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#-*- coding: UTF-8 -*-

from ctypes import POINTER, c_int, c_uint, c_char, c_float, Structure, c_char_p, c_double, c_ubyte


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 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 Face(Structure):
    """
    See 'aiMesh.h' for details.
    """ 

    _fields_ = [
            # Number of indices defining this face. 3 for a triangle, >3 for polygon
            ("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 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 Texel(Structure):
    """
    See 'aiTexture.h' for details.
    """ 

    _fields_ = [
            ("b", c_ubyte),("g", c_ubyte),("r", c_ubyte),("a", c_ubyte),
        ]

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 Color4D(Structure):
    """
    See 'aiTypes.h' for details.
    """ 

    _fields_ = [
            # Red, green, blue and alpha color values
            ("r", c_float),("g", c_float),("b", c_float),("a", c_float),
        ]

class String(Structure):
    """
    See 'aiTypes.h' for details.
    """ 

    MAXLEN = 1024

    _fields_ = [
            # Length of the string excluding the terminal 0
            ("length", c_uint),
            
            # String buffer. Size limit is MAXLEN
            ("data", c_char*MAXLEN),
        ]

class MemoryInfo(Structure):
    """
    See 'aiTypes.h' for details.
    """ 

    _fields_ = [
            # Storage allocated for texture data, in bytes
            ("textures", c_uint),
            
            # Storage allocated for material data, in bytes
            ("materials", c_uint),
            
            # Storage allocated for mesh data, in bytes
            ("meshes", c_uint),
            
            # Storage allocated for node data, in bytes
            ("nodes", c_uint),
            
            # Storage allocated for animation data, in bytes
            ("animations", c_uint),
            
            # Storage allocated for camera data, in bytes
            ("cameras", c_uint),
            
            # Storage allocated for light data, in bytes
            ("lights", c_uint),
            
            # Storage allocated for the full import, in bytes
            ("total", c_uint),
        ]

class Vector2D(Structure):
    """
    See 'aiVector2D.h' for details.
    """ 


    _fields_ = [
            ("x", c_float),("y", c_float),
        ]

class Vector3D(Structure):
    """
    See 'aiVector3D.h' for details.
    """ 


    _fields_ = [
            ("x", c_float),("y", c_float),("z", c_float),
        ]

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 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))),
        ]

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 farer 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 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 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 case insensitive.
            #
            ("mKey", String),
            
            #Textures: Specifies the exact usage semantic.
            #
            # For non-texture properties, this member is always 0
            # or #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
            ("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_NUMBER_OF_COLOR_SETS = 0x4
    AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x4

    _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
            #
            ("mNumVertices", c_uint),
            
            #The number of primitives (triangles, polygons, lines) in this  mesh.
            #This is also the size of the mFaces array
            #
            ("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.
            #Use code like this
            #@code
            ##define IS_QNAN(f) (f != f)
            #@endcode
            #to check whether a field is qnan).
            #@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.
            #@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),
        ]

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 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))),
        ]