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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/X3D/X3DImporter_Light.cpp
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/X3D/X3DImporter_Light.cpp')
-rw-r--r--libs/assimp/code/AssetLib/X3D/X3DImporter_Light.cpp270
1 files changed, 270 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/X3D/X3DImporter_Light.cpp b/libs/assimp/code/AssetLib/X3D/X3DImporter_Light.cpp
new file mode 100644
index 0000000..f1ed5e4
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+++ b/libs/assimp/code/AssetLib/X3D/X3DImporter_Light.cpp
@@ -0,0 +1,270 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp 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 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.
+
+----------------------------------------------------------------------
+*/
+/// \file X3DImporter_Light.cpp
+/// \brief Parsing data from nodes of "Lighting" set of X3D.
+/// date 2015-2016
+/// author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "X3DXmlHelper.h"
+#include <assimp/StringUtils.h>
+
+namespace Assimp {
+
+// <DirectionalLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// direction="0 0 -1" SFVec3f [inputOutput]
+// global="false" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// on="true" SFBool [inputOutput]
+// />
+void X3DImporter::readDirectionalLight(XmlNode &node) {
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiColor3D color(1, 1, 1);
+ aiVector3D direction(0, 0, -1);
+ bool global = false;
+ float intensity = 1;
+ bool on = true;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "ambientIntensity", ambientIntensity);
+ X3DXmlHelper::getColor3DAttribute(node, "color", color);
+ X3DXmlHelper::getVector3DAttribute(node, "direction", direction);
+ XmlParser::getBoolAttribute(node, "global", global);
+ XmlParser::getFloatAttribute(node, "intensity", intensity);
+ XmlParser::getBoolAttribute(node, "on", on);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_DirectionalLight, ne);
+ } else {
+ if (on) {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementLight(X3DElemType::ENET_DirectionalLight, mNodeElementCur);
+ if (!def.empty())
+ ne->ID = def;
+ else
+ ne->ID = "DirectionalLight_" + ai_to_string((size_t)ne); // make random name
+
+ ((X3DNodeElementLight *)ne)->AmbientIntensity = ambientIntensity;
+ ((X3DNodeElementLight *)ne)->Color = color;
+ ((X3DNodeElementLight *)ne)->Direction = direction;
+ ((X3DNodeElementLight *)ne)->Global = global;
+ ((X3DNodeElementLight *)ne)->Intensity = intensity;
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+
+ mNodeElementCur->ID = ne->ID; // assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "DirectionalLight");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(on)
+ } // if(!use.empty()) else
+}
+
+// <PointLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// attenuation="1 0 0" SFVec3f [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// global="true" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// location="0 0 0" SFVec3f [inputOutput]
+// on="true" SFBool [inputOutput]
+// radius="100" SFFloat [inputOutput]
+// />
+void X3DImporter::readPointLight(XmlNode &node) {
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiVector3D attenuation(1, 0, 0);
+ aiColor3D color(1, 1, 1);
+ bool global = true;
+ float intensity = 1;
+ aiVector3D location(0, 0, 0);
+ bool on = true;
+ float radius = 100;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "ambientIntensity", ambientIntensity);
+ X3DXmlHelper::getVector3DAttribute(node, "attenuation", attenuation);
+ X3DXmlHelper::getColor3DAttribute(node, "color", color);
+ XmlParser::getBoolAttribute(node, "global", global);
+ XmlParser::getFloatAttribute(node, "intensity", intensity);
+ X3DXmlHelper::getVector3DAttribute(node, "location", location);
+ XmlParser::getBoolAttribute(node, "on", on);
+ XmlParser::getFloatAttribute(node, "radius", radius);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_PointLight, ne);
+ } else {
+ if (on) {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementLight(X3DElemType::ENET_PointLight, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ ((X3DNodeElementLight *)ne)->AmbientIntensity = ambientIntensity;
+ ((X3DNodeElementLight *)ne)->Attenuation = attenuation;
+ ((X3DNodeElementLight *)ne)->Color = color;
+ ((X3DNodeElementLight *)ne)->Global = global;
+ ((X3DNodeElementLight *)ne)->Intensity = intensity;
+ ((X3DNodeElementLight *)ne)->Location = location;
+ ((X3DNodeElementLight *)ne)->Radius = radius;
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+ // make random name
+ if (ne->ID.empty()) ne->ID = "PointLight_" + ai_to_string((size_t)ne);
+
+ mNodeElementCur->ID = ne->ID; // assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "PointLight");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(on)
+ } // if(!use.empty()) else
+}
+
+// <SpotLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// attenuation="1 0 0" SFVec3f [inputOutput]
+// beamWidth="0.7854" SFFloat [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// cutOffAngle="1.570796" SFFloat [inputOutput]
+// direction="0 0 -1" SFVec3f [inputOutput]
+// global="true" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// location="0 0 0" SFVec3f [inputOutput]
+// on="true" SFBool [inputOutput]
+// radius="100" SFFloat [inputOutput]
+// />
+void X3DImporter::readSpotLight(XmlNode &node) {
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiVector3D attenuation(1, 0, 0);
+ float beamWidth = 0.7854f;
+ aiColor3D color(1, 1, 1);
+ float cutOffAngle = 1.570796f;
+ aiVector3D direction(0, 0, -1);
+ bool global = true;
+ float intensity = 1;
+ aiVector3D location(0, 0, 0);
+ bool on = true;
+ float radius = 100;
+ X3DNodeElementBase *ne(nullptr);
+
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(node, def, use);
+ XmlParser::getFloatAttribute(node, "ambientIntensity", ambientIntensity);
+ X3DXmlHelper::getVector3DAttribute(node, "attenuation", attenuation);
+ XmlParser::getFloatAttribute(node, "beamWidth", beamWidth);
+ X3DXmlHelper::getColor3DAttribute(node, "color", color);
+ XmlParser::getFloatAttribute(node, "cutOffAngle", cutOffAngle);
+ X3DXmlHelper::getVector3DAttribute(node, "direction", direction);
+ XmlParser::getBoolAttribute(node, "global", global);
+ XmlParser::getFloatAttribute(node, "intensity", intensity);
+ X3DXmlHelper::getVector3DAttribute(node, "location", location);
+ XmlParser::getBoolAttribute(node, "on", on);
+ XmlParser::getFloatAttribute(node, "radius", radius);
+
+ // if "USE" defined then find already defined element.
+ if (!use.empty()) {
+ ne = MACRO_USE_CHECKANDAPPLY(node, def, use, ENET_SpotLight, ne);
+ } else {
+ if (on) {
+ // create and if needed - define new geometry object.
+ ne = new X3DNodeElementLight(X3DElemType::ENET_SpotLight, mNodeElementCur);
+ if (!def.empty()) ne->ID = def;
+
+ if (beamWidth > cutOffAngle) beamWidth = cutOffAngle;
+
+ ((X3DNodeElementLight *)ne)->AmbientIntensity = ambientIntensity;
+ ((X3DNodeElementLight *)ne)->Attenuation = attenuation;
+ ((X3DNodeElementLight *)ne)->BeamWidth = beamWidth;
+ ((X3DNodeElementLight *)ne)->Color = color;
+ ((X3DNodeElementLight *)ne)->CutOffAngle = cutOffAngle;
+ ((X3DNodeElementLight *)ne)->Direction = direction;
+ ((X3DNodeElementLight *)ne)->Global = global;
+ ((X3DNodeElementLight *)ne)->Intensity = intensity;
+ ((X3DNodeElementLight *)ne)->Location = location;
+ ((X3DNodeElementLight *)ne)->Radius = radius;
+
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+ // make random name
+ if (ne->ID.empty()) ne->ID = "SpotLight_" + ai_to_string((size_t)ne);
+
+ mNodeElementCur->ID = ne->ID; // assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if (!isNodeEmpty(node))
+ childrenReadMetadata(node, ne, "SpotLight");
+ else
+ mNodeElementCur->Children.push_back(ne); // add made object as child to current element
+
+ NodeElement_List.push_back(ne); // add element to node element list because its a new object in graph
+ } // if(on)
+ } // if(!use.empty()) else
+}
+
+} // namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER