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Helper structure to describe a light source. More...
#include <light.h>
Public Attributes | |
C_STRUCT aiString | mName |
The name of the light source. More... | |
C_ENUM aiLightSourceType | mType |
The type of the light source. More... | |
C_STRUCT aiVector3D | mPosition |
Position of the light source in space. More... | |
C_STRUCT aiVector3D | mDirection |
Direction of the light source in space. More... | |
float | mAttenuationConstant |
Constant light attenuation factor. More... | |
float | mAttenuationLinear |
Linear light attenuation factor. More... | |
float | mAttenuationQuadratic |
Quadratic light attenuation factor. More... | |
C_STRUCT aiColor3D | mColorDiffuse |
Diffuse color of the light source. More... | |
C_STRUCT aiColor3D | mColorSpecular |
Specular color of the light source. More... | |
C_STRUCT aiColor3D | mColorAmbient |
Ambient color of the light source. More... | |
float | mAngleInnerCone |
Inner angle of a spot light's light cone. More... | |
float | mAngleOuterCone |
Outer angle of a spot light's light cone. More... | |
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 "<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.
float aiLight::mAngleInnerCone |
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 aiLight::mAngleOuterCone |
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 aiLight::mAttenuationConstant |
Constant light attenuation factor.
The intensity of the light source at a given distance 'd' from the light's position is
This member corresponds to the att0 variable in the equation. Naturally undefined for directional lights.
float aiLight::mAttenuationLinear |
Linear light attenuation factor.
The intensity of the light source at a given distance 'd' from the light's position is
This member corresponds to the att1 variable in the equation. Naturally undefined for directional lights.
float aiLight::mAttenuationQuadratic |
Quadratic light attenuation factor.
The intensity of the light source at a given distance 'd' from the light's position is
This member corresponds to the att2 variable in the equation. Naturally undefined for directional lights.
C_STRUCT aiColor3D aiLight::mColorAmbient |
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 aiLight::mColorDiffuse |
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 aiLight::mColorSpecular |
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 aiVector3D aiLight::mDirection |
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 aiString aiLight::mName |
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 scene hierarchy and can be animated.
C_STRUCT aiVector3D aiLight::mPosition |
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_ENUM aiLightSourceType aiLight::mType |
The type of the light source.
aiLightSource_UNDEFINED is not a valid value for this member.