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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp new file mode 100644 index 0000000..f1ed5e4 --- /dev/null +++ b/src/mesh/assimp-master/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 |