/usr/lib/python2.7/dist-packages/pyassimp/structs.py is in python-pyassimp 4.1.0~dfsg-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 | #-*- coding: UTF-8 -*-
from ctypes import POINTER, c_void_p, c_int, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte, c_size_t, c_uint32
class Vector2D(Structure):
"""
See 'aiVector2D.h' for details.
"""
_fields_ = [
("x", c_float),("y", c_float),
]
class Matrix3x3(Structure):
"""
See 'aiMatrix3x3.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 'aiTexture.h' for details.
"""
_fields_ = [
("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
]
class Color4D(Structure):
"""
See 'aiColor4D.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 'aiTypes.h' for details.
"""
_fields_ = [
# Plane equation
("a", c_float),("b", c_float),("c", c_float),("d", c_float),
]
class Color3D(Structure):
"""
See 'aiTypes.h' for details.
"""
_fields_ = [
# Red, green and blue color values
("r", c_float),("g", c_float),("b", c_float),
]
class String(Structure):
"""
See 'aiTypes.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_size_t),
# String buffer. Size limit is MAXLEN
("data", c_char*MAXLEN),
]
class MaterialPropertyString(Structure):
"""
See 'aiTypes.h' 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 'aiTypes.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 'aiQuaternion.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 'aiMesh.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 'aiMesh.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 'aiMatrix4x4.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 'aiVector3D.h' for details.
"""
_fields_ = [
("x", c_float),("y", c_float),("z", c_float),
]
class MeshKey(Structure):
"""
See 'aiAnim.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 Node(Structure):
"""
See 'aiScene.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)),
]
class Light(Structure):
"""
See 'aiLight.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),
# 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),
]
class Texture(Structure):
"""
See 'aiTexture.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 compressed textures.
# If mHeight != 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 character will always be '\\0'.
("achFormatHint", c_char*4),
# 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)),
]
class Ray(Structure):
"""
See 'aiTypes.h' for details.
"""
_fields_ = [
# Position and direction of the ray
("pos", Vector3D),("dir", Vector3D),
]
class UVTransform(Structure):
"""
See 'aiMaterial.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 'aiMaterial.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 'aiMaterial.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 'aiMesh.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 Mesh(Structure):
"""
See 'aiMesh.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),
# NOT CURRENTLY IN USE. The number of attachment meshes
("mNumAnimMeshes", c_uint),
# NOT CURRENTLY IN USE. 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).
]
class Camera(Structure):
"""
See 'aiCamera.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 'aiAnim.h' for details.
"""
_fields_ = [
# The time of this key
("mTime", c_double),
# The value of this key
("mValue", Vector3D),
]
class QuatKey(Structure):
"""
See 'aiAnim.h' for details.
"""
_fields_ = [
# The time of this key
("mTime", c_double),
# The value of this key
("mValue", Quaternion),
]
class NodeAnim(Structure):
"""
See 'aiAnim.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 Animation(Structure):
"""
See 'aiAnim.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.
]
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
_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))),
]
assimp_structs_as_tuple = (Matrix4x4,
Matrix3x3,
Vector2D,
Vector3D,
Color3D,
Color4D,
Quaternion,
Plane,
Texel)
|