diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:54 -0500 |
commit | 8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch) | |
tree | 52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/include/assimp/light.h | |
parent | db81b925d776103326128bf629cbdda576a223e7 (diff) |
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/include/assimp/light.h')
-rw-r--r-- | src/mesh/assimp-master/include/assimp/light.h | 258 |
1 files changed, 0 insertions, 258 deletions
diff --git a/src/mesh/assimp-master/include/assimp/light.h b/src/mesh/assimp-master/include/assimp/light.h deleted file mode 100644 index 3331997..0000000 --- a/src/mesh/assimp-master/include/assimp/light.h +++ /dev/null @@ -1,258 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, 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 sub-node of a spot-lights'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 scene-graph 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 |