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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.
+---------------------------------------------------------------------------
+*/
+
+/**
+ * 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;
+ }
+} \ No newline at end of file