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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, 0 insertions, 270 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 deleted file mode 100644 index f1ed5e4..0000000 --- a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp +++ /dev/null @@ -1,270 +0,0 @@ -/* -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 |