Initial implementation without using swig

This commit is contained in:
bloeys
2021-11-18 17:58:48 +04:00
parent 6b6255d4a3
commit e7e81afc7c
9 changed files with 61 additions and 30674 deletions

1
.gitignore vendored
View File

@ -13,6 +13,5 @@
# Dependency directories (remove the comment below to include it) # Dependency directories (remove the comment below to include it)
vendor/ vendor/
*.a
*.obj *.obj
*.fbx *.fbx

12940
asig/asig.go

File diff suppressed because it is too large Load Diff

View File

@ -1,241 +0,0 @@
%module asig
//NOTE: Add this above the 'C' package in asig_wrap.go `#cgo LDFLAGS: -L ./staticLibs -l zlibstatic -l IrrXML -l assimp` after generating
// SWIG helpers for std::string and std::vector wrapping.
%include <std_string.i>
%include <std_vector.i>
//Needed defines
#define AI_NO_EXCEPT noexcept
#define C_STRUCT struct
#define AI_FORCE_INLINE inline
#define C_ENUM enum
#define ASSIMP_API
#define PACK_STRUCT
//Macros
%define ASSIMP_ARRAY(CLASS, TYPE, NAME, LENGTH)
%newobject CLASS::NAME;
%extend CLASS {
std::vector<TYPE > *NAME() const {
std::vector<TYPE > *result = new std::vector<TYPE >;
result->reserve(LENGTH);
for (unsigned int i = 0; i < LENGTH; ++i) {
result->push_back($self->NAME[i]);
}
return result;
}
}
%ignore CLASS::NAME;
%enddef
%define ASSIMP_POINTER_ARRAY(CLASS, TYPE, NAME, LENGTH)
%newobject CLASS::NAME;
%extend CLASS {
std::vector<TYPE *> *NAME() const {
std::vector<TYPE *> *result = new std::vector<TYPE *>;
result->reserve(LENGTH);
TYPE *currentValue = $self->NAME;
TYPE *valueLimit = $self->NAME + LENGTH;
while (currentValue < valueLimit) {
result->push_back(currentValue);
++currentValue;
}
return result;
}
}
%ignore CLASS::NAME;
%enddef
%define ASSIMP_POINTER_ARRAY_ARRAY(CLASS, TYPE, NAME, OUTER_LENGTH, INNER_LENGTH)
%newobject CLASS::NAME;
%extend CLASS {
std::vector<std::vector<TYPE *> > *NAME() const {
std::vector<std::vector<TYPE *> > *result = new std::vector<std::vector<TYPE *> >;
result->reserve(OUTER_LENGTH);
for (unsigned int i = 0; i < OUTER_LENGTH; ++i) {
std::vector<TYPE *> currentElements;
if ($self->NAME[i] != 0) {
currentElements.reserve(INNER_LENGTH);
TYPE *currentValue = $self->NAME[i];
TYPE *valueLimit = $self->NAME[i] + INNER_LENGTH;
while (currentValue < valueLimit) {
currentElements.push_back(currentValue);
++currentValue;
}
}
result->push_back(currentElements);
}
return result;
}
}
%ignore CLASS::NAME;
%enddef
//We need these otherwise swig won't generate interfaces for these types correctly
//because swig gets confused when there is a typedef and a templated class, so we put the typedefs here
//and a template directive at the end
typedef float ai_real;
typedef aiVector3t<ai_real> aiVector3D;
typedef aiVector2t<ai_real> aiVector2D;
typedef aiMatrix3x3t<ai_real> aiMatrix3x3;
typedef aiMatrix4x4t<ai_real> aiMatrix4x4;
%{
#include "assimp/cimport.h"
#include "assimp/scene.h"
#include "assimp/mesh.h"
#include "assimp/vector2.h"
#include "assimp/vector3.h"
#include "assimp/matrix3x3.h"
#include "assimp/matrix4x4.h"
#include "assimp/Defines.h"
#include "assimp/color4.h"
#include "assimp/postprocess.h"
#include "assimp/types.h"
#include "assimp/texture.h"
#include "assimp/light.h"
#include "assimp/camera.h"
#include "assimp/material.h"
#include "assimp/anim.h"
#include "assimp/metadata.h"
#include "zlib/zconf.h"
#include "zlib/zlib.h"
#include "irrxml/irrXML.h"
%}
//Features
%feature("d:stripprefix", "aiProcess_") aiPostProcessSteps;
//Ignores
%ignore aiString::Set(const std::string& pString);
//aiScene macros
ASSIMP_ARRAY(aiScene, aiAnimation*, mAnimations, $self->mNumAnimations);
ASSIMP_ARRAY(aiScene, aiCamera*, mCameras, $self->mNumCameras);
ASSIMP_ARRAY(aiScene, aiLight*, mLights, $self->mNumLights);
ASSIMP_ARRAY(aiScene, aiMaterial*, mMaterials, $self->mNumMaterials);
ASSIMP_ARRAY(aiScene, aiMesh*, mMeshes, $self->mNumMeshes);
ASSIMP_ARRAY(aiScene, aiTexture*, mTextures, $self->mNumTextures);
ASSIMP_ARRAY(aiNode, aiNode*, mChildren, $self->mNumChildren);
ASSIMP_ARRAY(aiNode, unsigned int, mMeshes, $self->mNumMeshes);
//aiMesh macros
ASSIMP_ARRAY(aiFace, unsigned int, mIndices, $self->mNumIndices);
ASSIMP_POINTER_ARRAY(aiBone, aiVertexWeight, mWeights, $self->mNumWeights);
ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mVertices, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mNormals, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mTangents, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiAnimMesh, aiVector3D, mBitangents, $self->mNumVertices);
ASSIMP_POINTER_ARRAY_ARRAY(aiAnimMesh, aiVector3D, mTextureCoords, AI_MAX_NUMBER_OF_TEXTURECOORDS, $self->mNumVertices);
ASSIMP_POINTER_ARRAY_ARRAY(aiAnimMesh, aiColor4D, mColors, AI_MAX_NUMBER_OF_COLOR_SETS, $self->mNumVertices);
ASSIMP_ARRAY(aiMesh, aiAnimMesh*, mAnimMeshes, $self->mNumAnimMeshes);
ASSIMP_ARRAY(aiMesh, aiBone*, mBones, $self->mNumBones);
ASSIMP_ARRAY(aiMesh, unsigned int, mNumUVComponents, AI_MAX_NUMBER_OF_TEXTURECOORDS);
ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mVertices, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mNormals, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mTangents, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiMesh, aiVector3D, mBitangents, $self->mNumVertices);
ASSIMP_POINTER_ARRAY(aiMesh, aiFace, mFaces, $self->mNumFaces);
ASSIMP_POINTER_ARRAY_ARRAY(aiMesh, aiVector3D, mTextureCoords, AI_MAX_NUMBER_OF_TEXTURECOORDS, $self->mNumVertices);
ASSIMP_POINTER_ARRAY_ARRAY(aiMesh, aiColor4D, mColors, AI_MAX_NUMBER_OF_COLOR_SETS, $self->mNumVertices);
//Camera macros
ASSIMP_ARRAY(aiMaterial, aiMaterialProperty*, mProperties, $self->mNumProperties)
//Material settings
%include <typemaps.i>
%apply enum SWIGTYPE *OUTPUT { aiTextureMapping* mapping };
%apply unsigned int *OUTPUT { unsigned int* uvindex };
%apply float *OUTPUT { float* blend };
%apply enum SWIGTYPE *OUTPUT { aiTextureOp* op };
%apply unsigned int *OUTPUT { unsigned int* flags };
//Final includes
%include "assimp/cimport.h" // Plain-C interface
%include "assimp/scene.h" // Output data structure
%include "assimp/mesh.h"
%include "assimp/vector2.h"
%include "assimp/vector3.h"
%include "assimp/matrix3x3.h"
%include "assimp/matrix4x4.h"
%include "assimp/Defines.h"
%include "assimp/color4.h"
%include "assimp/types.h"
%include "assimp/texture.h"
%include "assimp/light.h"
%include "assimp/camera.h"
%include "assimp/material.h"
%include "assimp/anim.h"
%include "assimp/metadata.h"
%include "assimp/postprocess.h"
%include "zlib/zconf.h"
%include "zlib/zlib.h"
%include "irrxml/irrXML.h"
// We have to "instantiate" the templates used by the ASSSIMP_*_ARRAY macros
// here at the end to avoid running into forward reference issues (SWIG would
// spit out the helper functions before the header includes for the element
// types otherwise).
%template(UintVector) std::vector<unsigned int>;
%template(aiAnimationVector) std::vector<aiAnimation *>;
%template(aiAnimMeshVector) std::vector<aiAnimMesh *>;
%template(aiBonesVector) std::vector<aiBone *>;
%template(aiCameraVector) std::vector<aiCamera *>;
%template(aiColor4DVector) std::vector<aiColor4D *>;
%template(aiColor4DVectorVector) std::vector<std::vector<aiColor4D *> >;
%template(aiFaceVector) std::vector<aiFace *>;
%template(aiLightVector) std::vector<aiLight *>;
%template(aiMaterialVector) std::vector<aiMaterial *>;
%template(aiMaterialPropertyVector) std::vector<aiMaterialProperty *>;
%template(aiMeshAnimVector) std::vector<aiMeshAnim *>;
%template(aiMeshVector) std::vector<aiMesh *>;
%template(aiNodeVector) std::vector<aiNode *>;
%template(aiNodeAnimVector) std::vector<aiNodeAnim *>;
%template(aiTextureVector) std::vector<aiTexture *>;
%template(aiVector3DVector) std::vector<aiVector3D *>;
%template(aiVector3DVectorVector) std::vector<std::vector<aiVector3D *> >;
%template(aiVertexWeightVector) std::vector<aiVertexWeight *>;
%template(GetInteger) aiMaterial::Get<int>;
%template(GetFloat) aiMaterial::Get<float>;
%template(GetColor4D) aiMaterial::Get<aiColor4D>;
%template(GetColor3D) aiMaterial::Get<aiColor3D>;
%template(GetString) aiMaterial::Get<aiString>;
%template(aiVector2D) aiVector2t<ai_real>;
%template(aiVector3D) aiVector3t<ai_real>;
%template(aiMatrix3x3) aiMatrix3x3t<ai_real>;
%template(aiMatrix4x4) aiMatrix4x4t<ai_real>;
//Material settings
%clear unsigned int* flags;
%clear aiTextureOp* op;
%clear float *blend;
%clear unsigned int* uvindex;
%clear aiTextureMapping* mapping;
%apply int &OUTPUT { int &pOut };
%apply float &OUTPUT { float &pOut };
%clear int &pOut;
%clear float &pOut;

File diff suppressed because it is too large Load Diff

Binary file not shown.

Binary file not shown.

BIN
asig/libs/libzlib_windows_amd64.a Executable file

Binary file not shown.

3
asig/wrap.cxx Executable file
View File

@ -0,0 +1,3 @@
#include <assimp/cimport.h> // Plain-C interface
#include <assimp/scene.h> // Output data structure
#include <assimp/postprocess.h>

31
main.go
View File

@ -1,28 +1,27 @@
package main package main
import ( import (
"fmt"
"github.com/bloeys/assimp-go/asig" "github.com/bloeys/assimp-go/asig"
) )
func main() { func main() {
scene := asig.AiImportFile("obj.obj", uint(0)) scene := asig.ImportFile("obj.obj", 0)
meshes := scene.MMeshes() println(scene)
// meshes := scene.MMeshes()
verts := meshes.Get(0).MVertices() // verts := meshes.Get(0).MVertices()
for i := 0; i < int(verts.Size()); i++ { // for i := 0; i < int(verts.Size()); i++ {
v := verts.Get(i) // v := verts.Get(i)
fmt.Printf("V%v: (%v, %v, %v)\n", i, v.GetX(), v.GetY(), v.GetZ()) // fmt.Printf("V%v: (%v, %v, %v)\n", i, v.GetX(), v.GetY(), v.GetZ())
} // }
scene = asig.AiImportFile("obj.fbx", uint(0)) // scene = asig.AiImportFile("obj.fbx", uint(0))
meshes = scene.MMeshes() // meshes = scene.MMeshes()
verts = meshes.Get(0).MVertices() // verts = meshes.Get(0).MVertices()
for i := 0; i < int(verts.Size()); i++ { // for i := 0; i < int(verts.Size()); i++ {
v := verts.Get(i) // v := verts.Get(i)
fmt.Printf("V%v: (%v, %v, %v)\n", i, v.GetX(), v.GetY(), v.GetZ()) // fmt.Printf("V%v: (%v, %v, %v)\n", i, v.GetX(), v.GetY(), v.GetZ())
} // }
} }