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+/*
+---------------------------------------------------------------------------
+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