| /* |
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| Open Asset Import Library (assimp) |
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| Copyright (c) 2006-2017, assimp team |
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| */ |
| |
| /** @file light.h |
| * @brief Defines the aiLight data structure |
| */ |
| |
| #pragma once |
| #ifndef AI_LIGHT_H_INC |
| #define AI_LIGHT_H_INC |
| |
| #include "types.h" |
| |
| #ifdef __cplusplus |
| extern "C" { |
| #endif |
| |
| // --------------------------------------------------------------------------- |
| /** Enumerates all supported types of light sources. |
| */ |
| enum aiLightSourceType |
| { |
| aiLightSource_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. |
| aiLightSource_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. |
| aiLightSource_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. |
| aiLightSource_SPOT = 0x3, |
| |
| //! The generic light level of the world, including the bounces |
| //! of all other light sources. |
| //! Typically, there's at most one ambient light in a scene. |
| //! This light type doesn't have a valid position, direction, or |
| //! other properties, just a color. |
| aiLightSource_AMBIENT = 0x4, |
| |
| //! An area light is a rectangle with predefined size that uniformly |
| //! emits light from one of its sides. The position is center of the |
| //! rectangle and direction is its normal vector. |
| aiLightSource_AREA = 0x5, |
| |
| /** This value is not used. It is just there to force the |
| * compiler to map this enum to a 32 Bit integer. |
| */ |
| #ifndef SWIG |
| _aiLightSource_Force32Bit = INT_MAX |
| #endif |
| }; |
| |
| // --------------------------------------------------------------------------- |
| /** 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 "<spotName>.Target". 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 scene |
| * hierarchy and can be animated. |
| */ |
| C_STRUCT aiString mName; |
| |
| /** The type of the light source. |
| * |
| * aiLightSource_UNDEFINED is not a valid value for this member. |
| */ |
| C_ENUM 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. |
| */ |
| C_STRUCT 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. |
| */ |
| C_STRUCT aiVector3D mDirection; |
| |
| /** Up 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. |
| */ |
| C_STRUCT aiVector3D mUp; |
| |
| /** Constant light attenuation factor. |
| * |
| * The intensity of the light source at a given distance 'd' from |
| * the light's position is |
| * @code |
| * Atten = 1/( att0 + att1 * d + att2 * d*d) |
| * @endcode |
| * This member corresponds to the att0 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 'd' from |
| * the light's position is |
| * @code |
| * Atten = 1/( att0 + att1 * d + att2 * d*d) |
| * @endcode |
| * This member corresponds to the att1 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 'd' from |
| * the light's position is |
| * @code |
| * Atten = 1/( att0 + att1 * d + att2 * d*d) |
| * @endcode |
| * This member corresponds to the att2 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. |
| */ |
| C_STRUCT 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. |
| */ |
| C_STRUCT 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. |
| */ |
| C_STRUCT 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; |
| |
| /** Size of area light source. */ |
| C_STRUCT aiVector2D mSize; |
| |
| #ifdef __cplusplus |
| |
| aiLight() |
| : mType (aiLightSource_UNDEFINED) |
| , mAttenuationConstant (0.f) |
| , mAttenuationLinear (1.f) |
| , mAttenuationQuadratic (0.f) |
| , mAngleInnerCone ((float)AI_MATH_TWO_PI) |
| , mAngleOuterCone ((float)AI_MATH_TWO_PI) |
| , mSize (0.f, 0.f) |
| { |
| } |
| |
| #endif |
| }; |
| |
| #ifdef __cplusplus |
| } |
| #endif |
| |
| |
| #endif // !! AI_LIGHT_H_INC |