mirror of
https://github.com/bloeys/assimp-go.git
synced 2025-12-29 08:28:20 +00:00
Stringer for some enums
This commit is contained in:
759
asig/asig.go
759
asig/asig.go
@ -1,379 +1,380 @@
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package asig
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/*
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#cgo CFLAGS: -I .
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#cgo LDFLAGS: -L ./libs -l assimp_windows_amd64 -l IrrXML_windows_amd64 -l zlib_windows_amd64
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#include <stdlib.h> //Needed for C.free
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#include <assimp/scene.h>
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//Functions
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struct aiScene* aiImportFile(const char* pFile, unsigned int pFlags);
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void aiReleaseImport(const struct aiScene* pScene);
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const char* aiGetErrorString();
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*/
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import "C"
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import (
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"errors"
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"unsafe"
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"github.com/bloeys/gglm/gglm"
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)
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type Node struct {
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}
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type Animation struct {
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}
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type Texture struct {
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}
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type Light struct {
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}
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type Camera struct {
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}
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type Metadata struct {
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}
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type Scene struct {
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Flags SceneFlag
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RootNode *Node
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Meshes []*Mesh
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Materials []*Material
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Animations []*Animation
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Textures []*Texture
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Lights []*Light
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Cameras []*Camera
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}
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func ImportFile(file string, postProcessFlags PostProcess) (*Scene, error) {
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cstr := C.CString(file)
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defer C.free(unsafe.Pointer(cstr))
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cs := C.aiImportFile(cstr, C.uint(postProcessFlags))
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if cs == nil {
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return nil, getAiErr()
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}
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defer C.aiReleaseImport(cs)
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return parseScene(cs), nil
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}
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func getAiErr() error {
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return errors.New("asig error: " + C.GoString(C.aiGetErrorString()))
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}
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func parseScene(cs *C.struct_aiScene) *Scene {
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s := &Scene{}
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s.Flags = SceneFlag(cs.mFlags)
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s.Meshes = parseMeshes(cs.mMeshes, uint(cs.mNumMeshes))
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s.Materials = parseMaterials(cs.mMaterials, uint(cs.mNumMaterials))
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return s
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}
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func parseMeshes(cm **C.struct_aiMesh, count uint) []*Mesh {
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if cm == nil {
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return []*Mesh{}
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}
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meshes := make([]*Mesh, count)
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cmeshes := unsafe.Slice(cm, count)
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for i := 0; i < int(count); i++ {
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m := &Mesh{}
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cmesh := cmeshes[i]
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vertCount := uint(cmesh.mNumVertices)
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m.Vertices = parseVec3s(cmesh.mVertices, vertCount)
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m.Normals = parseVec3s(cmesh.mNormals, vertCount)
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m.Tangents = parseVec3s(cmesh.mTangents, vertCount)
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m.BitTangents = parseVec3s(cmesh.mBitangents, vertCount)
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//Color sets
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m.ColorSets = parseColorSet(cmesh.mColors, vertCount)
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//Tex coords
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m.TexCoords = parseTexCoords(cmesh.mTextureCoords, vertCount)
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m.TexCoordChannelCount = [8]uint{}
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for j := 0; j < len(cmesh.mTextureCoords); j++ {
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//If a color set isn't available then it is nil
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if cmesh.mTextureCoords[j] == nil {
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continue
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}
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m.TexCoordChannelCount[j] = uint(cmeshes[j].mNumUVComponents[j])
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}
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//Faces
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cFaces := unsafe.Slice(cmesh.mFaces, cmesh.mNumFaces)
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m.Faces = make([]Face, cmesh.mNumFaces)
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for j := 0; j < len(m.Faces); j++ {
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m.Faces[j] = Face{
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Indices: parseUInts(cFaces[j].mIndices, uint(cFaces[j].mNumIndices)),
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}
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}
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//Other
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m.Bones = parseBones(cmesh.mBones, uint(cmesh.mNumBones))
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m.AnimMeshes = parseAnimMeshes(cmesh.mAnimMeshes, uint(cmesh.mNumAnimMeshes))
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m.AABB = AABB{
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Min: parseVec3(&cmesh.mAABB.mMin),
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Max: parseVec3(&cmesh.mAABB.mMax),
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}
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m.MorphMethod = MorphMethod(cmesh.mMethod)
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m.MaterialIndex = uint(cmesh.mMaterialIndex)
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m.Name = parseAiString(cmesh.mName)
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meshes[i] = m
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}
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return meshes
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}
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func parseVec3(cv *C.struct_aiVector3D) gglm.Vec3 {
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if cv == nil {
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return gglm.Vec3{}
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}
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return gglm.Vec3{
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Data: [3]float32{
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float32(cv.x),
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float32(cv.y),
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float32(cv.z),
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},
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}
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}
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func parseAnimMeshes(cam **C.struct_aiAnimMesh, count uint) []*AnimMesh {
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if cam == nil {
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return []*AnimMesh{}
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}
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animMeshes := make([]*AnimMesh, count)
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cAnimMeshes := unsafe.Slice(cam, count)
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for i := 0; i < int(count); i++ {
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m := cAnimMeshes[i]
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animMeshes[i] = &AnimMesh{
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Name: parseAiString(m.mName),
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Vertices: parseVec3s(m.mVertices, uint(m.mNumVertices)),
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Normals: parseVec3s(m.mNormals, uint(m.mNumVertices)),
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Tangents: parseVec3s(m.mTangents, uint(m.mNumVertices)),
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BitTangents: parseVec3s(m.mBitangents, uint(m.mNumVertices)),
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Colors: parseColorSet(m.mColors, uint(m.mNumVertices)),
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TexCoords: parseTexCoords(m.mTextureCoords, uint(m.mNumVertices)),
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Weight: float32(m.mWeight),
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}
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}
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return animMeshes
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}
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func parseTexCoords(ctc [MaxTexCoords]*C.struct_aiVector3D, vertCount uint) [MaxTexCoords][]gglm.Vec3 {
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texCoords := [MaxTexCoords][]gglm.Vec3{}
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for j := 0; j < len(ctc); j++ {
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//If a color set isn't available then it is nil
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if ctc[j] == nil {
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continue
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}
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texCoords[j] = parseVec3s(ctc[j], vertCount)
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}
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return texCoords
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}
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func parseColorSet(cc [MaxColorSets]*C.struct_aiColor4D, vertCount uint) [MaxColorSets][]gglm.Vec4 {
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colorSet := [MaxColorSets][]gglm.Vec4{}
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for j := 0; j < len(cc); j++ {
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//If a color set isn't available then it is nil
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if cc[j] == nil {
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continue
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}
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colorSet[j] = parseColors(cc[j], vertCount)
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}
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return colorSet
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}
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func parseBones(cbs **C.struct_aiBone, count uint) []*Bone {
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if cbs == nil {
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return []*Bone{}
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}
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bones := make([]*Bone, count)
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cbones := unsafe.Slice(cbs, count)
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for i := 0; i < int(count); i++ {
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cBone := cbones[i]
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bones[i] = &Bone{
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Name: parseAiString(cBone.mName),
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Weights: parseVertexWeights(cBone.mWeights, uint(cBone.mNumWeights)),
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OffsetMatrix: parseMat4(&cBone.mOffsetMatrix),
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}
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}
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return bones
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}
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func parseMat4(cm4 *C.struct_aiMatrix4x4) gglm.Mat4 {
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if cm4 == nil {
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return gglm.Mat4{}
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}
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return gglm.Mat4{
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Data: [4][4]float32{
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{float32(cm4.a1), float32(cm4.b1), float32(cm4.c1), float32(cm4.d1)},
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{float32(cm4.a2), float32(cm4.b2), float32(cm4.c2), float32(cm4.d2)},
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{float32(cm4.a3), float32(cm4.b3), float32(cm4.c3), float32(cm4.d3)},
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{float32(cm4.a4), float32(cm4.b4), float32(cm4.c4), float32(cm4.d4)},
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},
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}
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}
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func parseVertexWeights(cWeights *C.struct_aiVertexWeight, count uint) []VertexWeight {
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if cWeights == nil {
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return []VertexWeight{}
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}
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vw := make([]VertexWeight, count)
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cvw := unsafe.Slice(cWeights, count)
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for i := 0; i < int(count); i++ {
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vw[i] = VertexWeight{
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VertIndex: uint(cvw[i].mVertexId),
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Weight: float32(cvw[i].mWeight),
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}
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}
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return vw
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}
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func parseAiString(aiString C.struct_aiString) string {
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return C.GoStringN(&aiString.data[0], C.int(aiString.length))
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}
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func parseUInts(cui *C.uint, count uint) []uint {
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if cui == nil {
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return []uint{}
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}
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uints := make([]uint, count)
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cUInts := unsafe.Slice(cui, count)
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for i := 0; i < len(cUInts); i++ {
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uints[i] = uint(cUInts[i])
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}
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return uints
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}
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func parseVec3s(cv *C.struct_aiVector3D, count uint) []gglm.Vec3 {
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if cv == nil {
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return []gglm.Vec3{}
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}
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carr := unsafe.Slice(cv, count)
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verts := make([]gglm.Vec3, count)
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for i := 0; i < int(count); i++ {
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verts[i] = gglm.Vec3{
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Data: [3]float32{
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float32(carr[i].x),
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float32(carr[i].y),
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float32(carr[i].z),
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},
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}
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}
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return verts
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}
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func parseColors(cv *C.struct_aiColor4D, count uint) []gglm.Vec4 {
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if cv == nil {
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return []gglm.Vec4{}
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}
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carr := unsafe.Slice(cv, count)
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verts := make([]gglm.Vec4, count)
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for i := 0; i < int(count); i++ {
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verts[i] = gglm.Vec4{
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Data: [4]float32{
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float32(carr[i].r),
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float32(carr[i].g),
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float32(carr[i].b),
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float32(carr[i].a),
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},
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}
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}
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return verts
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}
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func parseMaterials(cMatsIn **C.struct_aiMaterial, count uint) []*Material {
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mats := make([]*Material, count)
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cMats := unsafe.Slice(cMatsIn, count)
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for i := 0; i < int(count); i++ {
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mats[i] = &Material{
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Properties: parseMatProperties(cMats[i].mProperties, uint(cMats[i].mNumProperties)),
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AllocatedStorage: uint(cMats[i].mNumAllocated),
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}
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}
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return mats
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}
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func parseMatProperties(cMatPropsIn **C.struct_aiMaterialProperty, count uint) []*MaterialProperty {
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matProps := make([]*MaterialProperty, count)
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cMatProps := unsafe.Slice(cMatPropsIn, count)
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for i := 0; i < int(count); i++ {
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cmp := cMatProps[i]
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matProps[i] = &MaterialProperty{
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name: parseAiString(cmp.mKey),
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Semantic: TextureType(cmp.mSemantic),
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Index: uint(cmp.mIndex),
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TypeInfo: MatPropertyTypeInfo(cmp.mType),
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Data: C.GoBytes(unsafe.Pointer(cmp.mData), C.int(cmp.mDataLength)),
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}
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}
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return matProps
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}
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package asig
|
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|
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/*
|
||||
#cgo CFLAGS: -I .
|
||||
#cgo LDFLAGS: -L ./libs -l assimp_windows_amd64 -l IrrXML_windows_amd64 -l zlib_windows_amd64
|
||||
|
||||
#include <stdlib.h> //Needed for C.free
|
||||
|
||||
#include <assimp/scene.h>
|
||||
|
||||
//Functions
|
||||
struct aiScene* aiImportFile(const char* pFile, unsigned int pFlags);
|
||||
void aiReleaseImport(const struct aiScene* pScene);
|
||||
const char* aiGetErrorString();
|
||||
unsigned int aiGetMaterialTextureCount(const struct aiMaterial* pMat, enum aiTextureType type);
|
||||
*/
|
||||
import "C"
|
||||
import (
|
||||
"errors"
|
||||
"unsafe"
|
||||
|
||||
"github.com/bloeys/gglm/gglm"
|
||||
)
|
||||
|
||||
type Node struct {
|
||||
}
|
||||
|
||||
type Animation struct {
|
||||
}
|
||||
|
||||
type Texture struct {
|
||||
}
|
||||
|
||||
type Light struct {
|
||||
}
|
||||
|
||||
type Camera struct {
|
||||
}
|
||||
|
||||
type Metadata struct {
|
||||
}
|
||||
|
||||
type Scene struct {
|
||||
Flags SceneFlag
|
||||
|
||||
RootNode *Node
|
||||
Meshes []*Mesh
|
||||
Materials []*Material
|
||||
Animations []*Animation
|
||||
Textures []*Texture
|
||||
Lights []*Light
|
||||
Cameras []*Camera
|
||||
}
|
||||
|
||||
func ImportFile(file string, postProcessFlags PostProcess) (*Scene, error) {
|
||||
|
||||
cstr := C.CString(file)
|
||||
defer C.free(unsafe.Pointer(cstr))
|
||||
|
||||
cs := C.aiImportFile(cstr, C.uint(postProcessFlags))
|
||||
if cs == nil {
|
||||
return nil, getAiErr()
|
||||
}
|
||||
defer C.aiReleaseImport(cs)
|
||||
|
||||
return parseScene(cs), nil
|
||||
}
|
||||
|
||||
func getAiErr() error {
|
||||
return errors.New("asig error: " + C.GoString(C.aiGetErrorString()))
|
||||
}
|
||||
|
||||
func parseScene(cs *C.struct_aiScene) *Scene {
|
||||
|
||||
s := &Scene{}
|
||||
s.Flags = SceneFlag(cs.mFlags)
|
||||
s.Meshes = parseMeshes(cs.mMeshes, uint(cs.mNumMeshes))
|
||||
s.Materials = parseMaterials(cs.mMaterials, uint(cs.mNumMaterials))
|
||||
|
||||
return s
|
||||
}
|
||||
|
||||
func parseMeshes(cm **C.struct_aiMesh, count uint) []*Mesh {
|
||||
|
||||
if cm == nil {
|
||||
return []*Mesh{}
|
||||
}
|
||||
|
||||
meshes := make([]*Mesh, count)
|
||||
cmeshes := unsafe.Slice(cm, count)
|
||||
|
||||
for i := 0; i < int(count); i++ {
|
||||
|
||||
m := &Mesh{}
|
||||
|
||||
cmesh := cmeshes[i]
|
||||
vertCount := uint(cmesh.mNumVertices)
|
||||
|
||||
m.Vertices = parseVec3s(cmesh.mVertices, vertCount)
|
||||
m.Normals = parseVec3s(cmesh.mNormals, vertCount)
|
||||
m.Tangents = parseVec3s(cmesh.mTangents, vertCount)
|
||||
m.BitTangents = parseVec3s(cmesh.mBitangents, vertCount)
|
||||
|
||||
//Color sets
|
||||
m.ColorSets = parseColorSet(cmesh.mColors, vertCount)
|
||||
|
||||
//Tex coords
|
||||
m.TexCoords = parseTexCoords(cmesh.mTextureCoords, vertCount)
|
||||
m.TexCoordChannelCount = [8]uint{}
|
||||
for j := 0; j < len(cmesh.mTextureCoords); j++ {
|
||||
|
||||
//If a color set isn't available then it is nil
|
||||
if cmesh.mTextureCoords[j] == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
m.TexCoordChannelCount[j] = uint(cmeshes[j].mNumUVComponents[j])
|
||||
}
|
||||
|
||||
//Faces
|
||||
cFaces := unsafe.Slice(cmesh.mFaces, cmesh.mNumFaces)
|
||||
m.Faces = make([]Face, cmesh.mNumFaces)
|
||||
for j := 0; j < len(m.Faces); j++ {
|
||||
|
||||
m.Faces[j] = Face{
|
||||
Indices: parseUInts(cFaces[j].mIndices, uint(cFaces[j].mNumIndices)),
|
||||
}
|
||||
}
|
||||
|
||||
//Other
|
||||
m.Bones = parseBones(cmesh.mBones, uint(cmesh.mNumBones))
|
||||
m.AnimMeshes = parseAnimMeshes(cmesh.mAnimMeshes, uint(cmesh.mNumAnimMeshes))
|
||||
m.AABB = AABB{
|
||||
Min: parseVec3(&cmesh.mAABB.mMin),
|
||||
Max: parseVec3(&cmesh.mAABB.mMax),
|
||||
}
|
||||
|
||||
m.MorphMethod = MorphMethod(cmesh.mMethod)
|
||||
m.MaterialIndex = uint(cmesh.mMaterialIndex)
|
||||
m.Name = parseAiString(cmesh.mName)
|
||||
|
||||
meshes[i] = m
|
||||
}
|
||||
|
||||
return meshes
|
||||
}
|
||||
|
||||
func parseVec3(cv *C.struct_aiVector3D) gglm.Vec3 {
|
||||
|
||||
if cv == nil {
|
||||
return gglm.Vec3{}
|
||||
}
|
||||
|
||||
return gglm.Vec3{
|
||||
Data: [3]float32{
|
||||
float32(cv.x),
|
||||
float32(cv.y),
|
||||
float32(cv.z),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
func parseAnimMeshes(cam **C.struct_aiAnimMesh, count uint) []*AnimMesh {
|
||||
|
||||
if cam == nil {
|
||||
return []*AnimMesh{}
|
||||
}
|
||||
|
||||
animMeshes := make([]*AnimMesh, count)
|
||||
cAnimMeshes := unsafe.Slice(cam, count)
|
||||
|
||||
for i := 0; i < int(count); i++ {
|
||||
|
||||
m := cAnimMeshes[i]
|
||||
animMeshes[i] = &AnimMesh{
|
||||
Name: parseAiString(m.mName),
|
||||
Vertices: parseVec3s(m.mVertices, uint(m.mNumVertices)),
|
||||
Normals: parseVec3s(m.mNormals, uint(m.mNumVertices)),
|
||||
Tangents: parseVec3s(m.mTangents, uint(m.mNumVertices)),
|
||||
BitTangents: parseVec3s(m.mBitangents, uint(m.mNumVertices)),
|
||||
Colors: parseColorSet(m.mColors, uint(m.mNumVertices)),
|
||||
TexCoords: parseTexCoords(m.mTextureCoords, uint(m.mNumVertices)),
|
||||
Weight: float32(m.mWeight),
|
||||
}
|
||||
}
|
||||
|
||||
return animMeshes
|
||||
}
|
||||
|
||||
func parseTexCoords(ctc [MaxTexCoords]*C.struct_aiVector3D, vertCount uint) [MaxTexCoords][]gglm.Vec3 {
|
||||
|
||||
texCoords := [MaxTexCoords][]gglm.Vec3{}
|
||||
|
||||
for j := 0; j < len(ctc); j++ {
|
||||
|
||||
//If a color set isn't available then it is nil
|
||||
if ctc[j] == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
texCoords[j] = parseVec3s(ctc[j], vertCount)
|
||||
}
|
||||
|
||||
return texCoords
|
||||
}
|
||||
|
||||
func parseColorSet(cc [MaxColorSets]*C.struct_aiColor4D, vertCount uint) [MaxColorSets][]gglm.Vec4 {
|
||||
|
||||
colorSet := [MaxColorSets][]gglm.Vec4{}
|
||||
for j := 0; j < len(cc); j++ {
|
||||
|
||||
//If a color set isn't available then it is nil
|
||||
if cc[j] == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
colorSet[j] = parseColors(cc[j], vertCount)
|
||||
}
|
||||
|
||||
return colorSet
|
||||
}
|
||||
|
||||
func parseBones(cbs **C.struct_aiBone, count uint) []*Bone {
|
||||
|
||||
if cbs == nil {
|
||||
return []*Bone{}
|
||||
}
|
||||
|
||||
bones := make([]*Bone, count)
|
||||
cbones := unsafe.Slice(cbs, count)
|
||||
|
||||
for i := 0; i < int(count); i++ {
|
||||
|
||||
cBone := cbones[i]
|
||||
bones[i] = &Bone{
|
||||
Name: parseAiString(cBone.mName),
|
||||
Weights: parseVertexWeights(cBone.mWeights, uint(cBone.mNumWeights)),
|
||||
OffsetMatrix: parseMat4(&cBone.mOffsetMatrix),
|
||||
}
|
||||
}
|
||||
|
||||
return bones
|
||||
}
|
||||
|
||||
func parseMat4(cm4 *C.struct_aiMatrix4x4) gglm.Mat4 {
|
||||
|
||||
if cm4 == nil {
|
||||
return gglm.Mat4{}
|
||||
}
|
||||
|
||||
return gglm.Mat4{
|
||||
Data: [4][4]float32{
|
||||
{float32(cm4.a1), float32(cm4.b1), float32(cm4.c1), float32(cm4.d1)},
|
||||
{float32(cm4.a2), float32(cm4.b2), float32(cm4.c2), float32(cm4.d2)},
|
||||
{float32(cm4.a3), float32(cm4.b3), float32(cm4.c3), float32(cm4.d3)},
|
||||
{float32(cm4.a4), float32(cm4.b4), float32(cm4.c4), float32(cm4.d4)},
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
func parseVertexWeights(cWeights *C.struct_aiVertexWeight, count uint) []VertexWeight {
|
||||
|
||||
if cWeights == nil {
|
||||
return []VertexWeight{}
|
||||
}
|
||||
|
||||
vw := make([]VertexWeight, count)
|
||||
cvw := unsafe.Slice(cWeights, count)
|
||||
|
||||
for i := 0; i < int(count); i++ {
|
||||
|
||||
vw[i] = VertexWeight{
|
||||
VertIndex: uint(cvw[i].mVertexId),
|
||||
Weight: float32(cvw[i].mWeight),
|
||||
}
|
||||
}
|
||||
|
||||
return vw
|
||||
}
|
||||
|
||||
func parseAiString(aiString C.struct_aiString) string {
|
||||
return C.GoStringN(&aiString.data[0], C.int(aiString.length))
|
||||
}
|
||||
|
||||
func parseUInts(cui *C.uint, count uint) []uint {
|
||||
|
||||
if cui == nil {
|
||||
return []uint{}
|
||||
}
|
||||
|
||||
uints := make([]uint, count)
|
||||
cUInts := unsafe.Slice(cui, count)
|
||||
for i := 0; i < len(cUInts); i++ {
|
||||
uints[i] = uint(cUInts[i])
|
||||
}
|
||||
|
||||
return uints
|
||||
}
|
||||
|
||||
func parseVec3s(cv *C.struct_aiVector3D, count uint) []gglm.Vec3 {
|
||||
|
||||
if cv == nil {
|
||||
return []gglm.Vec3{}
|
||||
}
|
||||
|
||||
carr := unsafe.Slice(cv, count)
|
||||
verts := make([]gglm.Vec3, count)
|
||||
|
||||
for i := 0; i < int(count); i++ {
|
||||
verts[i] = gglm.Vec3{
|
||||
Data: [3]float32{
|
||||
float32(carr[i].x),
|
||||
float32(carr[i].y),
|
||||
float32(carr[i].z),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
return verts
|
||||
}
|
||||
|
||||
func parseColors(cv *C.struct_aiColor4D, count uint) []gglm.Vec4 {
|
||||
|
||||
if cv == nil {
|
||||
return []gglm.Vec4{}
|
||||
}
|
||||
|
||||
carr := unsafe.Slice(cv, count)
|
||||
verts := make([]gglm.Vec4, count)
|
||||
|
||||
for i := 0; i < int(count); i++ {
|
||||
verts[i] = gglm.Vec4{
|
||||
Data: [4]float32{
|
||||
float32(carr[i].r),
|
||||
float32(carr[i].g),
|
||||
float32(carr[i].b),
|
||||
float32(carr[i].a),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
return verts
|
||||
}
|
||||
|
||||
func parseMaterials(cMatsIn **C.struct_aiMaterial, count uint) []*Material {
|
||||
|
||||
mats := make([]*Material, count)
|
||||
cMats := unsafe.Slice(cMatsIn, count)
|
||||
|
||||
for i := 0; i < int(count); i++ {
|
||||
|
||||
mats[i] = &Material{
|
||||
Properties: parseMatProperties(cMats[i].mProperties, uint(cMats[i].mNumProperties)),
|
||||
AllocatedStorage: uint(cMats[i].mNumAllocated),
|
||||
}
|
||||
}
|
||||
|
||||
return mats
|
||||
}
|
||||
|
||||
func parseMatProperties(cMatPropsIn **C.struct_aiMaterialProperty, count uint) []*MaterialProperty {
|
||||
|
||||
matProps := make([]*MaterialProperty, count)
|
||||
cMatProps := unsafe.Slice(cMatPropsIn, count)
|
||||
|
||||
for i := 0; i < int(count); i++ {
|
||||
|
||||
cmp := cMatProps[i]
|
||||
|
||||
matProps[i] = &MaterialProperty{
|
||||
name: parseAiString(cmp.mKey),
|
||||
Semantic: TextureType(cmp.mSemantic),
|
||||
Index: uint(cmp.mIndex),
|
||||
TypeInfo: MatPropertyTypeInfo(cmp.mType),
|
||||
Data: C.GoBytes(unsafe.Pointer(cmp.mData), C.int(cmp.mDataLength)),
|
||||
}
|
||||
}
|
||||
|
||||
return matProps
|
||||
}
|
||||
|
||||
@ -226,3 +226,79 @@ const (
|
||||
TextureTypeDiffuseRoughness TextureType = 16
|
||||
TextureTypeAmbientOcclusion TextureType = 17
|
||||
)
|
||||
|
||||
func (tp TextureType) String() string {
|
||||
|
||||
switch tp {
|
||||
case TextureTypeNone:
|
||||
return "None"
|
||||
case TextureTypeDiffuse:
|
||||
return "Diffuse"
|
||||
case TextureTypeSpecular:
|
||||
return "Specular"
|
||||
case TextureTypeAmbient:
|
||||
return "Ambient"
|
||||
case TextureTypeAmbientOcclusion:
|
||||
return "AmbientOcclusion"
|
||||
case TextureTypeBaseColor:
|
||||
return "BaseColor"
|
||||
case TextureTypeDiffuseRoughness:
|
||||
return "DiffuseRoughness"
|
||||
case TextureTypeDisplacement:
|
||||
return "Displacement"
|
||||
case TextureTypeEmissionColor:
|
||||
return "EmissionColor"
|
||||
case TextureTypeEmissive:
|
||||
return "Emissive"
|
||||
case TextureTypeHeight:
|
||||
return "Height"
|
||||
case TextureTypeLightmap:
|
||||
return "Lightmap"
|
||||
case TextureTypeMetalness:
|
||||
return "Metalness"
|
||||
case TextureTypeNormal:
|
||||
return "Normal"
|
||||
case TextureTypeNormalCamera:
|
||||
return "NormalCamera"
|
||||
case TextureTypeOpacity:
|
||||
return "Opacity"
|
||||
case TextureTypeReflection:
|
||||
return "Reflection"
|
||||
case TextureTypeShininess:
|
||||
return "Shininess"
|
||||
case TextureTypeUnknown:
|
||||
return "Unknown"
|
||||
default:
|
||||
return "Invalid"
|
||||
}
|
||||
}
|
||||
|
||||
type MatPropertyTypeInfo int32
|
||||
|
||||
const (
|
||||
MatPropTypeInfoFloat32 MatPropertyTypeInfo = iota + 1
|
||||
MatPropTypeInfoFloat64
|
||||
MatPropTypeInfoString
|
||||
MatPropTypeInfoInt32
|
||||
|
||||
//Simple binary buffer, content undefined. Not convertible to anything.
|
||||
MatPropTypeInfoBuffer
|
||||
)
|
||||
|
||||
func (mpti MatPropertyTypeInfo) String() string {
|
||||
|
||||
switch mpti {
|
||||
case MatPropTypeInfoFloat32:
|
||||
return "Float32"
|
||||
case MatPropTypeInfoFloat64:
|
||||
return "Float64"
|
||||
case MatPropTypeInfoString:
|
||||
return "String"
|
||||
case MatPropTypeInfoInt32:
|
||||
return "Int32"
|
||||
case MatPropTypeInfoBuffer:
|
||||
return "Buffer"
|
||||
default:
|
||||
return "Unknown"
|
||||
}
|
||||
}
|
||||
|
||||
@ -38,15 +38,3 @@ type MaterialProperty struct {
|
||||
*/
|
||||
Data []byte
|
||||
}
|
||||
|
||||
type MatPropertyTypeInfo int32
|
||||
|
||||
const (
|
||||
MatPropTypeInfoFloat32 MatPropertyTypeInfo = iota + 1
|
||||
MatPropTypeInfoFloat64
|
||||
MatPropTypeInfoString
|
||||
MatPropTypeInfoInt32
|
||||
|
||||
//Simple binary buffer, content undefined. Not convertible to anything.
|
||||
MatPropTypeInfoBuffer
|
||||
)
|
||||
|
||||
Reference in New Issue
Block a user