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Diffstat (limited to 'src/mesh/assimp-master/port/dAssimp/assimp/animation.d')
-rw-r--r-- | src/mesh/assimp-master/port/dAssimp/assimp/animation.d | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/animation.d b/src/mesh/assimp-master/port/dAssimp/assimp/animation.d new file mode 100644 index 0000000..9a36940 --- /dev/null +++ b/src/mesh/assimp-master/port/dAssimp/assimp/animation.d @@ -0,0 +1,240 @@ +/* +--------------------------------------------------------------------------- +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. +--------------------------------------------------------------------------- +*/ + +/** + * The data structures which are used to store the imported animation data. + */ +module assimp.animation; + +import assimp.math; +import assimp.types; + +extern ( C ) { + /** + * A time-value pair specifying a certain 3D vector for the given time. + */ + struct aiVectorKey { + /** + * The time of this key. + */ + double mTime; + + /** + * The value of this key. + */ + aiVector3D mValue; + } + + /** + * A time-value pair specifying a rotation for the given time. For joint + * animations, the rotation is usually expressed using a quaternion. + */ + struct aiQuatKey { + /** + * The time of this key. + */ + double mTime; + + /** + * The value of this key. + */ + aiQuaternion mValue; + } + + /** + * Defines how an animation channel behaves outside the defined time + * range. This corresponds to <code>aiNodeAnim.mPreState</code> and + * <code>aiNodeAnim.mPostState</code>. + */ + enum aiAnimBehaviour : uint { + /** + * The value from the default node transformation is used. + */ + DEFAULT = 0x0, + + /** + * The nearest key value is used without interpolation. + */ + CONSTANT = 0x1, + + /** + * The value of the nearest two keys is linearly extrapolated for the + * current time value. + */ + LINEAR = 0x2, + + /** + * The animation is repeated. + * + * If the animation key go from n to m and the current time is t, use the + * value at (t-n) % (|m-n|). + */ + REPEAT = 0x3 + } + + /** + * Describes the animation of a single node. + * + * The name specifies the bone/node which is affected by this animation + * channel. The keyframes are given in three separate series of values, one + * each for position, rotation and scaling. The transformation matrix + * computed from these values replaces the node's original transformation + * matrix at a specific time. This means all keys are absolute and not + * relative to the bone default pose. + * + * The order in which the transformations are applied is – + * as usual – scaling, rotation, translation. + * + * Note: All keys are returned in their correct, chronological order. + * Duplicate keys don't pass the validation step. Most likely there will + * be no negative time values, but they are not forbidden (so + * implementations need to cope with them!). + */ + struct aiNodeAnim { + /** + * The name of the node affected by this animation. The node must exist + * and it must be unique. + */ + aiString mNodeName; + + /** + * The number of position keys. + */ + uint mNumPositionKeys; + + /** + * The position keys of this animation channel. Positions are specified + * as 3D vectors. The array is <code>mNumPositionKeys</code> in size. + * + * If there are position keys, there will also be at least one scaling + * and one rotation key. + */ + aiVectorKey* mPositionKeys; + + /** + * The number of rotation keys. + */ + uint mNumRotationKeys; + + /** + * The rotation keys of this animation channel. Rotations are given as + * quaternions. The array is <code>mNumRotationKeys</code> in size. + * + * If there are rotation keys, there will also be at least one scaling + * and one position key. + */ + aiQuatKey* mRotationKeys; + + + /** + * The number of scaling keys. + */ + uint mNumScalingKeys; + + /** + * The scaling keys of this animation channel. Scalings are specified as + * 3D vectors. The array is <code>mNumScalingKeys</code> in size. + * + * If there are scaling keys, there will also be at least one position + * and one rotation key. + */ + aiVectorKey* mScalingKeys; + + + /** + * Defines how the animation behaves before the first key is encountered. + * + * The default value is <code>aiAnimBehaviour.DEFAULT</code> (the original + * transformation matrix of the affected node is used). + */ + aiAnimBehaviour mPreState; + + /** + * Defines how the animation behaves after the last key was processed. + * + * The default value is <code>aiAnimBehaviour.DEFAULT</code> (the original + * transformation matrix of the affected node is used). + */ + aiAnimBehaviour mPostState; + } + + /** + * An animation consists of keyframe data for a number of nodes. + * + * For each node affected by the animation, a separate series of data is + * given. + */ + struct aiAnimation { + /** + * 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). + */ + aiString mName; + + /** + * Duration of the animation in ticks. + */ + double mDuration; + + /** + * Ticks per second. 0 if not specified in the imported file. + */ + double mTicksPerSecond; + + /** + * The number of bone animation channels. + * + * Each channel affects a single node. + */ + uint mNumChannels; + + /** + * The node animation channels. The array is <code>mNumChannels</code> + * in size. + * + * Each channel affects a single node. + */ + aiNodeAnim** mChannels; + } +}
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