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diff --git a/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp b/src/mesh/assimp-master/code/AssetLib/X3D/X3DImporter_Light.cpp
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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_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