Adds support for area lights.
parent
560e1eebc1
commit
25d84a6aff
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@ -179,7 +179,7 @@ static std::string encodeXML(const std::string& data) {
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// -----------------------------------------------------------------------------------
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// -----------------------------------------------------------------------------------
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// Write a text model dump
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// Write a text model dump
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static
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static
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void WriteDump(const aiScene* scene, IOStream* io, bool shortened) {
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void WriteDump(const aiScene* scene, IOStream* io, bool shortened) {
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time_t tt = ::time( NULL );
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time_t tt = ::time( NULL );
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tm* p = ::gmtime( &tt );
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tm* p = ::gmtime( &tt );
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@ -1049,7 +1049,24 @@ aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* obj, c
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// blender orients directional lights as facing toward -z
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// blender orients directional lights as facing toward -z
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out->mDirection = aiVector3D(0.f, 0.f, -1.f);
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out->mDirection = aiVector3D(0.f, 0.f, -1.f);
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out->mUp = aiVector3D(0.f, 1.f, 0.f);
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break;
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break;
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case Lamp::Type_Area:
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out->mType = aiLightSource_AREA;
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if (lamp->area_shape == 0) {
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out->mSize = aiVector2D(lamp->area_size, lamp->area_size);
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}
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else {
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out->mSize = aiVector2D(lamp->area_size, lamp->area_sizey);
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}
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// blender orients directional lights as facing toward -z
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out->mDirection = aiVector3D(0.f, 0.f, -1.f);
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out->mUp = aiVector3D(0.f, 1.f, 0.f);
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break;
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default:
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default:
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break;
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break;
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}
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}
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@ -206,6 +206,10 @@ template <> void Structure :: Convert<Lamp> (
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ReadField<ErrorPolicy_Igno>(dest.att2,"att2",db);
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ReadField<ErrorPolicy_Igno>(dest.att2,"att2",db);
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ReadField<ErrorPolicy_Igno>((int&)dest.falloff_type,"falloff_type",db);
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ReadField<ErrorPolicy_Igno>((int&)dest.falloff_type,"falloff_type",db);
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ReadField<ErrorPolicy_Igno>(dest.sun_brightness,"sun_brightness",db);
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ReadField<ErrorPolicy_Igno>(dest.sun_brightness,"sun_brightness",db);
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ReadField<ErrorPolicy_Igno>(dest.area_size,"area_size",db);
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ReadField<ErrorPolicy_Igno>(dest.area_sizey,"area_sizey",db);
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ReadField<ErrorPolicy_Igno>(dest.area_sizez,"area_sizez",db);
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ReadField<ErrorPolicy_Igno>(dest.area_shape,"area_shape",db);
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db.reader->IncPtr(size);
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db.reader->IncPtr(size);
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}
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}
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@ -371,8 +371,8 @@ struct Lamp : ElemBase {
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//short ray_samp, ray_sampy, ray_sampz;
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//short ray_samp, ray_sampy, ray_sampz;
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//short ray_samp_type;
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//short ray_samp_type;
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//short area_shape;
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short area_shape;
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//float area_size, area_sizey, area_sizez;
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float area_size, area_sizey, area_sizez;
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//float adapt_thresh;
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//float adapt_thresh;
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//short ray_samp_method;
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//short ray_samp_method;
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@ -618,6 +618,7 @@ void PretransformVertices::Execute( aiScene* pScene)
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// transformation of the corresponding node
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// transformation of the corresponding node
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l->mPosition = nd->mTransformation * l->mPosition;
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l->mPosition = nd->mTransformation * l->mPosition;
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l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
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l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
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l->mUp = aiMatrix3x3( nd->mTransformation ) * l->mUp;
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}
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}
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if( !configKeepHierarchy ) {
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if( !configKeepHierarchy ) {
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@ -82,6 +82,10 @@ enum aiLightSourceType
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//! other properties, just a color.
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//! other properties, just a color.
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aiLightSource_AMBIENT = 0x4,
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aiLightSource_AMBIENT = 0x4,
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//! An area light is a rectangle with predefined size that uniformly
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//! emits light from one of its sides. The position is center of the
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//! rectangle and direction is its normal vector.
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aiLightSource_AREA = 0x5,
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/** This value is not used. It is just there to force the
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/** This value is not used. It is just there to force the
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* compiler to map this enum to a 32 Bit integer.
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* compiler to map this enum to a 32 Bit integer.
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@ -135,6 +139,14 @@ struct aiLight
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*/
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*/
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C_STRUCT aiVector3D mDirection;
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C_STRUCT aiVector3D mDirection;
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/** Up direction of the light source in space. Relative to the
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* transformation of the node corresponding to the light.
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*
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* The direction is undefined for point lights. The vector
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* may be normalized, but it needn't.
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*/
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C_STRUCT aiVector3D mUp;
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/** Constant light attenuation factor.
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/** Constant light attenuation factor.
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*
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*
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* The intensity of the light source at a given distance 'd' from
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* The intensity of the light source at a given distance 'd' from
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@ -217,6 +229,9 @@ struct aiLight
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*/
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*/
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float mAngleOuterCone;
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float mAngleOuterCone;
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/** Size of area light source. */
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C_STRUCT aiVector2D mSize;
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#ifdef __cplusplus
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#ifdef __cplusplus
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aiLight()
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aiLight()
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@ -226,6 +241,7 @@ struct aiLight
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, mAttenuationQuadratic (0.f)
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, mAttenuationQuadratic (0.f)
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, mAngleInnerCone ((float)AI_MATH_TWO_PI)
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, mAngleInnerCone ((float)AI_MATH_TWO_PI)
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, mAngleOuterCone ((float)AI_MATH_TWO_PI)
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, mAngleOuterCone ((float)AI_MATH_TWO_PI)
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, mSize (0.f, 0.f)
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{
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{
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}
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}
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@ -54,6 +54,7 @@ SOURCE_GROUP( unit FILES
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SET( TEST_SRCS
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SET( TEST_SRCS
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unit/AssimpAPITest.cpp
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unit/AssimpAPITest.cpp
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unit/utBlendImportAreaLight.cpp
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unit/utFastAtof.cpp
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unit/utFastAtof.cpp
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unit/utFindDegenerates.cpp
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unit/utFindDegenerates.cpp
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unit/utFindInvalidData.cpp
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unit/utFindInvalidData.cpp
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Binary file not shown.
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@ -0,0 +1,113 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include <assimp/cexport.h>
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#include <assimp/Exporter.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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class BlendImportAreaLight : public ::testing::Test {
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public:
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virtual void SetUp()
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{
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im = new Assimp::Importer();
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}
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virtual void TearDown()
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{
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delete im;
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}
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protected:
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Assimp::Importer* im;
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};
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// ------------------------------------------------------------------------------------------------
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TEST_F(BlendImportAreaLight, testImportLight)
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{
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const aiScene* pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/AreaLight_269.blend",0);
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ASSERT_TRUE(pTest != NULL);
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ASSERT_TRUE(pTest->HasLights());
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std::vector< std::pair<std::string, size_t> > lightNames;
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for (size_t i = 0; i < pTest->mNumLights; i++) {
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lightNames.push_back(std::make_pair(pTest->mLights[i]->mName.C_Str(), i));
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}
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std::sort(lightNames.begin(), lightNames.end());
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std::vector<aiLight> lights;
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for (size_t i = 0; i < pTest->mNumLights; ++i) {
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lights.push_back(*pTest->mLights[lightNames[i].second]);
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}
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ASSERT_STREQ(lights[0].mName.C_Str(), "Bar");
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ASSERT_STREQ(lights[1].mName.C_Str(), "Baz");
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ASSERT_STREQ(lights[2].mName.C_Str(), "Foo");
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ASSERT_EQ(lights[0].mType, aiLightSource_AREA);
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ASSERT_EQ(lights[1].mType, aiLightSource_POINT);
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ASSERT_EQ(lights[2].mType, aiLightSource_AREA);
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EXPECT_FLOAT_EQ(lights[0].mSize.x, 0.5f);
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EXPECT_FLOAT_EQ(lights[0].mSize.y, 2.0f);
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EXPECT_FLOAT_EQ(lights[2].mSize.x, 1.0f);
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EXPECT_FLOAT_EQ(lights[2].mSize.y, 1.0f);
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EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.r, 42.0f);
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EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.g, 42.0f);
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EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.b, 42.0f);
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EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.r, 1.0f);
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EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.g, 1.0f);
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EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.b, 1.0f);
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EXPECT_FLOAT_EQ(lights[0].mDirection.x, 0.0f);
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EXPECT_FLOAT_EQ(lights[0].mDirection.y, 0.0f);
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EXPECT_FLOAT_EQ(lights[0].mDirection.z, -1.0f);
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EXPECT_FLOAT_EQ(lights[2].mDirection.x, 0.0f);
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EXPECT_FLOAT_EQ(lights[2].mDirection.y, 0.0f);
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EXPECT_FLOAT_EQ(lights[2].mDirection.z, -1.0f);
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}
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