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-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/animation.d240
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/api.d686
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/assimp.d63
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/camera.d182
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/config.d705
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/fileIO.d140
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/light.d215
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/loader.d193
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/material.d641
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/math.d155
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/mesh.d465
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d597
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/scene.d306
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/texture.d122
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/types.d249
-rw-r--r--src/mesh/assimp-master/port/dAssimp/assimp/versionInfo.d72
16 files changed, 0 insertions, 5031 deletions
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/animation.d b/src/mesh/assimp-master/port/dAssimp/assimp/animation.d
deleted file mode 100644
index 9a36940..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/animation.d
+++ /dev/null
@@ -1,240 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * 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
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/api.d b/src/mesh/assimp-master/port/dAssimp/assimp/api.d
deleted file mode 100644
index bc7a157..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/api.d
+++ /dev/null
@@ -1,686 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * The C-style interface to the Open Asset import library.
- *
- * All functions of the C API have been collected in this module as function
- * pointers, which are set by the dynamic library loader
- * (<code>assimp.loader</code>).
- */
-module assimp.api;
-
-import assimp.fileIO;
-import assimp.material;
-import assimp.math;
-import assimp.scene;
-import assimp.types;
-
-extern ( C ) {
- /**
- * Reads the given file and returns its content.
- *
- * If the call succeeds, the imported data is returned in an <code>aiScene</code>
- * structure. The data is intended to be read-only, it stays property of the
- * Assimp library and will be stable until <code>aiReleaseImport()</code> is
- * called. After you're done with it, call <code>aiReleaseImport()</code> to
- * free the resources associated with this file.
- *
- * If an error is encountered, null is returned instead. Call
- * <code>aiGetErrorString()</code> to retrieve a human-readable error
- * description.
- *
- * Params:
- * pFile = Path and filename of the file to be imported,
- * expected to be a null-terminated C-string. null is not a valid value.
- * pFlags = Optional post processing steps to be executed after a
- * successful import. Provide a bitwise combination of the
- * <code>aiPostProcessSteps</code> flags. If you wish to inspect the
- * imported scene first in order to fine-tune your post-processing
- * setup, consider to use <code>aiApplyPostProcessing()</code>.
- *
- * Returns:
- * A pointer to the imported data, null if the import failed.
- */
- aiScene* function( char* pFile, uint pFile ) aiImportFile;
-
- /**
- * Reads the given file using user-defined I/O functions and returns its
- * content.
- *
- * If the call succeeds, the imported data is returned in an <code>aiScene</code>
- * structure. The data is intended to be read-only, it stays property of the
- * Assimp library and will be stable until <code>aiReleaseImport()</code> is
- * called. After you're done with it, call <code>aiReleaseImport()</code> to
- * free the resources associated with this file.
- *
- * If an error is encountered, null is returned instead. Call
- * <code>aiGetErrorString()</code> to retrieve a human-readable error
- * description.
- *
- * Params:
- * pFile = Path and filename of the file to be imported,
- * expected to be a null-terminated C-string. null is not a valid value.
- * pFlags = Optional post processing steps to be executed after a
- * successful import. Provide a bitwise combination of the
- * <code>aiPostProcessSteps</code> flags. If you wish to inspect the
- * imported scene first in order to fine-tune your post-processing
- * setup, consider to use <code>aiApplyPostProcessing()</code>.
- * pFS = An aiFileIO which will be used to open the model file itself
- * and any other files the loader needs to open.
- *
- * Returns:
- * A pointer to the imported data, null if the import failed.
- */
- aiScene* function( char* pFile, uint pFlags, aiFileIO* pFS ) aiImportFileEx;
-
- /**
- * Reads the scene from the given memory buffer.
- *
- * Reads the given file using user-defined I/O functions and returns its
- * content.
- *
- * If the call succeeds, the imported data is returned in an <code>aiScene</code>
- * structure. The data is intended to be read-only, it stays property of the
- * Assimp library and will be stable until <code>aiReleaseImport()</code> is
- * called. After you're done with it, call <code>aiReleaseImport()</code> to
- * free the resources associated with this file.
- *
- * If an error is encountered, null is returned instead. Call
- * <code>aiGetErrorString()</code> to retrieve a human-readable error
- * description.
- *
- * Params:
- * pBuffer = Pointer to the scene data.
- * pLength = Size of pBuffer in bytes.
- * pFlags = Optional post processing steps to be executed after a
- * successful import. Provide a bitwise combination of the
- * <code>aiPostProcessSteps</code> flags. If you wish to inspect the
- * imported scene first in order to fine-tune your post-processing
- * setup, consider to use <code>aiApplyPostProcessing()</code>.
- * pHint = An additional hint to the library. If this is a non empty
- * string, the library looks for a loader to support the file
- * extension specified and passes the file to the first matching
- * loader. If this loader is unable to complete the request, the
- * library continues and tries to determine the file format on its
- * own, a task that may or may not be successful.
- *
- * Returns:
- * A pointer to the imported data, null if the import failed.
- *
- * Note:
- * This is a straightforward way to decode models from memory buffers,
- * but it doesn't handle model formats spreading their data across
- * multiple files or even directories. Examples include OBJ or MD3, which
- * outsource parts of their material stuff into external scripts. If you
- * need the full functionality, provide a custom IOSystem to make Assimp
- * find these files.
- */
- aiScene* function(
- char* pBuffer,
- uint pLength,
- uint pFlags,
- char* pHint
- ) aiImportFileFromMemory;
-
- /**
- * Apply post-processing to an already-imported scene.
- *
- * This is strictly equivalent to calling <code>aiImportFile()</code> or
- * <code>aiImportFileEx()</code> with the same flags. However, you can use
- * this separate function to inspect the imported scene first to fine-tune
- * your post-processing setup.
- *
- * Params:
- * pScene = Scene to work on.
- * pFlags = Provide a bitwise combination of the
- * <code>aiPostProcessSteps</code> flags.
- *
- * Returns:
- * A pointer to the post-processed data. Post processing is done in-place,
- * meaning this is still the same <code>aiScene</code> which you passed
- * for pScene. However, if post-processing failed, the scene could now be
- * null. That's quite a rare case, post processing steps are not really
- * designed to fail. To be exact, <code>aiProcess.ValidateDS</code> is
- * currently the only post processing step which can actually cause the
- * scene to be reset to null.
- */
- aiScene* function( aiScene* pScene, uint pFlags ) aiApplyPostProcessing;
-
- /**
- * Get one of the predefined log streams. This is the quick'n'easy solution
- * to access Assimp's log system. Attaching a log stream can slightly reduce
- * Assimp's overall import performance.
- *
- * Examples:
- * ---
- * aiLogStream stream = aiGetPredefinedLogStream(
- * aiDefaultLogStream.FILE, "assimp.log.txt" );
- * if ( stream.callback !is null ) {
- * aiAttachLogStream( &stream );
- * }
- * ---
- *
- * Params:
- * pStreams = The log stream destination.
- * file = Solely for the <code>aiDefaultLogStream.FILE</code> flag:
- * specifies the file to write to. Pass null for all other flags.
- *
- * Returns:
- * The log stream, null if something went wrong.
- */
- aiLogStream function( aiDefaultLogStream pStreams, char* file ) aiGetPredefinedLogStream;
-
- /**
- * Attach a custom log stream to the libraries' logging system.
- *
- * Attaching a log stream can slightly reduce Assimp's overall import
- * performance. Multiple log-streams can be attached.
- *
- * Params:
- * stream = Describes the new log stream.
- *
- * Note: To ensure proper destruction of the logging system, you need to
- * manually call <code>aiDetachLogStream()</code> on every single log
- * stream you attach. Alternatively, <code>aiDetachAllLogStreams()</code>
- * is provided.
- */
- void function( aiLogStream* stream ) aiAttachLogStream;
-
- /**
- * Enable verbose logging.
- *
- * Verbose logging includes debug-related stuff and detailed import
- * statistics. This can have severe impact on import performance and memory
- * consumption. However, it might be useful to find out why a file is not
- * read correctly.
- *
- * Param:
- * d = Whether verbose logging should be enabled.
- */
- void function( aiBool d ) aiEnableVerboseLogging;
-
- /**
- * Detach a custom log stream from the libraries' logging system.
- *
- * This is the counterpart of #aiAttachPredefinedLogStream. If you attached a stream,
- * don't forget to detach it again.
- *
- * Params:
- * stream = The log stream to be detached.
- *
- * Returns:
- * <code>aiReturn.SUCCESS</code> if the log stream has been detached
- * successfully.
- *
- * See: <code>aiDetachAllLogStreams</code>
- */
- aiReturn function( aiLogStream* stream ) aiDetachLogStream;
-
- /**
- * Detach all active log streams from the libraries' logging system.
- *
- * This ensures that the logging system is terminated properly and all
- * resources allocated by it are actually freed. If you attached a stream,
- * don't forget to detach it again.
- *
- * See: <code>aiAttachLogStream</code>, <code>aiDetachLogStream</code>
- */
- void function() aiDetachAllLogStreams;
-
- /**
- * Releases all resources associated with the given import process.
- *
- * Call this function after you're done with the imported data.
- *
- * Params:
- * pScene = The imported data to release. null is a valid value.
- */
- void function( aiScene* pScene ) aiReleaseImport;
-
- /**
- * Returns the error text of the last failed import process.
- *
- * Returns:
- * A textual description of the error that occurred at the last importing
- * process. null if there was no error. There can't be an error if you
- * got a non-null <code>aiScene</code> from
- * <code>aiImportFile()/aiImportFileEx()/aiApplyPostProcessing()</code>.
- */
- char* function() aiGetErrorString;
-
- /**
- * Returns whether a given file extension is supported by this Assimp build.
- *
- * Params:
- * szExtension = Extension for which to query support. Must include a
- * leading dot '.'. Example: ".3ds", ".md3"
- *
- * Returns:
- * <code>TRUE</code> if the file extension is supported.
- */
- aiBool function( char* szExtension ) aiIsExtensionSupported;
-
- /**
- * Gets a list of all file extensions supported by ASSIMP.
- *
- * Format of the list: "*.3ds;*.obj;*.dae".
- *
- * If a file extension is contained in the list this does, of course, not
- * mean that Assimp is able to load all files with this extension.
- *
- * Params:
- * szOut = String to receive the extension list. null is not a valid
- * parameter.
- */
- void function( aiString* szOut ) aiGetExtensionList;
-
- /**
- * Gets the storage required by an imported asset
- *
- * Params:
- * pIn = Asset to query storage size for.
- * info = Data structure to be filled.
- */
- void function( aiScene* pIn, aiMemoryInfo* info ) aiGetMemoryRequirements;
-
- /**
- * Sets an integer property.
- *
- * Properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * Params:
- * szName = Name of the configuration property to be set. All supported
- * public properties are defined in the <code>config</code> module.
- * value = New value for the property.
- */
- void function( char* szName, int value ) aiSetImportPropertyInteger;
-
- /**
- * Sets a floating-point property.
- *
- * Properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * Params:
- * szName = Name of the configuration property to be set. All supported
- * public properties are defined in the <code>config</code> module.
- * value = New value for the property.
- */
- void function( char* szName, float value ) aiSetImportPropertyFloat;
-
- /**
- * Sets a string property.
- *
- * Properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * Params:
- * szName = Name of the configuration property to be set. All supported
- * public properties are defined in the <code>config</code> module.
- * st = New value for the property.
- */
- void function( char* szName, aiString* st ) aiSetImportPropertyString;
-
-
- /*
- * Mathematical helper functions.
- */
-
- /**
- * Constructs a quaternion from a 3x3 rotation matrix.
- *
- * Params:
- * quat = Receives the output quaternion.
- * mat = Matrix to 'quaternionize'.
- */
- void function( aiQuaternion* quat, aiMatrix3x3* mat ) aiCreateQuaternionFromMatrix;
-
- /**
- * Decomposes a transformation matrix into its rotational, translational and
- * scaling components.
- *
- * Params:
- * mat = Matrix to decompose.
- * scaling = Receives the scaling component.
- * rotation = Receives the rotational component.
- * position = Receives the translational component.
- */
- void function(
- aiMatrix4x4* mat,
- aiVector3D* scaling,
- aiQuaternion* rotation,
- aiVector3D* position
- ) aiDecomposeMatrix;
-
- /**
- * Transposes a 4x4 matrix (in-place).
- *
- * Params:
- * mat = The matrix to be transposed.
- */
- void function( aiMatrix4x4* mat ) aiTransposeMatrix4;
-
- /**
- * Transposes a 3x3 matrix (in-place).
- *
- * Params:
- * mat = The matrix to be transposed.
- */
- void function( aiMatrix3x3* mat ) aiTransposeMatrix3;
-
- /**
- * Transforms a vector by a 3x3 matrix (in-place).
- *
- * Params:
- * vec = Vector to be transformed.
- * mat = Matrix to transform the vector with.
- */
- void function( aiVector3D* vec, aiMatrix3x3* mat ) aiTransformVecByMatrix3;
-
- /**
- * Transforms a vector by a 4x4 matrix (in-place).
- *
- * Params:
- * vec = Vector to be transformed.
- * mat = Matrix to transform the vector with.
- */
- void function( aiVector3D* vec, aiMatrix4x4* mat ) aiTransformVecByMatrix4;
-
- /**
- * Multiplies two 4x4 matrices.
- *
- * Params:
- * dst = First factor, receives result.
- * src = Matrix to be multiplied with 'dst'.
- */
- void function( aiMatrix4x4* dst, aiMatrix4x4* src ) aiMultiplyMatrix4;
-
- /**
- * Multiplies two 3x3 matrices.
- *
- * Params:
- * dst = First factor, receives result.
- * src = Matrix to be multiplied with 'dst'.
- */
- void function( aiMatrix3x3* dst, aiMatrix3x3* src ) aiMultiplyMatrix3;
-
- /**
- * Constructs a 3x3 identity matrix.
- *
- * Params:
- * mat = Matrix to receive its personal identity.
- */
- void function( aiMatrix3x3* mat ) aiIdentityMatrix3;
-
- /**
- * Constructs a 4x4 identity matrix.
- *
- * Params:
- * mat = Matrix to receive its personal identity.
- */
- void function( aiMatrix4x4* mat ) aiIdentityMatrix4;
-
-
- /*
- * Material system functions.
- */
-
- /**
- * Retrieves a material property with a specific key from the material.
- *
- * Params:
- * pMat = Pointer to the input material. May not be null.
- * pKey = Key to search for. One of the <code>AI_MATKEY_XXX</code>
- * constants.
- * type = Specifies the <code>aiTextureType</code> of the texture to be
- * retrieved, 0 for non-texture properties.
- * index = Index of the texture to be retrieved,
- * 0 for non-texture properties.
- * pPropOut = Pointer to receive a pointer to a valid
- * <code>aiMaterialProperty</code> structure or null if the key has
- * not been found.
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- aiMaterialProperty** pPropOut
- ) aiGetMaterialProperty;
-
- /**
- * Retrieves a single float value or an array of float values from the
- * material.
- *
- * Examples:
- * ---
- * const FLOATS_IN_UV_TRANSFORM = ( aiUVTransform.sizeof / float.sizeof );
- * uint valuesRead = FLOATS_IN_UV_TRANSFORM;
- * bool success =
- * ( aiGetMaterialFloatArray( &material, AI_MATKEY_UVTRANSFORM,
- * aiTextureType.DIFFUSE, 0, cast( float* ) &trafo, &valuesRead ) ==
- * aiReturn.SUCCESS ) &&
- * ( valuesRead == FLOATS_IN_UV_TRANSFORM );
- * ---
- *
- * Params:
- * pMat = Pointer to the input material. May not be null.
- * pKey = Key to search for. One of the AI_MATKEY_XXX constants.
- * type = Specifies the <code>aiTextureType</code> of the texture to be
- * retrieved, 0 for non-texture properties.
- * index = Index of the texture to be retrieved,
- * 0 for non-texture properties.
- * pOut = Pointer to a buffer to receive the result.
- * pMax = Specifies the size of the given buffer in floats. Receives the
- * number of values (not bytes!) read. null to read a scalar property.
- *
- * Returns:
- * Specifies whether the key has been found. If not, the output arrays
- * remains unmodified and pMax is set to 0.
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- float* pOut,
- uint* pMax = null
- ) aiGetMaterialFloatArray;
-
- /**
- * Convenience alias for <code>aiGetMaterialFloatArray()</code>.
- */
- alias aiGetMaterialFloatArray aiGetMaterialFloat;
-
- /**
- * Retrieves a single integer value or an array of integer values from the
- * material.
- *
- * See: <code>aiGetMaterialFloatArray()</code>
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- int* pOut,
- uint* pMax = null
- ) aiGetMaterialIntegerArray;
-
- /**
- * Convenience alias for <code>aiGetMaterialIntegerArray()</code>.
- */
- alias aiGetMaterialIntegerArray aiGetMaterialInteger;
-
- /**
- * Retrieves a color value from the material.
- *
- * See: <code>aiGetMaterialFloatArray()</code>
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- aiColor4D* pOut
- ) aiGetMaterialColor;
-
- /**
- * Retrieves a string value from the material.
- *
- * See: <code>aiGetMaterialFloatArray()</code>
- */
- aiReturn function(
- aiMaterial* pMat,
- char* pKey,
- uint type,
- uint index,
- aiString* pOut
- ) aiGetMaterialString;
-
- /**
- * Get the number of textures for a particular texture type.
- *
- * Params:
- * pMat = Pointer to the input material. May not be NULL
- * type = Texture type to check for
- *
- * Returns:
- * Number of textures for this type.
- */
- uint function( aiMaterial* pMat, aiTextureType type ) aiGetMaterialTextureCount;
-
- /**
- * Helper function to get all values pertaining to a particular texture slot
- * from a material structure.
- *
- * This function is provided just for convenience. You could also read the
- * texture by parsing all of its properties manually. This function bundles
- * all of them in a huge function monster.
- *
- * Params:
- * mat = Pointer to the input material. May not be null.
- * type = Specifies the texture stack (<code>aiTextureType</code>) to
- * read from.
- * index = Index of the texture. The function fails if the requested
- * index is not available for this texture type.
- * <code>aiGetMaterialTextureCount()</code> can be used to determine
- * the number of textures in a particular texture stack.
- * path = Receives the output path. null is not a valid value.
- * mapping = Receives the texture mapping mode to be used.
- * Pass null if you are not interested in this information.
- * uvindex = For UV-mapped textures: receives the index of the UV source
- * channel. Unmodified otherwise. Pass null if you are not interested
- * in this information.
- * blend = Receives the blend factor for the texture.
- * Pass null if you are not interested in this information.
- * op = Receives the texture blend operation to be perform between this
- * texture and the previous texture. Pass null if you are not
- * interested in this information.
- * mapmode = Receives the mapping modes to be used for the texture. Pass
- * a pointer to an array of two aiTextureMapMode's (one for each axis,
- * UV order) or null if you are not interested in this information.
- *
- * Returns:
- * <code>aiReturn.SUCCESS</code> on success, otherwise something else.
- */
- aiReturn function(
- aiMaterial* mat,
- aiTextureType type,
- uint index,
- aiString* path,
- aiTextureMapping* mapping = null,
- uint* uvindex = null,
- float* blend = null,
- aiTextureOp* op = null,
- aiTextureMapMode* mapmode = null
- ) aiGetMaterialTexture;
-
-
- /*
- * Versioning functions.
- */
-
- /**
- * Returns a string with legal copyright and licensing information about
- * Assimp.
- *
- * The string may include multiple lines.
- *
- * Returns:
- * Pointer to static string.
- */
- char* function() aiGetLegalString;
-
- /**
- * Returns the current minor version number of the Assimp library.
- *
- * Returns:
- * Minor version of the Assimp library.
- */
- uint function() aiGetVersionMinor;
-
- /**
- * Returns the current major version number of the Assimp library.
- *
- * Returns:
- * Major version of the Assimp library.
- */
- uint function() aiGetVersionMajor;
-
- /**
- * Returns the repository revision of the Assimp library.
- *
- * Returns:
- * SVN Repository revision number of the Assimp library.
- */
- uint function() aiGetVersionRevision;
-
- /**
- * Returns the flags Assimp was compiled with.
- *
- * Returns:
- * Any bitwise combination of the ASSIMP_CFLAGS_xxx constants.
- */
- uint function() aiGetCompileFlags;
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/assimp.d b/src/mesh/assimp-master/port/dAssimp/assimp/assimp.d
deleted file mode 100644
index a147ee2..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/assimp.d
+++ /dev/null
@@ -1,63 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * Include-all module provided for convenience.
- */
-module assimp.assimp;
-
-public {
- import assimp.animation;
- import assimp.api;
- import assimp.camera;
- import assimp.config;
- import assimp.fileIO;
- import assimp.light;
- import assimp.loader;
- import assimp.material;
- import assimp.math;
- import assimp.mesh;
- import assimp.postprocess;
- import assimp.scene;
- import assimp.texture;
- import assimp.types;
- import assimp.versionInfo;
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/camera.d b/src/mesh/assimp-master/port/dAssimp/assimp/camera.d
deleted file mode 100644
index 5567be2..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/camera.d
+++ /dev/null
@@ -1,182 +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 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;
- }
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/config.d b/src/mesh/assimp-master/port/dAssimp/assimp/config.d
deleted file mode 100644
index 761156b..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/config.d
+++ /dev/null
@@ -1,705 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * Defines constants for configurable properties for the library.
- *
- * These are set via <code>aiSetImportPropertyInteger()</code>,
- * <code>aiSetImportPropertyFloat()</code> and
- * <code>aiSetImportPropertyString()</code>.
- */
-module assimp.config;
-
-extern ( C ) {
- /*
- * Library settings.
- *
- * General, global settings.
- */
-
- /**
- * Enables time measurements.
- *
- * If enabled, measures the time needed for each part of the loading
- * process (i.e. IO time, importing, postprocessing, ..) and dumps these
- * timings to the DefaultLogger. See the performance page in the main
- * Assimp docs information on this topic.
- *
- * Property type: bool. Default value: false.
- */
- const char* AI_CONFIG_GLOB_MEASURE_TIME = "GLOB_MEASURE_TIME";
-
- version( none ) { // not implemented yet
- /**
- * Set Assimp's multithreading policy.
- *
- * This setting is ignored if Assimp was built without boost.thread support
- * (<code>ASSIMP_BUILD_NO_THREADING</code>, which is implied by
- * <code>ASSIMP_BUILD_BOOST_WORKAROUND</code>).
- *
- * Possible values are: -1 to let Assimp decide what to do, 0 to disable
- * multithreading entirely and any number larger than 0 to force a specific
- * number of threads. Assimp is always free to ignore this settings, which
- * is merely a hint. Usually, the default value (-1) will be fine. However,
- * if Assimp is used concurrently from multiple user threads, it might be
- * useful to limit each Importer instance to a specific number of cores.
- *
- * For more information, see the threading page in the main Assimp docs.
- *
- * Property type: int, default value: -1.
- */
- const char* AI_CONFIG_GLOB_MULTITHREADING = "GLOB_MULTITHREADING";
- }
-
-
- /*
- * Post processing settings.
- *
- * Various options to fine-tune the behavior of a specific post processing step.
- */
-
- /**
- * Specifies the maximum angle that may be between two vertex tangents that
- * their tangents and bitangents are smoothed.
- *
- * This applies to the <code>CalcTangentSpace</code> step. The angle is
- * specified in degrees, so 180 corresponds to PI radians.
- *
- * The default value is 45, the maximum value is 175.
- *
- * Property type: float.
- */
- const char* AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE = "PP_CT_MAX_SMOOTHING_ANGLE";
-
- /**
- * Specifies the maximum angle that may be between two face normals at the
- * same vertex position that their are smoothed together. Sometimes referred
- * to as 'crease angle'.
- *
- * This applies to the <code>GenSmoothNormals</code> step. The angle is
- * specified in degrees, so 180 corresponds to PI radians.
- *
- * The default value is 175 degrees (all vertex normals are smoothed), the
- * maximum value is 175, too.
- *
- * Property type: float.
- *
- * Warning:
- * Setting this option may cause a severe loss of performance. The
- * performance is unaffected if the <code>AI_CONFIG_FAVOUR_SPEED</code>
- * flag is set but the output quality may be reduced.
- */
- const char* AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE = "PP_GSN_MAX_SMOOTHING_ANGLE";
-
- /**
- * Sets the colormap (= palette) to be used to decode embedded textures in
- * MDL (Quake or 3DGS) files.
- *
- * This must be a valid path to a file. The file is 768 (256*3) bytes large
- * and contains RGB triplets for each of the 256 palette entries. The
- * default value is colormap.lmp. If the file is not found, a default
- * palette (from Quake 1) is used.
- *
- * Property type: string.
- */
- const char* AI_CONFIG_IMPORT_MDL_COLORMAP = "IMPORT_MDL_COLORMAP";
-
- /**
- * Configures the <code>RemoveRedundantMaterials</code> step to keep
- * materials matching a name in a given list.
- *
- * This is a list of 1 to n strings, ' ' serves as delimiter character.
- * Identifiers containing whitespaces must be enclosed in <em>single</em>
- * quotation marks. For example: <code>
- * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>.
- * Linefeeds, tabs or carriage returns are treated as whitespace.
- *
- * If a material matches on of these names, it will not be modified or
- * removed by the postprocessing step nor will other materials be replaced
- * by a reference to it.
- *
- * This option might be useful if you are using some magic material names
- * to pass additional semantics through the content pipeline. This ensures
- * they won't be optimized away, but a general optimization is still
- * performed for materials not contained in the list.
- *
- * Default value: n/a
- *
- * Property type: string.
- *
- * Note: Material names are case sensitive.
- */
- const char* AI_CONFIG_PP_RRM_EXCLUDE_LIST = "PP_RRM_EXCLUDE_LIST";
-
- /**
- * Configures the <code>PretransformVertices</code> step to keep the scene
- * hierarchy. Meshes are moved to worldspace, but no optimization is
- * performed (meshes with equal materials are not joined, the total number
- * of meshes will not change).
- *
- * This option could be of use for you if the scene hierarchy contains
- * important additional information which you intend to parse.
- * For rendering, you can still render all meshes in the scene without
- * any transformations.
- *
- * Default value: false.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY";
-
- /**
- * Configures the <code>PretransformVertices</code> step to normalize all
- * vertex components into the -1...1 range. That is, a bounding box for the
- * whole scene is computed, the maximum component is taken and all meshes
- * are scaled appropriately (uniformly of course!).
- *
- * This might be useful if you don't know the spatial dimension of the input
- * data.
- */
- const char* AI_CONFIG_PP_PTV_NORMALIZE = "PP_PTV_NORMALIZE";
-
- /**
- * Configures the <code>FindDegenerates</code> step to remove degenerated
- * primitives from the import – immediately.
- *
- * The default behaviour converts degenerated triangles to lines and
- * degenerated lines to points. See the documentation to the
- * <code>FindDegenerates</code> step for a detailed example of the various
- * ways to get rid of these lines and points if you don't want them.
- *
- * Default value: false.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_PP_FD_REMOVE = "PP_FD_REMOVE";
-
- /**
- * Configures the <code>OptimizeGraph</code> step to preserve nodes matching
- * a name in a given list.
- *
- * This is a list of 1 to n strings, ' ' serves as delimiter character.
- * Identifiers containing whitespaces must be enclosed in <em>single</em>
- * quotation marks. For example: <code>
- * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</code>.
- * Linefeeds, tabs or carriage returns are treated as whitespace.
- *
- * If a node matches on of these names, it will not be modified or
- * removed by the postprocessing step.
- *
- * This option might be useful if you are using some magic node names
- * to pass additional semantics through the content pipeline. This ensures
- * they won't be optimized away, but a general optimization is still
- * performed for nodes not contained in the list.
- *
- * Default value: n/a
- *
- * Property type: string.
- *
- * Note: Node names are case sensitive.
- */
- const char* AI_CONFIG_PP_OG_EXCLUDE_LIST = "PP_OG_EXCLUDE_LIST";
-
- /**
- * Sets the maximum number of triangles in a mesh.
- *
- * This is used by the <code>SplitLargeMeshes</code> step to determine
- * whether a mesh must be split or not.
- *
- * Default value: AI_SLM_DEFAULT_MAX_TRIANGLES.
- *
- * Property type: integer.
- */
- const char* AI_CONFIG_PP_SLM_TRIANGLE_LIMIT = "PP_SLM_TRIANGLE_LIMIT";
-
- /**
- * The default value for the AI_CONFIG_PP_SLM_TRIANGLE_LIMIT setting.
- */
- const AI_SLM_DEFAULT_MAX_TRIANGLES = 1000000;
-
- /**
- * Sets the maximum number of vertices in a mesh.
- *
- * This is used by the <code>SplitLargeMeshes</code> step to determine
- * whether a mesh must be split or not.
- *
- * Default value: AI_SLM_DEFAULT_MAX_VERTICES
- *
- * Property type: integer.
- */
- const char* AI_CONFIG_PP_SLM_VERTEX_LIMIT = "PP_SLM_VERTEX_LIMIT";
-
- /**
- * The default value for the AI_CONFIG_PP_SLM_VERTEX_LIMIT setting.
- */
- const AI_SLM_DEFAULT_MAX_VERTICES = 1000000;
-
- /**
- * Sets the maximum number of bones affecting a single vertex.
- *
- * This is used by the <code>LimitBoneWeights</code> step.
- *
- * Default value: AI_LBW_MAX_WEIGHTS
- *
- * Property type: integer.
- */
- const char* AI_CONFIG_PP_LBW_MAX_WEIGHTS = "PP_LBW_MAX_WEIGHTS";
-
- /**
- * The default value for the AI_CONFIG_PP_LBW_MAX_WEIGHTS setting.
- */
- const AI_LMW_MAX_WEIGHTS = 0x4;
-
- /**
- * Sets the size of the post-transform vertex cache to optimize the
- * vertices for. This configures the <code>ImproveCacheLocality</code> step.
- *
- * The size is given in vertices. Of course you can't know how the vertex
- * format will exactly look like after the import returns, but you can still
- * guess what your meshes will probably have.
- *
- * The default value results in slight performance improvements for most
- * nVidia/AMD cards since 2002.
- *
- * Default value: PP_ICL_PTCACHE_SIZE
- *
- * Property type: integer.
- */
- const char* AI_CONFIG_PP_ICL_PTCACHE_SIZE = "PP_ICL_PTCACHE_SIZE";
-
- /**
- * The default value for the AI_CONFIG_PP_ICL_PTCACHE_SIZE config option.
- */
- const PP_ICL_PTCACHE_SIZE = 12;
-
- /**
- * Components of the <code>aiScene</code> and <code>aiMesh</code> data
- * structures that can be excluded from the import by using the
- * <code>RemoveComponent</code> step.
- *
- * See the documentation to <code>RemoveComponent</code> for more details.
- */
- enum aiComponent : uint {
- /**
- * Normal vectors.
- */
- NORMALS = 0x2,
-
- /**
- * Tangents and bitangents.
- */
- TANGENTS_AND_BITANGENTS = 0x4,
-
- /**
- * <em>All</em> color sets.
- *
- * Use aiComponent_COLORSn( N ) to specify the N'th set.
- */
- COLORS = 0x8,
-
- /**
- * <em>All</em> texture UV coordinate sets.
- *
- * Use aiComponent_TEXCOORDn( N ) to specify the N'th set.
- */
- TEXCOORDS = 0x10,
-
- /**
- * Bone weights from all meshes.
- *
- * The corresponding scenegraph nodes are <em>not</em> removed. Use the
- * <code>OptimizeGraph</code> step to do this.
- */
- BONEWEIGHTS = 0x20,
-
- /**
- * Node animations (<code>aiScene.mAnimations</code>).
- *
- * The corresponding scenegraph nodes are <em>not</em> removed. Use the
- * <code>OptimizeGraph</code> step to do this.
- */
- ANIMATIONS = 0x40,
-
- /**
- * Embedded textures (<code>aiScene.mTextures</code>).
- */
- TEXTURES = 0x80,
-
- /**
- * Light sources (<code>aiScene.mLights</code>).
- *
- * The corresponding scenegraph nodes are <em>not</em> removed. Use the
- * <code>OptimizeGraph</code> step to do this.
- */
- LIGHTS = 0x100,
-
- /**
- * Cameras (<code>aiScene.mCameras</code>).
- *
- * The corresponding scenegraph nodes are <em>not</em> removed. Use the
- * <code>OptimizeGraph</code> step to do this.
- */
- CAMERAS = 0x200,
-
- /**
- * Meshes (<code>aiScene.mMeshes</code>).
- */
- MESHES = 0x400,
-
- /** Materials.
- *
- * One default material will be generated, so
- * <code>aiScene.mNumMaterials</code> will be 1.
- */
- MATERIALS = 0x800
- }
-
- /**
- * Specifies a certain color channel to remove.
- */
- uint aiComponent_COLORSn( uint n ) { return 1u << ( n + 20u ); }
-
- /**
- * Specifies a certain UV coordinate channel to remove.
- */
- uint aiComponent_TEXCOORDSn( uint n ) { return 1u << ( n + 25u ); }
-
- /**
- * Input parameter to the <code>RemoveComponent</code> step:
- * Specifies the parts of the data structure to be removed.
- *
- * See the documentation to this step for further details.
- *
- * Default value: 0
- *
- * Property type: integer (bitwise combination of <code>aiComponent</code>
- * flags).
- *
- * Note: If no valid mesh is remaining after the step has been executed, the
- * import <em>fails</em>, because there is no data to work on anymore.
- */
- const char* AI_CONFIG_PP_RVC_FLAGS = "PP_RVC_FLAGS";
-
- /**
- * Input parameter to the <code>SortByPType</code> step:
- * Specifies which primitive types are removed by the step.
- *
- * This is a bitwise combination of the <code>aiPrimitiveType</code> flags.
- * Specifying all of them is illegal, of course. A typical use would be to
- * exclude all line and point meshes from the import.
- *
- * Default value: 0
- *
- * Property type: integer.
- */
- const char* AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE";
-
- /**
- * Input parameter to the <code>FindInvalidData</code> step:
- * Specifies the floating-point accuracy for animation values.
- *
- * The step checks for animation tracks where all frame values are
- * absolutely equal and removes them. This tweakable controls the epsilon
- * for floating-point comparisons – two keys are considered equal if the
- * invariant abs(n0-n1) > epsilon holds true for all vector respectively
- * quaternion components.
- *
- * Default value: 0 (exact comparison).
- *
- * Property type: float.
- */
- const char* AI_CONFIG_PP_FID_ANIM_ACCURACY = "PP_FID_ANIM_ACCURACY";
-
- /**
- * The <code>TransformUVCoords</code> step evaluates UV scalings.
- */
- const AI_UVTRAFO_SCALING = 0x1;
-
- /**
- * The <code>TransformUVCoords</code> step evaluates UV rotations.
- */
- const AI_UVTRAFO_ROTATION = 0x2;
-
- /**
- * The <code>TransformUVCoords</code> step evaluates UV translation.
- */
- const AI_UVTRAFO_TRANSLATION = 0x4;
-
- /**
- * The <code>TransformUVCoords</code> step evaluates all UV translations.
- */
- const AI_UVTRAFO_ALL =
- AI_UVTRAFO_SCALING
- | AI_UVTRAFO_ROTATION
- | AI_UVTRAFO_TRANSLATION;
-
- /**
- * Input parameter to the <code>TransformUVCoords</code> step: Specifies
- * which UV transformations are evaluated.
- *
- * Default value: AI_UVTRAFO_ALL.
- *
- * Property type: integer (bitwise combination of the
- * <code>AI_UVTRAFO_XXX<code> flag).
- */
- const char* AI_CONFIG_PP_TUV_EVALUATE = "PP_TUV_EVALUATE";
-
- /**
- * A hint to assimp to favour speed against import quality.
- *
- * Enabling this option may result in faster loading, but it needn't.
- * It represents just a hint to loaders and post-processing steps to use
- * faster code paths, if possible.
- *
- * Default value: false.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_FAVOUR_SPEED = "FAVOUR_SPEED";
-
-
- /*
- * Importer settings.
- *
- * Various stuff to fine-tune the behaviour of specific importer plugins.
- */
-
- /**
- * Set the vertex animation keyframe to be imported.
- *
- * Assimp does not support vertex keyframes (only bone animation is
- * supported). The library reads only one frame of models with vertex
- * animations.
- *
- * Default value: 0 (first frame).
- *
- * Property type: integer.
- *
- * Note: This option applies to all importers. However, it is also possible
- * to override the global setting for a specific loader. You can use the
- * AI_CONFIG_IMPORT_XXX_KEYFRAME options (where XXX is a placeholder for
- * the file format for which you want to override the global setting).
- */
- const char* AI_CONFIG_IMPORT_GLOBAL_KEYFRAME = "IMPORT_GLOBAL_KEYFRAME";
-
- const char* AI_CONFIG_IMPORT_MD3_KEYFRAME = "IMPORT_MD3_KEYFRAME";
- const char* AI_CONFIG_IMPORT_MD2_KEYFRAME = "IMPORT_MD2_KEYFRAME";
- const char* AI_CONFIG_IMPORT_MDL_KEYFRAME = "IMPORT_MDL_KEYFRAME";
- const char* AI_CONFIG_IMPORT_MDC_KEYFRAME = "IMPORT_MDC_KEYFRAME";
- const char* AI_CONFIG_IMPORT_SMD_KEYFRAME = "IMPORT_SMD_KEYFRAME";
- const char* AI_CONFIG_IMPORT_UNREAL_KEYFRAME = "IMPORT_UNREAL_KEYFRAME";
-
-
- /**
- * Configures the AC loader to collect all surfaces which have the
- * "Backface cull" flag set in separate meshes.
- *
- * Default value: true.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL = "IMPORT_AC_SEPARATE_BFCULL";
-
- /**
- * Configures the UNREAL 3D loader to separate faces with different surface
- * flags (e.g. two-sided vs. single-sided).
- *
- * Default value: true.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS = "UNREAL_HANDLE_FLAGS";
-
- /**
- * Configures the terragen import plugin to compute uv's for terrains, if
- * not given. Furthermore, a default texture is assigned.
- *
- * UV coordinates for terrains are so simple to compute that you'll usually
- * want to compute them on your own, if you need them. This option is intended
- * for model viewers which want to offer an easy way to apply textures to
- * terrains.
- *
- * Default value: false.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_IMPORT_TER_MAKE_UVS = "IMPORT_TER_MAKE_UVS";
-
- /**
- * Configures the ASE loader to always reconstruct normal vectors basing on
- * the smoothing groups loaded from the file.
- *
- * Many ASE files have invalid normals (they're not orthonormal).
- *
- * Default value: true.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS = "IMPORT_ASE_RECONSTRUCT_NORMALS";
-
- /**
- * Configures the M3D loader to detect and process multi-part Quake player
- * models.
- *
- * These models usually consist of three files, <code>lower.md3</code>,
- * <code>upper.md3</code> and <code>head.md3</code>. If this property is set
- * to true, Assimp will try to load and combine all three files if one of
- * them is loaded.
- *
- * Default value: true.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART = "IMPORT_MD3_HANDLE_MULTIPART";
-
- /**
- * Tells the MD3 loader which skin files to load.
- *
- * When loading MD3 files, Assimp checks whether a file
- * <code><md3_file_name>_<skin_name>.skin</code> is existing. These files
- * are used by Quake 3 to be able to assign different skins (e.g. red and
- * blue team) to models. 'default', 'red', 'blue' are typical skin names.
- *
- * Default value: "default".
- *
- * Property type: string.
- */
- const char* AI_CONFIG_IMPORT_MD3_SKIN_NAME = "IMPORT_MD3_SKIN_NAME";
-
- /**
- * Specify the Quake 3 shader file to be used for a particular MD3 file.
- * This can also be a search path.
- *
- * By default Assimp's behaviour is as follows: If a MD3 file
- * <code>[any_path]/models/[any_q3_subdir]/[model_name]/[file_name].md3</code>
- * is loaded, the library tries to locate the corresponding shader file in
- * <code>[any_path]/scripts/[model_name].shader</code>. This property
- * overrides this behaviour. It can either specify a full path to the shader
- * to be loaded or alternatively the path (relative or absolute) to the
- * directory where the shaders for all MD3s to be loaded reside. Assimp
- * attempts to open <code>[dir]/[model_name].shader</code> first,
- * <code>[dir]/[file_name].shader</code> is the fallback file. Note that
- * <code>[dir]</code> should have a terminal (back)slash.
- *
- * Default value: n/a.
- *
- * Property type: string.
- */
- const char* AI_CONFIG_IMPORT_MD3_SHADER_SRC = "IMPORT_MD3_SHADER_SRC";
-
- /**
- * Configures the LWO loader to load just one layer from the model.
- *
- * LWO files consist of layers and in some cases it could be useful to load
- * only one of them. This property can be either a string – which specifies
- * the name of the layer – or an integer – the index of the layer. If the
- * property is not set the whole LWO model is loaded. Loading fails if the
- * requested layer is not available. The layer index is zero-based and the
- * layer name may not be empty.
- *
- * Default value: all layers are loaded.
- *
- * Property type: integer/string.
- */
- const char* AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY = "IMPORT_LWO_ONE_LAYER_ONLY";
-
- /**
- * Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file
- * automatically.
- *
- * The default strategy is to look for a file with the same name but the
- * MD5ANIM extension in the same directory. If it is found, it is loaded
- * and combined with the MD5MESH file. This configuration option can be
- * used to disable this behaviour.
- *
- * Default value: false.
- *
- * Property type: bool.
- */
- const char* AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD = "IMPORT_MD5_NO_ANIM_AUTOLOAD";
-
- /**
- * Defines the begin of the time range for which the LWS loader evaluates
- * animations and computes <code>aiNodeAnim</code>s.
- *
- * Assimp provides full conversion of LightWave's envelope system, including
- * pre and post conditions. The loader computes linearly subsampled animation
- * chanels with the frame rate given in the LWS file. This property defines
- * the start time. Note: animation channels are only generated if a node
- * has at least one envelope with more tan one key assigned. This property.
- * is given in frames, '0' is the first frame. By default, if this property
- * is not set, the importer takes the animation start from the input LWS
- * file ('FirstFrame' line).
- *
- * Default value: read from file.
- *
- * Property type: integer.
- *
- * See: <code>AI_CONFIG_IMPORT_LWS_ANIM_END</code> – end of the imported
- * time range
- */
- const char* AI_CONFIG_IMPORT_LWS_ANIM_START = "IMPORT_LWS_ANIM_START";
- const char* AI_CONFIG_IMPORT_LWS_ANIM_END = "IMPORT_LWS_ANIM_END";
-
- /**
- * Defines the output frame rate of the IRR loader.
- *
- * IRR animations are difficult to convert for Assimp and there will always
- * be a loss of quality. This setting defines how many keys per second are
- * returned by the converter.
- *
- * Default value: 100.
- *
- * Property type: integer.
- */
- const char* AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS";
-
- /**
- * Ogre Importer will try to load this material file.
- *
- * Ogre Mehs contain only the material name, not the material file. If there
- * is no material file with the same name as the material, Ogre Importer
- * will try to load this file and search the material in it.
- *
- * Property type: string. Default value: "Scene.material".
- */
- const char* AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = "IMPORT_OGRE_MATERIAL_FILE";
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/fileIO.d b/src/mesh/assimp-master/port/dAssimp/assimp/fileIO.d
deleted file mode 100644
index 108d883..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/fileIO.d
+++ /dev/null
@@ -1,140 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * The data structures necessary to use Assimip with a custom IO system.
- */
-module assimp.fileIO;
-
-import assimp.types;
-
-extern ( C ) {
- // aiFile callbacks
- alias size_t function( aiFile*, char*, size_t, size_t ) aiFileWriteProc;
- alias size_t function( aiFile*, char*, size_t, size_t ) aiFileReadProc;
- alias size_t function( aiFile* ) aiFileTellProc;
- alias void function( aiFile* ) aiFileFlushProc;
- alias aiReturn function( aiFile*, size_t, aiOrigin ) aiFileSeek;
-
- // aiFileIO callbacks
- alias aiFile* function( aiFileIO*, char*, char* ) aiFileOpenProc;
- alias void function( aiFileIO*, aiFile* ) aiFileCloseProc;
-
- /**
- * Represents user-defined data.
- */
- alias char* aiUserData;
-
- /**
- * File system callbacks.
- *
- * Provided are functions to open and close files. Supply a custom structure
- * to the import function. If you don't, a default implementation is used.
- * Use custom file systems to enable reading from other sources, such as
- * ZIPs or memory locations.
- */
- struct aiFileIO {
- /**
- * Function used to open a new file
- */
- aiFileOpenProc OpenProc;
-
- /**
- * Function used to close an existing file
- */
- aiFileCloseProc CloseProc;
-
- /**
- * User-defined, opaque data.
- */
- aiUserData UserData;
- }
-
- /**
- * File callbacks.
- *
- * Actually, it's a data structure to wrap a set of <code>fXXXX</code>
- * (e.g <code>fopen()</code>) replacement functions.
- *
- * The default implementation of the functions utilizes the <code>fXXX</code>
- * functions from the CRT. However, you can supply a custom implementation
- * to Assimp by passing a custom <code>aiFileIO</code>. Use this to enable
- * reading from other sources such as ZIP archives or memory locations.
- */
- struct aiFile {
- /**
- * Callback to read from a file.
- */
- aiFileReadProc ReadProc;
-
- /**
- * Callback to write to a file.
- */
- aiFileWriteProc WriteProc;
-
- /**
- * Callback to retrieve the current position of the file cursor
- * (<code>ftell()</code>).
- */
- aiFileTellProc TellProc;
-
- /**
- * Callback to retrieve the size of the file, in bytes.
- */
- aiFileTellProc FileSizeProc;
-
- /**
- * Callback to set the current position of the file cursor
- * (<code>fseek()</code>).
- */
- aiFileSeek SeekProc;
-
- /**
- * Callback to flush the file contents.
- */
- aiFileFlushProc FlushProc;
-
- /**
- * User-defined, opaque data.
- */
- aiUserData UserData;
- }
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/light.d b/src/mesh/assimp-master/port/dAssimp/assimp/light.d
deleted file mode 100644
index 0842d67..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/light.d
+++ /dev/null
@@ -1,215 +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 are used to store the imported information
- * about the light sources in the scene.
- */
-module assimp.light;
-
-import assimp.math;
-import assimp.types;
-
-extern ( C ) {
- /**
- * Enumerates all supported types of light sources.
- */
- enum aiLightSourceType : uint {
- UNDEFINED = 0x0,
-
- /**
- * A directional light source has a well-defined direction but is
- * infinitely far away. That's quite a good approximation for sun light.
- */
- DIRECTIONAL = 0x1,
-
- /**
- * A point light source has a well-defined position in space but no
- * direction – it emits light in all directions. A normal bulb is a point
- * light.
- */
- POINT = 0x2,
-
- /**
- * A spot light source emits light in a specific angle. It has a position
- * and a direction it is pointing to. A good example for a spot light is
- * a light spot in sport arenas.
- */
- SPOT = 0x3
- }
-
- /**
- * Helper structure to describe a light source.
- *
- * Assimp supports multiple sorts of light sources, including directional,
- * point and spot lights. All of them are defined with just a single
- * structure and distinguished by their parameters.
- *
- * Note: Some file formats (such as 3DS, ASE) export a "target point" – the
- * point a spot light is looking at (it can even be animated). Assimp
- * writes the target point as a subnode of a spotlights's main node, called
- * <code>[spotName].Target</code>. However, this is just additional
- * information then, the transformation tracks of the main node make the
- * spot light already point in the right direction.
- */
- struct aiLight {
- /**
- * The name of the light source.
- *
- * There must be a node in the scenegraph with the same name. This node
- * specifies the position of the light in the scenehierarchy and can be
- * animated.
- */
- aiString mName;
-
- /**
- * The type of the light source.
- *
- * <code>aiLightSource.UNDEFINED</code> is not a valid value for this
- * member.
- */
- aiLightSourceType mType;
-
- /**
- * Position of the light source in space. Relative to the transformation
- * of the node corresponding to the light.
- *
- * The position is undefined for directional lights.
- */
- aiVector3D mPosition;
-
- /**
- * Direction of the light source in space. Relative to the transformation
- * of the node corresponding to the light.
- *
- * The direction is undefined for point lights. The vector may be
- * normalized, but it needn't.
- */
- aiVector3D mDirection;
-
- /**
- * Constant light attenuation factor.
- *
- * The intensity of the light source at a given distance
- * <code>d</code> from the light's position is
- * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
- * corresponds to the <code>att0</code> variable in the equation.
- *
- * Naturally undefined for directional lights.
- */
- float mAttenuationConstant;
-
- /**
- * Linear light attenuation factor.
- *
- * The intensity of the light source at a given distance
- * <code>d</code> from the light's position is
- * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
- * corresponds to the <code>att1</code> variable in the equation.
- *
- * Naturally undefined for directional lights.
- */
- float mAttenuationLinear;
-
- /**
- * Quadratic light attenuation factor.
- *
- * The intensity of the light source at a given distance
- * <code>d</code> from the light's position is
- * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
- * corresponds to the <code>att2</code> variable in the equation.
- *
- * Naturally undefined for directional lights.
- */
- float mAttenuationQuadratic;
-
- /**
- * Diffuse color of the light source
- *
- * The diffuse light color is multiplied with the diffuse material color
- * to obtain the final color that contributes to the diffuse shading term.
- */
- aiColor3D mColorDiffuse;
-
- /**
- * Specular color of the light source
- *
- * The specular light color is multiplied with the specular material
- * color to obtain the final color that contributes to the specular
- * shading term.
- */
- aiColor3D mColorSpecular;
-
- /**
- * Ambient color of the light source
- *
- * The ambient light color is multiplied with the ambient material color
- * to obtain the final color that contributes to the ambient shading term.
- *
- * Most renderers will ignore this value it, is just a remaining of the
- * fixed-function pipeline that is still supported by quite many file
- * formats.
- */
- aiColor3D mColorAmbient;
-
- /**
- * Inner angle of a spot light's light cone.
- *
- * The spot light has maximum influence on objects inside this angle. The
- * angle is given in radians. It is 2PI for point lights and undefined
- * for directional lights.
- */
- float mAngleInnerCone;
-
- /**
- * Outer angle of a spot light's light cone.
- *
- * The spot light does not affect objects outside this angle. The angle
- * is given in radians. It is 2PI for point lights and undefined for
- * directional lights. The outer angle must be greater than or equal to
- * the inner angle.
- *
- * It is assumed that the application uses a smooth interpolation between
- * the inner and the outer cone of the spot light.
- */
- float mAngleOuterCone;
- }
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/loader.d b/src/mesh/assimp-master/port/dAssimp/assimp/loader.d
deleted file mode 100644
index 279f0a7..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/loader.d
+++ /dev/null
@@ -1,193 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * Provides facilities for dynamically loading the Assimp library.
- *
- * Currently requires Tango, but there is no reason why Phobos could not be
- * supported too.
- */
-module assimp.loader;
-
-import assimp.api;
-import tango.io.Stdout;
-import tango.sys.SharedLib;
-
-const uint ASSIMP_BINDINGS_MAJOR = 2;
-const uint ASSIMP_BINDINGS_MINOR = 0;
-
-/**
- * Loader class for dynamically loading the Assimp library.
- *
- * The library is »reference-counted«, meaning that the library is not
- * unloaded on a call to <code>unload()</code> if there are still other
- * references to it.
- */
-struct Assimp {
-public:
- /**
- * Loads the library if it is not already loaded and increases the
- * reference counter.
- *
- * The library file (<code>libassimp.so</code> on POSIX systems,
- * <code>Assimp32.dll</code> on Win32) is loaded via Tango's SharedLib
- * class.
- */
- static void load() {
- if ( m_sRefCount == 0 ) {
- version ( Posix ) {
- version ( OSX ) {
- m_sLibrary = SharedLib.load( "libassimp.dylib" );
- } else {
- m_sLibrary = SharedLib.load( "libassimp.so" );
- }
- }
- version ( Win32 ) {
- m_sLibrary = SharedLib.load( "Assimp32.dll" );
- }
-
- // Versioning
- mixin( bindCode( "aiGetLegalString" ) );
- mixin( bindCode( "aiGetVersionMinor" ) );
- mixin( bindCode( "aiGetVersionMajor" ) );
- mixin( bindCode( "aiGetVersionRevision" ) );
- mixin( bindCode( "aiGetCompileFlags" ) );
-
- // Check for version mismatch between the external, dynamically loaded
- // library and the version the bindings were created against.
- uint libMajor = aiGetVersionMajor();
- uint libMinor = aiGetVersionMinor();
-
- if ( ( libMajor < ASSIMP_BINDINGS_MAJOR ) ||
- ( libMinor < ASSIMP_BINDINGS_MINOR ) ) {
- Stdout.format(
- "WARNING: Assimp version too old (loaded library: {}.{}, " ~
- "bindings: {}.{})!",
- libMajor,
- libMinor,
- ASSIMP_BINDINGS_MAJOR,
- ASSIMP_BINDINGS_MINOR
- ).newline;
- }
-
- if ( libMajor > ASSIMP_BINDINGS_MAJOR ) {
- Stdout.format(
- "WARNING: Assimp version too new (loaded library: {}.{}, " ~
- "bindings: {}.{})!",
- libMajor,
- libMinor,
- ASSIMP_BINDINGS_MAJOR,
- ASSIMP_BINDINGS_MINOR
- ).newline;
- }
-
- // General API
- mixin( bindCode( "aiImportFile" ) );
- mixin( bindCode( "aiImportFileEx" ) );
- mixin( bindCode( "aiImportFileFromMemory" ) );
- mixin( bindCode( "aiApplyPostProcessing" ) );
- mixin( bindCode( "aiGetPredefinedLogStream" ) );
- mixin( bindCode( "aiAttachLogStream" ) );
- mixin( bindCode( "aiEnableVerboseLogging" ) );
- mixin( bindCode( "aiDetachLogStream" ) );
- mixin( bindCode( "aiDetachAllLogStreams" ) );
- mixin( bindCode( "aiReleaseImport" ) );
- mixin( bindCode( "aiGetErrorString" ) );
- mixin( bindCode( "aiIsExtensionSupported" ) );
- mixin( bindCode( "aiGetExtensionList" ) );
- mixin( bindCode( "aiGetMemoryRequirements" ) );
- mixin( bindCode( "aiSetImportPropertyInteger" ) );
- mixin( bindCode( "aiSetImportPropertyFloat" ) );
- mixin( bindCode( "aiSetImportPropertyString" ) );
-
- // Mathematical functions
- mixin( bindCode( "aiCreateQuaternionFromMatrix" ) );
- mixin( bindCode( "aiDecomposeMatrix" ) );
- mixin( bindCode( "aiTransposeMatrix4" ) );
- mixin( bindCode( "aiTransposeMatrix3" ) );
- mixin( bindCode( "aiTransformVecByMatrix3" ) );
- mixin( bindCode( "aiTransformVecByMatrix4" ) );
- mixin( bindCode( "aiMultiplyMatrix4" ) );
- mixin( bindCode( "aiMultiplyMatrix3" ) );
- mixin( bindCode( "aiIdentityMatrix3" ) );
- mixin( bindCode( "aiIdentityMatrix4" ) );
-
- // Material system
- mixin( bindCode( "aiGetMaterialProperty" ) );
- mixin( bindCode( "aiGetMaterialFloatArray" ) );
- mixin( bindCode( "aiGetMaterialIntegerArray" ) );
- mixin( bindCode( "aiGetMaterialColor" ) );
- mixin( bindCode( "aiGetMaterialString" ) );
- mixin( bindCode( "aiGetMaterialTextureCount" ) );
- mixin( bindCode( "aiGetMaterialTexture" ) );
- }
- ++m_sRefCount;
- }
-
- /**
- * Decreases the reference counter and unloads the library if this was the
- * last reference.
- */
- static void unload() {
- assert( m_sRefCount > 0 );
- --m_sRefCount;
-
- if ( m_sRefCount == 0 ) {
- m_sLibrary.unload();
- }
- }
-
-private:
- /// Current number of references to the library.
- static uint m_sRefCount;
-
- /// Library handle.
- static SharedLib m_sLibrary;
-}
-
-/**
- * Private helper function which constructs the bind command for a symbol to
- * keep the code DRY.
- */
-private char[] bindCode( char[] symbol ) {
- return symbol ~ " = cast( typeof( " ~ symbol ~
- " ) )m_sLibrary.getSymbol( `" ~ symbol ~ "` );";
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/material.d b/src/mesh/assimp-master/port/dAssimp/assimp/material.d
deleted file mode 100644
index f0eae86..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/material.d
+++ /dev/null
@@ -1,641 +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 material system which stores the imported material information.
- */
-module assimp.material;
-
-import assimp.math;
-import assimp.types;
-
-extern ( C ) {
- /**
- * Default material names for meshes without UV coordinates.
- */
- const char* AI_DEFAULT_MATERIAL_NAME = "aiDefaultMat";
-
- /**
- * Default material names for meshes with UV coordinates.
- */
- const char* AI_DEFAULT_TEXTURED_MATERIAL_NAME = "TexturedDefaultMaterial";
-
- /**
- * Defines how the Nth texture of a specific type is combined with the
- * result of all previous layers.
- *
- * Example (left: key, right: value):
- * <pre> DiffColor0 - gray
- * DiffTextureOp0 - aiTextureOpMultiply
- * DiffTexture0 - tex1.png
- * DiffTextureOp0 - aiTextureOpAdd
- * DiffTexture1 - tex2.png</pre>
- * Written as equation, the final diffuse term for a specific pixel would be:
- * <pre>diffFinal = DiffColor0 * sampleTex( DiffTexture0, UV0 ) +
- * sampleTex( DiffTexture1, UV0 ) * diffContrib;</pre>
- * where <code>diffContrib</code> is the intensity of the incoming light for
- * that pixel.
- */
- enum aiTextureOp : uint {
- /**
- * <code>T = T1 * T2</code>
- */
- Multiply = 0x0,
-
- /**
- * <code>T = T1 + T2</code>
- */
- Add = 0x1,
-
- /**
- * <code>T = T1 - T2</code>
- */
- Subtract = 0x2,
-
- /**
- * <code>T = T1 / T2</code>
- */
- Divide = 0x3,
-
- /**
- * <code>T = ( T1 + T2 ) - ( T1 * T2 )</code>
- */
- SmoothAdd = 0x4,
-
- /**
- * <code>T = T1 + ( T2 - 0.5 )</code>
- */
- SignedAdd = 0x5
- }
-
- /**
- * Defines how UV coordinates outside the <code>[0..1]</code> range are
- * handled.
- *
- * Commonly referred to as 'wrapping mode'.
- */
- enum aiTextureMapMode : uint {
- /**
- * A texture coordinate <code>u | v</code> is translated to
- * <code>(u%1) | (v%1)</code>.
- */
- Wrap = 0x0,
-
- /**
- * Texture coordinates are clamped to the nearest valid value.
- */
- Clamp = 0x1,
-
- /**
- * If the texture coordinates for a pixel are outside
- * <code>[0..1]</code>, the texture is not applied to that pixel.
- */
- Decal = 0x3,
-
- /**
- * A texture coordinate <code>u | v</code> becomes
- * <code>(u%1) | (v%1)</code> if <code>(u-(u%1))%2</code> is
- * zero and <code>(1-(u%1)) | (1-(v%1))</code> otherwise.
- */
- Mirror = 0x2
- }
-
- /**
- * Defines how the mapping coords for a texture are generated.
- *
- * Real-time applications typically require full UV coordinates, so the use of
- * the <code>aiProcess.GenUVCoords</code> step is highly recommended. It
- * generates proper UV channels for non-UV mapped objects, as long as an
- * accurate description how the mapping should look like (e.g spherical) is
- * given. See the <code>AI_MATKEY_MAPPING</code> property for more details.
- */
- enum aiTextureMapping : uint {
- /**
- * The mapping coordinates are taken from an UV channel.
- *
- * The <code>AI_MATKEY_UVSRC</code> key specifies from which (remember,
- * meshes can have more than one UV channel).
- */
- UV = 0x0,
-
- /**
- * Spherical mapping.
- */
- SPHERE = 0x1,
-
- /**
- * Cylindrical mapping.
- */
- CYLINDER = 0x2,
-
- /**
- * Cubic mapping.
- */
- BOX = 0x3,
-
- /**
- * Planar mapping.
- */
- PLANE = 0x4,
-
- /**
- * Undefined mapping.
- */
- OTHER = 0x5
- }
-
- /**
- * Defines the purpose of a texture
- *
- * This is a very difficult topic. Different 3D packages support different
- * kinds of textures. For very common texture types, such as bumpmaps, the
- * rendering results depend on implementation details in the rendering
- * pipelines of these applications. Assimp loads all texture references from
- * the model file and tries to determine which of the predefined texture
- * types below is the best choice to match the original use of the texture
- * as closely as possible.
- *
- * In content pipelines you'll usually define how textures have to be
- * handled, and the artists working on models have to conform to this
- * specification, regardless which 3D tool they're using.
- */
- enum aiTextureType : uint {
- /**
- * No texture, but the value to be used for
- * <code>aiMaterialProperty.mSemantic</code> for all material properties
- * <em>not</em> related to textures.
- */
- NONE = 0x0,
-
- /**
- * The texture is combined with the result of the diffuse lighting
- * equation.
- */
- DIFFUSE = 0x1,
-
- /**
- * The texture is combined with the result of the specular lighting
- * equation.
- */
- SPECULAR = 0x2,
-
- /**
- * The texture is combined with the result of the ambient lighting
- * equation.
- */
- AMBIENT = 0x3,
-
- /**
- * The texture is added to the result of the lighting calculation. It
- * isn't influenced by incoming light.
- */
- EMISSIVE = 0x4,
-
- /**
- * The texture is a height map.
- *
- * By convention, higher grey-scale values stand for higher elevations
- * from the base height.
- */
- HEIGHT = 0x5,
-
- /**
- * The texture is a (tangent space) normal-map.
- *
- * Again, there are several conventions for tangent-space normal maps.
- * Assimp does (intentionally) not differenciate here.
- */
- NORMALS = 0x6,
-
- /**
- * The texture defines the glossiness of the material.
- *
- * The glossiness is in fact the exponent of the specular (phong)
- * lighting equation. Usually there is a conversion function defined to
- * map the linear color values in the texture to a suitable exponent.
- */
- SHININESS = 0x7,
-
- /**
- * The texture defines per-pixel opacity.
- *
- * Usually white means opaque and black means transparent.
- */
- OPACITY = 0x8,
-
- /**
- * Displacement texture.
- *
- * The exact purpose and format is application-dependent. Higher color
- * values stand for higher vertex displacements.
- */
- DISPLACEMENT = 0x9,
-
- /**
- * Lightmap or ambient occlusion texture.
- *
- * Both lightmaps and dedicated ambient occlusion maps are covered by
- * this material property. The texture contains a scaling value for the
- * final color value of a pixel. Its intensity is not affected by
- * incoming light.
- */
- LIGHTMAP = 0xA,
-
- /**
- * Reflection texture.
- *
- * Contains the color of a perfect mirror reflection. Rarely used, almost
- * never for real-time applications.
- */
- REFLECTION = 0xB,
-
- /**
- * Unknown texture.
- *
- * A texture reference that does not match any of the definitions above is
- * considered to be 'unknown'. It is still imported, but is excluded from
- * any further postprocessing.
- */
- UNKNOWN = 0xC
- }
-
- /**
- * Defines all shading models supported by the library
- *
- * The list of shading modes has been taken from Blender. See Blender
- * documentation for more information. The API does not distinguish between
- * "specular" and "diffuse" shaders (thus the specular term for diffuse
- * shading models like Oren-Nayar remains undefined).
- *
- * Again, this value is just a hint. Assimp tries to select the shader whose
- * most common implementation matches the original rendering results of the
- * 3D modeller which wrote a particular model as closely as possible.
- */
- enum aiShadingMode : uint {
- /**
- * Flat shading.
- *
- * Shading is done on per-face base diffuse only. Also known as
- * »faceted shading«.
- */
- Flat = 0x1,
-
- /**
- * Simple Gouraud shading.
- */
- Gouraud = 0x2,
-
- /**
- * Phong-Shading.
- */
- Phong = 0x3,
-
- /**
- * Phong-Blinn-Shading.
- */
- Blinn = 0x4,
-
- /**
- * Per-pixel toon shading.
- *
- * Often referred to as »comic shading«.
- */
- Toon = 0x5,
-
- /**
- * Per-pixel Oren-Nayar shading.
- *
- * Extension to standard Lambertian shading, taking the roughness of the
- * material into account.
- */
- OrenNayar = 0x6,
-
- /**
- * Per-pixel Minnaert shading.
- *
- * Extension to standard Lambertian shading, taking the "darkness" of the
- * material into account.
- */
- Minnaert = 0x7,
-
- /**
- * Per-pixel Cook-Torrance shading.
- *
- * Special shader for metallic surfaces.
- */
- CookTorrance = 0x8,
-
- /**
- * No shading at all.
- *
- * Constant light influence of 1.
- */
- NoShading = 0x9,
-
- /**
- * Fresnel shading.
- */
- Fresnel = 0xa
- }
-
- /**
- * Defines some mixed flags for a particular texture.
- *
- * Usually you'll instruct your cg artists how textures have to look like
- * and how they will be processed in your application. However, if you use
- * Assimp for completely generic loading purposes you might also need to
- * process these flags in order to display as many 'unknown' 3D models as
- * possible correctly.
- *
- * This corresponds to the <code>AI_MATKEY_TEXFLAGS</code> property.
- */
- enum aiTextureFlags : uint {
- /**
- * The texture's color values have to be inverted (i.e. <code>1-n</code>
- * component-wise).
- */
- Invert = 0x1,
-
- /**
- * Explicit request to the application to process the alpha channel of the
- * texture.
- *
- * Mutually exclusive with <code>IgnoreAlpha</code>. These flags are
- * set if the library can say for sure that the alpha channel is used/is
- * not used. If the model format does not define this, it is left to the
- * application to decide whether the texture alpha channel – if any – is
- * evaluated or not.
- */
- UseAlpha = 0x2,
-
- /**
- * Explicit request to the application to ignore the alpha channel of the
- * texture.
- *
- * Mutually exclusive with <code>UseAlpha</code>.
- */
- IgnoreAlpha = 0x4
- }
-
-
- /**
- * Defines alpha-blend flags.
- *
- * If you're familiar with OpenGL or D3D, these flags aren't new to you.
- * They define how the final color value of a pixel is computed, based on
- * the previous color at that pixel and the new color value from the
- * material.
- *
- * The basic blending formula is
- * <code>SourceColor * SourceBlend + DestColor * DestBlend</code>,
- * where <code>DestColor</code> is the previous color in the framebuffer at
- * this position and <code>SourceColor</code> is the material color before
- * the transparency calculation.
- *
- * This corresponds to the <code>AI_MATKEY_BLEND_FUNC</code> property.
- */
- enum aiBlendMode :uint {
- /**
- * Formula:
- * <code>SourceColor * SourceAlpha + DestColor * (1 - SourceAlpha)</code>
- */
- Default = 0x0,
-
- /**
- * Additive blending.
- *
- * Formula: <code>SourceColor*1 + DestColor*1</code>
- */
- Additive = 0x1
- }
-
- /**
- * Defines how an UV channel is transformed.
- *
- * This is just a helper structure for the <code>AI_MATKEY_UVTRANSFORM</code>
- * key. See its documentation for more details.
- */
- struct aiUVTransform {
- align ( 1 ) :
- /**
- * Translation on the u and v axes.
- *
- * The default value is (0|0).
- */
- aiVector2D mTranslation;
-
- /**
- * Scaling on the u and v axes.
- *
- * The default value is (1|1).
- */
- aiVector2D mScaling;
-
- /**
- * Rotation - in counter-clockwise direction.
- *
- * The rotation angle is specified in radians. The rotation center is
- * 0.5|0.5. The default value is 0.
- */
- float mRotation;
- }
-
- /**
- * A very primitive RTTI system to store the data type of a material
- * property.
- */
- enum aiPropertyTypeInfo : uint {
- /**
- * Array of single-precision (32 bit) floats.
- *
- * It is possible to use <code>aiGetMaterialInteger[Array]()</code> to
- * query properties stored in floating-point format. The material system
- * performs the type conversion automatically.
- */
- Float = 0x1,
-
- /**
- * aiString property.
- *
- * Arrays of strings aren't possible, <code>aiGetMaterialString()</code>
- * must be used to query a string property.
- */
- String = 0x3,
-
- /**
- * Array of (32 bit) integers.
- *
- * It is possible to use <code>aiGetMaterialFloat[Array]()</code> to
- * query properties stored in integer format. The material system
- * performs the type conversion automatically.
- */
- Integer = 0x4,
-
- /**
- * Simple binary buffer, content undefined. Not convertible to anything.
- */
- Buffer = 0x5
- }
-
- /**
- * Data structure for a single material property.
- *
- * As an user, you'll probably never need to deal with this data structure.
- * Just use the provided <code>aiGetMaterialXXX()</code> functions to query
- * material properties easily. Processing them manually is faster, but it is
- * not the recommended way. It isn't worth the effort.
- *
- * Material property names follow a simple scheme:
- *
- * <code>$[name]</code>: A public property, there must be a corresponding
- * AI_MATKEY_XXX constant.
- *
- * <code>?[name]</code>: Also public, but ignored by the
- * <code>aiProcess.RemoveRedundantMaterials</code> post-processing step.
- *
- * <code>~[name]</code>: A temporary property for internal use.
- */
- struct aiMaterialProperty {
- /**
- * Specifies the name of the property (key).
- *
- * Keys are generally case insensitive.
- */
- aiString mKey;
-
- /**
- * For texture properties, this specifies the exact usage semantic.
- *
- * For non-texture properties, this member is always 0 (or rather
- * <code>aiTextureType.NONE</code>).
- */
- uint mSemantic;
-
- /**
- * For texture properties, this specifies the index of the texture.
- *
- * For non-texture properties, this member is always 0.
- */
- uint mIndex;
-
- /**
- * Size of the buffer <code>mData</code> is pointing to (in bytes).
- *
- * This value may not be 0.
- */
- uint mDataLength;
-
- /**
- * Type information for the property.
- *
- * Defines the data layout inside the data buffer. This is used by the
- * library internally to perform debug checks and to utilize proper type
- * conversions.
- */
- aiPropertyTypeInfo mType;
-
- /**
- * Binary buffer to hold the property's value.
- *
- * The size of the buffer is always <code>mDataLength</code>.
- */
- char* mData;
- }
-
- /**
- * Data structure for a material
- *
- * Material data is stored using a key-value structure. A single key-value
- * pair is called a <em>material property</em>. The properties can be
- * queried using the <code>aiMaterialGetXXX</code> family of functions. The
- * library defines a set of standard keys (AI_MATKEY_XXX).
- */
- struct aiMaterial {
- /**
- * List of all material properties loaded.
- */
- aiMaterialProperty** mProperties;
-
- /**
- * Number of properties loaded.
- */
- uint mNumProperties;
- uint mNumAllocated; /// ditto
- }
-
- /**
- * Standard material property keys. Always pass 0 for texture type and index
- * when querying these keys.
- */
- const char* AI_MATKEY_NAME = "?mat.name";
- const char* AI_MATKEY_TWOSIDED = "$mat.twosided"; /// ditto
- const char* AI_MATKEY_SHADING_MODEL = "$mat.shadingm"; /// ditto
- const char* AI_MATKEY_ENABLE_WIREFRAME = "$mat.wireframe"; /// ditto
- const char* AI_MATKEY_BLEND_FUNC = "$mat.blend"; /// ditto
- const char* AI_MATKEY_OPACITY = "$mat.opacity"; /// ditto
- const char* AI_MATKEY_BUMPSCALING = "$mat.bumpscaling"; /// ditto
- const char* AI_MATKEY_SHININESS = "$mat.shininess"; /// ditto
- const char* AI_MATKEY_REFLECTIVITY = "$mat.reflectivity"; /// ditto
- const char* AI_MATKEY_SHININESS_STRENGTH = "$mat.shinpercent"; /// ditto
- const char* AI_MATKEY_REFRACTI = "$mat.refracti"; /// ditto
- const char* AI_MATKEY_COLOR_DIFFUSE = "$clr.diffuse"; /// ditto
- const char* AI_MATKEY_COLOR_AMBIENT = "$clr.ambient"; /// ditto
- const char* AI_MATKEY_COLOR_SPECULAR = "$clr.specular"; /// ditto
- const char* AI_MATKEY_COLOR_EMISSIVE = "$clr.emissive"; /// ditto
- const char* AI_MATKEY_COLOR_TRANSPARENT = "$clr.transparent"; /// ditto
- const char* AI_MATKEY_COLOR_REFLECTIVE = "$clr.reflective"; /// ditto
- const char* AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = "?bg.global"; /// ditto
-
- /**
- * Texture material property keys. Do not forget to specify texture type and
- * index for these keys.
- */
- const char* AI_MATKEY_TEXTURE = "$tex.file";
- const char* AI_MATKEY_UVWSRC = "$tex.uvwsrc"; /// ditto
- const char* AI_MATKEY_TEXOP = "$tex.op"; /// ditto
- const char* AI_MATKEY_MAPPING = "$tex.mapping"; /// ditto
- const char* AI_MATKEY_TEXBLEND = "$tex.blend"; /// ditto
- const char* AI_MATKEY_MAPPINGMODE_U = "$tex.mapmodeu"; /// ditto
- const char* AI_MATKEY_MAPPINGMODE_V = "$tex.mapmodev"; /// ditto
- const char* AI_MATKEY_TEXMAP_AXIS = "$tex.mapaxis"; /// ditto
- const char* AI_MATKEY_UVTRANSFORM = "$tex.uvtrafo"; /// ditto
- const char* AI_MATKEY_TEXFLAGS = "$tex.flags"; /// ditto
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/math.d b/src/mesh/assimp-master/port/dAssimp/assimp/math.d
deleted file mode 100644
index 057bbd5..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/math.d
+++ /dev/null
@@ -1,155 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * Mathematical structures in which the imported data is stored.
- */
-module assimp.math;
-
-extern( C ) {
- /**
- * Represents a two-dimensional vector.
- */
- struct aiVector2D {
- align ( 1 ):
- float x, y;
- }
-
- /**
- * Represents a three-dimensional vector.
- */
- struct aiVector3D {
- align ( 1 ):
- float x, y, z;
- }
-
- /**
- * Represents a quaternion.
- */
- struct aiQuaternion {
- float w, x, y, z;
- }
-
- /**
- * Represents a row-major 3x3 matrix
- *
- * There is much confusion about matrix layouts (column vs. row order). This
- * is <em>always</em> a row-major matrix, even when using the
- * <code>ConvertToLeftHanded</code> post processing step.
- */
- struct aiMatrix3x3 {
- float a1, a2, a3;
- float b1, b2, b3;
- float c1, c2, c3;
- }
-
- /**
- * Represents a row-major 3x3 matrix
- *
- * There is much confusion about matrix layouts (column vs. row order). This
- * is <em>always</em> a row-major matrix, even when using the
- * <code>ConvertToLeftHanded</code> post processing step.
- */
- struct aiMatrix4x4 {
- align ( 1 ):
- float a1, a2, a3, a4;
- float b1, b2, b3, b4;
- float c1, c2, c3, c4;
- float d1, d2, d3, d4;
- }
-
- /**
- * Represents a plane in a three-dimensional, euclidean space
- */
- struct aiPlane {
- align ( 1 ):
- /**
- * Coefficients of the plane equation (<code>ax + by + cz = d</code>).
- */
- float a;
- float b; /// ditto
- float c; /// ditto
- float d; /// ditto
- }
-
- /**
- * Represents a ray.
- */
- struct aiRay {
- align ( 1 ):
- /**
- * Origin of the ray.
- */
- aiVector3D pos;
-
- /**
- * Direction of the ray.
- */
- aiVector3D dir;
- }
-
- /**
- * Represents a color in RGB space.
- */
- struct aiColor3D {
- align ( 1 ):
- /**
- * Red, green and blue values.
- */
- float r;
- float g; /// ditto
- float b; /// ditto
- }
-
- /**
- * Represents a color in RGB space including an alpha component.
- */
- struct aiColor4D {
- align ( 1 ):
- /**
- * Red, green, blue and alpha values.
- */
- float r;
- float g; /// ditto
- float b; /// ditto
- float a; /// ditto
- }
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/mesh.d b/src/mesh/assimp-master/port/dAssimp/assimp/mesh.d
deleted file mode 100644
index 48162b7..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/mesh.d
+++ /dev/null
@@ -1,465 +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 in which the imported geometry is returned by
- * Assimp.
- */
-module assimp.mesh;
-
-import assimp.math;
-import assimp.types;
-
-extern ( C ) {
- /*
- * These limits are required to match the settings Assimp was compiled
- * against. Therefore, do not redefine them unless you build the library
- * from source using the same definitions.
- */
-
- /**
- * Maximum number of indices per face (polygon).
- */
- const AI_MAX_FACE_INDICES = 0x7fff;
-
- /**
- * Maximum number of indices per face (polygon).
- */
- const AI_MAX_BONE_WEIGHTS = 0x7fffffff;
-
- /**
- * Maximum number of vertices per mesh.
- */
- const AI_MAX_VERTICES = 0x7fffffff;
-
- /**
- * Maximum number of faces per mesh.
- */
- const AI_MAX_FACES = 0x7fffffff;
-
- /**
- * Supported number of vertex color sets per mesh.
- */
- const AI_MAX_NUMBER_OF_COLOR_SETS = 0x4;
-
- /**
- * Supported number of texture coord sets (UV(W) channels) per mesh.
- */
- const AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x4;
-
-
- /**
- * A single face in a mesh, referring to multiple vertices.
- *
- * If <code>mNumIndices</code> is 3, we call the face <em>triangle</em>, for
- * for <code>mNumIndices > 3</code> it's called <em>polygon</em>.
- *
- * <code>aiMesh.mPrimitiveTypes</code> can be queried to quickly examine
- * which types of primitive are actually present in a mesh. The
- * <code>aiProcess.SortByPType</code> flag post-processing step splits
- * meshes containing different primitive types (e.g. lines and triangles) in
- * several "clean" submeshes.
- *
- * Furthermore, there is a configuration option
- * (<code>AI_CONFIG_PP_SBP_REMOVE</code>) to force <code>SortByPType</code>
- * to completely remove specific kinds of primitives from the imported scene.
- * In many cases you'll probably want to set this setting to
- * <code>aiPrimitiveType.LINE | aiPrimitiveType.POINT</code>. Together with
- * the <code>aiProcess.Triangulate</code> flag you can then be sure that
- * <code>mNumIndices</code> is always 3.
- */
- struct aiFace {
- /**
- * Number of indices defining this face.
- *
- * The maximum value for this member is <code>AI_MAX_FACE_INDICES</code>.
- */
- uint mNumIndices;
-
- /**
- * Array of the indices defining the face.
- *
- * The size is given in <code>mNumIndices</code>.
- */
- uint* mIndices;
- }
-
- /**
- * A single influence of a bone on a vertex.
- */
- struct aiVertexWeight {
- /**
- * Index of the vertex which is influenced by the bone.
- */
- uint mVertexId;
-
- /**
- * The strength of the influence in the range <code>[0..1]</code>.
- *
- * The influence from all bones at one vertex sums up to 1.
- */
- float mWeight;
- }
-
- /**
- * A single bone of a mesh.
- *
- * A bone has a name by which it can be found in the frame hierarchy and by
- * which it can be addressed by animations. In addition it has a number of
- * influences on vertices.
- */
- struct aiBone {
- /**
- * The name of the bone.
- */
- aiString mName;
-
- /**
- * The number of vertices affected by this bone.
- *
- * The maximum value for this member is <code>AI_MAX_BONE_WEIGHTS</code>.
- */
- uint mNumWeights;
-
- /**
- * The vertices affected by this bone.
- *
- * This array is <code>mNumWeights</code> entries in size.
- */
- aiVertexWeight* mWeights;
-
- /**
- * Matrix that transforms from mesh space to bone space (in the bind
- * pose).
- */
- aiMatrix4x4 mOffsetMatrix;
- }
-
- /**
- * Enumerates the types of geometric primitives supported by Assimp.
- *
- * See: <code>aiFace</code>, <code>aiProcess.SortByPType</code>,
- * <code>aiProcess.Triangulate</code>,
- * <code>AI_CONFIG_PP_SBP_REMOVE</code>.
- */
- enum aiPrimitiveType : uint {
- /** A point primitive.
- *
- * This is just a single vertex in the virtual world,
- * <code>aiFace</code> contains just one index for such a primitive.
- */
- POINT = 0x1,
-
- /** A line primitive.
- *
- * This is a line defined through a start and an end position.
- * <code>aiFace</code> contains exactly two indices for such a primitive.
- */
- LINE = 0x2,
-
- /** A triangular primitive.
- *
- * A triangle consists of three indices.
- */
- TRIANGLE = 0x4,
-
- /** A higher-level polygon with more than 3 edges.
- *
- * A triangle is a polygon, but in this context, polygon means
- * "all polygons that are not triangles". The <code>Triangulate</code>
- * post processing step is provided for your convenience, it splits all
- * polygons in triangles (which are much easier to handle).
- */
- POLYGON = 0x8
- }
-
- // Note: The AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) macro from the C headers is
- // missing since there is probably not much use for it when just reading
- // scene files.
-
- /**
- * NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores
- * per-vertex animations for a particular frame.
- *
- * You may think of an <code>aiAnimMesh</code> as a `patch` for the host
- * mesh, which replaces only certain vertex data streams at a particular
- * time.
- *
- * Each mesh stores n attached attached meshes (<code>aiMesh.mAnimMeshes</code>).
- * The actual relationship between the time line and anim meshes is
- * established by #aiMeshAnim, which references singular mesh attachments
- * by their ID and binds them to a time offset.
- */
- struct aiAnimMesh {
- /**
- * Replacement for aiMesh.mVertices.
- *
- * If this array is non-null, it *must* contain mNumVertices entries.
- * The corresponding array in the host mesh must be non-null as well -
- * animation meshes may neither add or nor remove vertex components (if
- * a replacement array is NULL and the corresponding source array is
- * not, the source data is taken instead).
- */
- aiVector3D* mVertices;
-
- /// Replacement for <code>aiMesh.mNormals</code>.
- aiVector3D* mNormals;
-
- /// Replacement for <code>aiMesh.mTangents</code>.
- aiVector3D* mTangents;
-
- /// Replacement for <code>aiMesh.mBitangents</code>.
- aiVector3D* mBitangents;
-
- /// Replacement for <code>aiMesh.mColors</code>.
- aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
-
- /// Replacement for <code>aiMesh.mTextureCoords</code>.
- aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
-
- /**
- * The number of vertices in the aiAnimMesh, and thus the length of all
- * the member arrays.
- *
- * This has always the same value as the mNumVertices property in the
- * corresponding aiMesh. It is duplicated here merely to make the length
- * of the member arrays accessible even if the aiMesh is not known, e.g.
- * from language bindings.
- */
- uint mNumVertices;
- }
-
- /**
- * A mesh represents a geometry or model with a single material.
- *
- * It usually consists of a number of vertices and a series
- * primitives/faces referencing the vertices. In addition there might be a
- * series of bones, each of them addressing a number of vertices with a
- * certain weight. Vertex data is presented in channels with each channel
- * containing a single per-vertex information such as a set of texture
- * coords or a normal vector. If a data pointer is non-null, the
- * corresponding data stream is present.
- *
- * A mesh uses only a single material which is referenced by a material ID.
- *
- * Note: The <code>mPositions</code> member is usually not optional.
- * However, vertex positions <em>could</em> be missing if the
- * <code>AI_SCENE_FLAGS_INCOMPLETE</code> flag is set in
- * <code>aiScene.mFlags</code>.
- */
- struct aiMesh {
- /**
- * Bitwise combination of <code>aiPrimitiveType</code> members.
- *
- * This specifies which types of primitives are present in the mesh.
- * The <code>SortByPrimitiveType</code> post processing step can be used
- * to make sure the output meshes consist of one primitive type each.
- */
- uint mPrimitiveTypes;
-
- /**
- * The number of vertices in this mesh.
- *
- * This is also the size of all of the per-vertex data arrays. The
- * maximum value for this member is <code>AI_MAX_VERTICES</code>.
- */
- uint mNumVertices;
-
- /**
- * The number of primitives (triangles, polygons, lines) in this mesh.
- *
- * This is also the size of the <code>mFaces</code> array. The maximum
- * value for this member is <code>AI_MAX_FACES</code>.
- */
- uint mNumFaces;
-
- /**
- * Vertex positions.
- *
- * This array is always present in a mesh. The array is
- * <code>mNumVertices</code> in size.
- */
- aiVector3D* mVertices;
-
- /**
- * Vertex normals.
- *
- * The array contains normalized vectors, null if not present.
- * The array is <code>mNumVertices</code> in size.
- *
- * Normals are undefined for point and line primitives. A mesh
- * consisting of points and lines only may not have normal vectors.
- * Meshes with mixed primitive types (i.e. lines and triangles) may have
- * normals, but the normals for vertices that are only referenced by
- * point or line primitives are undefined and set to <code>QNAN</code>.
- *
- * Note: Normal vectors computed by Assimp are always unit-length.
- * However, this needn't apply for normals that have been taken
- * directly from the model file.
- */
- aiVector3D* mNormals;
-
- /**
- * Vertex tangents.
- *
- * The tangent of a vertex points in the direction of the positive x
- * texture axis. The array contains normalized vectors, null if
- * not present. The array is <code>mNumVertices</code> in size.
- *
- * A mesh consisting of points and lines only may not have normal
- * vectors. Meshes with mixed primitive types (i.e. lines and triangles)
- * may have normals, but the normals for vertices that are only
- * referenced by point or line primitives are undefined and set to
- * <code>QNAN</code>.
- *
- * Note: If the mesh contains tangents, it automatically also contains
- * bitangents (the bitangent is just the cross product of tangent and
- * normal vectors).
- */
- aiVector3D* mTangents;
-
- /**
- * Vertex bitangents.
- *
- * The bitangent of a vertex points in the direction of the positive Y
- * texture axis. The array contains normalized vectors, null if not
- * present. The array is <code>mNumVertices</code> in size.
- *
- * Note: If the mesh contains tangents, it automatically also contains
- * bitangents.
- */
- aiVector3D* mBitangents;
-
- /**
- * Vertex color sets.
- *
- * A mesh may contain 0 to <code>AI_MAX_NUMBER_OF_COLOR_SETS</code>
- * vertex colors per vertex. null if not present.
- *
- * Each array is <code>mNumVertices</code> in size if present.
- */
- aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
-
- /**
- * Vertex texture coords, also known as UV channels.
- * A mesh may contain 0 to <code>AI_MAX_NUMBER_OF_TEXTURECOORDS</code>
- * per vertex. null if not present.
- *
- * Each array is <code>mNumVertices</code> in size.
- */
- aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
-
- /**
- * Specifies the number of components for a given UV channel.
- *
- * Up to three channels are supported (UVW, for accessing volume or cube
- * maps). If the value is 2 for a given channel <code>n</code>, the
- * component <code>p.z</code> of <code>mTextureCoords[n][p]</code> is set
- * to 0. If the value is 1 for a given channel, <code>p.y</code> is set
- * to 0, too. If this value is 0, 2 should be assumed.
- *
- * Note: 4D coords are not supported.
- */
- uint mNumUVComponents[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
-
- /**
- * The faces the mesh is contstructed from.
- *
- * Each face refers to a number of vertices by their indices.
- * This array is always present in a mesh, its size is given
- * in <code>mNumFaces</code>. If the
- * <code>AI_SCENE_FLAGS_NON_VERBOSE_FORMAT</code> is <em>not</em> set,
- * each face references an unique set of vertices.
- */
- aiFace* mFaces;
-
- /**
- * The number of bones this mesh contains.
- *
- * Can be 0, in which case the <code>mBones</code> array is null.
- */
- uint mNumBones;
-
- /**
- * The bones of this mesh.
- *
- * A bone consists of a name by which it can be found in the frame
- * hierarchy and a set of vertex weights.
- */
- aiBone** mBones;
-
- /**
- * The material used by this mesh.
- *
- * A mesh does use only a single material. If an imported model uses
- * multiple materials, the import splits up the mesh. Use this value as
- * index into the scene's material list.
- */
- uint mMaterialIndex;
-
- /**
- * Name of the mesh.
- *
- * Meshes can be named, but this is not a requirement and leaving this
- * field empty is totally fine.
- *
- * There are mainly three uses for mesh names:
- * - Some formats name nodes and meshes independently.
- * - Importers tend to split meshes up to meet the one-material-per-mesh
- * requirement. Assigning the same (dummy) name to each of the result
- * meshes aids the caller at recovering the original mesh partitioning.
- * - Vertex animations refer to meshes by their names.
- */
- aiString mName;
-
- /// NOT CURRENTLY IN USE. The number of attachment meshes.
- uint mNumAnimMeshes;
-
- /**
- * NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-
- * based animation.
- *
- * Attachment meshes carry replacement data for some of the mesh's
- * vertex components (usually positions, normals).
- */
- aiAnimMesh** mAnimMeshes;
- }
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d b/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d
deleted file mode 100644
index 343bb36..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/postprocess.d
+++ /dev/null
@@ -1,597 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * Definitions for import post processing steps.
- */
-module assimp.postprocess;
-
-extern ( C ) {
- /**
- * Defines the flags for all possible post processing steps.
- *
- * See: <code>aiImportFile</code>, <code>aiImportFileEx</code>
- */
- enum aiPostProcessSteps {
- /**
- * Calculates the tangents and bitangents for the imported meshes.
- *
- * Does nothing if a mesh does not have normals. You might want this post
- * processing step to be executed if you plan to use tangent space
- * calculations such as normal mapping applied to the meshes. There is a
- * config setting, <code>AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</code>,
- * which allows you to specify a maximum smoothing angle for the
- * algorithm. However, usually you will want to use the default value.
- */
- CalcTangentSpace = 0x1,
-
- /**
- * Identifies and joins identical vertex data sets within all imported
- * meshes.
- *
- * After this step is run each mesh does contain only unique vertices
- * anymore, so a vertex is possibly used by multiple faces. You usually
- * want to use this post processing step. If your application deals with
- * indexed geometry, this step is compulsory or you will just waste
- * rendering time. <em>If this flag is not specified</em>, no vertices
- * are referenced by more than one face and <em>no index buffer is
- * required</em> for rendering.
- */
- JoinIdenticalVertices = 0x2,
-
- /**
- * Converts all the imported data to a left-handed coordinate space.
- *
- * By default the data is returned in a right-handed coordinate space
- * which for example OpenGL prefers. In this space, +X points to the
- * right, +Z points towards the viewer and and +Y points upwards. In the
- * DirectX coordinate space +X points to the right, +Y points upwards and
- * +Z points away from the viewer.
- *
- * You will probably want to consider this flag if you use Direct3D for
- * rendering. The <code>ConvertToLeftHanded</code> flag supersedes this
- * setting and bundles all conversions typically required for D3D-based
- * applications.
- */
- MakeLeftHanded = 0x4,
-
- /**
- * Triangulates all faces of all meshes.
- *
- * By default the imported mesh data might contain faces with more than 3
- * indices. For rendering you'll usually want all faces to be triangles.
- * This post processing step splits up all higher faces to triangles.
- * Line and point primitives are <em>not</em> modified!.
- *
- * If you want »triangles only« with no other kinds of primitives,
- * specify both <code>Triangulate</code> and <code>SortByPType</code> and
- * ignore all point and line meshes when you process Assimp's output.
- */
- Triangulate = 0x8,
-
- /**
- * Removes some parts of the data structure (animations, materials, light
- * sources, cameras, textures, vertex components).
- *
- * The components to be removed are specified in a separate configuration
- * option, <code>AI_CONFIG_PP_RVC_FLAGS</code>. This is quite useful if
- * you don't need all parts of the output structure. Especially vertex
- * colors are rarely used today.
- *
- * Calling this step to remove unrequired stuff from the pipeline as
- * early as possible results in an increased performance and a better
- * optimized output data structure.
- *
- * This step is also useful if you want to force Assimp to recompute
- * normals or tangents since the corresponding steps don't recompute them
- * if they have already been loaded from the source asset.
- *
- * This flag is a poor one, mainly because its purpose is usually
- * misunderstood. Consider the following case: a 3d model has been exported
- * from a CAD app, it has per-face vertex colors. Because of the vertex
- * colors (which are not even used by most apps),
- * <code>JoinIdenticalVertices</code> cannot join vertices at the same
- * position. By using this step, unneeded components are excluded as
- * early as possible thus opening more room for internal optimzations.
- */
- RemoveComponent = 0x10,
-
- /**
- * Generates normals for all faces of all meshes.
- *
- * This is ignored if normals are already there at the time where this
- * flag is evaluated. Model importers try to load them from the source
- * file, so they are usually already there. Face normals are shared
- * between all points of a single face, so a single point can have
- * multiple normals, which, in other words, enforces the library to
- * duplicate vertices in some cases. <code>JoinIdenticalVertices</code>
- * is <em>useless</em> then.
- *
- * This flag may not be specified together with
- * <code>GenSmoothNormals</code>.
- */
- GenNormals = 0x20,
-
- /**
- * Generates smooth normals for all vertices in the mesh.
- *
- * This is ignored if normals are already there at the time where this
- * flag is evaluated. Model importers try to load them from the source file, so
- * they are usually already there.
- *
- * There is a configuration option,
- * <code>AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</code> which allows you to
- * specify an angle maximum for the normal smoothing algorithm. Normals
- * exceeding this limit are not smoothed, resulting in a »hard« seam
- * between two faces. Using a decent angle here (e.g. 80°) results in
- * very good visual appearance.
- */
- GenSmoothNormals = 0x40,
-
- /**
- * Splits large meshes into smaller submeshes.
- *
- * This is quite useful for realtime rendering where the number of triangles
- * which can be maximally processed in a single draw-call is usually limited
- * by the video driver/hardware. The maximum vertex buffer is usually limited,
- * too. Both requirements can be met with this step: you may specify both a
- * triangle and vertex limit for a single mesh.
- *
- * The split limits can (and should!) be set through the
- * <code>AI_CONFIG_PP_SLM_VERTEX_LIMIT</code> and
- * <code>AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</code> settings. The default
- * values are <code>AI_SLM_DEFAULT_MAX_VERTICES</code> and
- * <code>AI_SLM_DEFAULT_MAX_TRIANGLES</code>.
- *
- * Note that splitting is generally a time-consuming task, but not if
- * there's nothing to split. The use of this step is recommended for most
- * users.
- */
- SplitLargeMeshes = 0x80,
-
- /**
- * Removes the node graph and pre-transforms all vertices with the local
- * transformation matrices of their nodes.
- *
- * The output scene does still contain nodes, however, there is only a
- * root node with children, each one referencing only one mesh, each
- * mesh referencing one material. For rendering, you can simply render
- * all meshes in order, you don't need to pay attention to local
- * transformations and the node hierarchy. Animations are removed during
- * this step.
- *
- * This step is intended for applications that have no scenegraph.
- *
- * The step <em>can</em> cause some problems: if e.g. a mesh of the asset
- * contains normals and another, using the same material index, does not,
- * they will be brought together, but the first meshes's part of the
- * normal list is zeroed. However, these artifacts are rare.
- *
- * Note: The <code>AI_CONFIG_PP_PTV_NORMALIZE</code> configuration
- * property can be set to normalize the scene's spatial dimension
- * to the -1...1 range.
- */
- PreTransformVertices = 0x100,
-
- /**
- * Limits the number of bones simultaneously affecting a single vertex to
- * a maximum value.
- *
- * If any vertex is affected by more than that number of bones, the least
- * important vertex weights are removed and the remaining vertex weights
- * are renormalized so that the weights still sum up to 1.
- *
- * The default bone weight limit is 4 (<code>AI_LMW_MAX_WEIGHTS</code>),
- * but you can use the <code>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</code> setting
- * to supply your own limit to the post processing step.
- *
- * If you intend to perform the skinning in hardware, this post processing
- * step might be of interest for you.
- */
- LimitBoneWeights = 0x200,
-
- /**
- * Validates the imported scene data structure.
- *
- * This makes sure that all indices are valid, all animations and
- * bones are linked correctly, all material references are correct, etc.
- *
- * It is recommended to capture Assimp's log output if you use this flag,
- * so you can easily find ot what's actually wrong if a file fails the
- * validation. The validator is quite rude and will find <em>all</em>
- * inconsistencies in the data structure.
- *
- * Plugin developers are recommended to use it to debug their loaders.
- *
- * There are two types of validation failures:
- * <ul>
- * <li>Error: There's something wrong with the imported data. Further
- * postprocessing is not possible and the data is not usable at all.
- * The import fails, see <code>aiGetErrorString()</code> for the
- * error message.</li>
- * <li>Warning: There are some minor issues (e.g. 1000000 animation
- * keyframes with the same time), but further postprocessing and use
- * of the data structure is still safe. Warning details are written
- * to the log file, <code>AI_SCENE_FLAGS_VALIDATION_WARNING</code> is
- * set in <code>aiScene::mFlags</code></li>
- * </ul>
- *
- * This post-processing step is not time-consuming. It's use is not
- * compulsory, but recommended.
- */
- ValidateDataStructure = 0x400,
-
- /**
- * Reorders triangles for better vertex cache locality.
- *
- * The step tries to improve the ACMR (average post-transform vertex cache
- * miss ratio) for all meshes. The implementation runs in O(n) and is
- * roughly based on the 'tipsify' algorithm (see
- * <tt>http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf</tt>).
- *
- * If you intend to render huge models in hardware, this step might
- * be of interest for you. The <code>AI_CONFIG_PP_ICL_PTCACHE_SIZE</code>
- * config setting can be used to fine-tune the cache optimization.
- */
- ImproveCacheLocality = 0x800,
-
- /**
- * Searches for redundant/unreferenced materials and removes them.
- *
- * This is especially useful in combination with the
- * <code>PretransformVertices</code> and <code>OptimizeMeshes</code>
- * flags. Both join small meshes with equal characteristics, but they
- * can't do their work if two meshes have different materials. Because
- * several material settings are always lost during Assimp's import
- * filters, (and because many exporters don't check for redundant
- * materials), huge models often have materials which are are defined
- * several times with exactly the same settings.
- *
- * Several material settings not contributing to the final appearance of
- * a surface are ignored in all comparisons; the material name is one of
- * them. So, if you are passing additional information through the
- * content pipeline (probably using »magic« material names), don't
- * specify this flag. Alternatively take a look at the
- * <code>AI_CONFIG_PP_RRM_EXCLUDE_LIST</code> setting.
- */
- RemoveRedundantMaterials = 0x1000,
-
- /**
- * This step tries to determine which meshes have normal vectors that are
- * acing inwards.
- *
- * The algorithm is simple but effective: The bounding box of all
- * vertices and their normals is compared against the volume of the
- * bounding box of all vertices without their normals. This works well
- * for most objects, problems might occur with planar surfaces. However,
- * the step tries to filter such cases.
- *
- * The step inverts all in-facing normals. Generally it is recommended to
- * enable this step, although the result is not always correct.
- */
- FixInfacingNormals = 0x2000,
-
- /**
- * This step splits meshes with more than one primitive type in
- * homogeneous submeshes.
- *
- * The step is executed after the triangulation step. After the step
- * returns, just one bit is set in <code>aiMesh.mPrimitiveTypes</code>.
- * This is especially useful for real-time rendering where point and line
- * primitives are often ignored or rendered separately.
- *
- * You can use the <code>AI_CONFIG_PP_SBP_REMOVE</code> option to
- * specify which primitive types you need. This can be used to easily
- * exclude lines and points, which are rarely used, from the import.
- */
- SortByPType = 0x8000,
-
- /**
- * This step searches all meshes for degenerated primitives and converts
- * them to proper lines or points.
- *
- * A face is »degenerated« if one or more of its points are identical.
- * To have the degenerated stuff not only detected and collapsed but also
- * removed, try one of the following procedures:
- *
- * <b>1.</b> (if you support lines and points for rendering but don't
- * want the degenerates)
- * <ul>
- * <li>Specify the <code>FindDegenerates</code> flag.</li>
- * <li>Set the <code>AI_CONFIG_PP_FD_REMOVE</code> option to 1. This will
- * cause the step to remove degenerated triangles from the import
- * as soon as they're detected. They won't pass any further
- * pipeline steps.</li>
- * </ul>
- *
- * <b>2.</b>(if you don't support lines and points at all ...)
- * <ul>
- * <li>Specify the <code>FindDegenerates</code> flag.</li>
- * <li>Specify the <code>SortByPType</code> flag. This moves line and
- * point primitives to separate meshes.</li>
- * <li>Set the <code>AI_CONFIG_PP_SBP_REMOVE</codet> option to
- * <code>aiPrimitiveType_POINTS | aiPrimitiveType_LINES</code>
- * to cause SortByPType to reject point and line meshes from the
- * scene.</li>
- * </ul>
- *
- * Note: Degenerated polygons are not necessarily bad and that's why
- * they're not removed by default. There are several file formats
- * which don't support lines or points. Some exporters bypass the
- * format specification and write them as degenerated triangle
- * instead.
- */
- FindDegenerates = 0x10000,
-
- /**
- * This step searches all meshes for invalid data, such as zeroed normal
- * vectors or invalid UV coords and removes/fixes them. This is intended
- * to get rid of some common exporter errors.
- *
- * This is especially useful for normals. If they are invalid, and the
- * step recognizes this, they will be removed and can later be
- * recomputed, e.g. by the <code>GenSmoothNormals</code> step.
- *
- * The step will also remove meshes that are infinitely small and reduce
- * animation tracks consisting of hundreds if redundant keys to a single
- * key. The <code>AI_CONFIG_PP_FID_ANIM_ACCURACY</code> config property
- * decides the accuracy of the check for duplicate animation tracks.
- */
- FindInvalidData = 0x20000,
-
- /**
- * This step converts non-UV mappings (such as spherical or cylindrical
- * mapping) to proper texture coordinate channels.
- *
- * Most applications will support UV mapping only, so you will probably
- * want to specify this step in every case. Note tha Assimp is not always
- * able to match the original mapping implementation of the 3d app which
- * produced a model perfectly. It's always better to let the father app
- * compute the UV channels, at least 3ds max, maja, blender, lightwave,
- * modo, ... are able to achieve this.
- *
- * Note: If this step is not requested, you'll need to process the
- * <code>AI_MATKEY_MAPPING</code> material property in order to
- * display all assets properly.
- */
- GenUVCoords = 0x40000,
-
- /**
- * This step applies per-texture UV transformations and bakes them to
- * stand-alone vtexture coordinate channelss.
- *
- * UV transformations are specified per-texture – see the
- * <code>AI_MATKEY_UVTRANSFORM</code> material key for more information.
- * This step processes all textures with transformed input UV coordinates
- * and generates new (pretransformed) UV channel which replace the old
- * channel. Most applications won't support UV transformations, so you
- * will probably want to specify this step.
- *
- * Note: UV transformations are usually implemented in realtime apps by
- * transforming texture coordinates at vertex shader stage with a 3x3
- * (homogenous) transformation matrix.
- */
- TransformUVCoords = 0x80000,
-
- /**
- * This step searches for duplicate meshes and replaces duplicates with
- * references to the first mesh.
- *
- * This step takes a while, don't use it if you have no time. Its main
- * purpose is to workaround the limitation that many export file formats
- * don't support instanced meshes, so exporters need to duplicate meshes.
- * This step removes the duplicates again. Please note that Assimp does
- * currently not support per-node material assignment to meshes, which
- * means that identical meshes with differnent materials are currently
- * <em>not</em> joined, although this is planned for future versions.
- */
- FindInstances = 0x100000,
-
- /**
- * A postprocessing step to reduce the number of meshes.
- *
- * In fact, it will reduce the number of drawcalls.
- *
- * This is a very effective optimization and is recommended to be used
- * together with <code>OptimizeGraph</code>, if possible. The flag is
- * fully compatible with both <code>SplitLargeMeshes</code> and
- * <code>SortByPType</code>.
- */
- OptimizeMeshes = 0x200000,
-
- /**
- * A postprocessing step to optimize the scene hierarchy.
- *
- * Nodes with no animations, bones, lights or cameras assigned are
- * collapsed and joined.
- *
- * Node names can be lost during this step. If you use special tag nodes
- * to pass additional information through your content pipeline, use the
- * <code>AI_CONFIG_PP_OG_EXCLUDE_LIST</code> setting to specify a list of
- * node names you want to be kept. Nodes matching one of the names in
- * this list won't be touched or modified.
- *
- * Use this flag with caution. Most simple files will be collapsed to a
- * single node, complex hierarchies are usually completely lost. That's
- * note the right choice for editor environments, but probably a very
- * effective optimization if you just want to get the model data, convert
- * it to your own format and render it as fast as possible.
- *
- * This flag is designed to be used with <code>OptimizeMeshes</code> for
- * best results.
- *
- * Note: »Crappy« scenes with thousands of extremely small meshes packed
- * in deeply nested nodes exist for almost all file formats.
- * <code>OptimizeMeshes</code> in combination with
- * <code>OptimizeGraph</code> usually fixes them all and makes them
- * renderable.
- */
- OptimizeGraph = 0x400000,
-
- /** This step flips all UV coordinates along the y-axis and adjusts
- * material settings and bitangents accordingly.
- *
- * Output UV coordinate system:
- * <pre> 0y|0y ---------- 1x|0y
- * | |
- * | |
- * | |
- * 0x|1y ---------- 1x|1y</pre>
- * You'll probably want to consider this flag if you use Direct3D for
- * rendering. The <code>AI_PROCESS_CONVERT_TO_LEFT_HANDED</code> flag
- * supersedes this setting and bundles all conversions typically required
- * for D3D-based applications.
- */
- FlipUVs = 0x800000,
-
- /**
- * This step adjusts the output face winding order to be clockwise.
- *
- * The default face winding order is counter clockwise.
- *
- * Output face order:
- * <pre> x2
- *
- * x0
- * x1</pre>
- */
- FlipWindingOrder = 0x1000000
- }
-
- /**
- * Abbrevation for convenience.
- */
- alias aiPostProcessSteps aiProcess;
-
- /**
- * Shortcut flag for Direct3D-based applications.
- *
- * Combines the <code>MakeLeftHanded</code>, <code>FlipUVs</code> and
- * <code>FlipWindingOrder</code> flags. The output data matches Direct3D's
- * conventions: left-handed geometry, upper-left origin for UV coordinates
- * and clockwise face order, suitable for CCW culling.
- */
- const aiPostProcessSteps AI_PROCESS_CONVERT_TO_LEFT_HANDED =
- aiProcess.MakeLeftHanded |
- aiProcess.FlipUVs |
- aiProcess.FlipWindingOrder;
-
- /**
- * Default postprocess configuration optimizing the data for real-time rendering.
- *
- * Applications would want to use this preset to load models on end-user
- * PCs, maybe for direct use in game.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the <code>ConvertToLeftHanded</code> step. If you don't support UV
- * transformations in your application, apply the
- * <code>TransformUVCoords</code> step, too.
- *
- * Note: Please take the time to read the doc for the steps enabled by this
- * preset. Some of them offer further configurable properties, some of
- * them might not be of use for you so it might be better to not specify
- * them.
- */
- const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_FAST =
- aiProcess.CalcTangentSpace |
- aiProcess.GenNormals |
- aiProcess.JoinIdenticalVertices |
- aiProcess.Triangulate |
- aiProcess.GenUVCoords |
- aiProcess.SortByPType;
-
- /**
- * Default postprocess configuration optimizing the data for real-time
- * rendering.
- *
- * Unlike <code>AI_PROCESS_PRESET_TARGET_REALTIME_FAST</code>, this
- * configuration performs some extra optimizations to improve rendering
- * speed and to minimize memory usage. It could be a good choice for a
- * level editor environment where import speed is not so important.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the <code>ConvertToLeftHanded</code> step. If you don't support UV
- * transformations in your application, apply the
- * <code>TransformUVCoords</code> step, too.
- *
- * Note: Please take the time to read the doc for the steps enabled by this
- * preset. Some of them offer further configurable properties, some of
- * them might not be of use for you so it might be better to not specify
- * them.
- */
- const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY =
- aiProcess.CalcTangentSpace |
- aiProcess.GenSmoothNormals |
- aiProcess.JoinIdenticalVertices |
- aiProcess.ImproveCacheLocality |
- aiProcess.LimitBoneWeights |
- aiProcess.RemoveRedundantMaterials |
- aiProcess.SplitLargeMeshes |
- aiProcess.Triangulate |
- aiProcess.GenUVCoords |
- aiProcess.SortByPType |
- aiProcess.FindDegenerates |
- aiProcess.FindInvalidData;
-
- /**
- * Default postprocess configuration optimizing the data for real-time
- * rendering.
- *
- * This preset enables almost every optimization step to achieve perfectly
- * optimized data. It's your choice for level editor environments where
- * import speed is not important.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the <code>ConvertToLeftHanded</code> step. If you don't support UV
- * transformations in your application, apply the
- * <code>TransformUVCoords</code> step, too.
- *
- * Note: Please take the time to read the doc for the steps enabled by this
- * preset. Some of them offer further configurable properties, some of
- * them might not be of use for you so it might be better to not specify
- * them.
- */
- const aiPostProcessSteps AI_PROCESS_PRESET_TARGET_REALTIME_MAX_QUALITY =
- AI_PROCESS_PRESET_TARGET_REALTIME_QUALITY |
- aiProcess.FindInstances |
- aiProcess.ValidateDataStructure |
- aiProcess.OptimizeMeshes;
-}
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;
- }
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/texture.d b/src/mesh/assimp-master/port/dAssimp/assimp/texture.d
deleted file mode 100644
index 83453b9..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/texture.d
+++ /dev/null
@@ -1,122 +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 helper structures to handle textures in Assimp.
- *
- * Used for file formats which embed their textures into the model file.
- * Supported are both normal textures, which are stored as uncompressed pixels,
- * and "compressed" textures, which are stored in a file format such as PNG or
- * TGA.
- */
-module assimp.texture;
-
-extern ( C ) {
- /**
- * Helper structure to represent a texel in a ARGB8888 format.
- *
- * Used by aiTexture.
- */
- struct aiTexel {
- align ( 1 ):
- ubyte b, g, r, a;
- }
-
- /**
- * Helper structure to describe an embedded texture.
- *
- * Usually textures are contained in external files but some file formats
- * embed them directly in the model file. There are two types of
- * embedded textures:
- *
- * <em>1. Uncompressed textures</em>: The color data is given in an
- * uncompressed format.
- *
- * <em>2. Compressed textures</em> stored in a file format like PNG or JPEG.
- * The raw file bytes are given so the application must utilize an image
- * decoder (e.g. DevIL) to get access to the actual color data.
- */
- struct aiTexture {
- /**
- * Width of the texture, in pixels.
- *
- * If <code>mHeight</code> is zero the texture is compressed in a format
- * like JPEG. In this case, this value specifies the size of the memory
- * area <code>pcData</code> is pointing to, in bytes.
- */
- uint mWidth;
-
- /**
- * Height of the texture, in pixels.
- *
- * If this value is zero, <code>pcData</code> points to an compressed
- * texture in any format (e.g. JPEG).
- */
- uint mHeight;
-
- /**
- * A hint from the loader to make it easier for applications to determine
- * the type of embedded compressed textures.
- *
- * If <code>mHeight</code> is not 0, this member is undefined. Otherwise
- * it is set set to '\0\0\0\0' if the loader has no additional
- * information about the texture file format used, or the file extension
- * of the format without a trailing dot. If there are multiple file
- * extensions for a format, the shortest extension is chosen (JPEG maps
- * to 'jpg', not to 'jpeg'). E.g. 'dds\0', 'pcx\0', 'jpg\0'. All
- * characters are lower-case. The fourth byte will always be '\0'.
- */
- char achFormatHint[4];
-
- /**
- * Data of the texture.
- *
- * Points to an array of <code>mWidth * mHeight</code>
- * <code>aiTexel</code>s. The format of the texture data is always
- * ARGB8888 to make the implementation for user of the library as easy as
- * possible.
- *
- * If <code>mHeight</code> is 0, this is a pointer to a memory buffer of
- * size <code>mWidth</code> containing the compressed texture data.
- */
- aiTexel* pcData;
- }
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/types.d b/src/mesh/assimp-master/port/dAssimp/assimp/types.d
deleted file mode 100644
index 5aa4d54..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/types.d
+++ /dev/null
@@ -1,249 +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 miscellaneous types used in Assimp's C API.
- */
-module assimp.types;
-
-extern ( C ) {
- /**
- * Our own C boolean type.
- */
- enum aiBool : int {
- FALSE = 0,
- TRUE = 1
- }
-
- /**
- * Type definition for log stream callback function pointers.
- */
- alias void function( char* message, char* user ) aiLogStreamCallback;
-
- /**
- * Represents a log stream. A log stream receives all log messages and
- * streams them somewhere.
- *
- * See: <code>aiGetPredefinedLogStream</code>,
- * <code>aiAttachLogStream</code> and <code>aiDetachLogStream</code>.
- */
- struct aiLogStream {
- /**
- * Callback function to be called when a new message arrives.
- */
- aiLogStreamCallback callback;
-
- /**
- * User data to be passed to the callback.
- */
- char* user;
- }
-
- /**
- * Maximum dimension for <code>aiString</code>s.
- *
- * Assimp strings are zero terminated.
- */
- const size_t MAXLEN = 1024;
-
- /**
- * Represents an UTF-8 string, zero byte terminated.
- *
- * The length of such a string is limited to <code>MAXLEN</code> bytes
- * (excluding the terminal \0).
- *
- * The character set of an aiString is explicitly defined to be UTF-8. This
- * Unicode transformation was chosen in the belief that most strings in 3d
- * model files are limited to ASCII characters, thus the character set
- * needed to be ASCII compatible.
- *
- * Most text file loaders provide proper Unicode input file handling,
- * special unicode characters are correctly transcoded to UTF-8 and are kept
- * throughout the libraries' import pipeline.
- *
- * For most applications, it will be absolutely sufficient to interpret the
- * aiString as ASCII data and work with it as one would work with a plain
- * char[].
- *
- * To access an aiString from D you might want to use something like the
- * following piece of code:
- * ---
- * char[] importAiString( aiString* s ) {
- * return s.data[ 0 .. s.length ];
- * }
- * ---
- */
- struct aiString {
- /**
- * Length of the string (excluding the terminal \0).
- *
- * This is <em>not</em> the logical length of strings containing UTF-8
- * multibyte sequences, but the number of bytes from the beginning of the
- * string to its end.
- */
- size_t length;
-
- /**
- * String buffer.
- *
- * Size limit is <code>MAXLEN</code>.
- */
- char data[ MAXLEN ];
- }
-
- /**
- * Standard return type for some library functions.
- */
- enum aiReturn : uint {
- /**
- * Indicates that a function was successful.
- */
- SUCCESS = 0x0,
-
- /**
- * Indicates that a function failed.
- */
- FAILURE = -0x1,
-
- /**
- * Indicates that not enough memory was available to perform the
- * requested operation.
- */
- OUTOFMEMORY = -0x3
- }
-
- /**
- * Seek origins (for the virtual file system API).
- */
- enum aiOrigin : uint {
- /**
- * Beginning of the file.
- */
- SET = 0x0,
-
- /**
- * Current position of the file pointer.
- */
- CUR = 0x1,
-
- /**
- * End of the file.
- *
- * Offsets must be negative.
- */
- END = 0x2
- }
-
- /**
- * Enumerates predefined log streaming destinations.
- *
- * Logging to these streams can be enabled with a single call to
- * <code>aiAttachPredefinedLogStream()</code>.
- */
- enum aiDefaultLogStream :uint {
- /**
- * Stream the log to a file.
- */
- FILE = 0x1,
-
- /**
- * Stream the log to standard output.
- */
- STDOUT = 0x2,
-
- /**
- * Stream the log to standard error.
- */
- STDERR = 0x4,
-
- /**
- * MSVC only: Stream the log the the debugger (this relies on
- * <code>OutputDebugString</code> from the Win32 SDK).
- */
- DEBUGGER = 0x8
- }
-
- /**
- * Stores the memory requirements for different components (e.g. meshes,
- * materials, animations) of an import. All sizes are in bytes.
- */
- struct aiMemoryInfo {
- /**
- * Storage allocated for texture data.
- */
- uint textures;
-
- /**
- * Storage allocated for material data.
- */
- uint materials;
-
- /**
- * Storage allocated for mesh data.
- */
- uint meshes;
-
- /**
- * Storage allocated for node data.
- */
- uint nodes;
-
- /**
- * Storage allocated for animation data.
- */
- uint animations;
-
- /**
- * Storage allocated for camera data.
- */
- uint cameras;
-
- /**
- * Storage allocated for light data.
- */
- uint lights;
-
- /**
- * Total storage allocated for the full import.
- */
- uint total;
- }
-}
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/versionInfo.d b/src/mesh/assimp-master/port/dAssimp/assimp/versionInfo.d
deleted file mode 100644
index 5a7e9b9..0000000
--- a/src/mesh/assimp-master/port/dAssimp/assimp/versionInfo.d
+++ /dev/null
@@ -1,72 +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.
----------------------------------------------------------------------------
-*/
-
-/**
- * Flags returned by <code>aiGetCompileFlags()</code>.
- */
-module assimp.versionInfo;
-
-extern ( C ) {
- /**
- * Assimp was compiled as a shared object (Windows: DLL).
- */
- const uint ASSIMP_CFLAGS_SHARED = 0x1;
-
- /**
- * Assimp was compiled against STLport.
- */
- const uint ASSIMP_CFLAGS_STLPORT = 0x2;
-
- /**
- * Assimp was compiled as a debug build.
- */
- const uint ASSIMP_CFLAGS_DEBUG = 0x4;
-
- /**
- * Assimp was compiled with ASSIMP_BUILD_BOOST_WORKAROUND defined.
- */
- const uint ASSIMP_CFLAGS_NOBOOST = 0x8;
-
- /**
- * Assimp was compiled with ASSIMP_BUILD_SINGLETHREADED defined.
- */
- const uint ASSIMP_CFLAGS_SINGLETHREADED = 0x10;
-}