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#include "ModelInterface.h"
#include <pybind11/pybind11.h>
#include "imodelsurface.h"
#include "modelskin.h"
namespace script
{
int ScriptModelSurface::getNumVertices() const
{
return _surface.getNumVertices();
}
int ScriptModelSurface::getNumTriangles() const
{
return _surface.getNumTriangles();
}
const MeshVertex& ScriptModelSurface::getVertex(int vertexIndex) const
{
return _surface.getVertex(vertexIndex);
}
model::ModelPolygon ScriptModelSurface::getPolygon(int polygonIndex) const
{
return _surface.getPolygon(polygonIndex);
}
std::string ScriptModelSurface::getDefaultMaterial() const
{
return _surface.getDefaultMaterial();
}
std::string ScriptModelSurface::getActiveMaterial() const
{
return _surface.getActiveMaterial();
}
// ----------- ScriptModelNode -----------
// Constructor, checks if the passed node is actually an entity
ScriptModelNode::ScriptModelNode(const scene::INodePtr& node) :
ScriptSceneNode((node != NULL && Node_isModel(node)) ? node : scene::INodePtr())
{}
std::string ScriptModelNode::getFilename()
{
model::ModelNodePtr modelNode = Node_getModel(*this);
if (modelNode == NULL) return "";
return modelNode->getIModel().getFilename();
}
std::string ScriptModelNode::getModelPath()
{
model::ModelNodePtr modelNode = Node_getModel(*this);
if (modelNode == NULL) return "";
return modelNode->getIModel().getModelPath();
}
int ScriptModelNode::getSurfaceCount()
{
model::ModelNodePtr modelNode = Node_getModel(*this);
if (modelNode == NULL) return -1;
return modelNode->getIModel().getSurfaceCount();
}
int ScriptModelNode::getVertexCount()
{
model::ModelNodePtr modelNode = Node_getModel(*this);
if (modelNode == NULL) return -1;
return modelNode->getIModel().getVertexCount();
}
int ScriptModelNode::getPolyCount()
{
model::ModelNodePtr modelNode = Node_getModel(*this);
if (modelNode == NULL) return -1;
return modelNode->getIModel().getPolyCount();
}
ScriptModelSurface ScriptModelNode::getSurface(int surfaceNum)
{
model::ModelNodePtr modelNode = Node_getModel(*this);
if (modelNode == NULL) throw std::runtime_error("Empty model node.");
return ScriptModelSurface(modelNode->getIModel().getSurface(surfaceNum));
}
model::StringList ScriptModelNode::getActiveMaterials()
{
model::ModelNodePtr modelNode = Node_getModel(*this);
if (modelNode == NULL) return model::StringList();
// Get the list of default shaders from this model, this is without any skins applied
model::StringList materials = modelNode->getIModel().getActiveMaterials();
// Check if the model is a skinned one, so let's check for active skins
auto skinnedModel = std::dynamic_pointer_cast<SkinnedModel>(modelNode);
if (skinnedModel)
{
// This is a skinned model, get the surface remap
std::string curSkin = skinnedModel->getSkin();
auto skin = GlobalModelSkinCache().findSkin(curSkin);
if (skin)
{
for (auto& material : materials)
{
std::string remap = skin->getRemap(material);
if (remap.empty()) continue;
// Remapping found, use this material instead of the default material
material = remap;
}
}
}
return materials;
}
// Checks if the given SceneNode structure is a ModelNode
bool ScriptModelNode::isModel(const ScriptSceneNode& node) {
return Node_isModel(node);
}
// "Cast" service for Python, returns a ScriptModelNode.
// The returned node is non-NULL if the cast succeeded
ScriptModelNode ScriptModelNode::getModel(const ScriptSceneNode& node) {
// Try to cast the node onto a model
model::ModelNodePtr modelNode = Node_getModel(node);
// Construct a modelNode (contained node is NULL if not a model)
return ScriptModelNode(modelNode != NULL
? node
: ScriptSceneNode(scene::INodePtr()));
}
void ModelInterface::registerInterface(py::module& scope, py::dict& globals)
{
py::class_<MeshVertex> vertex(scope, "MeshVertex");
vertex.def_readwrite("texcoord", &MeshVertex::texcoord);
vertex.def_readwrite("normal", &MeshVertex::normal);
vertex.def_readwrite("vertex", &MeshVertex::vertex);
vertex.def_readwrite("tangent", &MeshVertex::tangent);
vertex.def_readwrite("bitangent", &MeshVertex::bitangent);
vertex.def_readwrite("colour", &MeshVertex::colour);
// Register the old name as alias to MeshVertex
scope.add_object("ArbitraryMeshVertex", vertex);
py::class_<model::ModelPolygon> poly(scope, "ModelPolygon");
poly.def_readonly("a", &model::ModelPolygon::a);
poly.def_readonly("b", &model::ModelPolygon::b);
poly.def_readonly("c", &model::ModelPolygon::c);
// Add the ModelSurface interface
py::class_<ScriptModelSurface> surface(scope, "ModelSurface");
surface.def(py::init<const model::IModelSurface&>());
surface.def("getNumVertices", &ScriptModelSurface::getNumVertices);
surface.def("getNumTriangles", &ScriptModelSurface::getNumTriangles);
surface.def("getVertex", &ScriptModelSurface::getVertex, py::return_value_policy::reference);
surface.def("getPolygon", &ScriptModelSurface::getPolygon);
surface.def("getDefaultMaterial", &ScriptModelSurface::getDefaultMaterial);
surface.def("getActiveMaterial", &ScriptModelSurface::getActiveMaterial);
// Add the ModelNode interface
py::class_<ScriptModelNode, ScriptSceneNode> modelNode(scope, "ModelNode");
modelNode.def(py::init<const scene::INodePtr&>());
modelNode.def("getFilename", &ScriptModelNode::getFilename);
modelNode.def("getModelPath", &ScriptModelNode::getModelPath);
modelNode.def("getSurfaceCount", &ScriptModelNode::getSurfaceCount);
modelNode.def("getVertexCount", &ScriptModelNode::getVertexCount);
modelNode.def("getPolyCount", &ScriptModelNode::getPolyCount);
modelNode.def("getActiveMaterials", &ScriptModelNode::getActiveMaterials);
modelNode.def("getSurface", &ScriptModelNode::getSurface);
}
} // namespace script
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