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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/port/dAssimp/assimp/camera.d
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2020, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
-*/
-
-/**
- * Contains the data structure which is used to store the imported information
- * about the virtual cameras in the scene.
- */
-module assimp.camera;
-
-import assimp.math;
-import assimp.types;
-
-extern ( C ) {
- /**
- * 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
- * scenegraph. This means, any values such as the look-at vector are not
- * absolute, they're <em>relative</em> to the coordinate system defined
- * by the node which corresponds to the camera. This allows for camera
- * animations. Static cameras parameters like the look-at or up vectors are
- * usually specified directly in the class members, but beware, they could
- * also be encoded in the node transformation. The following (pseudo)code
- * sample shows how to do it.
- *
- * Examples:
- * ---
- * // 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) )
- * }
- * ---
- *
- * 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; the
- * transformation applied to the main camera node already makes the
- * camera face 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.
- */
- aiString mName;
-
-
- /**
- * Position of the camera relative to the coordinate space defined by the
- * corresponding node.
- *
- * The default value is 0|0|0.
- */
- 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.
- */
- aiVector3D mUp;
-
- /**
- * Look-at 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.
- */
- aiVector3D mLookAt;
-
-
- /**
- * 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 PI/4.
- */
- 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 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.
- *
- * The default value is 1000.f.
- */
- 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;
- }
-}