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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2021, assimp 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 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.
- ---------------------------------------------------------------------------
- */
- /** @file light.h
- * @brief Defines the aiLight data structure
- */
- #pragma once
- #ifndef AI_LIGHT_H_INC
- #define AI_LIGHT_H_INC
- #ifdef __GNUC__
- # pragma GCC system_header
- #endif
- #include <assimp/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() AI_NO_EXCEPT
- : 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
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