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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