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+/*
+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_Node.hpp
+/// \brief Elements of scene graph.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef INCLUDED_AI_X3D_IMPORTER_NODE_H
+#define INCLUDED_AI_X3D_IMPORTER_NODE_H
+
+// Header files, Assimp.
+#include <assimp/types.h>
+
+#include <list>
+#include <vector>
+
+enum X3DElemType {
+ ENET_Group, ///< Element has type "Group".
+ ENET_MetaBoolean, ///< Element has type "Metadata boolean".
+ ENET_MetaDouble, ///< Element has type "Metadata double".
+ ENET_MetaFloat, ///< Element has type "Metadata float".
+ ENET_MetaInteger, ///< Element has type "Metadata integer".
+ ENET_MetaSet, ///< Element has type "Metadata set".
+ ENET_MetaString, ///< Element has type "Metadata string".
+ ENET_Arc2D, ///< Element has type "Arc2D".
+ ENET_ArcClose2D, ///< Element has type "ArcClose2D".
+ ENET_Circle2D, ///< Element has type "Circle2D".
+ ENET_Disk2D, ///< Element has type "Disk2D".
+ ENET_Polyline2D, ///< Element has type "Polyline2D".
+ ENET_Polypoint2D, ///< Element has type "Polypoint2D".
+ ENET_Rectangle2D, ///< Element has type "Rectangle2D".
+ ENET_TriangleSet2D, ///< Element has type "TriangleSet2D".
+ ENET_Box, ///< Element has type "Box".
+ ENET_Cone, ///< Element has type "Cone".
+ ENET_Cylinder, ///< Element has type "Cylinder".
+ ENET_Sphere, ///< Element has type "Sphere".
+ ENET_ElevationGrid, ///< Element has type "ElevationGrid".
+ ENET_Extrusion, ///< Element has type "Extrusion".
+ ENET_Coordinate, ///< Element has type "Coordinate".
+ ENET_Normal, ///< Element has type "Normal".
+ ENET_TextureCoordinate, ///< Element has type "TextureCoordinate".
+ ENET_IndexedFaceSet, ///< Element has type "IndexedFaceSet".
+ ENET_IndexedLineSet, ///< Element has type "IndexedLineSet".
+ ENET_IndexedTriangleSet, ///< Element has type "IndexedTriangleSet".
+ ENET_IndexedTriangleFanSet, ///< Element has type "IndexedTriangleFanSet".
+ ENET_IndexedTriangleStripSet, ///< Element has type "IndexedTriangleStripSet".
+ ENET_LineSet, ///< Element has type "LineSet".
+ ENET_PointSet, ///< Element has type "PointSet".
+ ENET_TriangleSet, ///< Element has type "TriangleSet".
+ ENET_TriangleFanSet, ///< Element has type "TriangleFanSet".
+ ENET_TriangleStripSet, ///< Element has type "TriangleStripSet".
+ ENET_Color, ///< Element has type "Color".
+ ENET_ColorRGBA, ///< Element has type "ColorRGBA".
+ ENET_Shape, ///< Element has type "Shape".
+ ENET_Appearance, ///< Element has type "Appearance".
+ ENET_Material, ///< Element has type "Material".
+ ENET_ImageTexture, ///< Element has type "ImageTexture".
+ ENET_TextureTransform, ///< Element has type "TextureTransform".
+ ENET_DirectionalLight, ///< Element has type "DirectionalLight".
+ ENET_PointLight, ///< Element has type "PointLight".
+ ENET_SpotLight, ///< Element has type "SpotLight".
+
+ ENET_Invalid ///< Element has invalid type and possible contain invalid data.
+};
+
+struct X3DNodeElementBase {
+ X3DNodeElementBase *Parent;
+ std::string ID;
+ std::list<X3DNodeElementBase *> Children;
+ X3DElemType Type;
+
+ virtual ~X3DNodeElementBase() {
+ // empty
+ }
+
+protected:
+ X3DNodeElementBase(X3DElemType type, X3DNodeElementBase *pParent) :
+ Parent(pParent), Type(type) {
+ // empty
+ }
+};
+
+/// This struct hold <Color> value.
+struct X3DNodeElementColor : X3DNodeElementBase {
+ std::list<aiColor3D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementColor(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Color, pParent) {}
+
+}; // struct X3DNodeElementColor
+
+/// This struct hold <ColorRGBA> value.
+struct X3DNodeElementColorRGBA : X3DNodeElementBase {
+ std::list<aiColor4D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementColorRGBA(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_ColorRGBA, pParent) {}
+
+}; // struct X3DNodeElementColorRGBA
+
+/// This struct hold <Coordinate> value.
+struct X3DNodeElementCoordinate : public X3DNodeElementBase {
+ std::list<aiVector3D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementCoordinate(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Coordinate, pParent) {}
+
+}; // struct X3DNodeElementCoordinate
+
+/// This struct hold <Normal> value.
+struct X3DNodeElementNormal : X3DNodeElementBase {
+ std::list<aiVector3D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementNormal(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Normal, pParent) {}
+
+}; // struct X3DNodeElementNormal
+
+/// This struct hold <TextureCoordinate> value.
+struct X3DNodeElementTextureCoordinate : X3DNodeElementBase {
+ std::list<aiVector2D> Value; ///< Stored value.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementTextureCoordinate(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_TextureCoordinate, pParent) {}
+
+}; // struct X3DNodeElementTextureCoordinate
+
+/// Two-dimensional figure.
+struct X3DNodeElementGeometry2D : X3DNodeElementBase {
+ std::list<aiVector3D> Vertices; ///< Vertices list.
+ size_t NumIndices; ///< Number of indices in one face.
+ bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementGeometry2D(X3DElemType pType, X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(pType, pParent), Solid(true) {}
+
+}; // class X3DNodeElementGeometry2D
+
+/// Three-dimensional body.
+struct X3DNodeElementGeometry3D : X3DNodeElementBase {
+ std::list<aiVector3D> Vertices; ///< Vertices list.
+ size_t NumIndices; ///< Number of indices in one face.
+ bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementGeometry3D(X3DElemType pType, X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(pType, pParent), Vertices(), NumIndices(0), Solid(true) {
+ // empty
+ }
+}; // class X3DNodeElementGeometry3D
+
+/// Uniform rectangular grid of varying height.
+struct X3DNodeElementElevationGrid : X3DNodeElementGeometry3D {
+ bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
+ bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
+ /// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
+ /// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
+ float CreaseAngle;
+ std::vector<int32_t> CoordIdx; ///< Coordinates list by faces. In X3D format: "-1" - delimiter for faces.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementElevationGrid(X3DElemType pType, X3DNodeElementBase *pParent) :
+ X3DNodeElementGeometry3D(pType, pParent) {}
+}; // class X3DNodeElementIndexedSet
+
+/// Shape with indexed vertices.
+struct X3DNodeElementIndexedSet : public X3DNodeElementGeometry3D {
+ /// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
+ /// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
+ /// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
+ /// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
+ /// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
+ /// ccw field, results are undefined.
+ bool CCW;
+ std::vector<int32_t> ColorIndex; ///< Field to specify the polygonal faces by indexing into the <Color> or <ColorRGBA>.
+ bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
+ /// The convex field indicates whether all polygons in the shape are convex (TRUE). A polygon is convex if it is planar, does not intersect itself,
+ /// and all of the interior angles at its vertices are less than 180 degrees. Non planar and self intersecting polygons may produce undefined results
+ /// even if the convex field is FALSE.
+ bool Convex;
+ std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
+ /// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
+ /// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
+ float CreaseAngle;
+ std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
+ bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
+ std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementIndexedSet(X3DElemType pType, X3DNodeElementBase *pParent) :
+ X3DNodeElementGeometry3D(pType, pParent) {}
+}; // class X3DNodeElementIndexedSet
+
+/// Shape with set of vertices.
+struct X3DNodeElementSet : X3DNodeElementGeometry3D {
+ /// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
+ /// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
+ /// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
+ /// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
+ /// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
+ /// ccw field, results are undefined.
+ bool CCW;
+ bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
+ bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
+ std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
+ std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
+ std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
+ std::vector<int32_t> VertexCount; ///< Field describes how many vertices are to be used in each polyline(polygon) from the <Coordinate> field.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementSet(X3DElemType type, X3DNodeElementBase *pParent) :
+ X3DNodeElementGeometry3D(type, pParent) {}
+
+}; // class X3DNodeElementSet
+
+/// This struct hold <Shape> value.
+struct X3DNodeElementShape : X3DNodeElementBase {
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementShape(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Shape, pParent) {}
+}; // struct X3DNodeElementShape
+
+/// This struct hold <Appearance> value.
+struct X3DNodeElementAppearance : public X3DNodeElementBase {
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementAppearance(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Appearance, pParent) {}
+
+}; // struct X3DNodeElementAppearance
+
+struct X3DNodeElementMaterial : public X3DNodeElementBase {
+ float AmbientIntensity; ///< Specifies how much ambient light from light sources this surface shall reflect.
+ aiColor3D DiffuseColor; ///< Reflects all X3D light sources depending on the angle of the surface with respect to the light source.
+ aiColor3D EmissiveColor; ///< Models "glowing" objects. This can be useful for displaying pre-lit models.
+ float Shininess; ///< Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
+ aiColor3D SpecularColor; ///< The specularColor and shininess fields determine the specular highlights.
+ float Transparency; ///< Specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pType - type of geometry object.
+ X3DNodeElementMaterial(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_Material, pParent),
+ AmbientIntensity(0.0f),
+ DiffuseColor(),
+ EmissiveColor(),
+ Shininess(0.0f),
+ SpecularColor(),
+ Transparency(1.0f) {
+ // empty
+ }
+}; // class X3DNodeElementMaterial
+
+/// This struct hold <ImageTexture> value.
+struct X3DNodeElementImageTexture : X3DNodeElementBase {
+ /// RepeatS and RepeatT, that specify how the texture wraps in the S and T directions. If repeatS is TRUE (the default), the texture map is repeated
+ /// outside the [0.0, 1.0] texture coordinate range in the S direction so that it fills the shape. If repeatS is FALSE, the texture coordinates are
+ /// clamped in the S direction to lie within the [0.0, 1.0] range. The repeatT field is analogous to the repeatS field.
+ bool RepeatS;
+ bool RepeatT; ///< See \ref RepeatS.
+ std::string URL; ///< URL of the texture.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementImageTexture(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_ImageTexture, pParent) {}
+
+}; // struct X3DNodeElementImageTexture
+
+/// This struct hold <TextureTransform> value.
+struct X3DNodeElementTextureTransform : X3DNodeElementBase {
+ aiVector2D Center; ///< Specifies a translation offset in texture coordinate space about which the rotation and scale fields are applied.
+ float Rotation; ///< Specifies a rotation in angle base units of the texture coordinates about the center point after the scale has been applied.
+ aiVector2D Scale; ///< Specifies a scaling factor in S and T of the texture coordinates about the center point.
+ aiVector2D Translation; ///< Specifies a translation of the texture coordinates.
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ X3DNodeElementTextureTransform(X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(X3DElemType::ENET_TextureTransform, pParent) {}
+
+}; // struct X3DNodeElementTextureTransform
+
+struct X3DNodeElementGroup : X3DNodeElementBase {
+ aiMatrix4x4 Transformation; ///< Transformation matrix.
+
+ /// As you know node elements can use already defined node elements when attribute "USE" is defined.
+ /// Standard search when looking for an element in the whole scene graph, existing at this moment.
+ /// If a node is marked as static, the children(or lower) can not search for elements in the nodes upper then static.
+ bool Static;
+
+ bool UseChoice; ///< Flag: if true then use number from \ref Choice to choose what the child will be kept.
+ int32_t Choice; ///< Number of the child which will be kept.
+
+ /// Constructor.
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pStatic - static node flag.
+ X3DNodeElementGroup(X3DNodeElementBase *pParent, const bool pStatic = false) :
+ X3DNodeElementBase(X3DElemType::ENET_Group, pParent), Static(pStatic), UseChoice(false) {}
+};
+
+struct X3DNodeElementMeta : X3DNodeElementBase {
+ std::string Name; ///< Name of metadata object.
+ std::string Reference;
+
+ virtual ~X3DNodeElementMeta() {
+ // empty
+ }
+
+protected:
+ X3DNodeElementMeta(X3DElemType type, X3DNodeElementBase *parent) :
+ X3DNodeElementBase(type, parent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaBoolean : X3DNodeElementMeta {
+ std::vector<bool> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaBoolean(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaBoolean, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaDouble : X3DNodeElementMeta {
+ std::vector<double> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaDouble(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaDouble, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaFloat : public X3DNodeElementMeta {
+ std::vector<float> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaFloat(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaFloat, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaInt : public X3DNodeElementMeta {
+ std::vector<int32_t> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaInt(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaInteger, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaSet : public X3DNodeElementMeta {
+ std::list<X3DNodeElementMeta> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaSet(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaSet, pParent) {
+ // empty
+ }
+};
+
+struct X3DNodeElementMetaString : X3DNodeElementMeta {
+ std::vector<std::string> Value; ///< Stored value.
+
+ explicit X3DNodeElementMetaString(X3DNodeElementBase *pParent) :
+ X3DNodeElementMeta(X3DElemType::ENET_MetaString, pParent) {
+ // empty
+ }
+};
+
+/// \struct X3DNodeElementLight
+/// This struct hold <TextureTransform> value.
+struct X3DNodeElementLight : X3DNodeElementBase {
+ float AmbientIntensity; ///< Specifies the intensity of the ambient emission from the light.
+ aiColor3D Color; ///< specifies the spectral colour properties of both the direct and ambient light emission as an RGB value.
+ aiVector3D Direction; ///< Specifies the direction vector of the illumination emanating from the light source in the local coordinate system.
+ /// \var Global
+ /// Field that determines whether the light is global or scoped. Global lights illuminate all objects that fall within their volume of lighting influence.
+ /// Scoped lights only illuminate objects that are in the same transformation hierarchy as the light.
+ bool Global;
+ float Intensity; ///< Specifies the brightness of the direct emission from the light.
+ /// \var Attenuation
+ /// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
+ /// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
+ aiVector3D Attenuation;
+ aiVector3D Location; ///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
+ float Radius; ///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
+ float BeamWidth; ///< Specifies an inner solid angle in which the light source emits light at uniform full intensity.
+ float CutOffAngle; ///< The light source's emission intensity drops off from the inner solid angle (beamWidth) to the outer solid angle (cutOffAngle).
+
+ /// Constructor
+ /// \param [in] pParent - pointer to parent node.
+ /// \param [in] pLightType - type of the light source.
+ X3DNodeElementLight(X3DElemType pLightType, X3DNodeElementBase *pParent) :
+ X3DNodeElementBase(pLightType, pParent) {}
+
+}; // struct X3DNodeElementLight
+
+#endif // INCLUDED_AI_X3D_IMPORTER_NODE_H