/*
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Open Asset Import Library (ASSIMP)
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*/
/**
* 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;
}
}