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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2017, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+copyright notice, this list of conditions and the
+following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the
+following disclaimer in the documentation and/or other
+materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+contributors may be used to endorse or promote products
+derived from this software without specific prior
+written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+/// \file X3DImporter_Light.cpp
+/// \brief Parsing data from nodes of "Lighting" set of X3D.
+/// \date 2015-2016
+/// \author smal.root@gmail.com
+
+#ifndef ASSIMP_BUILD_NO_X3D_IMPORTER
+
+#include "X3DImporter.hpp"
+#include "X3DImporter_Macro.hpp"
+#include "StringUtils.h"
+
+namespace Assimp {
+
+// <DirectionalLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// direction="0 0 -1" SFVec3f [inputOutput]
+// global="false" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// on="true" SFBool [inputOutput]
+// />
+void X3DImporter::ParseNode_Lighting_DirectionalLight()
+{
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiColor3D color(1, 1, 1);
+ aiVector3D direction(0, 0, -1);
+ bool global = false;
+ float intensity = 1;
+ bool on = true;
+ CX3DImporter_NodeElement* ne( nullptr );
+
+ MACRO_ATTRREAD_LOOPBEG;
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
+ MACRO_ATTRREAD_CHECK_RET("ambientIntensity", ambientIntensity, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_CHECK_REF("color", color, XML_ReadNode_GetAttrVal_AsCol3f);
+ MACRO_ATTRREAD_CHECK_REF("direction", direction, XML_ReadNode_GetAttrVal_AsVec3f);
+ MACRO_ATTRREAD_CHECK_RET("global", global, XML_ReadNode_GetAttrVal_AsBool);
+ MACRO_ATTRREAD_CHECK_RET("intensity", intensity, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_CHECK_RET("on", on, XML_ReadNode_GetAttrVal_AsBool);
+ MACRO_ATTRREAD_LOOPEND;
+
+ // if "USE" defined then find already defined element.
+ if(!use.empty())
+ {
+ MACRO_USE_CHECKANDAPPLY(def, use, ENET_DirectionalLight, ne);
+ }
+ else
+ {
+ if(on)
+ {
+ // create and if needed - define new geometry object.
+ ne = new CX3DImporter_NodeElement_Light(CX3DImporter_NodeElement::ENET_DirectionalLight, NodeElement_Cur);
+ if(!def.empty())
+ ne->ID = def;
+ else
+ ne->ID = "DirectionalLight_" + to_string((size_t)ne);// make random name
+
+ ((CX3DImporter_NodeElement_Light*)ne)->AmbientIntensity = ambientIntensity;
+ ((CX3DImporter_NodeElement_Light*)ne)->Color = color;
+ ((CX3DImporter_NodeElement_Light*)ne)->Direction = direction;
+ ((CX3DImporter_NodeElement_Light*)ne)->Global = global;
+ ((CX3DImporter_NodeElement_Light*)ne)->Intensity = intensity;
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+
+ NodeElement_Cur->ID = ne->ID;// assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if(!mReader->isEmptyElement())
+ ParseNode_Metadata(ne, "DirectionalLight");
+ else
+ NodeElement_Cur->Child.push_back(ne);// add made object as child to current element
+
+ NodeElement_List.push_back(ne);// add element to node element list because its a new object in graph
+ }// if(on)
+ }// if(!use.empty()) else
+}
+
+// <PointLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// attenuation="1 0 0" SFVec3f [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// global="true" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// location="0 0 0" SFVec3f [inputOutput]
+// on="true" SFBool [inputOutput]
+// radius="100" SFFloat [inputOutput]
+// />
+void X3DImporter::ParseNode_Lighting_PointLight()
+{
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiVector3D attenuation( 1, 0, 0 );
+ aiColor3D color( 1, 1, 1 );
+ bool global = true;
+ float intensity = 1;
+ aiVector3D location( 0, 0, 0 );
+ bool on = true;
+ float radius = 100;
+ CX3DImporter_NodeElement* ne( nullptr );
+
+ MACRO_ATTRREAD_LOOPBEG;
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
+ MACRO_ATTRREAD_CHECK_RET("ambientIntensity", ambientIntensity, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_CHECK_REF("attenuation", attenuation, XML_ReadNode_GetAttrVal_AsVec3f);
+ MACRO_ATTRREAD_CHECK_REF("color", color, XML_ReadNode_GetAttrVal_AsCol3f);
+ MACRO_ATTRREAD_CHECK_RET("global", global, XML_ReadNode_GetAttrVal_AsBool);
+ MACRO_ATTRREAD_CHECK_RET("intensity", intensity, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_CHECK_REF("location", location, XML_ReadNode_GetAttrVal_AsVec3f);
+ MACRO_ATTRREAD_CHECK_RET("on", on, XML_ReadNode_GetAttrVal_AsBool);
+ MACRO_ATTRREAD_CHECK_RET("radius", radius, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_LOOPEND;
+
+ // if "USE" defined then find already defined element.
+ if(!use.empty())
+ {
+ MACRO_USE_CHECKANDAPPLY(def, use, ENET_PointLight, ne);
+ }
+ else
+ {
+ if(on)
+ {
+ // create and if needed - define new geometry object.
+ ne = new CX3DImporter_NodeElement_Light(CX3DImporter_NodeElement::ENET_PointLight, NodeElement_Cur);
+ if(!def.empty()) ne->ID = def;
+
+ ((CX3DImporter_NodeElement_Light*)ne)->AmbientIntensity = ambientIntensity;
+ ((CX3DImporter_NodeElement_Light*)ne)->Attenuation = attenuation;
+ ((CX3DImporter_NodeElement_Light*)ne)->Color = color;
+ ((CX3DImporter_NodeElement_Light*)ne)->Global = global;
+ ((CX3DImporter_NodeElement_Light*)ne)->Intensity = intensity;
+ ((CX3DImporter_NodeElement_Light*)ne)->Location = location;
+ ((CX3DImporter_NodeElement_Light*)ne)->Radius = radius;
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+ // make random name
+ if(ne->ID.empty()) ne->ID = "PointLight_" + to_string((size_t)ne);
+
+ NodeElement_Cur->ID = ne->ID;// assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if(!mReader->isEmptyElement())
+ ParseNode_Metadata(ne, "PointLight");
+ else
+ NodeElement_Cur->Child.push_back(ne);// add made object as child to current element
+
+ NodeElement_List.push_back(ne);// add element to node element list because its a new object in graph
+ }// if(on)
+ }// if(!use.empty()) else
+}
+
+// <SpotLight
+// DEF="" ID
+// USE="" IDREF
+// ambientIntensity="0" SFFloat [inputOutput]
+// attenuation="1 0 0" SFVec3f [inputOutput]
+// beamWidth="0.7854" SFFloat [inputOutput]
+// color="1 1 1" SFColor [inputOutput]
+// cutOffAngle="1.570796" SFFloat [inputOutput]
+// direction="0 0 -1" SFVec3f [inputOutput]
+// global="true" SFBool [inputOutput]
+// intensity="1" SFFloat [inputOutput]
+// location="0 0 0" SFVec3f [inputOutput]
+// on="true" SFBool [inputOutput]
+// radius="100" SFFloat [inputOutput]
+// />
+void X3DImporter::ParseNode_Lighting_SpotLight()
+{
+ std::string def, use;
+ float ambientIntensity = 0;
+ aiVector3D attenuation( 1, 0, 0 );
+ float beamWidth = 0.7854f;
+ aiColor3D color( 1, 1, 1 );
+ float cutOffAngle = 1.570796f;
+ aiVector3D direction( 0, 0, -1 );
+ bool global = true;
+ float intensity = 1;
+ aiVector3D location( 0, 0, 0 );
+ bool on = true;
+ float radius = 100;
+ CX3DImporter_NodeElement* ne( nullptr );
+
+ MACRO_ATTRREAD_LOOPBEG;
+ MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
+ MACRO_ATTRREAD_CHECK_RET("ambientIntensity", ambientIntensity, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_CHECK_REF("attenuation", attenuation, XML_ReadNode_GetAttrVal_AsVec3f);
+ MACRO_ATTRREAD_CHECK_RET("beamWidth", beamWidth, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_CHECK_REF("color", color, XML_ReadNode_GetAttrVal_AsCol3f);
+ MACRO_ATTRREAD_CHECK_RET("cutOffAngle", cutOffAngle, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_CHECK_REF("direction", direction, XML_ReadNode_GetAttrVal_AsVec3f);
+ MACRO_ATTRREAD_CHECK_RET("global", global, XML_ReadNode_GetAttrVal_AsBool);
+ MACRO_ATTRREAD_CHECK_RET("intensity", intensity, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_CHECK_REF("location", location, XML_ReadNode_GetAttrVal_AsVec3f);
+ MACRO_ATTRREAD_CHECK_RET("on", on, XML_ReadNode_GetAttrVal_AsBool);
+ MACRO_ATTRREAD_CHECK_RET("radius", radius, XML_ReadNode_GetAttrVal_AsFloat);
+ MACRO_ATTRREAD_LOOPEND;
+
+ // if "USE" defined then find already defined element.
+ if(!use.empty())
+ {
+ MACRO_USE_CHECKANDAPPLY(def, use, ENET_SpotLight, ne);
+ }
+ else
+ {
+ if(on)
+ {
+ // create and if needed - define new geometry object.
+ ne = new CX3DImporter_NodeElement_Light(CX3DImporter_NodeElement::ENET_SpotLight, NodeElement_Cur);
+ if(!def.empty()) ne->ID = def;
+
+ if(beamWidth > cutOffAngle) beamWidth = cutOffAngle;
+
+ ((CX3DImporter_NodeElement_Light*)ne)->AmbientIntensity = ambientIntensity;
+ ((CX3DImporter_NodeElement_Light*)ne)->Attenuation = attenuation;
+ ((CX3DImporter_NodeElement_Light*)ne)->BeamWidth = beamWidth;
+ ((CX3DImporter_NodeElement_Light*)ne)->Color = color;
+ ((CX3DImporter_NodeElement_Light*)ne)->CutOffAngle = cutOffAngle;
+ ((CX3DImporter_NodeElement_Light*)ne)->Direction = direction;
+ ((CX3DImporter_NodeElement_Light*)ne)->Global = global;
+ ((CX3DImporter_NodeElement_Light*)ne)->Intensity = intensity;
+ ((CX3DImporter_NodeElement_Light*)ne)->Location = location;
+ ((CX3DImporter_NodeElement_Light*)ne)->Radius = radius;
+
+ // Assimp want a node with name similar to a light. "Why? I don't no." )
+ ParseHelper_Group_Begin(false);
+ // make random name
+ if(ne->ID.empty()) ne->ID = "SpotLight_" + to_string((size_t)ne);
+
+ NodeElement_Cur->ID = ne->ID;// assign name to node and return to light element.
+ ParseHelper_Node_Exit();
+ // check for child nodes
+ if(!mReader->isEmptyElement())
+ ParseNode_Metadata(ne, "SpotLight");
+ else
+ NodeElement_Cur->Child.push_back(ne);// add made object as child to current element
+
+ NodeElement_List.push_back(ne);// add element to node element list because its a new object in graph
+ }// if(on)
+ }// if(!use.empty()) else
+}
+
+}// namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_X3D_IMPORTER