assimp/code/AssetLib/X3D/X3DImporter_Light.cpp

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/*
Open Asset Import Library (assimp)
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All rights reserved.
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following disclaimer.
* Redistributions in binary form must reproduce the above
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following disclaimer in the documentation and/or other
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* 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
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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*/
/// \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()) {
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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()) {
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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()) {
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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