From 058f98a63658dc1a2579826ba167fd61bed1e21f Mon Sep 17 00:00:00 2001 From: sanine Date: Fri, 4 Mar 2022 10:47:15 -0600 Subject: add assimp submodule --- .../assimp-master/port/dAssimp/assimp/camera.d | 182 +++++++++++++++++++++ 1 file changed, 182 insertions(+) create mode 100644 src/mesh/assimp-master/port/dAssimp/assimp/camera.d (limited to 'src/mesh/assimp-master/port/dAssimp/assimp/camera.d') diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/camera.d b/src/mesh/assimp-master/port/dAssimp/assimp/camera.d new file mode 100644 index 0000000..5567be2 --- /dev/null +++ b/src/mesh/assimp-master/port/dAssimp/assimp/camera.d @@ -0,0 +1,182 @@ +/* +--------------------------------------------------------------------------- +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 relative 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 + * ".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; + } +} -- cgit v1.2.1