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Light.go
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Light.go
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package assimp
//#cgo linux LDFLAGS: -L/usr/local/lib -lassimp -lstdc++
//#include <assimp/light.h>
import "C"
import "math"
type LightSourceType C.enum_aiLightSourceType
const (
LightSource_Undefined LightSourceType = C.aiLightSource_UNDEFINED
LightSource_Directional LightSourceType = C.aiLightSource_DIRECTIONAL
LightSource_Point LightSourceType = C.aiLightSource_POINT
LightSource_Spot LightSourceType = C.aiLightSource_SPOT
)
type Light C.struct_aiLight
func (l *Light) Name() string {
return C.GoStringN(&l.mName.data[0], C.int(l.mName.length))
}
func (l *Light) Type() LightSourceType {
return LightSourceType(l.mType)
}
func (l *Light) Position() Vector3 {
return Vector3(l.mPosition)
}
func (l *Light) Direction() Vector3 {
return Vector3(l.mDirection)
}
func (l *Light) AttenuationConstant() float32 {
return float32(l.mAttenuationConstant)
}
func (l *Light) AttenuationLinear() float32 {
return float32(l.mAttenuationLinear)
}
func (l *Light) AttenuationQuadratic() float32 {
return float32(l.mAttenuationQuadratic)
}
func (l *Light) ColorDiffuse() Color3 {
return Color3(l.mColorDiffuse)
}
func (l *Light) ColorSpecular() Color3 {
return Color3(l.mColorSpecular)
}
func (l *Light) ColorAmbient() Color3 {
return Color3(l.mColorAmbient)
}
func (l *Light) AngleInnerCone() float32 {
return float32(l.mAngleInnerCone)
}
func (l *Light) AngleOuterCone() float32 {
return float32(l.mAngleOuterCone)
}
func NewLight() *Light {
l := new(Light)
l.mAttenuationConstant = 0
l.mAttenuationLinear = 1
l.mAttenuationQuadratic = 0
l.mAngleInnerCone = math.Pi * 2
l.mAngleOuterCone = math.Pi * 2
return l
}