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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/port/dAssimp/assimp/light.d
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2020, ASSIMP Development 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 Development 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.
----------------------------------------------------------------------------
-*/
-
-/**
- * Contains the data structures which are used to store the imported information
- * about the light sources in the scene.
- */
-module assimp.light;
-
-import assimp.math;
-import assimp.types;
-
-extern ( C ) {
- /**
- * Enumerates all supported types of light sources.
- */
- enum aiLightSourceType : uint {
- 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.
- */
- 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.
- */
- 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.
- */
- SPOT = 0x3
- }
-
- /**
- * 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
- * <code>[spotName].Target</code>. 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 scenehierarchy and can be
- * animated.
- */
- aiString mName;
-
- /**
- * The type of the light source.
- *
- * <code>aiLightSource.UNDEFINED</code> is not a valid value for this
- * member.
- */
- 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.
- */
- 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.
- */
- aiVector3D mDirection;
-
- /**
- * Constant light attenuation factor.
- *
- * The intensity of the light source at a given distance
- * <code>d</code> from the light's position is
- * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
- * corresponds to the <code>att0</code> 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
- * <code>d</code> from the light's position is
- * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
- * corresponds to the <code>att1</code> 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
- * <code>d</code> from the light's position is
- * <code>1/( att0 + att1 * d + att2 * d * d )</code>. This member
- * corresponds to the <code>att2</code> 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.
- */
- 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.
- */
- 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.
- */
- 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;
- }
-}