460 lines
22 KiB
C++
460 lines
22 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, 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
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following 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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/// \file X3DImporter_Node.hpp
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/// \brief Elements of scene graph.
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/// \date 2015-2016
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/// \author smal.root@gmail.com
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#ifndef INCLUDED_AI_X3D_IMPORTER_NODE_H
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#define INCLUDED_AI_X3D_IMPORTER_NODE_H
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// Header files, Assimp.
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#include <assimp/types.h>
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#include <list>
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#include <vector>
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enum X3DElemType {
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ENET_Group, ///< Element has type "Group".
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ENET_MetaBoolean, ///< Element has type "Metadata boolean".
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ENET_MetaDouble, ///< Element has type "Metadata double".
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ENET_MetaFloat, ///< Element has type "Metadata float".
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ENET_MetaInteger, ///< Element has type "Metadata integer".
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ENET_MetaSet, ///< Element has type "Metadata set".
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ENET_MetaString, ///< Element has type "Metadata string".
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ENET_Arc2D, ///< Element has type "Arc2D".
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ENET_ArcClose2D, ///< Element has type "ArcClose2D".
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ENET_Circle2D, ///< Element has type "Circle2D".
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ENET_Disk2D, ///< Element has type "Disk2D".
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ENET_Polyline2D, ///< Element has type "Polyline2D".
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ENET_Polypoint2D, ///< Element has type "Polypoint2D".
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ENET_Rectangle2D, ///< Element has type "Rectangle2D".
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ENET_TriangleSet2D, ///< Element has type "TriangleSet2D".
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ENET_Box, ///< Element has type "Box".
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ENET_Cone, ///< Element has type "Cone".
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ENET_Cylinder, ///< Element has type "Cylinder".
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ENET_Sphere, ///< Element has type "Sphere".
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ENET_ElevationGrid, ///< Element has type "ElevationGrid".
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ENET_Extrusion, ///< Element has type "Extrusion".
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ENET_Coordinate, ///< Element has type "Coordinate".
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ENET_Normal, ///< Element has type "Normal".
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ENET_TextureCoordinate, ///< Element has type "TextureCoordinate".
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ENET_IndexedFaceSet, ///< Element has type "IndexedFaceSet".
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ENET_IndexedLineSet, ///< Element has type "IndexedLineSet".
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ENET_IndexedTriangleSet, ///< Element has type "IndexedTriangleSet".
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ENET_IndexedTriangleFanSet, ///< Element has type "IndexedTriangleFanSet".
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ENET_IndexedTriangleStripSet, ///< Element has type "IndexedTriangleStripSet".
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ENET_LineSet, ///< Element has type "LineSet".
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ENET_PointSet, ///< Element has type "PointSet".
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ENET_TriangleSet, ///< Element has type "TriangleSet".
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ENET_TriangleFanSet, ///< Element has type "TriangleFanSet".
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ENET_TriangleStripSet, ///< Element has type "TriangleStripSet".
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ENET_Color, ///< Element has type "Color".
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ENET_ColorRGBA, ///< Element has type "ColorRGBA".
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ENET_Shape, ///< Element has type "Shape".
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ENET_Appearance, ///< Element has type "Appearance".
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ENET_Material, ///< Element has type "Material".
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ENET_ImageTexture, ///< Element has type "ImageTexture".
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ENET_TextureTransform, ///< Element has type "TextureTransform".
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ENET_DirectionalLight, ///< Element has type "DirectionalLight".
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ENET_PointLight, ///< Element has type "PointLight".
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ENET_SpotLight, ///< Element has type "SpotLight".
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ENET_Invalid ///< Element has invalid type and possible contain invalid data.
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};
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struct X3DNodeElementBase {
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X3DNodeElementBase *Parent;
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std::string ID;
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std::list<X3DNodeElementBase *> Children;
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X3DElemType Type;
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virtual ~X3DNodeElementBase() = default;
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protected:
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X3DNodeElementBase(X3DElemType type, X3DNodeElementBase *pParent) :
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Parent(pParent), Type(type) {
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// empty
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}
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};
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/// This struct hold <Color> value.
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struct X3DNodeElementColor : X3DNodeElementBase {
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std::list<aiColor3D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementColor(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Color, pParent) {}
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}; // struct X3DNodeElementColor
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/// This struct hold <ColorRGBA> value.
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struct X3DNodeElementColorRGBA : X3DNodeElementBase {
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std::list<aiColor4D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementColorRGBA(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_ColorRGBA, pParent) {}
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}; // struct X3DNodeElementColorRGBA
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/// This struct hold <Coordinate> value.
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struct X3DNodeElementCoordinate : public X3DNodeElementBase {
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std::list<aiVector3D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementCoordinate(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Coordinate, pParent) {}
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}; // struct X3DNodeElementCoordinate
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/// This struct hold <Normal> value.
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struct X3DNodeElementNormal : X3DNodeElementBase {
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std::list<aiVector3D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementNormal(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Normal, pParent) {}
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}; // struct X3DNodeElementNormal
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/// This struct hold <TextureCoordinate> value.
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struct X3DNodeElementTextureCoordinate : X3DNodeElementBase {
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std::list<aiVector2D> Value; ///< Stored value.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementTextureCoordinate(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_TextureCoordinate, pParent) {}
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}; // struct X3DNodeElementTextureCoordinate
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/// Two-dimensional figure.
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struct X3DNodeElementGeometry2D : X3DNodeElementBase {
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std::list<aiVector3D> Vertices; ///< Vertices list.
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size_t NumIndices; ///< Number of indices in one face.
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bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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X3DNodeElementGeometry2D(X3DElemType pType, X3DNodeElementBase *pParent) :
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X3DNodeElementBase(pType, pParent), Solid(true) {}
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}; // class X3DNodeElementGeometry2D
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/// Three-dimensional body.
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struct X3DNodeElementGeometry3D : X3DNodeElementBase {
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std::list<aiVector3D> Vertices; ///< Vertices list.
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size_t NumIndices; ///< Number of indices in one face.
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bool Solid; ///< Flag: if true then render must use back-face culling, else render must draw both sides of object.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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X3DNodeElementGeometry3D(X3DElemType pType, X3DNodeElementBase *pParent) :
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X3DNodeElementBase(pType, pParent), Vertices(), NumIndices(0), Solid(true) {
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// empty
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}
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}; // class X3DNodeElementGeometry3D
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/// Uniform rectangular grid of varying height.
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struct X3DNodeElementElevationGrid : X3DNodeElementGeometry3D {
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bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
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bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
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/// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
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/// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
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float CreaseAngle;
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std::vector<int32_t> CoordIdx; ///< Coordinates list by faces. In X3D format: "-1" - delimiter for faces.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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X3DNodeElementElevationGrid(X3DElemType pType, X3DNodeElementBase *pParent) :
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X3DNodeElementGeometry3D(pType, pParent) {}
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}; // class X3DNodeElementIndexedSet
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/// Shape with indexed vertices.
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struct X3DNodeElementIndexedSet : public X3DNodeElementGeometry3D {
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/// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
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/// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
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/// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
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/// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
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/// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
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/// ccw field, results are undefined.
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bool CCW;
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std::vector<int32_t> ColorIndex; ///< Field to specify the polygonal faces by indexing into the <Color> or <ColorRGBA>.
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bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
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/// The convex field indicates whether all polygons in the shape are convex (TRUE). A polygon is convex if it is planar, does not intersect itself,
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/// and all of the interior angles at its vertices are less than 180 degrees. Non planar and self intersecting polygons may produce undefined results
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/// even if the convex field is FALSE.
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bool Convex;
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std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
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/// If the angle between the geometric normals of two adjacent faces is less than the crease angle, normals shall be calculated so that the faces are
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/// shaded smoothly across the edge; otherwise, normals shall be calculated so that a lighting discontinuity across the edge is produced.
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float CreaseAngle;
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std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
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bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
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std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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X3DNodeElementIndexedSet(X3DElemType pType, X3DNodeElementBase *pParent) :
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X3DNodeElementGeometry3D(pType, pParent) {}
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}; // class X3DNodeElementIndexedSet
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/// Shape with set of vertices.
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struct X3DNodeElementSet : X3DNodeElementGeometry3D {
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/// The ccw field defines the ordering of the vertex coordinates of the geometry with respect to user-given or automatically generated normal vectors
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/// used in the lighting model equations. If ccw is TRUE, the normals shall follow the right hand rule; the orientation of each normal with respect to
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/// the vertices (taken in order) shall be such that the vertices appear to be oriented in a counterclockwise order when the vertices are viewed (in the
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/// local coordinate system of the Shape) from the opposite direction as the normal. If ccw is FALSE, the normals shall be oriented in the opposite
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/// direction. If normals are not generated but are supplied using a Normal node, and the orientation of the normals does not match the setting of the
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/// ccw field, results are undefined.
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bool CCW;
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bool ColorPerVertex; ///< If true then colors are defined for every vertex, else for every face(line).
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bool NormalPerVertex; ///< If true then normals are defined for every vertex, else for every face(line).
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std::vector<int32_t> CoordIndex; ///< Field to specify the polygonal faces by indexing into the <Coordinate>.
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std::vector<int32_t> NormalIndex; ///< Field to specify the polygonal faces by indexing into the <Normal>.
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std::vector<int32_t> TexCoordIndex; ///< Field to specify the polygonal faces by indexing into the <TextureCoordinate>.
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std::vector<int32_t> VertexCount; ///< Field describes how many vertices are to be used in each polyline(polygon) from the <Coordinate> field.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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X3DNodeElementSet(X3DElemType type, X3DNodeElementBase *pParent) :
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X3DNodeElementGeometry3D(type, pParent) {}
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}; // class X3DNodeElementSet
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/// This struct hold <Shape> value.
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struct X3DNodeElementShape : X3DNodeElementBase {
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementShape(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Shape, pParent) {}
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}; // struct X3DNodeElementShape
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/// This struct hold <Appearance> value.
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struct X3DNodeElementAppearance : public X3DNodeElementBase {
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementAppearance(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Appearance, pParent) {}
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}; // struct X3DNodeElementAppearance
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struct X3DNodeElementMaterial : public X3DNodeElementBase {
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float AmbientIntensity; ///< Specifies how much ambient light from light sources this surface shall reflect.
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aiColor3D DiffuseColor; ///< Reflects all X3D light sources depending on the angle of the surface with respect to the light source.
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aiColor3D EmissiveColor; ///< Models "glowing" objects. This can be useful for displaying pre-lit models.
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float Shininess; ///< Lower shininess values produce soft glows, while higher values result in sharper, smaller highlights.
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aiColor3D SpecularColor; ///< The specularColor and shininess fields determine the specular highlights.
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float Transparency; ///< Specifies how "clear" an object is, with 1.0 being completely transparent, and 0.0 completely opaque.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pType - type of geometry object.
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X3DNodeElementMaterial(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_Material, pParent),
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AmbientIntensity(0.0f),
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DiffuseColor(),
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EmissiveColor(),
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Shininess(0.0f),
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SpecularColor(),
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Transparency(1.0f) {
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// empty
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}
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}; // class X3DNodeElementMaterial
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/// This struct hold <ImageTexture> value.
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struct X3DNodeElementImageTexture : X3DNodeElementBase {
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/// RepeatS and RepeatT, that specify how the texture wraps in the S and T directions. If repeatS is TRUE (the default), the texture map is repeated
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/// outside the [0.0, 1.0] texture coordinate range in the S direction so that it fills the shape. If repeatS is FALSE, the texture coordinates are
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/// clamped in the S direction to lie within the [0.0, 1.0] range. The repeatT field is analogous to the repeatS field.
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bool RepeatS;
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bool RepeatT; ///< See \ref RepeatS.
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std::string URL; ///< URL of the texture.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementImageTexture(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_ImageTexture, pParent) {}
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}; // struct X3DNodeElementImageTexture
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/// This struct hold <TextureTransform> value.
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struct X3DNodeElementTextureTransform : X3DNodeElementBase {
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aiVector2D Center; ///< Specifies a translation offset in texture coordinate space about which the rotation and scale fields are applied.
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float Rotation; ///< Specifies a rotation in angle base units of the texture coordinates about the center point after the scale has been applied.
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aiVector2D Scale; ///< Specifies a scaling factor in S and T of the texture coordinates about the center point.
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aiVector2D Translation; ///< Specifies a translation of the texture coordinates.
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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X3DNodeElementTextureTransform(X3DNodeElementBase *pParent) :
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X3DNodeElementBase(X3DElemType::ENET_TextureTransform, pParent) {}
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}; // struct X3DNodeElementTextureTransform
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struct X3DNodeElementGroup : X3DNodeElementBase {
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aiMatrix4x4 Transformation; ///< Transformation matrix.
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/// As you know node elements can use already defined node elements when attribute "USE" is defined.
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/// Standard search when looking for an element in the whole scene graph, existing at this moment.
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/// If a node is marked as static, the children(or lower) can not search for elements in the nodes upper then static.
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bool Static;
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bool UseChoice; ///< Flag: if true then use number from \ref Choice to choose what the child will be kept.
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int32_t Choice; ///< Number of the child which will be kept.
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/// Constructor.
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pStatic - static node flag.
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X3DNodeElementGroup(X3DNodeElementBase *pParent, const bool pStatic = false) :
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X3DNodeElementBase(X3DElemType::ENET_Group, pParent), Static(pStatic), UseChoice(false) {}
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};
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struct X3DNodeElementMeta : X3DNodeElementBase {
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std::string Name; ///< Name of metadata object.
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std::string Reference;
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virtual ~X3DNodeElementMeta() = default;
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protected:
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X3DNodeElementMeta(X3DElemType type, X3DNodeElementBase *parent) :
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X3DNodeElementBase(type, parent) {
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// empty
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}
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};
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struct X3DNodeElementMetaBoolean : X3DNodeElementMeta {
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std::vector<bool> Value; ///< Stored value.
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explicit X3DNodeElementMetaBoolean(X3DNodeElementBase *pParent) :
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X3DNodeElementMeta(X3DElemType::ENET_MetaBoolean, pParent) {
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// empty
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}
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};
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struct X3DNodeElementMetaDouble : X3DNodeElementMeta {
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std::vector<double> Value; ///< Stored value.
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explicit X3DNodeElementMetaDouble(X3DNodeElementBase *pParent) :
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X3DNodeElementMeta(X3DElemType::ENET_MetaDouble, pParent) {
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// empty
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}
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};
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struct X3DNodeElementMetaFloat : public X3DNodeElementMeta {
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std::vector<float> Value; ///< Stored value.
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explicit X3DNodeElementMetaFloat(X3DNodeElementBase *pParent) :
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X3DNodeElementMeta(X3DElemType::ENET_MetaFloat, pParent) {
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// empty
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}
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};
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struct X3DNodeElementMetaInt : public X3DNodeElementMeta {
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std::vector<int32_t> Value; ///< Stored value.
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explicit X3DNodeElementMetaInt(X3DNodeElementBase *pParent) :
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X3DNodeElementMeta(X3DElemType::ENET_MetaInteger, pParent) {
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// empty
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}
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};
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struct X3DNodeElementMetaSet : public X3DNodeElementMeta {
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std::list<X3DNodeElementMeta> Value; ///< Stored value.
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explicit X3DNodeElementMetaSet(X3DNodeElementBase *pParent) :
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X3DNodeElementMeta(X3DElemType::ENET_MetaSet, pParent) {
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// empty
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}
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};
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struct X3DNodeElementMetaString : X3DNodeElementMeta {
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std::vector<std::string> Value; ///< Stored value.
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explicit X3DNodeElementMetaString(X3DNodeElementBase *pParent) :
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X3DNodeElementMeta(X3DElemType::ENET_MetaString, pParent) {
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// empty
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}
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};
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/// \struct X3DNodeElementLight
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/// This struct hold <TextureTransform> value.
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struct X3DNodeElementLight : X3DNodeElementBase {
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float AmbientIntensity; ///< Specifies the intensity of the ambient emission from the light.
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aiColor3D Color; ///< specifies the spectral colour properties of both the direct and ambient light emission as an RGB value.
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aiVector3D Direction; ///< Specifies the direction vector of the illumination emanating from the light source in the local coordinate system.
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/// \var Global
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/// Field that determines whether the light is global or scoped. Global lights illuminate all objects that fall within their volume of lighting influence.
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/// Scoped lights only illuminate objects that are in the same transformation hierarchy as the light.
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bool Global;
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float Intensity; ///< Specifies the brightness of the direct emission from the light.
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/// \var Attenuation
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/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
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/// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
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aiVector3D Attenuation;
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aiVector3D Location; ///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
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float Radius; ///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
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float BeamWidth; ///< Specifies an inner solid angle in which the light source emits light at uniform full intensity.
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float CutOffAngle; ///< The light source's emission intensity drops off from the inner solid angle (beamWidth) to the outer solid angle (cutOffAngle).
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/// Constructor
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/// \param [in] pParent - pointer to parent node.
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/// \param [in] pLightType - type of the light source.
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X3DNodeElementLight(X3DElemType pLightType, X3DNodeElementBase *pParent) :
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X3DNodeElementBase(pLightType, pParent) {}
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}; // struct X3DNodeElementLight
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#endif // INCLUDED_AI_X3D_IMPORTER_NODE_H
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