1 /*
2 ---------------------------------------------------------------------------
3 Open Asset Import Library (ASSIMP)
4 ---------------------------------------------------------------------------
5 
6 Copyright (c) 2006-2020, ASSIMP Development Team
7 
8 All rights reserved.
9 
10 Redistribution and use of this software in source and binary forms,
11 with or without modification, are permitted provided that the following
12 conditions are met:
13 
14  * Redistributions of source code must retain the above
15   copyright notice, this list of conditions and the
16   following disclaimer.
17 
18  * Redistributions in binary form must reproduce the above
19   copyright notice, this list of conditions and the
20   following disclaimer in the documentation and/or other
21   materials provided with the distribution.
22 
23  * Neither the name of the ASSIMP team, nor the names of its
24   contributors may be used to endorse or promote products
25   derived from this software without specific prior
26   written permission of the ASSIMP Development Team.
27 
28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
39 ---------------------------------------------------------------------------
40 */
41 
42 /**
43  * The data structures which are used to store the imported animation data.
44  */
45 module assimp.animation;
46 
47 import assimp.math;
48 import assimp.types;
49 
50 extern ( C ) {
51    /**
52     * A time-value pair specifying a certain 3D vector for the given time.
53     */
54    struct aiVectorKey {
55       /**
56        * The time of this key.
57        */
58       double mTime;
59 
60       /**
61        * The value of this key.
62        */
63       aiVector3D mValue;
64    }
65 
66    /**
67     * A time-value pair specifying a rotation for the given time. For joint
68     * animations, the rotation is usually expressed using a quaternion.
69     */
70    struct aiQuatKey {
71       /**
72        * The time of this key.
73        */
74       double mTime;
75 
76       /**
77        * The value of this key.
78        */
79       aiQuaternion mValue;
80    }
81 
82    /**
83     * Defines how an animation channel behaves outside the defined time
84     * range. This corresponds to <code>aiNodeAnim.mPreState</code> and
85     * <code>aiNodeAnim.mPostState</code>.
86     */
87    enum aiAnimBehaviour : uint {
88       /**
89        * The value from the default node transformation is used.
90        */
91       DEFAULT  = 0x0,
92 
93       /**
94        * The nearest key value is used without interpolation.
95        */
96       CONSTANT = 0x1,
97 
98       /**
99        * The value of the nearest two keys is linearly extrapolated for the
100        * current time value.
101        */
102       LINEAR = 0x2,
103 
104       /**
105        * The animation is repeated.
106        *
107        * If the animation key go from n to m and the current time is t, use the
108        * value at (t-n) % (|m-n|).
109        */
110       REPEAT = 0x3
111    }
112 
113    /**
114     * Describes the animation of a single node.
115     *
116     * The name specifies the bone/node which is affected by this animation
117     * channel. The keyframes are given in three separate series of values, one
118     * each for position, rotation and scaling. The transformation matrix
119     * computed from these values replaces the node's original transformation
120     * matrix at a specific time. This means all keys are absolute and not
121     * relative to the bone default pose.
122     *
123     * The order in which the transformations are applied is –
124     * as usual – scaling, rotation, translation.
125     *
126     * Note: All keys are returned in their correct, chronological order.
127     *    Duplicate keys don't pass the validation step. Most likely there will
128     *    be no negative time values, but they are not forbidden (so
129     *    implementations need to cope with them!).
130     */
131    struct aiNodeAnim {
132       /**
133        * The name of the node affected by this animation. The node must exist
134        * and it must be unique.
135        */
136       aiString mNodeName;
137 
138       /**
139        * The number of position keys.
140        */
141       uint mNumPositionKeys;
142 
143       /**
144        * The position keys of this animation channel. Positions are specified
145        * as 3D vectors. The array is <code>mNumPositionKeys</code> in size.
146        *
147        * If there are position keys, there will also be at least one scaling
148        * and one rotation key.
149        */
150       aiVectorKey* mPositionKeys;
151 
152       /**
153        * The number of rotation keys.
154        */
155       uint mNumRotationKeys;
156 
157       /**
158        * The rotation keys of this animation channel. Rotations are given as
159        * quaternions. The array is <code>mNumRotationKeys</code> in size.
160        *
161        * If there are rotation keys, there will also be at least one scaling
162        * and one position key.
163        */
164       aiQuatKey* mRotationKeys;
165 
166 
167       /**
168        * The number of scaling keys.
169        */
170       uint mNumScalingKeys;
171 
172       /**
173        * The scaling keys of this animation channel. Scalings are specified as
174        * 3D vectors. The array is <code>mNumScalingKeys</code> in size.
175        *
176        * If there are scaling keys, there will also be at least one position
177        * and one rotation key.
178        */
179       aiVectorKey* mScalingKeys;
180 
181 
182       /**
183        * Defines how the animation behaves before the first key is encountered.
184        *
185        * The default value is <code>aiAnimBehaviour.DEFAULT</code> (the original
186        * transformation matrix of the affected node is used).
187        */
188       aiAnimBehaviour mPreState;
189 
190       /**
191        * Defines how the animation behaves after the last key was processed.
192        *
193        * The default value is <code>aiAnimBehaviour.DEFAULT</code> (the original
194        * transformation matrix of the affected node is used).
195        */
196       aiAnimBehaviour mPostState;
197    }
198 
199    /**
200     * An animation consists of keyframe data for a number of nodes.
201     *
202     * For each node affected by the animation, a separate series of data is
203     * given.
204     */
205    struct aiAnimation {
206       /**
207        * The name of the animation.
208        *
209        * If the modeling package this data was
210        * exported from does support only a single animation channel, this
211        * name is usually empty (length is zero).
212        */
213       aiString mName;
214 
215       /**
216        * Duration of the animation in ticks.
217        */
218       double mDuration;
219 
220       /**
221        * Ticks per second. 0 if not specified in the imported file.
222        */
223       double mTicksPerSecond;
224 
225       /**
226        * The number of bone animation channels.
227        *
228        * Each channel affects a single node.
229        */
230       uint mNumChannels;
231 
232       /**
233        * The node animation channels. The array is <code>mNumChannels</code>
234        * in size.
235        *
236        * Each channel affects a single node.
237        */
238       aiNodeAnim** mChannels;
239    }
240 }