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Diffstat (limited to 'src/mesh/assimp-master/port/dAssimp/assimp/light.d')
-rw-r--r-- | src/mesh/assimp-master/port/dAssimp/assimp/light.d | 215 |
1 files changed, 0 insertions, 215 deletions
diff --git a/src/mesh/assimp-master/port/dAssimp/assimp/light.d b/src/mesh/assimp-master/port/dAssimp/assimp/light.d deleted file mode 100644 index 0842d67..0000000 --- a/src/mesh/assimp-master/port/dAssimp/assimp/light.d +++ /dev/null @@ -1,215 +0,0 @@ -/* ---------------------------------------------------------------------------- -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; - } -} |