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File indexing completed on 2025-02-21 09:30:08
0001 /* 0002 --------------------------------------------------------------------------- 0003 Open Asset Import Library (assimp) 0004 --------------------------------------------------------------------------- 0005 0006 Copyright (c) 2006-2024, assimp team 0007 0008 All rights reserved. 0009 0010 Redistribution and use of this software in source and binary forms, 0011 with or without modification, are permitted provided that the following 0012 conditions are met: 0013 0014 * Redistributions of source code must retain the above 0015 copyright notice, this list of conditions and the 0016 following disclaimer. 0017 0018 * Redistributions in binary form must reproduce the above 0019 copyright notice, this list of conditions and the 0020 following disclaimer in the documentation and/or other 0021 materials provided with the distribution. 0022 0023 * Neither the name of the assimp team, nor the names of its 0024 contributors may be used to endorse or promote products 0025 derived from this software without specific prior 0026 written permission of the assimp team. 0027 0028 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 0029 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 0030 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 0031 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 0032 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 0033 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 0034 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 0035 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 0036 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 0037 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 0038 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 0039 --------------------------------------------------------------------------- 0040 */ 0041 0042 /** @file light.h 0043 * @brief Defines the aiLight data structure 0044 */ 0045 0046 #pragma once 0047 #ifndef AI_LIGHT_H_INC 0048 #define AI_LIGHT_H_INC 0049 0050 #ifdef __GNUC__ 0051 # pragma GCC system_header 0052 #endif 0053 0054 #include <assimp/types.h> 0055 0056 #ifdef __cplusplus 0057 extern "C" { 0058 #endif 0059 0060 // --------------------------------------------------------------------------- 0061 /** Enumerates all supported types of light sources. 0062 */ 0063 enum aiLightSourceType { 0064 aiLightSource_UNDEFINED = 0x0, 0065 0066 //! A directional light source has a well-defined direction 0067 //! but is infinitely far away. That's quite a good 0068 //! approximation for sun light. 0069 aiLightSource_DIRECTIONAL = 0x1, 0070 0071 //! A point light source has a well-defined position 0072 //! in space but no direction - it emits light in all 0073 //! directions. A normal bulb is a point light. 0074 aiLightSource_POINT = 0x2, 0075 0076 //! A spot light source emits light in a specific 0077 //! angle. It has a position and a direction it is pointing to. 0078 //! A good example for a spot light is a light spot in 0079 //! sport arenas. 0080 aiLightSource_SPOT = 0x3, 0081 0082 //! The generic light level of the world, including the bounces 0083 //! of all other light sources. 0084 //! Typically, there's at most one ambient light in a scene. 0085 //! This light type doesn't have a valid position, direction, or 0086 //! other properties, just a color. 0087 aiLightSource_AMBIENT = 0x4, 0088 0089 //! An area light is a rectangle with predefined size that uniformly 0090 //! emits light from one of its sides. The position is center of the 0091 //! rectangle and direction is its normal vector. 0092 aiLightSource_AREA = 0x5, 0093 0094 /** This value is not used. It is just there to force the 0095 * compiler to map this enum to a 32 Bit integer. 0096 */ 0097 #ifndef SWIG 0098 _aiLightSource_Force32Bit = INT_MAX 0099 #endif 0100 }; 0101 0102 // --------------------------------------------------------------------------- 0103 /** Helper structure to describe a light source. 0104 * 0105 * Assimp supports multiple sorts of light sources, including 0106 * directional, point and spot lights. All of them are defined with just 0107 * a single structure and distinguished by their parameters. 0108 * Note - some file formats (such as 3DS, ASE) export a "target point" - 0109 * the point a spot light is looking at (it can even be animated). Assimp 0110 * writes the target point as a sub-node of a spot-lights's main node, 0111 * called "<spotName>.Target". However, this is just additional information 0112 * then, the transformation tracks of the main node make the 0113 * spot light already point in the right direction. 0114 */ 0115 struct aiLight { 0116 /** The name of the light source. 0117 * 0118 * There must be a node in the scene-graph with the same name. 0119 * This node specifies the position of the light in the scene 0120 * hierarchy and can be animated. 0121 */ 0122 C_STRUCT aiString mName; 0123 0124 /** The type of the light source. 0125 * 0126 * aiLightSource_UNDEFINED is not a valid value for this member. 0127 */ 0128 C_ENUM aiLightSourceType mType; 0129 0130 /** Position of the light source in space. Relative to the 0131 * transformation of the node corresponding to the light. 0132 * 0133 * The position is undefined for directional lights. 0134 */ 0135 C_STRUCT aiVector3D mPosition; 0136 0137 /** Direction of the light source in space. Relative to the 0138 * transformation of the node corresponding to the light. 0139 * 0140 * The direction is undefined for point lights. The vector 0141 * may be normalized, but it needn't. 0142 */ 0143 C_STRUCT aiVector3D mDirection; 0144 0145 /** Up direction of the light source in space. Relative to the 0146 * transformation of the node corresponding to the light. 0147 * 0148 * The direction is undefined for point lights. The vector 0149 * may be normalized, but it needn't. 0150 */ 0151 C_STRUCT aiVector3D mUp; 0152 0153 /** Constant light attenuation factor. 0154 * 0155 * The intensity of the light source at a given distance 'd' from 0156 * the light's position is 0157 * @code 0158 * Atten = 1/( att0 + att1 * d + att2 * d*d) 0159 * @endcode 0160 * This member corresponds to the att0 variable in the equation. 0161 * Naturally undefined for directional lights. 0162 */ 0163 float mAttenuationConstant; 0164 0165 /** Linear light attenuation factor. 0166 * 0167 * The intensity of the light source at a given distance 'd' from 0168 * the light's position is 0169 * @code 0170 * Atten = 1/( att0 + att1 * d + att2 * d*d) 0171 * @endcode 0172 * This member corresponds to the att1 variable in the equation. 0173 * Naturally undefined for directional lights. 0174 */ 0175 float mAttenuationLinear; 0176 0177 /** Quadratic light attenuation factor. 0178 * 0179 * The intensity of the light source at a given distance 'd' from 0180 * the light's position is 0181 * @code 0182 * Atten = 1/( att0 + att1 * d + att2 * d*d) 0183 * @endcode 0184 * This member corresponds to the att2 variable in the equation. 0185 * Naturally undefined for directional lights. 0186 */ 0187 float mAttenuationQuadratic; 0188 0189 /** Diffuse color of the light source 0190 * 0191 * The diffuse light color is multiplied with the diffuse 0192 * material color to obtain the final color that contributes 0193 * to the diffuse shading term. 0194 */ 0195 C_STRUCT aiColor3D mColorDiffuse; 0196 0197 /** Specular color of the light source 0198 * 0199 * The specular light color is multiplied with the specular 0200 * material color to obtain the final color that contributes 0201 * to the specular shading term. 0202 */ 0203 C_STRUCT aiColor3D mColorSpecular; 0204 0205 /** Ambient color of the light source 0206 * 0207 * The ambient light color is multiplied with the ambient 0208 * material color to obtain the final color that contributes 0209 * to the ambient shading term. Most renderers will ignore 0210 * this value it, is just a remaining of the fixed-function pipeline 0211 * that is still supported by quite many file formats. 0212 */ 0213 C_STRUCT aiColor3D mColorAmbient; 0214 0215 /** Inner angle of a spot light's light cone. 0216 * 0217 * The spot light has maximum influence on objects inside this 0218 * angle. The angle is given in radians. It is 2PI for point 0219 * lights and undefined for directional lights. 0220 */ 0221 float mAngleInnerCone; 0222 0223 /** Outer angle of a spot light's light cone. 0224 * 0225 * The spot light does not affect objects outside this angle. 0226 * The angle is given in radians. It is 2PI for point lights and 0227 * undefined for directional lights. The outer angle must be 0228 * greater than or equal to the inner angle. 0229 * It is assumed that the application uses a smooth 0230 * interpolation between the inner and the outer cone of the 0231 * spot light. 0232 */ 0233 float mAngleOuterCone; 0234 0235 /** Size of area light source. */ 0236 C_STRUCT aiVector2D mSize; 0237 0238 #ifdef __cplusplus 0239 0240 aiLight() AI_NO_EXCEPT 0241 : mType (aiLightSource_UNDEFINED) 0242 , mAttenuationConstant (0.f) 0243 , mAttenuationLinear (1.f) 0244 , mAttenuationQuadratic (0.f) 0245 , mAngleInnerCone ((float)AI_MATH_TWO_PI) 0246 , mAngleOuterCone ((float)AI_MATH_TWO_PI) 0247 , mSize (0.f, 0.f) 0248 { 0249 } 0250 0251 #endif 0252 }; 0253 0254 #ifdef __cplusplus 0255 } 0256 #endif 0257 0258 #endif // !! AI_LIGHT_H_INC
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