
-%include "LogStream.h"
diff --git a/libs/assimp/port/swig/interface/Logger.i b/libs/assimp/port/swig/interface/Logger.i
deleted file mode 100644
index cadc50b..0000000
--- a/libs/assimp/port/swig/interface/Logger.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "Logger.h"
-%}
-
-%include "Logger.h"
diff --git a/libs/assimp/port/swig/interface/NullLogger.i b/libs/assimp/port/swig/interface/NullLogger.i
deleted file mode 100644
index 5cf42ed..0000000
--- a/libs/assimp/port/swig/interface/NullLogger.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "NullLogger.h"
-%}
-
-%include "NullLogger.h"
diff --git a/libs/assimp/port/swig/interface/aiAnim.i b/libs/assimp/port/swig/interface/aiAnim.i
deleted file mode 100644
index de49700..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/interface/aiAssert.i b/libs/assimp/port/swig/interface/aiAssert.i
deleted file mode 100644
index bc8a9b8..0000000
--- a/libs/assimp/port/swig/interface/aiAssert.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiAssert.h"
-%}
-
-%include "aiAssert.h"
diff --git a/libs/assimp/port/swig/interface/aiCamera.i b/libs/assimp/port/swig/interface/aiCamera.i
deleted file mode 100644
index 5c21245..0000000
--- a/libs/assimp/port/swig/interface/aiCamera.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiCamera.h"
-%}
-
-%include "aiCamera.h"
diff --git a/libs/assimp/port/swig/interface/aiColor4D.i b/libs/assimp/port/swig/interface/aiColor4D.i
deleted file mode 100644
index 3c00916..0000000
--- a/libs/assimp/port/swig/interface/aiColor4D.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiColor4D.h"
-%}
-
-%include "aiColor4D.h"
diff --git a/libs/assimp/port/swig/interface/aiConfig.i b/libs/assimp/port/swig/interface/aiConfig.i
deleted file mode 100644
index 110abb3..0000000
--- a/libs/assimp/port/swig/interface/aiConfig.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiConfig.h"
-%}
-
-%include "aiConfig.h"
diff --git a/libs/assimp/port/swig/interface/aiDefines.i b/libs/assimp/port/swig/interface/aiDefines.i
deleted file mode 100644
index 3a61ea6..0000000
--- a/libs/assimp/port/swig/interface/aiDefines.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiDefines.h"
-%}
-
-%include "aiDefines.h"
diff --git a/libs/assimp/port/swig/interface/aiFileIO.i b/libs/assimp/port/swig/interface/aiFileIO.i
deleted file mode 100644
index 5a1e092..0000000
--- a/libs/assimp/port/swig/interface/aiFileIO.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiFileIO.h"
-%}
-
-%include "aiFileIO.h"
diff --git a/libs/assimp/port/swig/interface/aiLight.i b/libs/assimp/port/swig/interface/aiLight.i
deleted file mode 100644
index fbefde7..0000000
--- a/libs/assimp/port/swig/interface/aiLight.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiLight.h"
-%}
-
-%include "aiLight.h"
diff --git a/libs/assimp/port/swig/interface/aiMaterial.i b/libs/assimp/port/swig/interface/aiMaterial.i
deleted file mode 100644
index 630e6b7..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/interface/aiMatrix3x3.i b/libs/assimp/port/swig/interface/aiMatrix3x3.i
deleted file mode 100644
index 8336d44..0000000
--- a/libs/assimp/port/swig/interface/aiMatrix3x3.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiMatrix3x3.h"
-%}
-
-%include "aiMatrix3x3.h"
diff --git a/libs/assimp/port/swig/interface/aiMatrix4x4.i b/libs/assimp/port/swig/interface/aiMatrix4x4.i
deleted file mode 100644
index 976c56b..0000000
--- a/libs/assimp/port/swig/interface/aiMatrix4x4.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiMatrix4x4.h"
-%}
-
-%include "aiMatrix4x4.h"
diff --git a/libs/assimp/port/swig/interface/aiMesh.i b/libs/assimp/port/swig/interface/aiMesh.i
deleted file mode 100644
index 141366c..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/interface/aiPostProcess.i b/libs/assimp/port/swig/interface/aiPostProcess.i
deleted file mode 100644
index 5f64ec5..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/interface/aiQuaternion.i b/libs/assimp/port/swig/interface/aiQuaternion.i
deleted file mode 100644
index 256057a..0000000
--- a/libs/assimp/port/swig/interface/aiQuaternion.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiQuaternion.h"
-%}
-
-%include "aiQuaternion.h"
diff --git a/libs/assimp/port/swig/interface/aiScene.i b/libs/assimp/port/swig/interface/aiScene.i
deleted file mode 100644
index 7278f33..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/interface/aiTexture.i b/libs/assimp/port/swig/interface/aiTexture.i
deleted file mode 100644
index d07d001..0000000
--- a/libs/assimp/port/swig/interface/aiTexture.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiTexture.h"
-%}
-
-%include "aiTexture.h"
diff --git a/libs/assimp/port/swig/interface/aiTypes.i b/libs/assimp/port/swig/interface/aiTypes.i
deleted file mode 100644
index a086dfd..0000000
--- a/libs/assimp/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/libs/assimp/port/swig/interface/aiVector2D.i b/libs/assimp/port/swig/interface/aiVector2D.i
deleted file mode 100644
index 5db15c0..0000000
--- a/libs/assimp/port/swig/interface/aiVector2D.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiVector2D.h"
-%}
-
-%include "aiVector2D.h"
diff --git a/libs/assimp/port/swig/interface/aiVector3D.i b/libs/assimp/port/swig/interface/aiVector3D.i
deleted file mode 100644
index 2c83f60..0000000
--- a/libs/assimp/port/swig/interface/aiVector3D.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiVector3D.h"
-%}
-
-%include "aiVector3D.h"
diff --git a/libs/assimp/port/swig/interface/aiVersion.i b/libs/assimp/port/swig/interface/aiVersion.i
deleted file mode 100644
index 9ddd532..0000000
--- a/libs/assimp/port/swig/interface/aiVersion.i
+++ /dev/null
@@ -1,5 +0,0 @@
-%{
-#include "aiVersion.h"
-%}
-
-%include "aiVersion.h"
diff --git a/libs/assimp/port/swig/interface/assimp.i b/libs/assimp/port/swig/interface/assimp.i
deleted file mode 100644
index a1b1404..0000000
--- a/libs/assimp/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;