fix macro for be uesed with expression
parent
08499dbd0b
commit
2c194f629a
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@ -51,7 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "XMLTools.h"
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#include "../include/assimp/IOSystem.hpp"
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#include "../include/assimp/Exporter.hpp"
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#include "../include/assimp/scene.h"
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#include "../include/assimp/scene.h"
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#include "Exceptional.h"
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@ -128,6 +128,7 @@ void ColladaExporter::WriteFile()
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WriteHeader();
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WriteCamerasLibrary();
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WriteLightsLibrary();
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WriteMaterials();
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WriteGeometryLibrary();
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@ -342,6 +343,143 @@ void ColladaExporter::WriteCamera(size_t pIndex){
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}
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// ------------------------------------------------------------------------------------------------
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// Write the embedded textures
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void ColladaExporter::WriteLightsLibrary() {
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if(mScene->HasLights()) {
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mOutput << startstr << "<library_lights>" << endstr;
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PushTag();
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for( size_t a = 0; a < mScene->mNumLights; ++a)
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WriteLight( a);
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PopTag();
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mOutput << startstr << "</library_lights>" << endstr;
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}
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}
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void ColladaExporter::WriteLight(size_t pIndex){
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const aiLight *light = mScene->mLights[pIndex];
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const std::string idstrEscaped = XMLEscape(light->mName.C_Str());
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mOutput << startstr << "<light id=\"" << idstrEscaped << "-light\" name=\""
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<< idstrEscaped << "_name\" >" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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switch(light->mType){
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case aiLightSource_AMBIENT:
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WriteAmbienttLight(light);
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break;
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case aiLightSource_DIRECTIONAL:
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WriteDirectionalLight(light);
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break;
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case aiLightSource_POINT:
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WritePointLight(light);
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break;
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case aiLightSource_SPOT:
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WriteSpotLight(light);
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break;
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case aiLightSource_UNDEFINED:
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case _aiLightSource_Force32Bit:
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break;
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}
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</light>" << endstr;
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}
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void ColladaExporter::WritePointLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<point>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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mOutput << startstr << "<constant_attenuation>"
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<< light->mAttenuationConstant
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<<"</constant_attenuation>" << endstr;
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mOutput << startstr << "<linear_attenuation>"
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<< light->mAttenuationLinear
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<<"</linear_attenuation>" << endstr;
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mOutput << startstr << "<quadratic_attenuation>"
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<< light->mAttenuationQuadratic
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<<"</quadratic_attenuation>" << endstr;
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PopTag();
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mOutput << startstr << "</point>" << endstr;
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}
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void ColladaExporter::WriteDirectionalLight(const aiLight *const light){
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const aiColor3D &color= light->mColorDiffuse;
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mOutput << startstr << "<directional>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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PopTag();
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mOutput << startstr << "</directional>" << endstr;
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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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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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mOutput << startstr << "<constant_attenuation>"
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<< light->mAttenuationConstant
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<<"</constant_attenuation>" << endstr;
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mOutput << startstr << "<linear_attenuation>"
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<< light->mAttenuationLinear
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<<"</linear_attenuation>" << endstr;
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mOutput << startstr << "<quadratic_attenuation>"
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<< light->mAttenuationQuadratic
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<<"</quadratic_attenuation>" << endstr;
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/* mOutput << startstr << "<falloff_angle sid=\"fall_off_angle\">"
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<< light->
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<<"</falloff_angle>" << endstr;
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mOutput << startstr << "<linear_attenuation>"
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<< light->mAttenuationLinear
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<<"</linear_attenuation>" << endstr;
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*/
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PopTag();
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mOutput << startstr << "</spot>" << endstr;
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}
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void ColladaExporter::WriteAmbienttLight(const aiLight *const light){
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const aiColor3D &color= light->mColorAmbient;
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mOutput << startstr << "<ambient>" << endstr;
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PushTag();
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mOutput << startstr << "<color sid=\"color\">"
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<< color.r<<" "<<color.g<<" "<<color.b
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<<"</color>" << endstr;
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PopTag();
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mOutput << startstr << "</ambient>" << endstr;
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a single surface entry from the given material keys
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void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
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@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "../include/assimp/ai_assert.h"
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#include "../include/assimp/material.h"
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#include "../include/assimp/mesh.h"
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#include "../include/assimp/light.h"
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#include "../include/assimp/Exporter.hpp"
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#include <sstream>
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#include <vector>
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@ -86,8 +87,19 @@ protected:
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/// Writes the cameras library
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void WriteCamerasLibrary();
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// Write a camera entry
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void WriteCamera(size_t pIndex);
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/// Writes the cameras library
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void WriteLightsLibrary();
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// Write a camera entry
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void WriteLight(size_t pIndex);
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void WritePointLight(const aiLight *const light);
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void WriteDirectionalLight(const aiLight *const light);
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void WriteSpotLight(const aiLight *const light);
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void WriteAmbienttLight(const aiLight *const light);
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/// Writes the geometry library
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void WriteGeometryLibrary();
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@ -209,7 +209,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
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#error Currently, Borland is unsupported. Feel free to port Assimp.
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// "W8059 Packgröße der Struktur geändert"
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// "W8059 Packgr<EFBFBD><EFBFBD>e der Struktur ge<67>ndert"
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#endif
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//////////////////////////////////////////////////////////////////////////
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@ -257,8 +257,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
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/* Tiny macro to convert from radians to degrees and back */
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#define AI_DEG_TO_RAD(x) (x*0.0174532925f)
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#define AI_RAD_TO_DEG(x) (x*57.2957795f)
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#define AI_DEG_TO_RAD(x) ((x)*0.0174532925f)
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#define AI_RAD_TO_DEG(x) ((x)*57.2957795f)
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/* Support for big-endian builds */
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#if defined(__BYTE_ORDER__)
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@ -41,6 +41,7 @@ SET( TEST_SRCS
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unit/utVertexTriangleAdjacency.cpp
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unit/utNoBoostTest.cpp
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unit/utColladaExportCamera.cpp
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unit/utColladaExportLight.cpp
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)
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SOURCE_GROUP( tests FILES ${TEST_SRCS} )
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@ -0,0 +1,380 @@
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<?xml version="1.0" encoding="utf-8"?>
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<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
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<asset>
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<contributor>
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<author>Blender User</author>
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<authoring_tool>Blender 2.74.0 commit date:2015-03-31, commit time:13:39, hash:000dfc0</authoring_tool>
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</contributor>
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<created>2015-05-17T21:55:44</created>
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<modified>2015-05-17T21:55:44</modified>
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<unit name="meter" meter="1"/>
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<up_axis>Z_UP</up_axis>
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</asset>
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<library_lights>
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<light id="Lamp-light" name="Lamp">
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<technique_common>
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<point>
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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>0.00111109</quadratic_attenuation>
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</point>
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</technique_common>
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<extra>
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<technique profile="blender">
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<adapt_thresh>0.000999987</adapt_thresh>
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<area_shape>1</area_shape>
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<area_size>0.1</area_size>
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<area_sizey>0.1</area_sizey>
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<area_sizez>1</area_sizez>
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<atm_distance_factor>1</atm_distance_factor>
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<atm_extinction_factor>1</atm_extinction_factor>
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<atm_turbidity>2</atm_turbidity>
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<att1>0</att1>
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<att2>1</att2>
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<backscattered_light>1</backscattered_light>
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<bias>1</bias>
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<blue>1</blue>
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<buffers>1</buffers>
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<bufflag>0</bufflag>
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<bufsize>2880</bufsize>
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<buftype>2</buftype>
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<clipend>30.002</clipend>
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<clipsta>1.000799</clipsta>
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<compressthresh>0.04999995</compressthresh>
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<dist sid="blender_dist">29.99998</dist>
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<energy sid="blender_energy">1</energy>
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<falloff_type>2</falloff_type>
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<filtertype>0</filtertype>
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<flag>0</flag>
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<gamma sid="blender_gamma">1</gamma>
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<green>1</green>
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<halo_intensity sid="blnder_halo_intensity">1</halo_intensity>
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<horizon_brightness>1</horizon_brightness>
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<mode>8192</mode>
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<ray_samp>1</ray_samp>
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<ray_samp_method>1</ray_samp_method>
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<ray_samp_type>0</ray_samp_type>
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<ray_sampy>1</ray_sampy>
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<ray_sampz>1</ray_sampz>
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<red>1</red>
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<samp>3</samp>
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<shadhalostep>0</shadhalostep>
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<shadow_b sid="blender_shadow_b">0</shadow_b>
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<shadow_g sid="blender_shadow_g">0</shadow_g>
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<shadow_r sid="blender_shadow_r">0</shadow_r>
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<sky_colorspace>0</sky_colorspace>
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<sky_exposure>1</sky_exposure>
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<skyblendfac>1</skyblendfac>
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<skyblendtype>1</skyblendtype>
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<soft>3</soft>
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<spotblend>0.15</spotblend>
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<spotsize>75</spotsize>
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<spread>1</spread>
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<sun_brightness>1</sun_brightness>
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<sun_effect_type>0</sun_effect_type>
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<sun_intensity>1</sun_intensity>
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<sun_size>1</sun_size>
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<type>0</type>
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</technique>
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</extra>
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</light>
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<light id="Sun-light" name="Sun">
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<technique_common>
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<directional>
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<color sid="color">1 1 1</color>
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</directional>
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</technique_common>
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<extra>
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<technique profile="blender">
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<adapt_thresh>0.000999987</adapt_thresh>
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<area_shape>0</area_shape>
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<area_size>0.1</area_size>
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<area_sizey>0.1</area_sizey>
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<area_sizez>0.1</area_sizez>
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<atm_distance_factor>1</atm_distance_factor>
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<atm_extinction_factor>1</atm_extinction_factor>
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<atm_turbidity>2</atm_turbidity>
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<att1>0</att1>
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<att2>1</att2>
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<backscattered_light>1</backscattered_light>
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<bias>1</bias>
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<blue>1</blue>
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<buffers>1</buffers>
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<bufflag>0</bufflag>
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<bufsize>512</bufsize>
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<buftype>2</buftype>
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<clipend>40</clipend>
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<clipsta>0.5</clipsta>
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<compressthresh>0.04999995</compressthresh>
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<dist sid="blender_dist">25</dist>
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<energy sid="blender_energy">1</energy>
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<falloff_type>2</falloff_type>
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<filtertype>0</filtertype>
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<flag>0</flag>
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<gamma sid="blender_gamma">1</gamma>
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<green>1</green>
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<halo_intensity sid="blnder_halo_intensity">1</halo_intensity>
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<horizon_brightness>1</horizon_brightness>
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<mode>1</mode>
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<ray_samp>1</ray_samp>
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<ray_samp_method>1</ray_samp_method>
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<ray_samp_type>0</ray_samp_type>
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<ray_sampy>1</ray_sampy>
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<ray_sampz>1</ray_sampz>
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<red>1</red>
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<samp>3</samp>
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<shadhalostep>0</shadhalostep>
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<shadow_b sid="blender_shadow_b">0</shadow_b>
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<shadow_g sid="blender_shadow_g">0</shadow_g>
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<shadow_r sid="blender_shadow_r">0</shadow_r>
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<sky_colorspace>2</sky_colorspace>
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<sky_exposure>1</sky_exposure>
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<skyblendfac>1</skyblendfac>
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<skyblendtype>1</skyblendtype>
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<soft>3</soft>
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<spotblend>0.15</spotblend>
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<spotsize>45</spotsize>
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<spread>1</spread>
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<sun_brightness>1</sun_brightness>
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<sun_effect_type>0</sun_effect_type>
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<sun_intensity>1</sun_intensity>
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<sun_size>1</sun_size>
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<type>1</type>
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</technique>
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</extra>
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</light>
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<light id="Spot-light" name="Spot">
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<technique_common>
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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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</technique_common>
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<extra>
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<technique profile="blender">
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<adapt_thresh>0.000999987</adapt_thresh>
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<area_shape>0</area_shape>
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<area_size>0.1</area_size>
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<area_sizey>0.1</area_sizey>
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<area_sizez>0.1</area_sizez>
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<atm_distance_factor>1</atm_distance_factor>
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<atm_extinction_factor>1</atm_extinction_factor>
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<atm_turbidity>2</atm_turbidity>
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<att1>0</att1>
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<att2>1</att2>
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<backscattered_light>1</backscattered_light>
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<bias>1</bias>
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<blue>1</blue>
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<buffers>1</buffers>
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<bufflag>0</bufflag>
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<bufsize>512</bufsize>
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<buftype>2</buftype>
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<clipend>40</clipend>
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<clipsta>0.5</clipsta>
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<compressthresh>0.04999995</compressthresh>
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<dist sid="blender_dist">25</dist>
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<energy sid="blender_energy">1</energy>
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<falloff_type>2</falloff_type>
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<filtertype>0</filtertype>
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<flag>0</flag>
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<gamma sid="blender_gamma">1</gamma>
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<green>1</green>
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<halo_intensity sid="blnder_halo_intensity">1</halo_intensity>
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<horizon_brightness>1</horizon_brightness>
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<mode>1</mode>
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<ray_samp>1</ray_samp>
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<ray_samp_method>1</ray_samp_method>
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<ray_samp_type>0</ray_samp_type>
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<ray_sampy>1</ray_sampy>
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<ray_sampz>1</ray_sampz>
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<red>1</red>
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<samp>3</samp>
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<shadhalostep>0</shadhalostep>
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<shadow_b sid="blender_shadow_b">0</shadow_b>
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<shadow_g sid="blender_shadow_g">0</shadow_g>
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<shadow_r sid="blender_shadow_r">0</shadow_r>
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<sky_colorspace>2</sky_colorspace>
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<sky_exposure>1</sky_exposure>
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<skyblendfac>1</skyblendfac>
|
||||
<skyblendtype>1</skyblendtype>
|
||||
<soft>3</soft>
|
||||
<spotblend>0.15</spotblend>
|
||||
<spotsize>45</spotsize>
|
||||
<spread>1</spread>
|
||||
<sun_brightness>1</sun_brightness>
|
||||
<sun_effect_type>0</sun_effect_type>
|
||||
<sun_intensity>1</sun_intensity>
|
||||
<sun_size>1</sun_size>
|
||||
<type>2</type>
|
||||
</technique>
|
||||
</extra>
|
||||
</light>
|
||||
<light id="Hemi-light" name="Hemi">
|
||||
<technique_common>
|
||||
<ambient>
|
||||
<color>1 1 1</color>
|
||||
</ambient>
|
||||
</technique_common>
|
||||
<extra>
|
||||
<technique profile="blender">
|
||||
<adapt_thresh>0.000999987</adapt_thresh>
|
||||
<area_shape>0</area_shape>
|
||||
<area_size>0.1</area_size>
|
||||
<area_sizey>0.1</area_sizey>
|
||||
<area_sizez>0.1</area_sizez>
|
||||
<atm_distance_factor>1</atm_distance_factor>
|
||||
<atm_extinction_factor>1</atm_extinction_factor>
|
||||
<atm_turbidity>2</atm_turbidity>
|
||||
<att1>0</att1>
|
||||
<att2>1</att2>
|
||||
<backscattered_light>1</backscattered_light>
|
||||
<bias>1</bias>
|
||||
<blue>1</blue>
|
||||
<buffers>1</buffers>
|
||||
<bufflag>0</bufflag>
|
||||
<bufsize>512</bufsize>
|
||||
<buftype>2</buftype>
|
||||
<clipend>40</clipend>
|
||||
<clipsta>0.5</clipsta>
|
||||
<compressthresh>0.04999995</compressthresh>
|
||||
<dist sid="blender_dist">25</dist>
|
||||
<energy sid="blender_energy">1</energy>
|
||||
<falloff_type>2</falloff_type>
|
||||
<filtertype>0</filtertype>
|
||||
<flag>0</flag>
|
||||
<gamma sid="blender_gamma">1</gamma>
|
||||
<green>1</green>
|
||||
<halo_intensity sid="blnder_halo_intensity">1</halo_intensity>
|
||||
<horizon_brightness>1</horizon_brightness>
|
||||
<mode>1</mode>
|
||||
<ray_samp>1</ray_samp>
|
||||
<ray_samp_method>1</ray_samp_method>
|
||||
<ray_samp_type>0</ray_samp_type>
|
||||
<ray_sampy>1</ray_sampy>
|
||||
<ray_sampz>1</ray_sampz>
|
||||
<red>1</red>
|
||||
<samp>3</samp>
|
||||
<shadhalostep>0</shadhalostep>
|
||||
<shadow_b sid="blender_shadow_b">0</shadow_b>
|
||||
<shadow_g sid="blender_shadow_g">0</shadow_g>
|
||||
<shadow_r sid="blender_shadow_r">0</shadow_r>
|
||||
<sky_colorspace>2</sky_colorspace>
|
||||
<sky_exposure>1</sky_exposure>
|
||||
<skyblendfac>1</skyblendfac>
|
||||
<skyblendtype>1</skyblendtype>
|
||||
<soft>3</soft>
|
||||
<spotblend>0.15</spotblend>
|
||||
<spotsize>45</spotsize>
|
||||
<spread>1</spread>
|
||||
<sun_brightness>1</sun_brightness>
|
||||
<sun_effect_type>0</sun_effect_type>
|
||||
<sun_intensity>1</sun_intensity>
|
||||
<sun_size>1</sun_size>
|
||||
<type>3</type>
|
||||
</technique>
|
||||
</extra>
|
||||
</light>
|
||||
<light id="Area-light" name="Area">
|
||||
<technique_common>
|
||||
<point>
|
||||
<color sid="color">1 1 1</color>
|
||||
<constant_attenuation>1</constant_attenuation>
|
||||
<linear_attenuation>0</linear_attenuation>
|
||||
<quadratic_attenuation>0.001599967</quadratic_attenuation>
|
||||
</point>
|
||||
</technique_common>
|
||||
<extra>
|
||||
<technique profile="blender">
|
||||
<adapt_thresh>0.000999987</adapt_thresh>
|
||||
<area_shape>0</area_shape>
|
||||
<area_size>0.1</area_size>
|
||||
<area_sizey>0.1</area_sizey>
|
||||
<area_sizez>0.1</area_sizez>
|
||||
<atm_distance_factor>1</atm_distance_factor>
|
||||
<atm_extinction_factor>1</atm_extinction_factor>
|
||||
<atm_turbidity>2</atm_turbidity>
|
||||
<att1>0</att1>
|
||||
<att2>1</att2>
|
||||
<backscattered_light>1</backscattered_light>
|
||||
<bias>1</bias>
|
||||
<blue>1</blue>
|
||||
<buffers>1</buffers>
|
||||
<bufflag>0</bufflag>
|
||||
<bufsize>512</bufsize>
|
||||
<buftype>2</buftype>
|
||||
<clipend>40</clipend>
|
||||
<clipsta>0.5</clipsta>
|
||||
<compressthresh>0.04999995</compressthresh>
|
||||
<dist sid="blender_dist">25</dist>
|
||||
<energy sid="blender_energy">1</energy>
|
||||
<falloff_type>2</falloff_type>
|
||||
<filtertype>0</filtertype>
|
||||
<flag>0</flag>
|
||||
<gamma sid="blender_gamma">1</gamma>
|
||||
<green>1</green>
|
||||
<halo_intensity sid="blnder_halo_intensity">1</halo_intensity>
|
||||
<horizon_brightness>1</horizon_brightness>
|
||||
<mode>1</mode>
|
||||
<ray_samp>1</ray_samp>
|
||||
<ray_samp_method>1</ray_samp_method>
|
||||
<ray_samp_type>0</ray_samp_type>
|
||||
<ray_sampy>1</ray_sampy>
|
||||
<ray_sampz>1</ray_sampz>
|
||||
<red>1</red>
|
||||
<samp>3</samp>
|
||||
<shadhalostep>0</shadhalostep>
|
||||
<shadow_b sid="blender_shadow_b">0</shadow_b>
|
||||
<shadow_g sid="blender_shadow_g">0</shadow_g>
|
||||
<shadow_r sid="blender_shadow_r">0</shadow_r>
|
||||
<sky_colorspace>2</sky_colorspace>
|
||||
<sky_exposure>1</sky_exposure>
|
||||
<skyblendfac>1</skyblendfac>
|
||||
<skyblendtype>1</skyblendtype>
|
||||
<soft>3</soft>
|
||||
<spotblend>0.15</spotblend>
|
||||
<spotsize>45</spotsize>
|
||||
<spread>1</spread>
|
||||
<sun_brightness>1</sun_brightness>
|
||||
<sun_effect_type>0</sun_effect_type>
|
||||
<sun_intensity>1</sun_intensity>
|
||||
<sun_size>1</sun_size>
|
||||
<type>4</type>
|
||||
</technique>
|
||||
</extra>
|
||||
</light>
|
||||
</library_lights>
|
||||
<library_images/>
|
||||
<library_controllers/>
|
||||
<library_visual_scenes>
|
||||
<visual_scene id="Scene" name="Scene">
|
||||
<node id="Lamp" name="Lamp" type="NODE">
|
||||
<matrix sid="transform">1 0 0 0 0 1 0 1 0 0 1 1 0 0 0 1</matrix>
|
||||
<instance_light url="#Lamp-light"/>
|
||||
</node>
|
||||
<node id="Sun" name="Sun" type="NODE">
|
||||
<matrix sid="transform">1 0 0 7.076701 0 1 0 -5.572294 0 0 1 5.147222 0 0 0 1</matrix>
|
||||
<instance_light url="#Sun-light"/>
|
||||
</node>
|
||||
<node id="Spot" name="Spot" type="NODE">
|
||||
<matrix sid="transform">1 0 0 8.888217 0 1 0 -5.016863 0 0 1 5.336025 0 0 0 1</matrix>
|
||||
<instance_light url="#Spot-light"/>
|
||||
</node>
|
||||
<node id="Hemi" name="Hemi" type="NODE">
|
||||
<matrix sid="transform">1 0 0 7.326984 0 1 0 -4.602942 0 0 1 5.554852 0 0 0 1</matrix>
|
||||
<instance_light url="#Hemi-light"/>
|
||||
</node>
|
||||
<node id="Area" name="Area" type="NODE">
|
||||
<matrix sid="transform">1 0 0 8.063721 0 1 0 -4.19857 0 0 1 5.273283 0 0 0 1</matrix>
|
||||
<instance_light url="#Area-light"/>
|
||||
</node>
|
||||
</visual_scene>
|
||||
</library_visual_scenes>
|
||||
<scene>
|
||||
<instance_visual_scene url="#Scene"/>
|
||||
</scene>
|
||||
</COLLADA>
|
|
@ -0,0 +1,81 @@
|
|||
/*
|
||||
* ColladaCameraExporter.cpp
|
||||
*
|
||||
* Created on: May 17, 2015
|
||||
* Author: wise
|
||||
*/
|
||||
|
||||
|
||||
#include "UnitTestPCH.h"
|
||||
|
||||
#include <assimp/cexport.h>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_EXPORT
|
||||
|
||||
class ColladaExportLight : public ::testing::Test {
|
||||
public:
|
||||
|
||||
virtual void SetUp()
|
||||
{
|
||||
ex = new Assimp::Exporter();
|
||||
im = new Assimp::Importer();
|
||||
|
||||
}
|
||||
|
||||
virtual void TearDown()
|
||||
{
|
||||
delete ex;
|
||||
delete im;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
Assimp::Exporter* ex;
|
||||
Assimp::Importer* im;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
TEST_F(ColladaExportLight, testExportLight)
|
||||
{
|
||||
const char* file = "cameraExp.dae";
|
||||
|
||||
const aiScene* pTest = im->ReadFile("../test/models/Collada/lights.dae",0);
|
||||
ASSERT_TRUE(pTest!=NULL);
|
||||
ASSERT_TRUE(pTest->HasLights());
|
||||
|
||||
|
||||
EXPECT_EQ(AI_SUCCESS,ex->Export(pTest,"collada",file));
|
||||
EXPECT_EQ(AI_SUCCESS,ex->Export(pTest,"collada","/home/wise/lightsExp.dae"));
|
||||
|
||||
const aiScene* imported = im->ReadFile(file,0);
|
||||
|
||||
ASSERT_TRUE(imported!=NULL);
|
||||
|
||||
EXPECT_TRUE(imported->HasLights());
|
||||
EXPECT_EQ(pTest->mNumLights,imported->mNumLights);
|
||||
/*
|
||||
for(size_t i=0; i< pTest->mNumCameras;i++){
|
||||
|
||||
const aiCamera *orig = pTest->mCameras[i];
|
||||
const aiCamera *read = imported->mCameras[i];
|
||||
|
||||
EXPECT_TRUE(orig->mName==read->mName);
|
||||
EXPECT_FLOAT_EQ(orig->mHorizontalFOV,read->mHorizontalFOV);
|
||||
EXPECT_FLOAT_EQ(orig->mClipPlaneNear,read->mClipPlaneNear);
|
||||
EXPECT_FLOAT_EQ(orig->mClipPlaneFar,read->mClipPlaneFar);
|
||||
|
||||
EXPECT_FLOAT_EQ(orig->mPosition.x,read->mPosition.x);
|
||||
EXPECT_FLOAT_EQ(orig->mPosition.y,read->mPosition.y);
|
||||
EXPECT_FLOAT_EQ(orig->mPosition.z,read->mPosition.z);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
Loading…
Reference in New Issue