Added modified aiLight data structure
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@179 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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@ -42,8 +42,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/** @file Defines the aiLight data structure
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/** @file Defines the aiLight data structure
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*/
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*/
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#ifndef AI_TEXTURE_H_INC
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#ifndef __AI_LIGHT_H_INC__
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#define AI_TEXTURE_H_INC
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#define __AI_LIGHT_H_INC__
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#include "aiTypes.h"
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#include "aiTypes.h"
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@ -57,8 +57,19 @@ extern "C" {
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enum aiLightSourceType
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enum aiLightSourceType
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{
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{
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aiLightSource_UNDEFINED = 0x0,
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aiLightSource_UNDEFINED = 0x0,
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//! A directional light source has a well-defined direction
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//! but is infinitely far away. That's quite a good
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//! approximation for sun light.
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aiLightSource_DIRECTIONAL = 0x1,
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aiLightSource_DIRECTIONAL = 0x1,
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//! A point light source has a well-defined position
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//! in space but no direction - it emmits light in all
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//! directions. A normal bulb is a point light.
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aiLightSource_POINT = 0x2,
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aiLightSource_POINT = 0x2,
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//! A spot light source emmits light in a specific
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//! angle. It has a position and a direction it is pointing to.
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aiLightSource_SPOT = 0x3
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aiLightSource_SPOT = 0x3
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};
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};
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@ -67,13 +78,15 @@ enum aiLightSourceType
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*
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*
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* Assimp supports multiple sorts of light sources, including
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* Assimp supports multiple sorts of light sources, including
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* directional, point and spot lights. All of them are defined with just
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* directional, point and spot lights. All of them are defined with just
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* a single structure.
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* a single structure and distinguished by their parameters.
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*/
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*/
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struct aiLight
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struct aiLight
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{
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{
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/** The name of the light sources.
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/** The name of the light sources.
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*
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*
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* By this name it is referenced by a node in the scene graph.
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* There must be a node in the scenegraph with the same name.
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* This node specifies the position of the light in the scene
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* hierarchy and can be animated.
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*/
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*/
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aiString mName;
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aiString mName;
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@ -81,17 +94,91 @@ struct aiLight
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*/
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*/
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aiLightSourceType mType;
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aiLightSourceType mType;
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aiMatrix4x4 mLocalTransform;
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/** Position of the light source in space. Relative to the
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* node corresponding to the light.
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*
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* The position is undefined for directional lights.
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*/
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aiVector3D mPosition;
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/** Direction of the light source in space. Relative to the
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* node corresponding to the light.
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*
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* The direction is undefined for point lights.
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*/
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aiVector3D mDirection;
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/** Constant light attenuation factor.
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*
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* The intensity of the light source at a given distance 'd' from
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* the light's position is
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* @code
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* Atten = 1/( att0 + att1 * d + att2 * d*d)
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* @endcode
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* This member corresponds to the att01 variable in the equation.
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*/
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float mAttenuationConstant;
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float mAttenuationConstant;
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/** Linear light attenuation factor.
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*
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* The intensity of the light source at a given distance 'd' from
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* the light's position is
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* @code
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* Atten = 1/( att0 + att1 * d + att2 * d*d)
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* @endcode
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* This member corresponds to the att02 variable in the equation.
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*/
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float mAttenuationLinear;
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float mAttenuationLinear;
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/** Quadratic light attenuation factor.
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*
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* The intensity of the light source at a given distance 'd' from
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* the light's position is
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* @code
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* Atten = 1/( att0 + att1 * d + att2 * d*d)
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* @endcode
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* This member corresponds to the att03 variable in the equation.
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*/
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float mAttenuationQuadratic;
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float mAttenuationQuadratic;
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/** Diffuse color of the light source
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*
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* The color has no alpha component which wouldn't make
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* sense for light sources.
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*/
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aiColor3D mColorDiffuse;
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aiColor3D mColorDiffuse;
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/** Specular color of the light source
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*
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* The color has no alpha component which wouldn't make
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* sense for light sources.
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*/
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aiColor3D mColorSpecular;
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aiColor3D mColorSpecular;
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/** Ambient color of the light source
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*
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* The color has no alpha component which wouldn't make
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* sense for light sources.
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*/
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aiColor3D mColorAmbient;
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aiColor3D mColorAmbient;
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/** Inner angle of a spot light's light cone.
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*
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* The spot light has maximum influence on objects inside this
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* angle. The angle is given in radians. It is 2PI for point
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* lights and undefined for directional lights.
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*/
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float mAngleOuterCone;
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float mAngleOuterCone;
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/** Outer angle of a spot light's light cone.
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*
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* The spot light does not affect objects outside this angle.
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* The angle is given in radians. It is 2PI for point lights and
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* undefined for directional lights.
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* It is assumed that the application uses a smooth
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* interpolation between the inner and the outer cone of the
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* spot light.
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*/
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float mAngleInnerCone;
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float mAngleInnerCone;
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#ifdef __cplusplus
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#ifdef __cplusplus
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@ -101,8 +188,8 @@ struct aiLight
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, mAttenuationConstant (0.f)
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, mAttenuationConstant (0.f)
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, mAttenuationLinear (1.f)
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, mAttenuationLinear (1.f)
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, mAttenuationQuadratic (0.f)
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, mAttenuationQuadratic (0.f)
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, mAngleOuterCone (AI_MATH_TWO_PI)
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, mAngleOuterCone ((float)AI_MATH_TWO_PI)
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, mAngleInnerCone (AI_MATH_TWO_PI)
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, mAngleInnerCone ((float)AI_MATH_TWO_PI)
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{
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{
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}
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}
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@ -114,4 +201,4 @@ struct aiLight
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#endif
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#endif
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#endif
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#endif // !! __AI_LIGHT_H_INC__
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