216 lines
7.5 KiB
D
216 lines
7.5 KiB
D
/*
|
||
---------------------------------------------------------------------------
|
||
Open Asset Import Library (ASSIMP)
|
||
---------------------------------------------------------------------------
|
||
|
||
Copyright (c) 2006-2009, 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;
|
||
}
|
||
}
|