diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/port/dAssimp/assimp/scene.d | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/port/dAssimp/assimp/scene.d')
-rw-r--r-- | src/mesh/assimp-master/port/dAssimp/assimp/scene.d | 306 |
1 files changed, 0 insertions, 306 deletions
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/scene.d b/src/mesh/assimp-master/port/dAssimp/assimp/scene.d deleted file mode 100644 index deee75a..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/scene.d +++ /dev/null @@ -1,306 +0,0 @@ -/* ---------------------------------------------------------------------------- -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 structures which store the hierarchy fo the imported data. - */ -module assimp.scene; - -import assimp.animation; -import assimp.camera; -import assimp.light; -import assimp.math; -import assimp.mesh; -import assimp.material; -import assimp.texture; -import assimp.types; - -extern ( C ) { - /** - * A node in the imported hierarchy. - * - * Each node has name, a parent node (except for the root node), a - * transformation relative to its parent and possibly several child nodes. - * Simple file formats don't support hierarchical structures, for these - * formats the imported scene does consist of only a single root node with - * no childs. - */ - struct aiNode { - /** - * 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 animations are usually named. - * Multiple nodes may have the same name, but nodes which are accessed - * by bones (see <code>aiBone</code> and <code>aiMesh.mBones</code>) - * <em>must</em> be unique. - * - * Cameras and lights are assigned to a specific node name – if there are - * multiple nodes with this name, they are assigned to each of them. - * - * There are no limitations regarding the characters contained in this - * string. You should be able to handle stuff like whitespace, tabs, - * linefeeds, quotation marks, ampersands, … - */ - aiString mName; - - /** - * The transformation relative to the node's parent. - */ - aiMatrix4x4 mTransformation; - - /** - * Parent node. - * - * null if this node is the root node. - */ - aiNode* mParent; - - /** - * The number of child nodes of this node. - */ - uint mNumChildren; - - /** - * The child nodes of this node. - * - * null if <code>mNumChildren</code> is 0. - */ - aiNode** mChildren; - - /** - * The number of meshes of this node. - */ - int mNumMeshes; - - /** - * The meshes of this node. - * - * Each entry is an index for <code>aiScene.mMeshes</code>. - */ - uint* mMeshes; - } - - /** - * Flags which are combinated in <code>aiScene.mFlags</code> to store - * auxiliary information about the imported scene. - */ - enum aiSceneFlags : uint { - /** - * Specifies that the scene data structure that was imported is not - * complete. - * - * This flag bypasses some internal validations and allows the import of - * animation skeletons, material libraries or camera animation paths - * using Assimp. Most applications won't support such data. - */ - INCOMPLETE = 0x1, - - /** - * This flag is set by the validation post-processing step - * (<code>aiProcess.ValidateDS</code>) if the validation was successful. - * - * In a validated scene you can be sure that any cross references in the - * data structure (e.g. vertex indices) are valid. - */ - VALIDATED = 0x2, - - /** - * This flag is set by the validation post-processing step - * (<code>aiProcess.ValidateDS</code>) if the validation is successful - * but some issues have been found. - * - * This can for example mean that a texture that does not exist is - * referenced by a material or that the bone weights for a vertex don't - * sum to 1. In most cases you should still be able to use the import. - * - * This flag could be useful for applications which don't capture - * Assimp's log output. - */ - VALIDATION_WARNING = 0x4, - - /** - * This flag is currently only set by the - * <code>aiProcess.JoinIdenticalVertices</code> post-processing step. It - * indicates that the vertices of the output meshes aren't in the - * internal verbose format anymore. In the verbose format all vertices - * are unique, no vertex is ever referenced by more than one face. - */ - NON_VERBOSE_FORMAT = 0x8, - - /** - * Denotes pure height-map terrain data. Pure terrains usually consist of - * quads, sometimes triangles, in a regular grid. The x,y coordinates of - * all vertex positions refer to the x,y coordinates on the terrain - * height map, the z-axis stores the elevation at a specific point. - * - * TER (Terragen) and HMP (3D Game Studio) are height map formats. - * - * Note: Assimp is probably not the best choice for loading <em>huge</em> - * terrains – fully triangulated data takes extremely much storage - * space and should be avoided as long as possible (typically you will - * perform the triangulation when you actually need to render it). - */ - FLAGS_TERRAIN = 0x10 - } - - /** - * The root structure of the imported data. - * - * Everything that was imported from the given file can be accessed from here. - * Objects of this class are generally maintained and owned by Assimp, not - * by the caller. You shouldn't want to instance it, nor should you ever try to - * delete a given scene on your own. - */ - struct aiScene { - /** - * Any combination of the <code>aiSceneFlags</code>. By default, this - * value is 0, no flags are set. - * - * Most applications will want to reject all scenes with the - * <code>aiSceneFlags.INCOMPLETE</code> bit set. - */ - uint mFlags; - - /** - * 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 contents of the imported file. - */ - aiNode* mRootNode; - - /** - * The number of meshes in the scene. - */ - uint mNumMeshes; - - /** - * The array of meshes. - * - * Use the indices given in the <code>aiNode</code> structure to access - * this array. The array is <code>mNumMeshes</code> in size. - * - * If the <code>aiSceneFlags.INCOMPLETE</code> flag is not set, there - * will always be at least one mesh. - */ - aiMesh** mMeshes; - - /** - * The number of materials in the scene. - */ - uint mNumMaterials; - - /** - * The array of meshes. - * - * Use the indices given in the <code>aiMesh</code> structure to access - * this array. The array is <code>mNumMaterials</code> in size. - * - * If the <code>aiSceneFlags.INCOMPLETE</code> flag is not set, there - * will always be at least one material. - */ - aiMaterial** mMaterials; - - /** - * The number of animations in the scene. - */ - uint mNumAnimations; - - /** - * The array of animations. - * - * All animations imported from the given file are listed here. The array - * is <code>mNumAnimations</code> in size. - */ - aiAnimation** mAnimations; - - /** - * The number of textures embedded into the file. - */ - uint mNumTextures; - - /** - * The array of embedded textures. - * - * Not many file formats embed their textures into the file. An example - * is Quake's <code>MDL</code> format (which is also used by some - * GameStudio versions). - */ - aiTexture** mTextures; - - /** - * The number of light sources in the scene. - * - * Light sources are fully optional, in most cases this attribute will be - * 0. - */ - uint mNumLights; - - /** - * The array of light sources. - * - * All light sources imported from the given file are listed here. The - * array is <code>mNumLights</code> in size. - */ - aiLight** mLights; - - /** - * The number of cameras in the scene. - * - * Cameras are fully optional, in most cases this attribute - * will be 0. - */ - uint mNumCameras; - - /** - * The array of cameras. - * - * All cameras imported from the given file are listed here. The array is - * <code>mNumCameras</code> in size. - * - * The first camera in the array (if existing) is the default camera view - * at the scene. - */ - aiCamera** mCameras; - } -} |