vrshoot

annotate libs/assimp/assimp/light.h @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
rev   line source
nuclear@0 1 /*
nuclear@0 2 ---------------------------------------------------------------------------
nuclear@0 3 Open Asset Import Library (assimp)
nuclear@0 4 ---------------------------------------------------------------------------
nuclear@0 5
nuclear@0 6 Copyright (c) 2006-2012, assimp team
nuclear@0 7
nuclear@0 8 All rights reserved.
nuclear@0 9
nuclear@0 10 Redistribution and use of this software in source and binary forms,
nuclear@0 11 with or without modification, are permitted provided that the following
nuclear@0 12 conditions are met:
nuclear@0 13
nuclear@0 14 * Redistributions of source code must retain the above
nuclear@0 15 copyright notice, this list of conditions and the
nuclear@0 16 following disclaimer.
nuclear@0 17
nuclear@0 18 * Redistributions in binary form must reproduce the above
nuclear@0 19 copyright notice, this list of conditions and the
nuclear@0 20 following disclaimer in the documentation and/or other
nuclear@0 21 materials provided with the distribution.
nuclear@0 22
nuclear@0 23 * Neither the name of the assimp team, nor the names of its
nuclear@0 24 contributors may be used to endorse or promote products
nuclear@0 25 derived from this software without specific prior
nuclear@0 26 written permission of the assimp team.
nuclear@0 27
nuclear@0 28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 39 ---------------------------------------------------------------------------
nuclear@0 40 */
nuclear@0 41
nuclear@0 42 /** @file light.h
nuclear@0 43 * @brief Defines the aiLight data structure
nuclear@0 44 */
nuclear@0 45
nuclear@0 46 #ifndef __AI_LIGHT_H_INC__
nuclear@0 47 #define __AI_LIGHT_H_INC__
nuclear@0 48
nuclear@0 49 #include "types.h"
nuclear@0 50
nuclear@0 51 #ifdef __cplusplus
nuclear@0 52 extern "C" {
nuclear@0 53 #endif
nuclear@0 54
nuclear@0 55 // ---------------------------------------------------------------------------
nuclear@0 56 /** Enumerates all supported types of light sources.
nuclear@0 57 */
nuclear@0 58 enum aiLightSourceType
nuclear@0 59 {
nuclear@0 60 aiLightSource_UNDEFINED = 0x0,
nuclear@0 61
nuclear@0 62 //! A directional light source has a well-defined direction
nuclear@0 63 //! but is infinitely far away. That's quite a good
nuclear@0 64 //! approximation for sun light.
nuclear@0 65 aiLightSource_DIRECTIONAL = 0x1,
nuclear@0 66
nuclear@0 67 //! A point light source has a well-defined position
nuclear@0 68 //! in space but no direction - it emits light in all
nuclear@0 69 //! directions. A normal bulb is a point light.
nuclear@0 70 aiLightSource_POINT = 0x2,
nuclear@0 71
nuclear@0 72 //! A spot light source emits light in a specific
nuclear@0 73 //! angle. It has a position and a direction it is pointing to.
nuclear@0 74 //! A good example for a spot light is a light spot in
nuclear@0 75 //! sport arenas.
nuclear@0 76 aiLightSource_SPOT = 0x3,
nuclear@0 77
nuclear@0 78
nuclear@0 79 /** This value is not used. It is just there to force the
nuclear@0 80 * compiler to map this enum to a 32 Bit integer.
nuclear@0 81 */
nuclear@0 82 #ifndef SWIG
nuclear@0 83 _aiLightSource_Force32Bit = INT_MAX
nuclear@0 84 #endif
nuclear@0 85 };
nuclear@0 86
nuclear@0 87 // ---------------------------------------------------------------------------
nuclear@0 88 /** Helper structure to describe a light source.
nuclear@0 89 *
nuclear@0 90 * Assimp supports multiple sorts of light sources, including
nuclear@0 91 * directional, point and spot lights. All of them are defined with just
nuclear@0 92 * a single structure and distinguished by their parameters.
nuclear@0 93 * Note - some file formats (such as 3DS, ASE) export a "target point" -
nuclear@0 94 * the point a spot light is looking at (it can even be animated). Assimp
nuclear@0 95 * writes the target point as a subnode of a spotlights's main node,
nuclear@0 96 * called "<spotName>.Target". However, this is just additional information
nuclear@0 97 * then, the transformation tracks of the main node make the
nuclear@0 98 * spot light already point in the right direction.
nuclear@0 99 */
nuclear@0 100 struct aiLight
nuclear@0 101 {
nuclear@0 102 /** The name of the light source.
nuclear@0 103 *
nuclear@0 104 * There must be a node in the scenegraph with the same name.
nuclear@0 105 * This node specifies the position of the light in the scene
nuclear@0 106 * hierarchy and can be animated.
nuclear@0 107 */
nuclear@0 108 C_STRUCT aiString mName;
nuclear@0 109
nuclear@0 110 /** The type of the light source.
nuclear@0 111 *
nuclear@0 112 * aiLightSource_UNDEFINED is not a valid value for this member.
nuclear@0 113 */
nuclear@0 114 C_ENUM aiLightSourceType mType;
nuclear@0 115
nuclear@0 116 /** Position of the light source in space. Relative to the
nuclear@0 117 * transformation of the node corresponding to the light.
nuclear@0 118 *
nuclear@0 119 * The position is undefined for directional lights.
nuclear@0 120 */
nuclear@0 121 C_STRUCT aiVector3D mPosition;
nuclear@0 122
nuclear@0 123 /** Direction of the light source in space. Relative to the
nuclear@0 124 * transformation of the node corresponding to the light.
nuclear@0 125 *
nuclear@0 126 * The direction is undefined for point lights. The vector
nuclear@0 127 * may be normalized, but it needn't.
nuclear@0 128 */
nuclear@0 129 C_STRUCT aiVector3D mDirection;
nuclear@0 130
nuclear@0 131 /** Constant light attenuation factor.
nuclear@0 132 *
nuclear@0 133 * The intensity of the light source at a given distance 'd' from
nuclear@0 134 * the light's position is
nuclear@0 135 * @code
nuclear@0 136 * Atten = 1/( att0 + att1 * d + att2 * d*d)
nuclear@0 137 * @endcode
nuclear@0 138 * This member corresponds to the att0 variable in the equation.
nuclear@0 139 * Naturally undefined for directional lights.
nuclear@0 140 */
nuclear@0 141 float mAttenuationConstant;
nuclear@0 142
nuclear@0 143 /** Linear light attenuation factor.
nuclear@0 144 *
nuclear@0 145 * The intensity of the light source at a given distance 'd' from
nuclear@0 146 * the light's position is
nuclear@0 147 * @code
nuclear@0 148 * Atten = 1/( att0 + att1 * d + att2 * d*d)
nuclear@0 149 * @endcode
nuclear@0 150 * This member corresponds to the att1 variable in the equation.
nuclear@0 151 * Naturally undefined for directional lights.
nuclear@0 152 */
nuclear@0 153 float mAttenuationLinear;
nuclear@0 154
nuclear@0 155 /** Quadratic light attenuation factor.
nuclear@0 156 *
nuclear@0 157 * The intensity of the light source at a given distance 'd' from
nuclear@0 158 * the light's position is
nuclear@0 159 * @code
nuclear@0 160 * Atten = 1/( att0 + att1 * d + att2 * d*d)
nuclear@0 161 * @endcode
nuclear@0 162 * This member corresponds to the att2 variable in the equation.
nuclear@0 163 * Naturally undefined for directional lights.
nuclear@0 164 */
nuclear@0 165 float mAttenuationQuadratic;
nuclear@0 166
nuclear@0 167 /** Diffuse color of the light source
nuclear@0 168 *
nuclear@0 169 * The diffuse light color is multiplied with the diffuse
nuclear@0 170 * material color to obtain the final color that contributes
nuclear@0 171 * to the diffuse shading term.
nuclear@0 172 */
nuclear@0 173 C_STRUCT aiColor3D mColorDiffuse;
nuclear@0 174
nuclear@0 175 /** Specular color of the light source
nuclear@0 176 *
nuclear@0 177 * The specular light color is multiplied with the specular
nuclear@0 178 * material color to obtain the final color that contributes
nuclear@0 179 * to the specular shading term.
nuclear@0 180 */
nuclear@0 181 C_STRUCT aiColor3D mColorSpecular;
nuclear@0 182
nuclear@0 183 /** Ambient color of the light source
nuclear@0 184 *
nuclear@0 185 * The ambient light color is multiplied with the ambient
nuclear@0 186 * material color to obtain the final color that contributes
nuclear@0 187 * to the ambient shading term. Most renderers will ignore
nuclear@0 188 * this value it, is just a remaining of the fixed-function pipeline
nuclear@0 189 * that is still supported by quite many file formats.
nuclear@0 190 */
nuclear@0 191 C_STRUCT aiColor3D mColorAmbient;
nuclear@0 192
nuclear@0 193 /** Inner angle of a spot light's light cone.
nuclear@0 194 *
nuclear@0 195 * The spot light has maximum influence on objects inside this
nuclear@0 196 * angle. The angle is given in radians. It is 2PI for point
nuclear@0 197 * lights and undefined for directional lights.
nuclear@0 198 */
nuclear@0 199 float mAngleInnerCone;
nuclear@0 200
nuclear@0 201 /** Outer angle of a spot light's light cone.
nuclear@0 202 *
nuclear@0 203 * The spot light does not affect objects outside this angle.
nuclear@0 204 * The angle is given in radians. It is 2PI for point lights and
nuclear@0 205 * undefined for directional lights. The outer angle must be
nuclear@0 206 * greater than or equal to the inner angle.
nuclear@0 207 * It is assumed that the application uses a smooth
nuclear@0 208 * interpolation between the inner and the outer cone of the
nuclear@0 209 * spot light.
nuclear@0 210 */
nuclear@0 211 float mAngleOuterCone;
nuclear@0 212
nuclear@0 213 #ifdef __cplusplus
nuclear@0 214
nuclear@0 215 aiLight()
nuclear@0 216 : mType (aiLightSource_UNDEFINED)
nuclear@0 217 , mAttenuationConstant (0.f)
nuclear@0 218 , mAttenuationLinear (1.f)
nuclear@0 219 , mAttenuationQuadratic (0.f)
nuclear@0 220 , mAngleInnerCone ((float)AI_MATH_TWO_PI)
nuclear@0 221 , mAngleOuterCone ((float)AI_MATH_TWO_PI)
nuclear@0 222 {
nuclear@0 223 }
nuclear@0 224
nuclear@0 225 #endif
nuclear@0 226 };
nuclear@0 227
nuclear@0 228 #ifdef __cplusplus
nuclear@0 229 }
nuclear@0 230 #endif
nuclear@0 231
nuclear@0 232
nuclear@0 233 #endif // !! __AI_LIGHT_H_INC__