vrshoot

diff 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
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/assimp/light.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,233 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2012, assimp team
    1.10 +
    1.11 +All rights reserved.
    1.12 +
    1.13 +Redistribution and use of this software in source and binary forms, 
    1.14 +with or without modification, are permitted provided that the following 
    1.15 +conditions are met:
    1.16 +
    1.17 +* Redistributions of source code must retain the above
    1.18 +  copyright notice, this list of conditions and the
    1.19 +  following disclaimer.
    1.20 +
    1.21 +* Redistributions in binary form must reproduce the above
    1.22 +  copyright notice, this list of conditions and the
    1.23 +  following disclaimer in the documentation and/or other
    1.24 +  materials provided with the distribution.
    1.25 +
    1.26 +* Neither the name of the assimp team, nor the names of its
    1.27 +  contributors may be used to endorse or promote products
    1.28 +  derived from this software without specific prior
    1.29 +  written permission of the assimp team.
    1.30 +
    1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.42 +---------------------------------------------------------------------------
    1.43 +*/
    1.44 +
    1.45 +/** @file light.h
    1.46 + *  @brief Defines the aiLight data structure
    1.47 + */
    1.48 +
    1.49 +#ifndef __AI_LIGHT_H_INC__
    1.50 +#define __AI_LIGHT_H_INC__
    1.51 +
    1.52 +#include "types.h"
    1.53 +
    1.54 +#ifdef __cplusplus
    1.55 +extern "C" {
    1.56 +#endif
    1.57 +
    1.58 +// ---------------------------------------------------------------------------
    1.59 +/** Enumerates all supported types of light sources.
    1.60 + */
    1.61 +enum aiLightSourceType
    1.62 +{
    1.63 +	aiLightSource_UNDEFINED     = 0x0,
    1.64 +
    1.65 +	//! A directional light source has a well-defined direction
    1.66 +	//! but is infinitely far away. That's quite a good 
    1.67 +	//! approximation for sun light.
    1.68 +	aiLightSource_DIRECTIONAL   = 0x1,
    1.69 +
    1.70 +	//! A point light source has a well-defined position
    1.71 +	//! in space but no direction - it emits light in all
    1.72 +	//! directions. A normal bulb is a point light.
    1.73 +	aiLightSource_POINT         = 0x2,
    1.74 +
    1.75 +	//! A spot light source emits light in a specific 
    1.76 +	//! angle. It has a position and a direction it is pointing to.
    1.77 +	//! A good example for a spot light is a light spot in
    1.78 +	//! sport arenas.
    1.79 +	aiLightSource_SPOT          = 0x3,
    1.80 +
    1.81 +
    1.82 +	/** This value is not used. It is just there to force the
    1.83 +	 *  compiler to map this enum to a 32 Bit integer.
    1.84 +	 */
    1.85 +#ifndef SWIG
    1.86 +	_aiLightSource_Force32Bit = INT_MAX
    1.87 +#endif
    1.88 +};
    1.89 +
    1.90 +// ---------------------------------------------------------------------------
    1.91 +/** Helper structure to describe a light source.
    1.92 + *
    1.93 + *  Assimp supports multiple sorts of light sources, including
    1.94 + *  directional, point and spot lights. All of them are defined with just
    1.95 + *  a single structure and distinguished by their parameters.
    1.96 + *  Note - some file formats (such as 3DS, ASE) export a "target point" -
    1.97 + *  the point a spot light is looking at (it can even be animated). Assimp
    1.98 + *  writes the target point as a subnode of a spotlights's main node,
    1.99 + *  called "<spotName>.Target". However, this is just additional information
   1.100 + *  then, the transformation tracks of the main node make the
   1.101 + *  spot light already point in the right direction.
   1.102 +*/
   1.103 +struct aiLight
   1.104 +{
   1.105 +	/** The name of the light source.
   1.106 +	 *
   1.107 +	 *  There must be a node in the scenegraph with the same name.
   1.108 +	 *  This node specifies the position of the light in the scene
   1.109 +	 *  hierarchy and can be animated.
   1.110 +	 */
   1.111 +	C_STRUCT aiString mName;
   1.112 +
   1.113 +	/** The type of the light source.
   1.114 + 	 *
   1.115 +	 * aiLightSource_UNDEFINED is not a valid value for this member.
   1.116 +	 */
   1.117 +	C_ENUM aiLightSourceType mType;
   1.118 +
   1.119 +	/** Position of the light source in space. Relative to the
   1.120 +	 *  transformation of the node corresponding to the light.
   1.121 +	 *
   1.122 +	 *  The position is undefined for directional lights.
   1.123 +	 */
   1.124 +	C_STRUCT aiVector3D mPosition;
   1.125 +
   1.126 +	/** Direction of the light source in space. Relative to the
   1.127 +	 *  transformation of the node corresponding to the light.
   1.128 +	 *
   1.129 +	 *  The direction is undefined for point lights. The vector
   1.130 +	 *  may be normalized, but it needn't.
   1.131 +	 */
   1.132 +	C_STRUCT aiVector3D mDirection;
   1.133 +
   1.134 +	/** Constant light attenuation factor. 
   1.135 +	 *
   1.136 +	 *  The intensity of the light source at a given distance 'd' from
   1.137 +	 *  the light's position is
   1.138 +	 *  @code
   1.139 +	 *  Atten = 1/( att0 + att1 * d + att2 * d*d)
   1.140 +	 *  @endcode
   1.141 +	 *  This member corresponds to the att0 variable in the equation.
   1.142 +	 *  Naturally undefined for directional lights.
   1.143 +	 */
   1.144 +	float mAttenuationConstant;
   1.145 +
   1.146 +	/** Linear light attenuation factor. 
   1.147 +	 *
   1.148 +	 *  The intensity of the light source at a given distance 'd' from
   1.149 +	 *  the light's position is
   1.150 +	 *  @code
   1.151 +	 *  Atten = 1/( att0 + att1 * d + att2 * d*d)
   1.152 +	 *  @endcode
   1.153 +	 *  This member corresponds to the att1 variable in the equation.
   1.154 +	 *  Naturally undefined for directional lights.
   1.155 +	 */
   1.156 +	float mAttenuationLinear;
   1.157 +
   1.158 +	/** Quadratic light attenuation factor. 
   1.159 +	 *  
   1.160 +	 *  The intensity of the light source at a given distance 'd' from
   1.161 +	 *  the light's position is
   1.162 +	 *  @code
   1.163 +	 *  Atten = 1/( att0 + att1 * d + att2 * d*d)
   1.164 +	 *  @endcode
   1.165 +	 *  This member corresponds to the att2 variable in the equation.
   1.166 +	 *  Naturally undefined for directional lights.
   1.167 +	 */
   1.168 +	float mAttenuationQuadratic;
   1.169 +
   1.170 +	/** Diffuse color of the light source
   1.171 +	 *
   1.172 +	 *  The diffuse light color is multiplied with the diffuse 
   1.173 +	 *  material color to obtain the final color that contributes
   1.174 +	 *  to the diffuse shading term.
   1.175 +	 */
   1.176 +	C_STRUCT aiColor3D mColorDiffuse;
   1.177 +
   1.178 +	/** Specular color of the light source
   1.179 +	 *
   1.180 +	 *  The specular light color is multiplied with the specular
   1.181 +	 *  material color to obtain the final color that contributes
   1.182 +	 *  to the specular shading term.
   1.183 +	 */
   1.184 +	C_STRUCT aiColor3D mColorSpecular;
   1.185 +
   1.186 +	/** Ambient color of the light source
   1.187 +	 *
   1.188 +	 *  The ambient light color is multiplied with the ambient
   1.189 +	 *  material color to obtain the final color that contributes
   1.190 +	 *  to the ambient shading term. Most renderers will ignore
   1.191 +	 *  this value it, is just a remaining of the fixed-function pipeline
   1.192 +	 *  that is still supported by quite many file formats.
   1.193 +	 */
   1.194 +	C_STRUCT aiColor3D mColorAmbient;
   1.195 +
   1.196 +	/** Inner angle of a spot light's light cone.
   1.197 +	 *
   1.198 +	 *  The spot light has maximum influence on objects inside this
   1.199 +	 *  angle. The angle is given in radians. It is 2PI for point 
   1.200 +	 *  lights and undefined for directional lights.
   1.201 +	 */
   1.202 +	float mAngleInnerCone;
   1.203 +
   1.204 +	/** Outer angle of a spot light's light cone.
   1.205 +	 *
   1.206 +	 *  The spot light does not affect objects outside this angle.
   1.207 +	 *  The angle is given in radians. It is 2PI for point lights and 
   1.208 +	 *  undefined for directional lights. The outer angle must be
   1.209 +	 *  greater than or equal to the inner angle.
   1.210 +	 *  It is assumed that the application uses a smooth
   1.211 +	 *  interpolation between the inner and the outer cone of the
   1.212 +	 *  spot light. 
   1.213 +	 */
   1.214 +	float mAngleOuterCone;
   1.215 +
   1.216 +#ifdef __cplusplus
   1.217 +
   1.218 +	aiLight()
   1.219 +		:	mType                 (aiLightSource_UNDEFINED)
   1.220 +		,	mAttenuationConstant  (0.f)
   1.221 +		,   mAttenuationLinear    (1.f)
   1.222 +		,   mAttenuationQuadratic (0.f)
   1.223 +		,	mAngleInnerCone       ((float)AI_MATH_TWO_PI)
   1.224 +		,	mAngleOuterCone       ((float)AI_MATH_TWO_PI)
   1.225 +	{
   1.226 +	}
   1.227 +
   1.228 +#endif
   1.229 +};
   1.230 +
   1.231 +#ifdef __cplusplus
   1.232 +}
   1.233 +#endif
   1.234 +
   1.235 +
   1.236 +#endif // !! __AI_LIGHT_H_INC__