fix xml syntax + more deap test
parent
5ad6179bc5
commit
26b3328f3b
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@ -430,15 +430,7 @@ void ColladaExporter::WriteDirectionalLight(const aiLight *const light){
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}
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void ColladaExporter::WriteSpotLight(const aiLight *const light){
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/*<spot>
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<color sid="color">1 1 1</color>
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<constant_attenuation>1</constant_attenuation>
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<linear_attenuation>0</linear_attenuation>
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<quadratic_attenuation>0.001599967</quadratic_attenuation>
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<falloff_angle sid="fall_off_angle">45</falloff_angle>
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<falloff_exponent sid="fall_off_exponent">0.15</falloff_exponent>
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</spot>
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*/
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<spot>" << endstr;
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PushTag();
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@ -1056,14 +1048,14 @@ void ColladaExporter::WriteNode(aiNode* pNode)
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//check if it is a camera node
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for(size_t i=0; i<mScene->mNumCameras; i++){
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if(mScene->mCameras[i]->mName == pNode->mName){
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mOutput << startstr <<"<instance_camera url=\"#" << node_name_escaped << "-camera\">" << endstr;
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mOutput << startstr <<"<instance_camera url=\"#" << node_name_escaped << "-camera\"/>" << endstr;
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break;
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}
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}
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//check if it is a light node
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for(size_t i=0; i<mScene->mNumLights; i++){
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if(mScene->mLights[i]->mName == pNode->mName){
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mOutput << startstr <<"<instance_light url=\"#" << node_name_escaped << "-light\">" << endstr;
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mOutput << startstr <<"<instance_light url=\"#" << node_name_escaped << "-light\"/>" << endstr;
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break;
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}
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}
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@ -57,22 +57,33 @@ TEST_F(ColladaExportLight, testExportLight)
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EXPECT_TRUE(imported->HasLights());
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EXPECT_EQ(pTest->mNumLights,imported->mNumLights);
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/*
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for(size_t i=0; i< pTest->mNumCameras;i++){
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const aiCamera *orig = pTest->mCameras[i];
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const aiCamera *read = imported->mCameras[i];
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for(size_t i=0; i< pTest->mNumLights;i++){
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const aiLight *orig = pTest->mLights[i];
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const aiLight *read = imported->mLights[i];
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EXPECT_TRUE(orig->mName==read->mName);
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EXPECT_FLOAT_EQ(orig->mHorizontalFOV,read->mHorizontalFOV);
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EXPECT_FLOAT_EQ(orig->mClipPlaneNear,read->mClipPlaneNear);
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EXPECT_FLOAT_EQ(orig->mClipPlaneFar,read->mClipPlaneFar);
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EXPECT_EQ(orig->mType,read->mType);
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EXPECT_FLOAT_EQ(orig->mAttenuationConstant,read->mAttenuationConstant);
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EXPECT_FLOAT_EQ(orig->mAttenuationLinear,read->mAttenuationLinear);
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EXPECT_FLOAT_EQ(orig->mAttenuationQuadratic,read->mAttenuationQuadratic);
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EXPECT_FLOAT_EQ(orig->mPosition.x,read->mPosition.x);
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EXPECT_FLOAT_EQ(orig->mPosition.y,read->mPosition.y);
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EXPECT_FLOAT_EQ(orig->mPosition.z,read->mPosition.z);
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EXPECT_FLOAT_EQ(orig->mColorAmbient.r,read->mColorAmbient.r);
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EXPECT_FLOAT_EQ(orig->mColorAmbient.g,read->mColorAmbient.g);
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EXPECT_FLOAT_EQ(orig->mColorAmbient.b,read->mColorAmbient.b);
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EXPECT_FLOAT_EQ(orig->mColorDiffuse.r,read->mColorDiffuse.r);
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EXPECT_FLOAT_EQ(orig->mColorDiffuse.g,read->mColorDiffuse.g);
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EXPECT_FLOAT_EQ(orig->mColorDiffuse.b,read->mColorDiffuse.b);
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EXPECT_FLOAT_EQ(orig->mColorSpecular.r,read->mColorSpecular.r);
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EXPECT_FLOAT_EQ(orig->mColorSpecular.g,read->mColorSpecular.g);
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EXPECT_FLOAT_EQ(orig->mColorSpecular.b,read->mColorSpecular.b);
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EXPECT_NEAR(orig->mAngleInnerCone,read->mAngleInnerCone,0.001);
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EXPECT_NEAR(orig->mAngleOuterCone,read->mAngleOuterCone,0.001);
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}
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*/
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}
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