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-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/__init__.py1
-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/core.py556
-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/errors.py11
-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/formats.py41
-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/helper.py283
-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/material.py89
-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py530
-rw-r--r--src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py1135
8 files changed, 2646 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/__init__.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/__init__.py
new file mode 100644
index 0000000..bb67a43
--- /dev/null
+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/__init__.py
@@ -0,0 +1 @@
+from .core import *
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/core.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/core.py
new file mode 100644
index 0000000..35ad882
--- /dev/null
+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/core.py
@@ -0,0 +1,556 @@
+"""
+PyAssimp
+
+This is the main-module of PyAssimp.
+"""
+
+import sys
+if sys.version_info < (2,6):
+ raise RuntimeError('pyassimp: need python 2.6 or newer')
+
+# xrange was renamed range in Python 3 and the original range from Python 2 was removed.
+# To keep compatibility with both Python 2 and 3, xrange is set to range for version 3.0 and up.
+if sys.version_info >= (3,0):
+ xrange = range
+
+
+try:
+ import numpy
+except ImportError:
+ numpy = None
+import logging
+import ctypes
+from contextlib import contextmanager
+logger = logging.getLogger("pyassimp")
+# attach default null handler to logger so it doesn't complain
+# even if you don't attach another handler to logger
+logger.addHandler(logging.NullHandler())
+
+from . import structs
+from . import helper
+from . import postprocess
+from .errors import AssimpError
+
+class AssimpLib(object):
+ """
+ Assimp-Singleton
+ """
+ load, load_mem, export, export_blob, release, dll = helper.search_library()
+_assimp_lib = AssimpLib()
+
+def make_tuple(ai_obj, type = None):
+ res = None
+
+ #notes:
+ # ai_obj._fields_ = [ ("attr", c_type), ... ]
+ # getattr(ai_obj, e[0]).__class__ == float
+
+ if isinstance(ai_obj, structs.Matrix4x4):
+ if numpy:
+ res = numpy.array([getattr(ai_obj, e[0]) for e in ai_obj._fields_]).reshape((4,4))
+ #import pdb;pdb.set_trace()
+ else:
+ res = [getattr(ai_obj, e[0]) for e in ai_obj._fields_]
+ res = [res[i:i+4] for i in xrange(0,16,4)]
+ elif isinstance(ai_obj, structs.Matrix3x3):
+ if numpy:
+ res = numpy.array([getattr(ai_obj, e[0]) for e in ai_obj._fields_]).reshape((3,3))
+ else:
+ res = [getattr(ai_obj, e[0]) for e in ai_obj._fields_]
+ res = [res[i:i+3] for i in xrange(0,9,3)]
+ else:
+ if numpy:
+ res = numpy.array([getattr(ai_obj, e[0]) for e in ai_obj._fields_])
+ else:
+ res = [getattr(ai_obj, e[0]) for e in ai_obj._fields_]
+
+ return res
+
+# Returns unicode object for Python 2, and str object for Python 3.
+def _convert_assimp_string(assimp_string):
+ if sys.version_info >= (3, 0):
+ return str(assimp_string.data, errors='ignore')
+ else:
+ return unicode(assimp_string.data, errors='ignore')
+
+# It is faster and more correct to have an init function for each assimp class
+def _init_face(aiFace):
+ aiFace.indices = [aiFace.mIndices[i] for i in range(aiFace.mNumIndices)]
+assimp_struct_inits = { structs.Face : _init_face }
+
+def call_init(obj, caller = None):
+ if helper.hasattr_silent(obj,'contents'): #pointer
+ _init(obj.contents, obj, caller)
+ else:
+ _init(obj,parent=caller)
+
+def _is_init_type(obj):
+
+ if obj and helper.hasattr_silent(obj,'contents'): #pointer
+ return _is_init_type(obj[0])
+ # null-pointer case that arises when we reach a mesh attribute
+ # like mBitangents which use mNumVertices rather than mNumBitangents
+ # so it breaks the 'is iterable' check.
+ # Basically:
+ # FIXME!
+ elif not bool(obj):
+ return False
+ tname = obj.__class__.__name__
+ return not (tname[:2] == 'c_' or tname == 'Structure' \
+ or tname == 'POINTER') and not isinstance(obj, (int, str, bytes))
+
+def _init(self, target = None, parent = None):
+ """
+ Custom initialize() for C structs, adds safely accessible member functionality.
+
+ :param target: set the object which receive the added methods. Useful when manipulating
+ pointers, to skip the intermediate 'contents' deferencing.
+ """
+ if not target:
+ target = self
+
+ dirself = dir(self)
+ for m in dirself:
+
+ if m.startswith("_"):
+ continue
+
+ if m.startswith('mNum'):
+ if 'm' + m[4:] in dirself:
+ continue # will be processed later on
+ else:
+ name = m[1:].lower()
+
+ obj = getattr(self, m)
+ setattr(target, name, obj)
+ continue
+
+ if m == 'mName':
+ target.name = str(_convert_assimp_string(self.mName))
+ target.__class__.__repr__ = lambda x: str(x.__class__) + "(" + getattr(x, 'name','') + ")"
+ target.__class__.__str__ = lambda x: getattr(x, 'name', '')
+ continue
+
+ name = m[1:].lower()
+
+ obj = getattr(self, m)
+
+ # Create tuples
+ if isinstance(obj, structs.assimp_structs_as_tuple):
+ setattr(target, name, make_tuple(obj))
+ logger.debug(str(self) + ": Added array " + str(getattr(target, name)) + " as self." + name.lower())
+ continue
+
+ if m.startswith('m') and len(m) > 1 and m[1].upper() == m[1]:
+
+ if name == "parent":
+ setattr(target, name, parent)
+ logger.debug("Added a parent as self." + name)
+ continue
+
+ if helper.hasattr_silent(self, 'mNum' + m[1:]):
+
+ length = getattr(self, 'mNum' + m[1:])
+
+ # -> special case: properties are
+ # stored as a dict.
+ if m == 'mProperties':
+ setattr(target, name, _get_properties(obj, length))
+ continue
+
+
+ if not length: # empty!
+ setattr(target, name, [])
+ logger.debug(str(self) + ": " + name + " is an empty list.")
+ continue
+
+
+ try:
+ if obj._type_ in structs.assimp_structs_as_tuple:
+ if numpy:
+ setattr(target, name, numpy.array([make_tuple(obj[i]) for i in range(length)], dtype=numpy.float32))
+
+ logger.debug(str(self) + ": Added an array of numpy arrays (type "+ str(type(obj)) + ") as self." + name)
+ else:
+ setattr(target, name, [make_tuple(obj[i]) for i in range(length)])
+
+ logger.debug(str(self) + ": Added a list of lists (type "+ str(type(obj)) + ") as self." + name)
+
+ else:
+ setattr(target, name, [obj[i] for i in range(length)]) #TODO: maybe not necessary to recreate an array?
+
+ logger.debug(str(self) + ": Added list of " + str(obj) + " " + name + " as self." + name + " (type: " + str(type(obj)) + ")")
+
+ # initialize array elements
+ try:
+ init = assimp_struct_inits[type(obj[0])]
+ except KeyError:
+ if _is_init_type(obj[0]):
+ for e in getattr(target, name):
+ call_init(e, target)
+ else:
+ for e in getattr(target, name):
+ init(e)
+
+
+ except IndexError:
+ logger.error("in " + str(self) +" : mismatch between mNum" + name + " and the actual amount of data in m" + name + ". This may be due to version mismatch between libassimp and pyassimp. Quitting now.")
+ sys.exit(1)
+
+ except ValueError as e:
+
+ logger.error("In " + str(self) + "->" + name + ": " + str(e) + ". Quitting now.")
+ if "setting an array element with a sequence" in str(e):
+ logger.error("Note that pyassimp does not currently "
+ "support meshes with mixed triangles "
+ "and quads. Try to load your mesh with"
+ " a post-processing to triangulate your"
+ " faces.")
+ raise e
+
+
+
+ else: # starts with 'm' but not iterable
+ setattr(target, m, obj)
+ logger.debug("Added " + name + " as self." + name + " (type: " + str(type(obj)) + ")")
+
+ if _is_init_type(obj):
+ call_init(obj, target)
+
+ if isinstance(self, structs.Mesh):
+ _finalize_mesh(self, target)
+
+ if isinstance(self, structs.Texture):
+ _finalize_texture(self, target)
+
+ if isinstance(self, structs.Metadata):
+ _finalize_metadata(self, target)
+
+
+ return self
+
+
+def pythonize_assimp(type, obj, scene):
+ """ This method modify the Assimp data structures
+ to make them easier to work with in Python.
+
+ Supported operations:
+ - MESH: replace a list of mesh IDs by reference to these meshes
+ - ADDTRANSFORMATION: add a reference to an object's transformation taken from their associated node.
+
+ :param type: the type of modification to operate (cf above)
+ :param obj: the input object to modify
+ :param scene: a reference to the whole scene
+ """
+
+ if type == "MESH":
+ meshes = []
+ for i in obj:
+ meshes.append(scene.meshes[i])
+ return meshes
+
+ if type == "ADDTRANSFORMATION":
+ def getnode(node, name):
+ if node.name == name: return node
+ for child in node.children:
+ n = getnode(child, name)
+ if n: return n
+
+ node = getnode(scene.rootnode, obj.name)
+ if not node:
+ raise AssimpError("Object " + str(obj) + " has no associated node!")
+ setattr(obj, "transformation", node.transformation)
+
+def recur_pythonize(node, scene):
+ '''
+ Recursively call pythonize_assimp on
+ nodes tree to apply several post-processing to
+ pythonize the assimp datastructures.
+ '''
+ node.meshes = pythonize_assimp("MESH", node.meshes, scene)
+ for mesh in node.meshes:
+ mesh.material = scene.materials[mesh.materialindex]
+ for cam in scene.cameras:
+ pythonize_assimp("ADDTRANSFORMATION", cam, scene)
+ for c in node.children:
+ recur_pythonize(c, scene)
+
+def release(scene):
+ '''
+ Release resources of a loaded scene.
+ '''
+ _assimp_lib.release(ctypes.pointer(scene))
+
+@contextmanager
+def load(filename,
+ file_type = None,
+ processing = postprocess.aiProcess_Triangulate):
+ '''
+ Load a model into a scene. On failure throws AssimpError.
+
+ Arguments
+ ---------
+ filename: Either a filename or a file object to load model from.
+ If a file object is passed, file_type MUST be specified
+ Otherwise Assimp has no idea which importer to use.
+ This is named 'filename' so as to not break legacy code.
+ processing: assimp postprocessing parameters. Verbose keywords are imported
+ from postprocessing, and the parameters can be combined bitwise to
+ generate the final processing value. Note that the default value will
+ triangulate quad faces. Example of generating other possible values:
+ processing = (pyassimp.postprocess.aiProcess_Triangulate |
+ pyassimp.postprocess.aiProcess_OptimizeMeshes)
+ file_type: string of file extension, such as 'stl'
+
+ Returns
+ ---------
+ Scene object with model data
+ '''
+
+ if hasattr(filename, 'read'):
+ # This is the case where a file object has been passed to load.
+ # It is calling the following function:
+ # const aiScene* aiImportFileFromMemory(const char* pBuffer,
+ # unsigned int pLength,
+ # unsigned int pFlags,
+ # const char* pHint)
+ if file_type is None:
+ raise AssimpError('File type must be specified when passing file objects!')
+ data = filename.read()
+ model = _assimp_lib.load_mem(data,
+ len(data),
+ processing,
+ file_type)
+ else:
+ # a filename string has been passed
+ model = _assimp_lib.load(filename.encode(sys.getfilesystemencoding()), processing)
+
+ if not model:
+ raise AssimpError('Could not import file!')
+ scene = _init(model.contents)
+ recur_pythonize(scene.rootnode, scene)
+ try:
+ yield scene
+ finally:
+ release(scene)
+
+def export(scene,
+ filename,
+ file_type = None,
+ processing = postprocess.aiProcess_Triangulate):
+ '''
+ Export a scene. On failure throws AssimpError.
+
+ Arguments
+ ---------
+ scene: scene to export.
+ filename: Filename that the scene should be exported to.
+ file_type: string of file exporter to use. For example "collada".
+ processing: assimp postprocessing parameters. Verbose keywords are imported
+ from postprocessing, and the parameters can be combined bitwise to
+ generate the final processing value. Note that the default value will
+ triangulate quad faces. Example of generating other possible values:
+ processing = (pyassimp.postprocess.aiProcess_Triangulate |
+ pyassimp.postprocess.aiProcess_OptimizeMeshes)
+
+ '''
+
+ exportStatus = _assimp_lib.export(ctypes.pointer(scene), file_type.encode("ascii"), filename.encode(sys.getfilesystemencoding()), processing)
+
+ if exportStatus != 0:
+ raise AssimpError('Could not export scene!')
+
+def export_blob(scene,
+ file_type = None,
+ processing = postprocess.aiProcess_Triangulate):
+ '''
+ Export a scene and return a blob in the correct format. On failure throws AssimpError.
+
+ Arguments
+ ---------
+ scene: scene to export.
+ file_type: string of file exporter to use. For example "collada".
+ processing: assimp postprocessing parameters. Verbose keywords are imported
+ from postprocessing, and the parameters can be combined bitwise to
+ generate the final processing value. Note that the default value will
+ triangulate quad faces. Example of generating other possible values:
+ processing = (pyassimp.postprocess.aiProcess_Triangulate |
+ pyassimp.postprocess.aiProcess_OptimizeMeshes)
+ Returns
+ ---------
+ Pointer to structs.ExportDataBlob
+ '''
+ exportBlobPtr = _assimp_lib.export_blob(ctypes.pointer(scene), file_type.encode("ascii"), processing)
+
+ if exportBlobPtr == 0:
+ raise AssimpError('Could not export scene to blob!')
+ return exportBlobPtr
+
+def _finalize_texture(tex, target):
+ setattr(target, "achformathint", tex.achFormatHint)
+ if numpy:
+ data = numpy.array([make_tuple(getattr(tex, "pcData")[i]) for i in range(tex.mWidth * tex.mHeight)])
+ else:
+ data = [make_tuple(getattr(tex, "pcData")[i]) for i in range(tex.mWidth * tex.mHeight)]
+ setattr(target, "data", data)
+
+def _finalize_mesh(mesh, target):
+ """ Building of meshes is a bit specific.
+
+ We override here the various datasets that can
+ not be process as regular fields.
+
+ For instance, the length of the normals array is
+ mNumVertices (no mNumNormals is available)
+ """
+ nb_vertices = getattr(mesh, "mNumVertices")
+
+ def fill(name):
+ mAttr = getattr(mesh, name)
+ if numpy:
+ if mAttr:
+ data = numpy.array([make_tuple(getattr(mesh, name)[i]) for i in range(nb_vertices)], dtype=numpy.float32)
+ setattr(target, name[1:].lower(), data)
+ else:
+ setattr(target, name[1:].lower(), numpy.array([], dtype="float32"))
+ else:
+ if mAttr:
+ data = [make_tuple(getattr(mesh, name)[i]) for i in range(nb_vertices)]
+ setattr(target, name[1:].lower(), data)
+ else:
+ setattr(target, name[1:].lower(), [])
+
+ def fillarray(name):
+ mAttr = getattr(mesh, name)
+
+ data = []
+ for index, mSubAttr in enumerate(mAttr):
+ if mSubAttr:
+ data.append([make_tuple(getattr(mesh, name)[index][i]) for i in range(nb_vertices)])
+
+ if numpy:
+ setattr(target, name[1:].lower(), numpy.array(data, dtype=numpy.float32))
+ else:
+ setattr(target, name[1:].lower(), data)
+
+ fill("mNormals")
+ fill("mTangents")
+ fill("mBitangents")
+
+ fillarray("mColors")
+ fillarray("mTextureCoords")
+
+ # prepare faces
+ if numpy:
+ faces = numpy.array([f.indices for f in target.faces], dtype=numpy.int32)
+ else:
+ faces = [f.indices for f in target.faces]
+ setattr(target, 'faces', faces)
+
+def _init_metadata_entry(entry):
+ entry.type = entry.mType
+ if entry.type == structs.MetadataEntry.AI_BOOL:
+ entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_bool)).contents.value
+ elif entry.type == structs.MetadataEntry.AI_INT32:
+ entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_int32)).contents.value
+ elif entry.type == structs.MetadataEntry.AI_UINT64:
+ entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_uint64)).contents.value
+ elif entry.type == structs.MetadataEntry.AI_FLOAT:
+ entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_float)).contents.value
+ elif entry.type == structs.MetadataEntry.AI_DOUBLE:
+ entry.data = ctypes.cast(entry.mData, ctypes.POINTER(ctypes.c_double)).contents.value
+ elif entry.type == structs.MetadataEntry.AI_AISTRING:
+ assimp_string = ctypes.cast(entry.mData, ctypes.POINTER(structs.String)).contents
+ entry.data = _convert_assimp_string(assimp_string)
+ elif entry.type == structs.MetadataEntry.AI_AIVECTOR3D:
+ assimp_vector = ctypes.cast(entry.mData, ctypes.POINTER(structs.Vector3D)).contents
+ entry.data = make_tuple(assimp_vector)
+
+ return entry
+
+def _finalize_metadata(metadata, target):
+ """ Building the metadata object is a bit specific.
+
+ Firstly, there are two separate arrays: one with metadata keys and one
+ with metadata values, and there are no corresponding mNum* attributes,
+ so the C arrays are not converted to Python arrays using the generic
+ code in the _init function.
+
+ Secondly, a metadata entry value has to be cast according to declared
+ metadata entry type.
+ """
+ length = metadata.mNumProperties
+ setattr(target, 'keys', [str(_convert_assimp_string(metadata.mKeys[i])) for i in range(length)])
+ setattr(target, 'values', [_init_metadata_entry(metadata.mValues[i]) for i in range(length)])
+
+class PropertyGetter(dict):
+ def __getitem__(self, key):
+ semantic = 0
+ if isinstance(key, tuple):
+ key, semantic = key
+
+ return dict.__getitem__(self, (key, semantic))
+
+ def keys(self):
+ for k in dict.keys(self):
+ yield k[0]
+
+ def __iter__(self):
+ return self.keys()
+
+ def items(self):
+ for k, v in dict.items(self):
+ yield k[0], v
+
+
+def _get_properties(properties, length):
+ """
+ Convenience Function to get the material properties as a dict
+ and values in a python format.
+ """
+ result = {}
+ #read all properties
+ for p in [properties[i] for i in range(length)]:
+ #the name
+ p = p.contents
+ key = str(_convert_assimp_string(p.mKey))
+ key = (key.split('.')[1], p.mSemantic)
+
+ #the data
+ if p.mType == 1:
+ arr = ctypes.cast(p.mData,
+ ctypes.POINTER(ctypes.c_float * int(p.mDataLength/ctypes.sizeof(ctypes.c_float)))
+ ).contents
+ value = [x for x in arr]
+ elif p.mType == 3: #string can't be an array
+ value = _convert_assimp_string(ctypes.cast(p.mData, ctypes.POINTER(structs.MaterialPropertyString)).contents)
+
+ elif p.mType == 4:
+ arr = ctypes.cast(p.mData,
+ ctypes.POINTER(ctypes.c_int * int(p.mDataLength/ctypes.sizeof(ctypes.c_int)))
+ ).contents
+ value = [x for x in arr]
+ else:
+ value = p.mData[:p.mDataLength]
+
+ if len(value) == 1:
+ [value] = value
+
+ result[key] = value
+
+ return PropertyGetter(result)
+
+def decompose_matrix(matrix):
+ if not isinstance(matrix, structs.Matrix4x4):
+ raise AssimpError("pyassimp.decompose_matrix failed: Not a Matrix4x4!")
+
+ scaling = structs.Vector3D()
+ rotation = structs.Quaternion()
+ position = structs.Vector3D()
+
+ _assimp_lib.dll.aiDecomposeMatrix(ctypes.pointer(matrix),
+ ctypes.byref(scaling),
+ ctypes.byref(rotation),
+ ctypes.byref(position))
+ return scaling._init(), rotation._init(), position._init()
+
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/errors.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/errors.py
new file mode 100644
index 0000000..e017b51
--- /dev/null
+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/errors.py
@@ -0,0 +1,11 @@
+#-*- coding: UTF-8 -*-
+
+"""
+All possible errors.
+"""
+
+class AssimpError(BaseException):
+ """
+ If an internal error occurs.
+ """
+ pass
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/formats.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/formats.py
new file mode 100644
index 0000000..5d454e5
--- /dev/null
+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/formats.py
@@ -0,0 +1,41 @@
+FORMATS = ["CSM",
+ "LWS",
+ "B3D",
+ "COB",
+ "PLY",
+ "IFC",
+ "OFF",
+ "SMD",
+ "IRRMESH",
+ "3D",
+ "DAE",
+ "MDL",
+ "HMP",
+ "TER",
+ "WRL",
+ "XML",
+ "NFF",
+ "AC",
+ "OBJ",
+ "3DS",
+ "STL",
+ "IRR",
+ "Q3O",
+ "Q3D",
+ "MS3D",
+ "Q3S",
+ "ZGL",
+ "MD2",
+ "X",
+ "BLEND",
+ "XGL",
+ "MD5MESH",
+ "MAX",
+ "LXO",
+ "DXF",
+ "BVH",
+ "LWO",
+ "NDO"]
+
+def available_formats():
+ return FORMATS
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/helper.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/helper.py
new file mode 100644
index 0000000..7c14f60
--- /dev/null
+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/helper.py
@@ -0,0 +1,283 @@
+#-*- coding: UTF-8 -*-
+
+"""
+Some fancy helper functions.
+"""
+
+import os
+import ctypes
+import operator
+
+from distutils.sysconfig import get_python_lib
+import re
+import sys
+
+try: import numpy
+except ImportError: numpy = None
+
+import logging;logger = logging.getLogger("pyassimp")
+
+from .errors import AssimpError
+
+additional_dirs, ext_whitelist = [],[]
+
+# populate search directories and lists of allowed file extensions
+# depending on the platform we're running on.
+if os.name=='posix':
+ additional_dirs.append('./')
+ additional_dirs.append('/usr/lib/')
+ additional_dirs.append('/usr/lib/x86_64-linux-gnu/')
+ additional_dirs.append('/usr/lib/aarch64-linux-gnu/')
+ additional_dirs.append('/usr/local/lib/')
+
+ if 'LD_LIBRARY_PATH' in os.environ:
+ additional_dirs.extend([item for item in os.environ['LD_LIBRARY_PATH'].split(':') if item])
+
+ # check if running from anaconda.
+ anaconda_keywords = ("conda", "continuum")
+ if any(k in sys.version.lower() for k in anaconda_keywords):
+ cur_path = get_python_lib()
+ pattern = re.compile('.*\/lib\/')
+ conda_lib = pattern.match(cur_path).group()
+ logger.info("Adding Anaconda lib path:"+ conda_lib)
+ additional_dirs.append(conda_lib)
+
+ # note - this won't catch libassimp.so.N.n, but
+ # currently there's always a symlink called
+ # libassimp.so in /usr/local/lib.
+ ext_whitelist.append('.so')
+ # libassimp.dylib in /usr/local/lib
+ ext_whitelist.append('.dylib')
+
+elif os.name=='nt':
+ ext_whitelist.append('.dll')
+ path_dirs = os.environ['PATH'].split(';')
+ additional_dirs.extend(path_dirs)
+
+def vec2tuple(x):
+ """ Converts a VECTOR3D to a Tuple """
+ return (x.x, x.y, x.z)
+
+def transform(vector3, matrix4x4):
+ """ Apply a transformation matrix on a 3D vector.
+
+ :param vector3: array with 3 elements
+ :param matrix4x4: 4x4 matrix
+ """
+ if numpy:
+ return numpy.dot(matrix4x4, numpy.append(vector3, 1.))
+ else:
+ m0,m1,m2,m3 = matrix4x4; x,y,z = vector3
+ return [
+ m0[0]*x + m0[1]*y + m0[2]*z + m0[3],
+ m1[0]*x + m1[1]*y + m1[2]*z + m1[3],
+ m2[0]*x + m2[1]*y + m2[2]*z + m2[3],
+ m3[0]*x + m3[1]*y + m3[2]*z + m3[3]
+ ]
+
+def _inv(matrix4x4):
+ m0,m1,m2,m3 = matrix4x4
+
+ det = m0[3]*m1[2]*m2[1]*m3[0] - m0[2]*m1[3]*m2[1]*m3[0] - \
+ m0[3]*m1[1]*m2[2]*m3[0] + m0[1]*m1[3]*m2[2]*m3[0] + \
+ m0[2]*m1[1]*m2[3]*m3[0] - m0[1]*m1[2]*m2[3]*m3[0] - \
+ m0[3]*m1[2]*m2[0]*m3[1] + m0[2]*m1[3]*m2[0]*m3[1] + \
+ m0[3]*m1[0]*m2[2]*m3[1] - m0[0]*m1[3]*m2[2]*m3[1] - \
+ m0[2]*m1[0]*m2[3]*m3[1] + m0[0]*m1[2]*m2[3]*m3[1] + \
+ m0[3]*m1[1]*m2[0]*m3[2] - m0[1]*m1[3]*m2[0]*m3[2] - \
+ m0[3]*m1[0]*m2[1]*m3[2] + m0[0]*m1[3]*m2[1]*m3[2] + \
+ m0[1]*m1[0]*m2[3]*m3[2] - m0[0]*m1[1]*m2[3]*m3[2] - \
+ m0[2]*m1[1]*m2[0]*m3[3] + m0[1]*m1[2]*m2[0]*m3[3] + \
+ m0[2]*m1[0]*m2[1]*m3[3] - m0[0]*m1[2]*m2[1]*m3[3] - \
+ m0[1]*m1[0]*m2[2]*m3[3] + m0[0]*m1[1]*m2[2]*m3[3]
+
+ return[[( m1[2]*m2[3]*m3[1] - m1[3]*m2[2]*m3[1] + m1[3]*m2[1]*m3[2] - m1[1]*m2[3]*m3[2] - m1[2]*m2[1]*m3[3] + m1[1]*m2[2]*m3[3]) /det,
+ ( m0[3]*m2[2]*m3[1] - m0[2]*m2[3]*m3[1] - m0[3]*m2[1]*m3[2] + m0[1]*m2[3]*m3[2] + m0[2]*m2[1]*m3[3] - m0[1]*m2[2]*m3[3]) /det,
+ ( m0[2]*m1[3]*m3[1] - m0[3]*m1[2]*m3[1] + m0[3]*m1[1]*m3[2] - m0[1]*m1[3]*m3[2] - m0[2]*m1[1]*m3[3] + m0[1]*m1[2]*m3[3]) /det,
+ ( m0[3]*m1[2]*m2[1] - m0[2]*m1[3]*m2[1] - m0[3]*m1[1]*m2[2] + m0[1]*m1[3]*m2[2] + m0[2]*m1[1]*m2[3] - m0[1]*m1[2]*m2[3]) /det],
+ [( m1[3]*m2[2]*m3[0] - m1[2]*m2[3]*m3[0] - m1[3]*m2[0]*m3[2] + m1[0]*m2[3]*m3[2] + m1[2]*m2[0]*m3[3] - m1[0]*m2[2]*m3[3]) /det,
+ ( m0[2]*m2[3]*m3[0] - m0[3]*m2[2]*m3[0] + m0[3]*m2[0]*m3[2] - m0[0]*m2[3]*m3[2] - m0[2]*m2[0]*m3[3] + m0[0]*m2[2]*m3[3]) /det,
+ ( m0[3]*m1[2]*m3[0] - m0[2]*m1[3]*m3[0] - m0[3]*m1[0]*m3[2] + m0[0]*m1[3]*m3[2] + m0[2]*m1[0]*m3[3] - m0[0]*m1[2]*m3[3]) /det,
+ ( m0[2]*m1[3]*m2[0] - m0[3]*m1[2]*m2[0] + m0[3]*m1[0]*m2[2] - m0[0]*m1[3]*m2[2] - m0[2]*m1[0]*m2[3] + m0[0]*m1[2]*m2[3]) /det],
+ [( m1[1]*m2[3]*m3[0] - m1[3]*m2[1]*m3[0] + m1[3]*m2[0]*m3[1] - m1[0]*m2[3]*m3[1] - m1[1]*m2[0]*m3[3] + m1[0]*m2[1]*m3[3]) /det,
+ ( m0[3]*m2[1]*m3[0] - m0[1]*m2[3]*m3[0] - m0[3]*m2[0]*m3[1] + m0[0]*m2[3]*m3[1] + m0[1]*m2[0]*m3[3] - m0[0]*m2[1]*m3[3]) /det,
+ ( m0[1]*m1[3]*m3[0] - m0[3]*m1[1]*m3[0] + m0[3]*m1[0]*m3[1] - m0[0]*m1[3]*m3[1] - m0[1]*m1[0]*m3[3] + m0[0]*m1[1]*m3[3]) /det,
+ ( m0[3]*m1[1]*m2[0] - m0[1]*m1[3]*m2[0] - m0[3]*m1[0]*m2[1] + m0[0]*m1[3]*m2[1] + m0[1]*m1[0]*m2[3] - m0[0]*m1[1]*m2[3]) /det],
+ [( m1[2]*m2[1]*m3[0] - m1[1]*m2[2]*m3[0] - m1[2]*m2[0]*m3[1] + m1[0]*m2[2]*m3[1] + m1[1]*m2[0]*m3[2] - m1[0]*m2[1]*m3[2]) /det,
+ ( m0[1]*m2[2]*m3[0] - m0[2]*m2[1]*m3[0] + m0[2]*m2[0]*m3[1] - m0[0]*m2[2]*m3[1] - m0[1]*m2[0]*m3[2] + m0[0]*m2[1]*m3[2]) /det,
+ ( m0[2]*m1[1]*m3[0] - m0[1]*m1[2]*m3[0] - m0[2]*m1[0]*m3[1] + m0[0]*m1[2]*m3[1] + m0[1]*m1[0]*m3[2] - m0[0]*m1[1]*m3[2]) /det,
+ ( m0[1]*m1[2]*m2[0] - m0[2]*m1[1]*m2[0] + m0[2]*m1[0]*m2[1] - m0[0]*m1[2]*m2[1] - m0[1]*m1[0]*m2[2] + m0[0]*m1[1]*m2[2]) /det]]
+
+def get_bounding_box(scene):
+ bb_min = [1e10, 1e10, 1e10] # x,y,z
+ bb_max = [-1e10, -1e10, -1e10] # x,y,z
+ inv = numpy.linalg.inv if numpy else _inv
+ return get_bounding_box_for_node(scene.rootnode, bb_min, bb_max, inv(scene.rootnode.transformation))
+
+def get_bounding_box_for_node(node, bb_min, bb_max, transformation):
+
+ if numpy:
+ transformation = numpy.dot(transformation, node.transformation)
+ else:
+ t0,t1,t2,t3 = transformation
+ T0,T1,T2,T3 = node.transformation
+ transformation = [ [
+ t0[0]*T0[0] + t0[1]*T1[0] + t0[2]*T2[0] + t0[3]*T3[0],
+ t0[0]*T0[1] + t0[1]*T1[1] + t0[2]*T2[1] + t0[3]*T3[1],
+ t0[0]*T0[2] + t0[1]*T1[2] + t0[2]*T2[2] + t0[3]*T3[2],
+ t0[0]*T0[3] + t0[1]*T1[3] + t0[2]*T2[3] + t0[3]*T3[3]
+ ],[
+ t1[0]*T0[0] + t1[1]*T1[0] + t1[2]*T2[0] + t1[3]*T3[0],
+ t1[0]*T0[1] + t1[1]*T1[1] + t1[2]*T2[1] + t1[3]*T3[1],
+ t1[0]*T0[2] + t1[1]*T1[2] + t1[2]*T2[2] + t1[3]*T3[2],
+ t1[0]*T0[3] + t1[1]*T1[3] + t1[2]*T2[3] + t1[3]*T3[3]
+ ],[
+ t2[0]*T0[0] + t2[1]*T1[0] + t2[2]*T2[0] + t2[3]*T3[0],
+ t2[0]*T0[1] + t2[1]*T1[1] + t2[2]*T2[1] + t2[3]*T3[1],
+ t2[0]*T0[2] + t2[1]*T1[2] + t2[2]*T2[2] + t2[3]*T3[2],
+ t2[0]*T0[3] + t2[1]*T1[3] + t2[2]*T2[3] + t2[3]*T3[3]
+ ],[
+ t3[0]*T0[0] + t3[1]*T1[0] + t3[2]*T2[0] + t3[3]*T3[0],
+ t3[0]*T0[1] + t3[1]*T1[1] + t3[2]*T2[1] + t3[3]*T3[1],
+ t3[0]*T0[2] + t3[1]*T1[2] + t3[2]*T2[2] + t3[3]*T3[2],
+ t3[0]*T0[3] + t3[1]*T1[3] + t3[2]*T2[3] + t3[3]*T3[3]
+ ] ]
+
+ for mesh in node.meshes:
+ for v in mesh.vertices:
+ v = transform(v, transformation)
+ bb_min[0] = min(bb_min[0], v[0])
+ bb_min[1] = min(bb_min[1], v[1])
+ bb_min[2] = min(bb_min[2], v[2])
+ bb_max[0] = max(bb_max[0], v[0])
+ bb_max[1] = max(bb_max[1], v[1])
+ bb_max[2] = max(bb_max[2], v[2])
+
+
+ for child in node.children:
+ bb_min, bb_max = get_bounding_box_for_node(child, bb_min, bb_max, transformation)
+
+ return bb_min, bb_max
+
+def try_load_functions(library_path, dll):
+ '''
+ Try to bind to aiImportFile and aiReleaseImport
+
+ Arguments
+ ---------
+ library_path: path to current lib
+ dll: ctypes handle to library
+
+ Returns
+ ---------
+ If unsuccessful:
+ None
+ If successful:
+ Tuple containing (library_path,
+ load from filename function,
+ load from memory function,
+ export to filename function,
+ export to blob function,
+ release function,
+ ctypes handle to assimp library)
+ '''
+
+ try:
+ load = dll.aiImportFile
+ release = dll.aiReleaseImport
+ load_mem = dll.aiImportFileFromMemory
+ export = dll.aiExportScene
+ export2blob = dll.aiExportSceneToBlob
+ except AttributeError:
+ #OK, this is a library, but it doesn't have the functions we need
+ return None
+
+ # library found!
+ from .structs import Scene, ExportDataBlob
+ load.restype = ctypes.POINTER(Scene)
+ load_mem.restype = ctypes.POINTER(Scene)
+ export2blob.restype = ctypes.POINTER(ExportDataBlob)
+ return (library_path, load, load_mem, export, export2blob, release, dll)
+
+def search_library():
+ '''
+ Loads the assimp library.
+ Throws exception AssimpError if no library_path is found
+
+ Returns: tuple, (load from filename function,
+ load from memory function,
+ export to filename function,
+ export to blob function,
+ release function,
+ dll)
+ '''
+ #this path
+ folder = os.path.dirname(__file__)
+
+ # silence 'DLL not found' message boxes on win
+ try:
+ ctypes.windll.kernel32.SetErrorMode(0x8007)
+ except AttributeError:
+ pass
+
+ candidates = []
+ # test every file
+ for curfolder in [folder]+additional_dirs:
+ if os.path.isdir(curfolder):
+ for filename in os.listdir(curfolder):
+ # our minimum requirement for candidates is that
+ # they should contain 'assimp' somewhere in
+ # their name
+ if filename.lower().find('assimp')==-1 :
+ continue
+ is_out=1
+ for et in ext_whitelist:
+ if et in filename.lower():
+ is_out=0
+ break
+ if is_out:
+ continue
+
+ library_path = os.path.join(curfolder, filename)
+ logger.debug('Try ' + library_path)
+ try:
+ dll = ctypes.cdll.LoadLibrary(library_path)
+ except Exception as e:
+ logger.warning(str(e))
+ # OK, this except is evil. But different OSs will throw different
+ # errors. So just ignore any errors.
+ continue
+ # see if the functions we need are in the dll
+ loaded = try_load_functions(library_path, dll)
+ if loaded: candidates.append(loaded)
+
+ if not candidates:
+ # no library found
+ raise AssimpError("assimp library not found")
+ else:
+ # get the newest library_path
+ candidates = map(lambda x: (os.lstat(x[0])[-2], x), candidates)
+ res = max(candidates, key=operator.itemgetter(0))[1]
+ logger.debug('Using assimp library located at ' + res[0])
+
+ # XXX: if there are 1000 dll/so files containing 'assimp'
+ # in their name, do we have all of them in our address
+ # space now until gc kicks in?
+
+ # XXX: take version postfix of the .so on linux?
+ return res[1:]
+
+def hasattr_silent(object, name):
+ """
+ Calls hasttr() with the given parameters and preserves the legacy (pre-Python 3.2)
+ functionality of silently catching exceptions.
+
+ Returns the result of hasatter() or False if an exception was raised.
+ """
+
+ try:
+ if not object:
+ return False
+ return hasattr(object, name)
+ except AttributeError:
+ return False
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/material.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/material.py
new file mode 100644
index 0000000..a36e50a
--- /dev/null
+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/material.py
@@ -0,0 +1,89 @@
+# Dummy value.
+#
+# No texture, but the value to be used as 'texture semantic'
+# (#aiMaterialProperty::mSemantic) for all material properties
+# # not* related to textures.
+#
+aiTextureType_NONE = 0x0
+
+# The texture is combined with the result of the diffuse
+# lighting equation.
+#
+aiTextureType_DIFFUSE = 0x1
+
+# The texture is combined with the result of the specular
+# lighting equation.
+#
+aiTextureType_SPECULAR = 0x2
+
+# The texture is combined with the result of the ambient
+# lighting equation.
+#
+aiTextureType_AMBIENT = 0x3
+
+# The texture is added to the result of the lighting
+# calculation. It isn't influenced by incoming light.
+#
+aiTextureType_EMISSIVE = 0x4
+
+# The texture is a height map.
+#
+# By convention, higher gray-scale values stand for
+# higher elevations from the base height.
+#
+aiTextureType_HEIGHT = 0x5
+
+# The texture is a (tangent space) normal-map.
+#
+# Again, there are several conventions for tangent-space
+# normal maps. Assimp does (intentionally) not
+# distinguish here.
+#
+aiTextureType_NORMALS = 0x6
+
+# The texture defines the glossiness of the material.
+#
+# The glossiness is in fact the exponent of the specular
+# (phong) lighting equation. Usually there is a conversion
+# function defined to map the linear color values in the
+# texture to a suitable exponent. Have fun.
+#
+aiTextureType_SHININESS = 0x7
+
+# The texture defines per-pixel opacity.
+#
+# Usually 'white' means opaque and 'black' means
+# 'transparency'. Or quite the opposite. Have fun.
+#
+aiTextureType_OPACITY = 0x8
+
+# Displacement texture
+#
+# The exact purpose and format is application-dependent.
+# Higher color values stand for higher vertex displacements.
+#
+aiTextureType_DISPLACEMENT = 0x9
+
+# Lightmap texture (aka Ambient Occlusion)
+#
+# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
+# covered by this material property. The texture contains a
+# scaling value for the final color value of a pixel. Its
+# intensity is not affected by incoming light.
+#
+aiTextureType_LIGHTMAP = 0xA
+
+# Reflection texture
+#
+# Contains the color of a perfect mirror reflection.
+# Rarely used, almost never for real-time applications.
+#
+aiTextureType_REFLECTION = 0xB
+
+# Unknown texture
+#
+# A texture reference that does not match any of the definitions
+# above is considered to be 'unknown'. It is still imported
+# but is excluded from any further postprocessing.
+#
+aiTextureType_UNKNOWN = 0xC
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py
new file mode 100644
index 0000000..0c55d67
--- /dev/null
+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/postprocess.py
@@ -0,0 +1,530 @@
+# <hr>Calculates the tangents and bitangents for the imported meshes.
+#
+# Does nothing if a mesh does not have normals. You might want this post
+# processing step to be executed if you plan to use tangent space calculations
+# such as normal mapping applied to the meshes. There's a config setting,
+# <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE<tt>, which allows you to specify
+# a maximum smoothing angle for the algorithm. However, usually you'll
+# want to leave it at the default value.
+#
+aiProcess_CalcTangentSpace = 0x1
+
+## <hr>Identifies and joins identical vertex data sets within all
+# imported meshes.
+#
+# After this step is run, each mesh contains unique vertices,
+# so a vertex may be used by multiple faces. You usually want
+# to use this post processing step. If your application deals with
+# indexed geometry, this step is compulsory or you'll just waste rendering
+# time. <b>If this flag is not specified<b>, no vertices are referenced by
+# more than one face and <b>no index buffer is required<b> for rendering.
+#
+aiProcess_JoinIdenticalVertices = 0x2
+
+## <hr>Converts all the imported data to a left-handed coordinate space.
+#
+# By default the data is returned in a right-handed coordinate space (which
+# OpenGL prefers). In this space, +X points to the right,
+# +Z points towards the viewer, and +Y points upwards. In the DirectX
+# coordinate space +X points to the right, +Y points upwards, and +Z points
+# away from the viewer.
+#
+# You'll probably want to consider this flag if you use Direct3D for
+# rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
+# setting and bundles all conversions typically required for D3D-based
+# applications.
+#
+aiProcess_MakeLeftHanded = 0x4
+
+## <hr>Triangulates all faces of all meshes.
+#
+# By default the imported mesh data might contain faces with more than 3
+# indices. For rendering you'll usually want all faces to be triangles.
+# This post processing step splits up faces with more than 3 indices into
+# triangles. Line and point primitives are #not# modified! If you want
+# 'triangles only' with no other kinds of primitives, try the following
+# solution:
+# <ul>
+# <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType <li>
+# <li>Ignore all point and line meshes when you process assimp's output<li>
+# <ul>
+#
+aiProcess_Triangulate = 0x8
+
+## <hr>Removes some parts of the data structure (animations, materials,
+# light sources, cameras, textures, vertex components).
+#
+# The components to be removed are specified in a separate
+# configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS<tt>. This is quite useful
+# if you don't need all parts of the output structure. Vertex colors
+# are rarely used today for example... Calling this step to remove unneeded
+# data from the pipeline as early as possible results in increased
+# performance and a more optimized output data structure.
+# This step is also useful if you want to force Assimp to recompute
+# normals or tangents. The corresponding steps don't recompute them if
+# they're already there (loaded from the source asset). By using this
+# step you can make sure they are NOT there.
+#
+# This flag is a poor one, mainly because its purpose is usually
+# misunderstood. Consider the following case: a 3D model has been exported
+# from a CAD app, and it has per-face vertex colors. Vertex positions can't be
+# shared, thus the #aiProcess_JoinIdenticalVertices step fails to
+# optimize the data because of these nasty little vertex colors.
+# Most apps don't even process them, so it's all for nothing. By using
+# this step, unneeded components are excluded as early as possible
+# thus opening more room for internal optimizations.
+#
+aiProcess_RemoveComponent = 0x10
+
+## <hr>Generates normals for all faces of all meshes.
+#
+# This is ignored if normals are already there at the time this flag
+# is evaluated. Model importers try to load them from the source file, so
+# they're usually already there. Face normals are shared between all points
+# of a single face, so a single point can have multiple normals, which
+# forces the library to duplicate vertices in some cases.
+# #aiProcess_JoinIdenticalVertices is #senseless# then.
+#
+# This flag may not be specified together with #aiProcess_GenSmoothNormals.
+#
+aiProcess_GenNormals = 0x20
+
+## <hr>Generates smooth normals for all vertices in the mesh.
+#
+# This is ignored if normals are already there at the time this flag
+# is evaluated. Model importers try to load them from the source file, so
+# they're usually already there.
+#
+# This flag may not be specified together with
+# #aiProcess_GenNormals. There's a configuration option,
+# <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE<tt> which allows you to specify
+# an angle maximum for the normal smoothing algorithm. Normals exceeding
+# this limit are not smoothed, resulting in a 'hard' seam between two faces.
+# Using a decent angle here (e.g. 80 degrees) results in very good visual
+# appearance.
+#
+aiProcess_GenSmoothNormals = 0x40
+
+## <hr>Splits large meshes into smaller sub-meshes.
+#
+# This is quite useful for real-time rendering, where the number of triangles
+# which can be maximally processed in a single draw-call is limited
+# by the video driverhardware. The maximum vertex buffer is usually limited
+# too. Both requirements can be met with this step: you may specify both a
+# triangle and vertex limit for a single mesh.
+#
+# The split limits can (and should!) be set through the
+# <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT<tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT<tt>
+# settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES<tt> and
+# <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES<tt>.
+#
+# Note that splitting is generally a time-consuming task, but only if there's
+# something to split. The use of this step is recommended for most users.
+#
+aiProcess_SplitLargeMeshes = 0x80
+
+## <hr>Removes the node graph and pre-transforms all vertices with
+# the local transformation matrices of their nodes.
+#
+# The output scene still contains nodes, however there is only a
+# root node with children, each one referencing only one mesh,
+# and each mesh referencing one material. For rendering, you can
+# simply render all meshes in order - you don't need to pay
+# attention to local transformations and the node hierarchy.
+# Animations are removed during this step.
+# This step is intended for applications without a scenegraph.
+# The step CAN cause some problems: if e.g. a mesh of the asset
+# contains normals and another, using the same material index, does not,
+# they will be brought together, but the first meshes's part of
+# the normal list is zeroed. However, these artifacts are rare.
+# @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE<tt> configuration property
+# can be set to normalize the scene's spatial dimension to the -1...1
+# range.
+#
+aiProcess_PreTransformVertices = 0x100
+
+## <hr>Limits the number of bones simultaneously affecting a single vertex
+# to a maximum value.
+#
+# If any vertex is affected by more than the maximum number of bones, the least
+# important vertex weights are removed and the remaining vertex weights are
+# renormalized so that the weights still sum up to 1.
+# The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS<tt> in
+# config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS<tt> setting to
+# supply your own limit to the post processing step.
+#
+# If you intend to perform the skinning in hardware, this post processing
+# step might be of interest to you.
+#
+aiProcess_LimitBoneWeights = 0x200
+
+## <hr>Validates the imported scene data structure.
+# This makes sure that all indices are valid, all animations and
+# bones are linked correctly, all material references are correct .. etc.
+#
+# It is recommended that you capture Assimp's log output if you use this flag,
+# so you can easily find out what's wrong if a file fails the
+# validation. The validator is quite strict and will find #all#
+# inconsistencies in the data structure... It is recommended that plugin
+# developers use it to debug their loaders. There are two types of
+# validation failures:
+# <ul>
+# <li>Error: There's something wrong with the imported data. Further
+# postprocessing is not possible and the data is not usable at all.
+# The import fails. #Importer::GetErrorString() or #aiGetErrorString()
+# carry the error message around.<li>
+# <li>Warning: There are some minor issues (e.g. 1000000 animation
+# keyframes with the same time), but further postprocessing and use
+# of the data structure is still safe. Warning details are written
+# to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING<tt> is set
+# in #aiScene::mFlags<li>
+# <ul>
+#
+# This post-processing step is not time-consuming. Its use is not
+# compulsory, but recommended.
+#
+aiProcess_ValidateDataStructure = 0x400
+
+## <hr>Reorders triangles for better vertex cache locality.
+#
+# The step tries to improve the ACMR (average post-transform vertex cache
+# miss ratio) for all meshes. The implementation runs in O(n) and is
+# roughly based on the 'tipsify' algorithm (see <a href="
+# http:www.cs.princeton.edugfxpubsSander_2007_%3ETRtipsy.pdf">this
+# paper<a>).
+#
+# If you intend to render huge models in hardware, this step might
+# be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE<tt>config
+# setting can be used to fine-tune the cache optimization.
+#
+aiProcess_ImproveCacheLocality = 0x800
+
+## <hr>Searches for redundantunreferenced materials and removes them.
+#
+# This is especially useful in combination with the
+# #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
+# Both join small meshes with equal characteristics, but they can't do
+# their work if two meshes have different materials. Because several
+# material settings are lost during Assimp's import filters,
+# (and because many exporters don't check for redundant materials), huge
+# models often have materials which are are defined several times with
+# exactly the same settings.
+#
+# Several material settings not contributing to the final appearance of
+# a surface are ignored in all comparisons (e.g. the material name).
+# So, if you're passing additional information through the
+# content pipeline (probably using #magic# material names), don't
+# specify this flag. Alternatively take a look at the
+# <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST<tt> setting.
+#
+aiProcess_RemoveRedundantMaterials = 0x1000
+
+## <hr>This step tries to determine which meshes have normal vectors
+# that are facing inwards and inverts them.
+#
+# The algorithm is simple but effective:
+# the bounding box of all vertices + their normals is compared against
+# the volume of the bounding box of all vertices without their normals.
+# This works well for most objects, problems might occur with planar
+# surfaces. However, the step tries to filter such cases.
+# The step inverts all in-facing normals. Generally it is recommended
+# to enable this step, although the result is not always correct.
+#
+aiProcess_FixInfacingNormals = 0x2000
+
+## <hr>This step splits meshes with more than one primitive type in
+# homogeneous sub-meshes.
+#
+# The step is executed after the triangulation step. After the step
+# returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
+# especially useful for real-time rendering where point and line
+# primitives are often ignored or rendered separately.
+# You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE<tt> option to specify which
+# primitive types you need. This can be used to easily exclude
+# lines and points, which are rarely used, from the import.
+#
+aiProcess_SortByPType = 0x8000
+
+## <hr>This step searches all meshes for degenerate primitives and
+# converts them to proper lines or points.
+#
+# A face is 'degenerate' if one or more of its points are identical.
+# To have the degenerate stuff not only detected and collapsed but
+# removed, try one of the following procedures:
+# <br><b>1.<b> (if you support lines and points for rendering but don't
+# want the degenerates)<br>
+# <ul>
+# <li>Specify the #aiProcess_FindDegenerates flag.
+# <li>
+# <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE<tt> option to 1. This will
+# cause the step to remove degenerate triangles from the import
+# as soon as they're detected. They won't pass any further
+# pipeline steps.
+# <li>
+# <ul>
+# <br><b>2.<b>(if you don't support lines and points at all)<br>
+# <ul>
+# <li>Specify the #aiProcess_FindDegenerates flag.
+# <li>
+# <li>Specify the #aiProcess_SortByPType flag. This moves line and
+# point primitives to separate meshes.
+# <li>
+# <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE<tt> option to
+# @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
+# @endcode to cause SortByPType to reject point
+# and line meshes from the scene.
+# <li>
+# <ul>
+# @note Degenerate polygons are not necessarily evil and that's why
+# they're not removed by default. There are several file formats which
+# don't support lines or points, and some exporters bypass the
+# format specification and write them as degenerate triangles instead.
+#
+aiProcess_FindDegenerates = 0x10000
+
+## <hr>This step searches all meshes for invalid data, such as zeroed
+# normal vectors or invalid UV coords and removesfixes them. This is
+# intended to get rid of some common exporter errors.
+#
+# This is especially useful for normals. If they are invalid, and
+# the step recognizes this, they will be removed and can later
+# be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
+# The step will also remove meshes that are infinitely small and reduce
+# animation tracks consisting of hundreds if redundant keys to a single
+# key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY<tt> config property decides
+# the accuracy of the check for duplicate animation tracks.
+#
+aiProcess_FindInvalidData = 0x20000
+
+## <hr>This step converts non-UV mappings (such as spherical or
+# cylindrical mapping) to proper texture coordinate channels.
+#
+# Most applications will support UV mapping only, so you will
+# probably want to specify this step in every case. Note that Assimp is not
+# always able to match the original mapping implementation of the
+# 3D app which produced a model perfectly. It's always better to let the
+# modelling app compute the UV channels - 3ds max, Maya, Blender,
+# LightWave, and Modo do this for example.
+#
+# @note If this step is not requested, you'll need to process the
+# <tt>#AI_MATKEY_MAPPING<tt> material property in order to display all assets
+# properly.
+#
+aiProcess_GenUVCoords = 0x40000
+
+## <hr>This step applies per-texture UV transformations and bakes
+# them into stand-alone vtexture coordinate channels.
+#
+# UV transformations are specified per-texture - see the
+# <tt>#AI_MATKEY_UVTRANSFORM<tt> material key for more information.
+# This step processes all textures with
+# transformed input UV coordinates and generates a new (pre-transformed) UV channel
+# which replaces the old channel. Most applications won't support UV
+# transformations, so you will probably want to specify this step.
+#
+# @note UV transformations are usually implemented in real-time apps by
+# transforming texture coordinates at vertex shader stage with a 3x3
+# (homogenous) transformation matrix.
+#
+aiProcess_TransformUVCoords = 0x80000
+
+## <hr>This step searches for duplicate meshes and replaces them
+# with references to the first mesh.
+#
+# This step takes a while, so don't use it if speed is a concern.
+# Its main purpose is to workaround the fact that many export
+# file formats don't support instanced meshes, so exporters need to
+# duplicate meshes. This step removes the duplicates again. Please
+# note that Assimp does not currently support per-node material
+# assignment to meshes, which means that identical meshes with
+# different materials are currently #not# joined, although this is
+# planned for future versions.
+#
+aiProcess_FindInstances = 0x100000
+
+## <hr>A postprocessing step to reduce the number of meshes.
+#
+# This will, in fact, reduce the number of draw calls.
+#
+# This is a very effective optimization and is recommended to be used
+# together with #aiProcess_OptimizeGraph, if possible. The flag is fully
+# compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
+#
+aiProcess_OptimizeMeshes = 0x200000
+
+
+## <hr>A postprocessing step to optimize the scene hierarchy.
+#
+# Nodes without animations, bones, lights or cameras assigned are
+# collapsed and joined.
+#
+# Node names can be lost during this step. If you use special 'tag nodes'
+# to pass additional information through your content pipeline, use the
+# <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST<tt> setting to specify a list of node
+# names you want to be kept. Nodes matching one of the names in this list won't
+# be touched or modified.
+#
+# Use this flag with caution. Most simple files will be collapsed to a
+# single node, so complex hierarchies are usually completely lost. This is not
+# useful for editor environments, but probably a very effective
+# optimization if you just want to get the model data, convert it to your
+# own format, and render it as fast as possible.
+#
+# This flag is designed to be used with #aiProcess_OptimizeMeshes for best
+# results.
+#
+# @note 'Crappy' scenes with thousands of extremely small meshes packed
+# in deeply nested nodes exist for almost all file formats.
+# #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
+# usually fixes them all and makes them renderable.
+#
+aiProcess_OptimizeGraph = 0x400000
+
+## <hr>This step flips all UV coordinates along the y-axis and adjusts
+# material settings and bitangents accordingly.
+#
+# <b>Output UV coordinate system:<b>
+# @code
+# 0y|0y ---------- 1x|0y
+# | |
+# | |
+# | |
+# 0x|1y ---------- 1x|1y
+# @endcode
+#
+# You'll probably want to consider this flag if you use Direct3D for
+# rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
+# setting and bundles all conversions typically required for D3D-based
+# applications.
+#
+aiProcess_FlipUVs = 0x800000
+
+## <hr>This step adjusts the output face winding order to be CW.
+#
+# The default face winding order is counter clockwise (CCW).
+#
+# <b>Output face order:<b>
+# @code
+# x2
+#
+# x0
+# x1
+# @endcode
+#
+aiProcess_FlipWindingOrder = 0x1000000
+
+## <hr>This step splits meshes with many bones into sub-meshes so that each
+# su-bmesh has fewer or as many bones as a given limit.
+#
+aiProcess_SplitByBoneCount = 0x2000000
+
+## <hr>This step removes bones losslessly or according to some threshold.
+#
+# In some cases (i.e. formats that require it) exporters are forced to
+# assign dummy bone weights to otherwise static meshes assigned to
+# animated meshes. Full, weight-based skinning is expensive while
+# animating nodes is extremely cheap, so this step is offered to clean up
+# the data in that regard.
+#
+# Use <tt>#AI_CONFIG_PP_DB_THRESHOLD<tt> to control this.
+# Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE<tt> if you want bones removed if and
+# only if all bones within the scene qualify for removal.
+#
+aiProcess_Debone = 0x4000000
+
+aiProcess_GenEntityMeshes = 0x100000
+aiProcess_OptimizeAnimations = 0x200000
+aiProcess_FixTexturePaths = 0x200000
+aiProcess_EmbedTextures = 0x10000000,
+
+## @def aiProcess_ConvertToLeftHanded
+ # @brief Shortcut flag for Direct3D-based applications.
+ #
+ # Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
+ # #aiProcess_FlipWindingOrder flags.
+ # The output data matches Direct3D's conventions: left-handed geometry, upper-left
+ # origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
+ #
+ # @deprecated
+ #
+aiProcess_ConvertToLeftHanded = ( \
+ aiProcess_MakeLeftHanded | \
+ aiProcess_FlipUVs | \
+ aiProcess_FlipWindingOrder | \
+ 0 )
+
+
+## @def aiProcessPreset_TargetRealtimeUse_Fast
+ # @brief Default postprocess configuration optimizing the data for real-time rendering.
+ #
+ # Applications would want to use this preset to load models on end-user PCs,
+ # maybe for direct use in game.
+ #
+ # If you're using DirectX, don't forget to combine this value with
+ # the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
+ # in your application apply the #aiProcess_TransformUVCoords step, too.
+ # @note Please take the time to read the docs for the steps enabled by this preset.
+ # Some of them offer further configurable properties, while some of them might not be of
+ # use for you so it might be better to not specify them.
+ #
+aiProcessPreset_TargetRealtime_Fast = ( \
+ aiProcess_CalcTangentSpace | \
+ aiProcess_GenNormals | \
+ aiProcess_JoinIdenticalVertices | \
+ aiProcess_Triangulate | \
+ aiProcess_GenUVCoords | \
+ aiProcess_SortByPType | \
+ 0 )
+
+ ## @def aiProcessPreset_TargetRealtime_Quality
+ # @brief Default postprocess configuration optimizing the data for real-time rendering.
+ #
+ # Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
+ # performs some extra optimizations to improve rendering speed and
+ # to minimize memory usage. It could be a good choice for a level editor
+ # environment where import speed is not so important.
+ #
+ # If you're using DirectX, don't forget to combine this value with
+ # the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
+ # in your application apply the #aiProcess_TransformUVCoords step, too.
+ # @note Please take the time to read the docs for the steps enabled by this preset.
+ # Some of them offer further configurable properties, while some of them might not be
+ # of use for you so it might be better to not specify them.
+ #
+aiProcessPreset_TargetRealtime_Quality = ( \
+ aiProcess_CalcTangentSpace | \
+ aiProcess_GenSmoothNormals | \
+ aiProcess_JoinIdenticalVertices | \
+ aiProcess_ImproveCacheLocality | \
+ aiProcess_LimitBoneWeights | \
+ aiProcess_RemoveRedundantMaterials | \
+ aiProcess_SplitLargeMeshes | \
+ aiProcess_Triangulate | \
+ aiProcess_GenUVCoords | \
+ aiProcess_SortByPType | \
+ aiProcess_FindDegenerates | \
+ aiProcess_FindInvalidData | \
+ 0 )
+
+ ## @def aiProcessPreset_TargetRealtime_MaxQuality
+ # @brief Default postprocess configuration optimizing the data for real-time rendering.
+ #
+ # This preset enables almost every optimization step to achieve perfectly
+ # optimized data. It's your choice for level editor environments where import speed
+ # is not important.
+ #
+ # If you're using DirectX, don't forget to combine this value with
+ # the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
+ # in your application, apply the #aiProcess_TransformUVCoords step, too.
+ # @note Please take the time to read the docs for the steps enabled by this preset.
+ # Some of them offer further configurable properties, while some of them might not be
+ # of use for you so it might be better to not specify them.
+ #
+aiProcessPreset_TargetRealtime_MaxQuality = ( \
+ aiProcessPreset_TargetRealtime_Quality | \
+ aiProcess_FindInstances | \
+ aiProcess_ValidateDataStructure | \
+ aiProcess_OptimizeMeshes | \
+ 0 )
+
+
diff --git a/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py b/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py
new file mode 100644
index 0000000..e1fba19
--- /dev/null
+++ b/src/mesh/assimp-master/port/PyAssimp/pyassimp/structs.py
@@ -0,0 +1,1135 @@
+#-*- coding: utf-8 -*-
+
+from ctypes import POINTER, c_void_p, c_uint, c_char, c_float, Structure, c_double, c_ubyte, c_size_t, c_uint32
+
+
+class Vector2D(Structure):
+ """
+ See 'vector2.h' for details.
+ """
+
+
+ _fields_ = [
+ ("x", c_float),("y", c_float),
+ ]
+
+class Matrix3x3(Structure):
+ """
+ See 'matrix3x3.h' for details.
+ """
+
+
+ _fields_ = [
+ ("a1", c_float),("a2", c_float),("a3", c_float),
+ ("b1", c_float),("b2", c_float),("b3", c_float),
+ ("c1", c_float),("c2", c_float),("c3", c_float),
+ ]
+
+class Texel(Structure):
+ """
+ See 'texture.h' for details.
+ """
+
+ _fields_ = [
+ ("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
+ ]
+
+class Color4D(Structure):
+ """
+ See 'color4.h' for details.
+ """
+
+
+ _fields_ = [
+ # Red, green, blue and alpha color values
+ ("r", c_float),("g", c_float),("b", c_float),("a", c_float),
+ ]
+
+class Plane(Structure):
+ """
+ See 'types.h' for details.
+ """
+
+ _fields_ = [
+ # Plane equation
+ ("a", c_float),("b", c_float),("c", c_float),("d", c_float),
+ ]
+
+class Color3D(Structure):
+ """
+ See 'types.h' for details.
+ """
+
+ _fields_ = [
+ # Red, green and blue color values
+ ("r", c_float),("g", c_float),("b", c_float),
+ ]
+
+class String(Structure):
+ """
+ See 'types.h' for details.
+ """
+
+ MAXLEN = 1024
+
+ _fields_ = [
+ # Binary length of the string excluding the terminal 0. This is NOT the
+ # logical length of strings containing UTF-8 multibyte sequences! It's
+ # the number of bytes from the beginning of the string to its end.
+ ("length", c_uint32),
+
+ # String buffer. Size limit is MAXLEN
+ ("data", c_char*MAXLEN),
+ ]
+
+class MaterialPropertyString(Structure):
+ """
+ See 'MaterialSystem.cpp' for details.
+
+ The size of length is truncated to 4 bytes on 64-bit platforms when used as a
+ material property (see MaterialSystem.cpp aiMaterial::AddProperty() for details).
+ """
+
+ MAXLEN = 1024
+
+ _fields_ = [
+ # Binary length of the string excluding the terminal 0. This is NOT the
+ # logical length of strings containing UTF-8 multibyte sequences! It's
+ # the number of bytes from the beginning of the string to its end.
+ ("length", c_uint32),
+
+ # String buffer. Size limit is MAXLEN
+ ("data", c_char*MAXLEN),
+ ]
+
+class MemoryInfo(Structure):
+ """
+ See 'types.h' for details.
+ """
+
+ _fields_ = [
+ # Storage allocated for texture data
+ ("textures", c_uint),
+
+ # Storage allocated for material data
+ ("materials", c_uint),
+
+ # Storage allocated for mesh data
+ ("meshes", c_uint),
+
+ # Storage allocated for node data
+ ("nodes", c_uint),
+
+ # Storage allocated for animation data
+ ("animations", c_uint),
+
+ # Storage allocated for camera data
+ ("cameras", c_uint),
+
+ # Storage allocated for light data
+ ("lights", c_uint),
+
+ # Total storage allocated for the full import.
+ ("total", c_uint),
+ ]
+
+class Quaternion(Structure):
+ """
+ See 'quaternion.h' for details.
+ """
+
+
+ _fields_ = [
+ # w,x,y,z components of the quaternion
+ ("w", c_float),("x", c_float),("y", c_float),("z", c_float),
+ ]
+
+class Face(Structure):
+ """
+ See 'mesh.h' for details.
+ """
+
+ _fields_ = [
+ # Number of indices defining this face.
+ # The maximum value for this member is
+ #AI_MAX_FACE_INDICES.
+ ("mNumIndices", c_uint),
+
+ # Pointer to the indices array. Size of the array is given in numIndices.
+ ("mIndices", POINTER(c_uint)),
+ ]
+
+class VertexWeight(Structure):
+ """
+ See 'mesh.h' for details.
+ """
+
+ _fields_ = [
+ # Index of the vertex which is influenced by the bone.
+ ("mVertexId", c_uint),
+
+ # The strength of the influence in the range (0...1).
+ # The influence from all bones at one vertex amounts to 1.
+ ("mWeight", c_float),
+ ]
+
+class Matrix4x4(Structure):
+ """
+ See 'matrix4x4.h' for details.
+ """
+
+
+ _fields_ = [
+ ("a1", c_float),("a2", c_float),("a3", c_float),("a4", c_float),
+ ("b1", c_float),("b2", c_float),("b3", c_float),("b4", c_float),
+ ("c1", c_float),("c2", c_float),("c3", c_float),("c4", c_float),
+ ("d1", c_float),("d2", c_float),("d3", c_float),("d4", c_float),
+ ]
+
+class Vector3D(Structure):
+ """
+ See 'vector3.h' for details.
+ """
+
+
+ _fields_ = [
+ ("x", c_float),("y", c_float),("z", c_float),
+ ]
+
+class MeshKey(Structure):
+ """
+ See 'anim.h' for details.
+ """
+
+ _fields_ = [
+ # The time of this key
+ ("mTime", c_double),
+
+ # Index into the aiMesh::mAnimMeshes array of the
+ # mesh corresponding to the
+ #aiMeshAnim hosting this
+ # key frame. The referenced anim mesh is evaluated
+ # according to the rules defined in the docs for
+ #aiAnimMesh.
+ ("mValue", c_uint),
+ ]
+
+class MetadataEntry(Structure):
+ """
+ See 'metadata.h' for details
+ """
+ AI_BOOL = 0
+ AI_INT32 = 1
+ AI_UINT64 = 2
+ AI_FLOAT = 3
+ AI_DOUBLE = 4
+ AI_AISTRING = 5
+ AI_AIVECTOR3D = 6
+ AI_META_MAX = 7
+ _fields_ = [
+ # The type field uniquely identifies the underlying type of the data field
+ ("mType", c_uint),
+ ("mData", c_void_p),
+ ]
+
+class Metadata(Structure):
+ """
+ See 'metadata.h' for details
+ """
+ _fields_ = [
+ # Length of the mKeys and mValues arrays, respectively
+ ("mNumProperties", c_uint),
+
+ # Arrays of keys, may not be NULL. Entries in this array may not be NULL
+ # as well.
+ ("mKeys", POINTER(String)),
+
+ # Arrays of values, may not be NULL. Entries in this array may be NULL
+ # if the corresponding property key has no assigned value.
+ ("mValues", POINTER(MetadataEntry)),
+ ]
+
+class Node(Structure):
+ """
+ See 'scene.h' for details.
+ """
+
+
+Node._fields_ = [
+ # The name of the node.
+ # The name might be empty (length of zero) but all nodes which
+ # need to be accessed afterwards by bones or anims are usually named.
+ # Multiple nodes may have the same name, but nodes which are accessed
+ # by bones (see
+ #aiBone and
+ #aiMesh::mBones) *must* be unique.
+ # Cameras and lights are assigned to a specific node name - if there
+ # are multiple nodes with this name, they're assigned to each of them.
+ # <br>
+ # There are no limitations regarding the characters contained in
+ # this text. You should be able to handle stuff like whitespace, tabs,
+ # linefeeds, quotation marks, ampersands, ... .
+ ("mName", String),
+
+ # The transformation relative to the node's parent.
+ ("mTransformation", Matrix4x4),
+
+ # Parent node. NULL if this node is the root node.
+ ("mParent", POINTER(Node)),
+
+ # The number of child nodes of this node.
+ ("mNumChildren", c_uint),
+
+ # The child nodes of this node. NULL if mNumChildren is 0.
+ ("mChildren", POINTER(POINTER(Node))),
+
+ # The number of meshes of this node.
+ ("mNumMeshes", c_uint),
+
+ # The meshes of this node. Each entry is an index into the mesh
+ ("mMeshes", POINTER(c_uint)),
+
+ # Metadata associated with this node or NULL if there is no metadata.
+ # Whether any metadata is generated depends on the source file format.
+ ("mMetadata", POINTER(Metadata)),
+ ]
+
+class Light(Structure):
+ """
+ See 'light.h' for details.
+ """
+
+
+ _fields_ = [
+ # The name of the light source.
+ # There must be a node in the scenegraph with the same name.
+ # This node specifies the position of the light in the scene
+ # hierarchy and can be animated.
+ ("mName", String),
+
+ # The type of the light source.
+ # aiLightSource_UNDEFINED is not a valid value for this member.
+ ("mType", c_uint),
+
+ # Position of the light source in space. Relative to the
+ # transformation of the node corresponding to the light.
+ # The position is undefined for directional lights.
+ ("mPosition", Vector3D),
+
+ # Direction of the light source in space. Relative to the
+ # transformation of the node corresponding to the light.
+ # The direction is undefined for point lights. The vector
+ # may be normalized, but it needn't.
+ ("mDirection", Vector3D),
+
+ # Up direction of the light source in space. Relative to the
+ # transformation of the node corresponding to the light.
+ #
+ # The direction is undefined for point lights. The vector
+ # may be normalized, but it needn't.
+ ("mUp", Vector3D),
+
+ # Constant light attenuation factor.
+ # The intensity of the light source at a given distance 'd' from
+ # the light's position is
+ # @code
+ # Atten = 1/( att0 + att1
+ # d + att2
+ # d*d)
+ # @endcode
+ # This member corresponds to the att0 variable in the equation.
+ # Naturally undefined for directional lights.
+ ("mAttenuationConstant", c_float),
+
+ # Linear light attenuation factor.
+ # The intensity of the light source at a given distance 'd' from
+ # the light's position is
+ # @code
+ # Atten = 1/( att0 + att1
+ # d + att2
+ # d*d)
+ # @endcode
+ # This member corresponds to the att1 variable in the equation.
+ # Naturally undefined for directional lights.
+ ("mAttenuationLinear", c_float),
+
+ # Quadratic light attenuation factor.
+ # The intensity of the light source at a given distance 'd' from
+ # the light's position is
+ # @code
+ # Atten = 1/( att0 + att1
+ # d + att2
+ # d*d)
+ # @endcode
+ # This member corresponds to the att2 variable in the equation.
+ # Naturally undefined for directional lights.
+ ("mAttenuationQuadratic", c_float),
+
+ # Diffuse color of the light source
+ # The diffuse light color is multiplied with the diffuse
+ # material color to obtain the final color that contributes
+ # to the diffuse shading term.
+ ("mColorDiffuse", Color3D),
+
+ # Specular color of the light source
+ # The specular light color is multiplied with the specular
+ # material color to obtain the final color that contributes
+ # to the specular shading term.
+ ("mColorSpecular", Color3D),
+
+ # Ambient color of the light source
+ # The ambient light color is multiplied with the ambient
+ # material color to obtain the final color that contributes
+ # to the ambient shading term. Most renderers will ignore
+ # this value it, is just a remaining of the fixed-function pipeline
+ # that is still supported by quite many file formats.
+ ("mColorAmbient", Color3D),
+
+ # Inner angle of a spot light's light cone.
+ # The spot light has maximum influence on objects inside this
+ # angle. The angle is given in radians. It is 2PI for point
+ # lights and undefined for directional lights.
+ ("mAngleInnerCone", c_float),
+
+ # Outer angle of a spot light's light cone.
+ # The spot light does not affect objects outside this angle.
+ # The angle is given in radians. It is 2PI for point lights and
+ # undefined for directional lights. The outer angle must be
+ # greater than or equal to the inner angle.
+ # It is assumed that the application uses a smooth
+ # interpolation between the inner and the outer cone of the
+ # spot light.
+ ("mAngleOuterCone", c_float),
+
+ # Size of area light source.
+ ("mSize", Vector2D),
+ ]
+
+class Texture(Structure):
+ """
+ See 'texture.h' for details.
+ """
+
+
+ _fields_ = [
+ # Width of the texture, in pixels
+ # If mHeight is zero the texture is compressed in a format
+ # like JPEG. In this case mWidth specifies the size of the
+ # memory area pcData is pointing to, in bytes.
+ ("mWidth", c_uint),
+
+ # Height of the texture, in pixels
+ # If this value is zero, pcData points to an compressed texture
+ # in any format (e.g. JPEG).
+ ("mHeight", c_uint),
+
+ # A hint from the loader to make it easier for applications
+ # to determine the type of embedded textures.
+ #
+ # If mHeight != 0 this member is show how data is packed. Hint will consist of
+ # two parts: channel order and channel bitness (count of the bits for every
+ # color channel). For simple parsing by the viewer it's better to not omit
+ # absent color channel and just use 0 for bitness. For example:
+ # 1. Image contain RGBA and 8 bit per channel, achFormatHint == "rgba8888";
+ # 2. Image contain ARGB and 8 bit per channel, achFormatHint == "argb8888";
+ # 3. Image contain RGB and 5 bit for R and B channels and 6 bit for G channel,
+ # achFormatHint == "rgba5650";
+ # 4. One color image with B channel and 1 bit for it, achFormatHint == "rgba0010";
+ # If mHeight == 0 then achFormatHint is set set to '\\0\\0\\0\\0' if the loader has no additional
+ # information about the texture file format used OR the
+ # file extension of the format without a trailing dot. If there
+ # are multiple file extensions for a format, the shortest
+ # extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
+ # E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
+ # The fourth character will always be '\\0'.
+ ("achFormatHint", c_char*9),
+
+ # Data of the texture.
+ # Points to an array of mWidth
+ # mHeight aiTexel's.
+ # The format of the texture data is always ARGB8888 to
+ # make the implementation for user of the library as easy
+ # as possible. If mHeight = 0 this is a pointer to a memory
+ # buffer of size mWidth containing the compressed texture
+ # data. Good luck, have fun!
+ ("pcData", POINTER(Texel)),
+
+ # Texture original filename
+ # Used to get the texture reference
+ ("mFilename", String),
+ ]
+
+class Ray(Structure):
+ """
+ See 'types.h' for details.
+ """
+
+ _fields_ = [
+ # Position and direction of the ray
+ ("pos", Vector3D),("dir", Vector3D),
+ ]
+
+class UVTransform(Structure):
+ """
+ See 'material.h' for details.
+ """
+
+ _fields_ = [
+ # Translation on the u and v axes.
+ # The default value is (0|0).
+ ("mTranslation", Vector2D),
+
+ # Scaling on the u and v axes.
+ # The default value is (1|1).
+ ("mScaling", Vector2D),
+
+ # Rotation - in counter-clockwise direction.
+ # The rotation angle is specified in radians. The
+ # rotation center is 0.5f|0.5f. The default value
+ # 0.f.
+ ("mRotation", c_float),
+ ]
+
+class MaterialProperty(Structure):
+ """
+ See 'material.h' for details.
+ """
+
+ _fields_ = [
+ # Specifies the name of the property (key)
+ # Keys are generally case insensitive.
+ ("mKey", String),
+
+ # Textures: Specifies their exact usage semantic.
+ # For non-texture properties, this member is always 0
+ # (or, better-said,
+ #aiTextureType_NONE).
+ ("mSemantic", c_uint),
+
+ # Textures: Specifies the index of the texture.
+ # For non-texture properties, this member is always 0.
+ ("mIndex", c_uint),
+
+ # Size of the buffer mData is pointing to, in bytes.
+ # This value may not be 0.
+ ("mDataLength", c_uint),
+
+ # Type information for the property.
+ # Defines the data layout inside the data buffer. This is used
+ # by the library internally to perform debug checks and to
+ # utilize proper type conversions.
+ # (It's probably a hacky solution, but it works.)
+ ("mType", c_uint),
+
+ # Binary buffer to hold the property's value.
+ # The size of the buffer is always mDataLength.
+ ("mData", POINTER(c_char)),
+ ]
+
+class Material(Structure):
+ """
+ See 'material.h' for details.
+ """
+
+ _fields_ = [
+ # List of all material properties loaded.
+ ("mProperties", POINTER(POINTER(MaterialProperty))),
+
+ # Number of properties in the data base
+ ("mNumProperties", c_uint),
+
+ # Storage allocated
+ ("mNumAllocated", c_uint),
+ ]
+
+class Bone(Structure):
+ """
+ See 'mesh.h' for details.
+ """
+
+ _fields_ = [
+ # The name of the bone.
+ ("mName", String),
+
+ # The number of vertices affected by this bone
+ # The maximum value for this member is
+ #AI_MAX_BONE_WEIGHTS.
+ ("mNumWeights", c_uint),
+
+ # The vertices affected by this bone
+ ("mWeights", POINTER(VertexWeight)),
+
+ # Matrix that transforms from mesh space to bone space in bind pose
+ ("mOffsetMatrix", Matrix4x4),
+ ]
+
+
+class AnimMesh(Structure):
+ """
+ See 'mesh.h' for details.
+ """
+
+ AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
+ AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
+
+ _fields_ = [
+ # Anim Mesh name
+ ("mName", String),
+
+ # Replacement for aiMesh::mVertices. If this array is non-NULL,
+ # it *must* contain mNumVertices entries. The corresponding
+ # array in the host mesh must be non-NULL as well - animation
+ # meshes may neither add or nor remove vertex components (if
+ # a replacement array is NULL and the corresponding source
+ # array is not, the source data is taken instead)
+ ("mVertices", POINTER(Vector3D)),
+
+ # Replacement for aiMesh::mNormals.
+ ("mNormals", POINTER(Vector3D)),
+
+ # Replacement for aiMesh::mTangents.
+ ("mTangents", POINTER(Vector3D)),
+
+ # Replacement for aiMesh::mBitangents.
+ ("mBitangents", POINTER(Vector3D)),
+
+ # Replacement for aiMesh::mColors
+ ("mColors", POINTER(Color4D) * AI_MAX_NUMBER_OF_COLOR_SETS),
+
+ # Replacement for aiMesh::mTextureCoords
+ ("mTextureCoords", POINTER(Vector3D) * AI_MAX_NUMBER_OF_TEXTURECOORDS),
+
+ # The number of vertices in the aiAnimMesh, and thus the length of all
+ # the member arrays.
+ #
+ # This has always the same value as the mNumVertices property in the
+ # corresponding aiMesh. It is duplicated here merely to make the length
+ # of the member arrays accessible even if the aiMesh is not known, e.g.
+ # from language bindings.
+ ("mNumVertices", c_uint),
+
+ # Weight of the AnimMesh.
+ ("mWeight", c_float),
+ ]
+
+
+class Mesh(Structure):
+ """
+ See 'mesh.h' for details.
+ """
+
+ AI_MAX_FACE_INDICES = 0x7fff
+ AI_MAX_BONE_WEIGHTS = 0x7fffffff
+ AI_MAX_VERTICES = 0x7fffffff
+ AI_MAX_FACES = 0x7fffffff
+ AI_MAX_NUMBER_OF_COLOR_SETS = 0x8
+ AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8
+
+ _fields_ = [ # Bitwise combination of the members of the
+ #aiPrimitiveType enum.
+ # This specifies which types of primitives are present in the mesh.
+ # The "SortByPrimitiveType"-Step can be used to make sure the
+ # output meshes consist of one primitive type each.
+ ("mPrimitiveTypes", c_uint),
+
+ # The number of vertices in this mesh.
+ # This is also the size of all of the per-vertex data arrays.
+ # The maximum value for this member is
+ #AI_MAX_VERTICES.
+ ("mNumVertices", c_uint),
+
+ # The number of primitives (triangles, polygons, lines) in this mesh.
+ # This is also the size of the mFaces array.
+ # The maximum value for this member is
+ #AI_MAX_FACES.
+ ("mNumFaces", c_uint),
+
+ # Vertex positions.
+ # This array is always present in a mesh. The array is
+ # mNumVertices in size.
+ ("mVertices", POINTER(Vector3D)),
+
+ # Vertex normals.
+ # The array contains normalized vectors, NULL if not present.
+ # The array is mNumVertices in size. Normals are undefined for
+ # point and line primitives. A mesh consisting of points and
+ # lines only may not have normal vectors. Meshes with mixed
+ # primitive types (i.e. lines and triangles) may have normals,
+ # but the normals for vertices that are only referenced by
+ # point or line primitives are undefined and set to QNaN (WARN:
+ # qNaN compares to inequal to *everything*, even to qNaN itself.
+ # Using code like this to check whether a field is qnan is:
+ # @code
+ #define IS_QNAN(f) (f != f)
+ # @endcode
+ # still dangerous because even 1.f == 1.f could evaluate to false! (
+ # remember the subtleties of IEEE754 artithmetics). Use stuff like
+ # @c fpclassify instead.
+ # @note Normal vectors computed by Assimp are always unit-length.
+ # However, this needn't apply for normals that have been taken
+ # directly from the model file.
+ ("mNormals", POINTER(Vector3D)),
+
+ # Vertex tangents.
+ # The tangent of a vertex points in the direction of the positive
+ # X texture axis. The array contains normalized vectors, NULL if
+ # not present. The array is mNumVertices in size. A mesh consisting
+ # of points and lines only may not have normal vectors. Meshes with
+ # mixed primitive types (i.e. lines and triangles) may have
+ # normals, but the normals for vertices that are only referenced by
+ # point or line primitives are undefined and set to qNaN. See
+ # the
+ #mNormals member for a detailed discussion of qNaNs.
+ # @note If the mesh contains tangents, it automatically also
+ # contains bitangents (the bitangent is just the cross product of
+ # tangent and normal vectors).
+ ("mTangents", POINTER(Vector3D)),
+
+ # Vertex bitangents.
+ # The bitangent of a vertex points in the direction of the positive
+ # Y texture axis. The array contains normalized vectors, NULL if not
+ # present. The array is mNumVertices in size.
+ # @note If the mesh contains tangents, it automatically also contains
+ # bitangents.
+ ("mBitangents", POINTER(Vector3D)),
+
+ # Vertex color sets.
+ # A mesh may contain 0 to
+ #AI_MAX_NUMBER_OF_COLOR_SETS vertex
+ # colors per vertex. NULL if not present. Each array is
+ # mNumVertices in size if present.
+ ("mColors", POINTER(Color4D)*AI_MAX_NUMBER_OF_COLOR_SETS),
+
+ # Vertex texture coords, also known as UV channels.
+ # A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
+ # vertex. NULL if not present. The array is mNumVertices in size.
+ ("mTextureCoords", POINTER(Vector3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
+
+ # Specifies the number of components for a given UV channel.
+ # Up to three channels are supported (UVW, for accessing volume
+ # or cube maps). If the value is 2 for a given channel n, the
+ # component p.z of mTextureCoords[n][p] is set to 0.0f.
+ # If the value is 1 for a given channel, p.y is set to 0.0f, too.
+ # @note 4D coords are not supported
+ ("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS),
+
+ # The faces the mesh is constructed from.
+ # Each face refers to a number of vertices by their indices.
+ # This array is always present in a mesh, its size is given
+ # in mNumFaces. If the
+ #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
+ # is NOT set each face references an unique set of vertices.
+ ("mFaces", POINTER(Face)),
+
+ # The number of bones this mesh contains.
+ # Can be 0, in which case the mBones array is NULL.
+ ("mNumBones", c_uint),
+
+ # The bones of this mesh.
+ # A bone consists of a name by which it can be found in the
+ # frame hierarchy and a set of vertex weights.
+ ("mBones", POINTER(POINTER(Bone))),
+
+ # The material used by this mesh.
+ # A mesh does use only a single material. If an imported model uses
+ # multiple materials, the import splits up the mesh. Use this value
+ # as index into the scene's material list.
+ ("mMaterialIndex", c_uint),
+
+ # Name of the mesh. Meshes can be named, but this is not a
+ # requirement and leaving this field empty is totally fine.
+ # There are mainly three uses for mesh names:
+ # - some formats name nodes and meshes independently.
+ # - importers tend to split meshes up to meet the
+ # one-material-per-mesh requirement. Assigning
+ # the same (dummy) name to each of the result meshes
+ # aids the caller at recovering the original mesh
+ # partitioning.
+ # - Vertex animations refer to meshes by their names.
+ ("mName", String),
+
+ # The number of attachment meshes. Note! Currently only works with Collada loader.
+ ("mNumAnimMeshes", c_uint),
+
+ # Attachment meshes for this mesh, for vertex-based animation.
+ # Attachment meshes carry replacement data for some of the
+ # mesh'es vertex components (usually positions, normals).
+ # Note! Currently only works with Collada loader.
+ ("mAnimMeshes", POINTER(POINTER(AnimMesh))),
+
+ # Method of morphing when animeshes are specified.
+ ("mMethod", c_uint),
+
+ ]
+
+class Camera(Structure):
+ """
+ See 'camera.h' for details.
+ """
+
+
+ _fields_ = [
+ # The name of the camera.
+ # There must be a node in the scenegraph with the same name.
+ # This node specifies the position of the camera in the scene
+ # hierarchy and can be animated.
+ ("mName", String),
+
+ # Position of the camera relative to the coordinate space
+ # defined by the corresponding node.
+ # The default value is 0|0|0.
+ ("mPosition", Vector3D),
+
+ # 'Up' - vector of the camera coordinate system relative to
+ # the coordinate space defined by the corresponding node.
+ # The 'right' vector of the camera coordinate system is
+ # the cross product of the up and lookAt vectors.
+ # The default value is 0|1|0. The vector
+ # may be normalized, but it needn't.
+ ("mUp", Vector3D),
+
+ # 'LookAt' - vector of the camera coordinate system relative to
+ # the coordinate space defined by the corresponding node.
+ # This is the viewing direction of the user.
+ # The default value is 0|0|1. The vector
+ # may be normalized, but it needn't.
+ ("mLookAt", Vector3D),
+
+ # Half horizontal field of view angle, in radians.
+ # The field of view angle is the angle between the center
+ # line of the screen and the left or right border.
+ # The default value is 1/4PI.
+ ("mHorizontalFOV", c_float),
+
+ # Distance of the near clipping plane from the camera.
+ # The value may not be 0.f (for arithmetic reasons to prevent
+ # a division through zero). The default value is 0.1f.
+ ("mClipPlaneNear", c_float),
+
+ # Distance of the far clipping plane from the camera.
+ # The far clipping plane must, of course, be further away than the
+ # near clipping plane. The default value is 1000.f. The ratio
+ # between the near and the far plane should not be too
+ # large (between 1000-10000 should be ok) to avoid floating-point
+ # inaccuracies which could lead to z-fighting.
+ ("mClipPlaneFar", c_float),
+
+ # Screen aspect ratio.
+ # This is the ration between the width and the height of the
+ # screen. Typical values are 4/3, 1/2 or 1/1. This value is
+ # 0 if the aspect ratio is not defined in the source file.
+ # 0 is also the default value.
+ ("mAspect", c_float),
+ ]
+
+class VectorKey(Structure):
+ """
+ See 'anim.h' for details.
+ """
+
+ _fields_ = [
+ # The time of this key
+ ("mTime", c_double),
+
+ # The value of this key
+ ("mValue", Vector3D),
+ ]
+
+class QuatKey(Structure):
+ """
+ See 'anim.h' for details.
+ """
+
+ _fields_ = [
+ # The time of this key
+ ("mTime", c_double),
+
+ # The value of this key
+ ("mValue", Quaternion),
+ ]
+
+class MeshMorphKey(Structure):
+ """
+ See 'anim.h' for details.
+ """
+
+ _fields_ = [
+ # The time of this key
+ ("mTime", c_double),
+
+ # The values and weights at the time of this key
+ ("mValues", POINTER(c_uint)),
+ ("mWeights", POINTER(c_double)),
+
+ # The number of values and weights
+ ("mNumValuesAndWeights", c_uint),
+
+ ]
+
+class NodeAnim(Structure):
+ """
+ See 'anim.h' for details.
+ """
+
+ _fields_ = [
+ # The name of the node affected by this animation. The node
+ # must exist and it must be unique.
+ ("mNodeName", String),
+
+ # The number of position keys
+ ("mNumPositionKeys", c_uint),
+
+ # The position keys of this animation channel. Positions are
+ # specified as 3D vector. The array is mNumPositionKeys in size.
+ # If there are position keys, there will also be at least one
+ # scaling and one rotation key.
+ ("mPositionKeys", POINTER(VectorKey)),
+
+ # The number of rotation keys
+ ("mNumRotationKeys", c_uint),
+
+ # The rotation keys of this animation channel. Rotations are
+ # given as quaternions, which are 4D vectors. The array is
+ # mNumRotationKeys in size.
+ # If there are rotation keys, there will also be at least one
+ # scaling and one position key.
+ ("mRotationKeys", POINTER(QuatKey)),
+
+ # The number of scaling keys
+ ("mNumScalingKeys", c_uint),
+
+ # The scaling keys of this animation channel. Scalings are
+ # specified as 3D vector. The array is mNumScalingKeys in size.
+ # If there are scaling keys, there will also be at least one
+ # position and one rotation key.
+ ("mScalingKeys", POINTER(VectorKey)),
+
+ # Defines how the animation behaves before the first
+ # key is encountered.
+ # The default value is aiAnimBehaviour_DEFAULT (the original
+ # transformation matrix of the affected node is used).
+ ("mPreState", c_uint),
+
+ # Defines how the animation behaves after the last
+ # key was processed.
+ # The default value is aiAnimBehaviour_DEFAULT (the original
+ # transformation matrix of the affected node is taken).
+ ("mPostState", c_uint),
+ ]
+
+class MeshAnim(Structure):
+ """
+ See 'anim.h' for details.
+ """
+
+ _fields_ = [
+ # Name of the mesh to be animated. An empty string is not allowed,
+ # animated meshes need to be named (not necessarily uniquely,
+ # the name can basically serve as wild-card to select a group
+ # of meshes with similar animation setup)
+ ("mName", String),
+
+ # Size of the #mKeys array. Must be 1, at least.
+ ("mNumKeys", c_uint),
+
+ # Key frames of the animation. May not be NULL.
+ ("mKeys", POINTER(MeshKey)),
+ ]
+
+class MeshMorphAnim(Structure):
+ """
+ See 'anim.h' for details.
+ """
+
+ _fields_ = [
+ # Name of the mesh to be animated. An empty string is not allowed,
+ # animated meshes need to be named (not necessarily uniquely,
+ # the name can basically serve as wildcard to select a group
+ # of meshes with similar animation setup)
+ ("mName", String),
+
+ # Size of the #mKeys array. Must be 1, at least.
+ ("mNumKeys", c_uint),
+
+ # Key frames of the animation. May not be NULL.
+ ("mKeys", POINTER(MeshMorphKey)),
+ ]
+
+
+class Animation(Structure):
+ """
+ See 'anim.h' for details.
+ """
+
+ _fields_ = [
+ # The name of the animation. If the modeling package this data was
+ # exported from does support only a single animation channel, this
+ # name is usually empty (length is zero).
+ ("mName", String),
+
+ # Duration of the animation in ticks.
+ ("mDuration", c_double),
+
+ # Ticks per second. 0 if not specified in the imported file
+ ("mTicksPerSecond", c_double),
+
+ # The number of bone animation channels. Each channel affects
+ # a single node.
+ ("mNumChannels", c_uint),
+
+ # The node animation channels. Each channel affects a single node.
+ # The array is mNumChannels in size.
+ ("mChannels", POINTER(POINTER(NodeAnim))),
+
+ # The number of mesh animation channels. Each channel affects
+ # a single mesh and defines vertex-based animation.
+ ("mNumMeshChannels", c_uint),
+
+ # The mesh animation channels. Each channel affects a single mesh.
+ # The array is mNumMeshChannels in size.
+ ("mMeshChannels", POINTER(POINTER(MeshAnim))),
+
+ # The number of mesh animation channels. Each channel affects
+ # a single mesh and defines morphing animation.
+ ("mNumMorphMeshChannels", c_uint),
+
+ # The morph mesh animation channels. Each channel affects a single mesh.
+ # The array is mNumMorphMeshChannels in size.
+ ("mMorphMeshChannels", POINTER(POINTER(MeshMorphAnim))),
+
+ ]
+
+class ExportDataBlob(Structure):
+ """
+ See 'cexport.h' for details.
+
+ Note that the '_fields_' definition is outside the class to allow the 'next' field to be recursive
+ """
+ pass
+
+ExportDataBlob._fields_ = [
+ # Size of the data in bytes
+ ("size", c_size_t),
+
+ # The data.
+ ("data", c_void_p),
+
+ # Name of the blob. An empty string always
+ # indicates the first (and primary) blob,
+ # which contains the actual file data.
+ # Any other blobs are auxiliary files produced
+ # by exporters (i.e. material files). Existence
+ # of such files depends on the file format. Most
+ # formats don't split assets across multiple files.
+ #
+ # If used, blob names usually contain the file
+ # extension that should be used when writing
+ # the data to disc.
+ ("name", String),
+
+ # Pointer to the next blob in the chain or NULL if there is none.
+ ("next", POINTER(ExportDataBlob)),
+ ]
+
+
+class Scene(Structure):
+ """
+ See 'aiScene.h' for details.
+ """
+
+ AI_SCENE_FLAGS_INCOMPLETE = 0x1
+ AI_SCENE_FLAGS_VALIDATED = 0x2
+ AI_SCENE_FLAGS_VALIDATION_WARNING = 0x4
+ AI_SCENE_FLAGS_NON_VERBOSE_FORMAT = 0x8
+ AI_SCENE_FLAGS_TERRAIN = 0x10
+ AI_SCENE_FLAGS_ALLOW_SHARED = 0x20
+
+ _fields_ = [
+ # Any combination of the AI_SCENE_FLAGS_XXX flags. By default
+ # this value is 0, no flags are set. Most applications will
+ # want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
+ # bit set.
+ ("mFlags", c_uint),
+
+ # The root node of the hierarchy.
+ # There will always be at least the root node if the import
+ # was successful (and no special flags have been set).
+ # Presence of further nodes depends on the format and content
+ # of the imported file.
+ ("mRootNode", POINTER(Node)),
+
+ # The number of meshes in the scene.
+ ("mNumMeshes", c_uint),
+
+ # The array of meshes.
+ # Use the indices given in the aiNode structure to access
+ # this array. The array is mNumMeshes in size. If the
+ # AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
+ # be at least ONE material.
+ ("mMeshes", POINTER(POINTER(Mesh))),
+
+ # The number of materials in the scene.
+ ("mNumMaterials", c_uint),
+
+ # The array of materials.
+ # Use the index given in each aiMesh structure to access this
+ # array. The array is mNumMaterials in size. If the
+ # AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
+ # be at least ONE material.
+ ("mMaterials", POINTER(POINTER(Material))),
+
+ # The number of animations in the scene.
+ ("mNumAnimations", c_uint),
+
+ # The array of animations.
+ # All animations imported from the given file are listed here.
+ # The array is mNumAnimations in size.
+ ("mAnimations", POINTER(POINTER(Animation))),
+
+ # The number of textures embedded into the file
+ ("mNumTextures", c_uint),
+
+ # The array of embedded textures.
+ # Not many file formats embed their textures into the file.
+ # An example is Quake's MDL format (which is also used by
+ # some GameStudio versions)
+ ("mTextures", POINTER(POINTER(Texture))),
+
+ # The number of light sources in the scene. Light sources
+ # are fully optional, in most cases this attribute will be 0
+ ("mNumLights", c_uint),
+
+ # The array of light sources.
+ # All light sources imported from the given file are
+ # listed here. The array is mNumLights in size.
+ ("mLights", POINTER(POINTER(Light))),
+
+ # The number of cameras in the scene. Cameras
+ # are fully optional, in most cases this attribute will be 0
+ ("mNumCameras", c_uint),
+
+ # The array of cameras.
+ # All cameras imported from the given file are listed here.
+ # The array is mNumCameras in size. The first camera in the
+ # array (if existing) is the default camera view into
+ # the scene.
+ ("mCameras", POINTER(POINTER(Camera))),
+
+ # This data contains global metadata which belongs to the scene like
+ # unit-conversions, versions, vendors or other model-specific data. This
+ # can be used to store format-specific metadata as well.
+ ("mMetadata", POINTER(Metadata)),
+
+ # Internal data, do not touch
+ ("mPrivate", POINTER(c_char)),
+ ]
+
+assimp_structs_as_tuple = (Matrix4x4,
+ Matrix3x3,
+ Vector2D,
+ Vector3D,
+ Color3D,
+ Color4D,
+ Quaternion,
+ Plane,
+ Texel)