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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/include/assimp/camera.h
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2022, assimp team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file camera.h
- * @brief Defines the aiCamera data structure
- */
-
-#pragma once
-#ifndef AI_CAMERA_H_INC
-#define AI_CAMERA_H_INC
-
-#ifdef __GNUC__
-#pragma GCC system_header
-#endif
-
-#include "types.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** Helper structure to describe a virtual camera.
- *
- * Cameras have a representation in the node graph and can be animated.
- * An important aspect is that the camera itself is also part of the
- * scene-graph. This means, any values such as the look-at vector are not
- * *absolute*, they're <b>relative</b> to the coordinate system defined
- * by the node which corresponds to the camera. This allows for camera
- * animations. For static cameras parameters like the 'look-at' or 'up' vectors
- * are usually specified directly in aiCamera, but beware, they could also
- * be encoded in the node transformation. The following (pseudo)code sample
- * shows how to do it: <br><br>
- * @code
- * // Get the camera matrix for a camera at a specific time
- * // if the node hierarchy for the camera does not contain
- * // at least one animated node this is a static computation
- * get-camera-matrix (node sceneRoot, camera cam) : matrix
- * {
- * node cnd = find-node-for-camera(cam)
- * matrix cmt = identity()
- *
- * // as usual - get the absolute camera transformation for this frame
- * for each node nd in hierarchy from sceneRoot to cnd
- * matrix cur
- * if (is-animated(nd))
- * cur = eval-animation(nd)
- * else cur = nd->mTransformation;
- * cmt = mult-matrices( cmt, cur )
- * end for
- *
- * // now multiply with the camera's own local transform
- * cam = mult-matrices (cam, get-camera-matrix(cmt) )
- * }
- * @endcode
- *
- * @note some file formats (such as 3DS, ASE) export a "target point" -
- * the point the camera is looking at (it can even be animated). Assimp
- * writes the target point as a subnode of the camera's main node,
- * called "<camName>.Target". However this is just additional information
- * then the transformation tracks of the camera main node make the
- * camera already look in the right direction.
- *
-*/
-struct aiCamera {
- /** 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.
- */
- C_STRUCT aiString mName;
-
- /** Position of the camera relative to the coordinate space
- * defined by the corresponding node.
- *
- * The default value is 0|0|0.
- */
- C_STRUCT aiVector3D mPosition;
-
- /** '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.
- */
- C_STRUCT aiVector3D mUp;
-
- /** '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.
- */
- C_STRUCT aiVector3D mLookAt;
-
- /** 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.
- */
- float mHorizontalFOV;
-
- /** 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.
- */
- float mClipPlaneNear;
-
- /** 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.
- */
- float mClipPlaneFar;
-
- /** 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.
- */
- float mAspect;
-
- /** Half horizontal orthographic width, in scene units.
- *
- * The orthographic width specifies the half width of the
- * orthographic view box. If non-zero the camera is
- * orthographic and the mAspect should define to the
- * ratio between the orthographic width and height
- * and mHorizontalFOV should be set to 0.
- * The default value is 0 (not orthographic).
- */
- float mOrthographicWidth;
-#ifdef __cplusplus
-
- aiCamera() AI_NO_EXCEPT
- : mUp(0.f, 1.f, 0.f),
- mLookAt(0.f, 0.f, 1.f),
- mHorizontalFOV(0.25f * (float)AI_MATH_PI),
- mClipPlaneNear(0.1f),
- mClipPlaneFar(1000.f),
- mAspect(0.f),
- mOrthographicWidth(0.f) {}
-
- /** @brief Get a *right-handed* camera matrix from me
- * @param out Camera matrix to be filled
- */
- void GetCameraMatrix(aiMatrix4x4 &out) const {
- /** todo: test ... should work, but i'm not absolutely sure */
-
- /** We don't know whether these vectors are already normalized ...*/
- aiVector3D zaxis = mLookAt;
- zaxis.Normalize();
- aiVector3D yaxis = mUp;
- yaxis.Normalize();
- aiVector3D xaxis = mUp ^ mLookAt;
- xaxis.Normalize();
-
- out.a4 = -(xaxis * mPosition);
- out.b4 = -(yaxis * mPosition);
- out.c4 = -(zaxis * mPosition);
-
- out.a1 = xaxis.x;
- out.a2 = xaxis.y;
- out.a3 = xaxis.z;
-
- out.b1 = yaxis.x;
- out.b2 = yaxis.y;
- out.b3 = yaxis.z;
-
- out.c1 = zaxis.x;
- out.c2 = zaxis.y;
- out.c3 = zaxis.z;
-
- out.d1 = out.d2 = out.d3 = 0.f;
- out.d4 = 1.f;
- }
-
-#endif
-};
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // AI_CAMERA_H_INC