/usr/include/opencollada/COLLADAStreamWriter/COLLADASWLight.h is in opencollada-dev 0.1.0~20160714.0ec5063+dfsg1-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 | /*
Copyright (c) 2008-2009 NetAllied Systems GmbH
This file is part of COLLADAStreamWriter.
Licensed under the MIT Open Source License,
for details please see LICENSE file or the website
http://www.opensource.org/licenses/mit-license.php
*/
#ifndef __COLLADASTREAMWRITER_LIGHT_H__
#define __COLLADASTREAMWRITER_LIGHT_H__
#include "COLLADASWPrerequisites.h"
#include "COLLADASWStreamWriter.h"
#include "COLLADASWExtraTechnique.h"
#include "COLLADASWColor.h"
#include "COLLADASWConstants.h"
namespace COLLADASW
{
/** A class that hold all information about a @a \<light\> element.*/
class Light : public ElementWriter, public BaseExtraTechnique
{
public:
/** Light types */
enum LightType
{
AMBIENT,
DIRECTIONAL,
POINT,
SPOT
};
private:
friend class LibraryLights;
/** The id of the light.*/
String mLightId;
/** The name of the light.*/
String mLightName;
/** The light type. */
LightType mLightType;
protected:
/**
* The <constant_attenuation>, <linear_attenuation>, and
* <quadratic_attenuation> are used to calculate the total attenuation
* of this light given a distance. The equation used is
* A = constant_attenuation +
* ( Dist * linear_attenuation ) +
* (( Dist^2 ) * quadratic_attenuation ).
*/
float mConstantAttenuation;
String mConstantAttenuationSid;
float mLinearAttenuation;
String mLinearAttenuationSid;
float mQuadraticAttenuation;
String mQuadraticAttenuationSid;
/**
* The <falloff_angle> and <falloff_exponent> are used to specify the
* amount of attenuation based on the direction of the light.
*/
float mFallOffAngle;
String mFallOffAngleSid;
float mFallOffExponent;
String mFallOffExponentSid;
/** The color attribute. */
Color mColor;
String mColorSid;
/** The color intensity. To calculate the light color,
multiply the base color with the intensity. */
float mIntensity;
String mIntensitySid;
// float mDropOff;
// String mDropOffSid;
protected:
/** Adds the light information. */
void add() const;
/** Adds the light type specific information. */
virtual void addTypeSpecificInfos () const = 0;
public:
/**
* Constructor
* @param lightId The id of the light.
* @param lightName The name of the light.
*/
Light (
StreamWriter* streamWriter,
const String& lightId,
const LightType& lightType,
const String& lightName = ElementWriter::EMPTY_STRING,
const float intensity = 1.0f );
/** Destructor */
virtual ~Light() {}
/** Returns a reference to the light id */
const String& getLightId() const { return mLightId; }
/** Returns the light type. */
const LightType& getLightType () const { return mLightType; }
/** Returns a reference to the light name */
const String& getLightName() const { return mLightName; }
/** The name of the light.*/
void setLightName ( const String& val ) { mLightName = val; }
/** The color attribute. */
const Color& getColor() const { return mColor; }
/** The color attribute. */
void setColor ( const Color& val, const bool useDefaultSid = false, const String& sid = "" );
/** Returns the default sid used for the color element*/
static const String& getColorDefaultSid() { return CSWC::CSW_ELEMENT_COLOR; }
/** Retrieves the intensity of the light. To calculate the light color,
multiply the base color with the intensity.
@return The intensity of the light. */
const float getIntensity() const { return mIntensity; }
/** Sets the intensity of the light. To calculate the light color,
multiply the base color with the intensity.
@param intensity The intensity of the light. */
void setIntensity ( float intensity, const bool useDefaultSid = false, const String& sid = "" );
/**
* The <constant_attenuation>, <linear_attenuation>, and
* <quadratic_attenuation> are used to calculate the total attenuation
* of this light given a distance. The equation used is
* A = constant_attenuation +
* ( Dist * linear_attenuation ) +
* (( Dist^2 ) * quadratic_attenuation ).
*/
const float getConstantAttenuation() const { return mConstantAttenuation; }
/**
* The <constant_attenuation>, <linear_attenuation>, and
* <quadratic_attenuation> are used to calculate the total attenuation
* of this light given a distance. The equation used is
* A = constant_attenuation +
* ( Dist * linear_attenuation ) +
* (( Dist^2 ) * quadratic_attenuation ).
*/
void setConstantAttenuation ( const float val, const bool useDefaultSid = false, const String& sid = "" );
/** Returns the default sid used for the ConstantAttenuation element*/
static const String& getConstantAttenuationDefaultSid() { return CSWC::CSW_ELEMENT_CONSTANT_ATTENUATION; }
/**
* The <constant_attenuation>, <linear_attenuation>, and
* <quadratic_attenuation> are used to calculate the total attenuation
* of this light given a distance. The equation used is
* A = constant_attenuation +
* ( Dist * linear_attenuation ) +
* (( Dist^2 ) * quadratic_attenuation ).
*/
const float getLinearAttenuation() const { return mLinearAttenuation; }
/**
* The <constant_attenuation>, <linear_attenuation>, and
* <quadratic_attenuation> are used to calculate the total attenuation
* of this light given a distance. The equation used is
* A = constant_attenuation +
* ( Dist * linear_attenuation ) +
* (( Dist^2 ) * quadratic_attenuation ).
*/
void setLinearAttenuation ( const float val, const bool useDefaultSid = false, const String& sid = "" );
/** Returns the default sid used for the LinearAttenuation element*/
static const String& getLinearAttenuationDefaultSid() { return CSWC::CSW_ELEMENT_LINEAR_ATTENUATION; }
/**
* The <constant_attenuation>, <linear_attenuation>, and
* <quadratic_attenuation> are used to calculate the total attenuation
* of this light given a distance. The equation used is
* A = constant_attenuation +
* ( Dist * linear_attenuation ) +
* (( Dist^2 ) * quadratic_attenuation ).
*/
const float getQuadraticAttenuation() const { return mQuadraticAttenuation; }
/**
* The <constant_attenuation>, <linear_attenuation>, and
* <quadratic_attenuation> are used to calculate the total attenuation
* of this light given a distance. The equation used is
* A = constant_attenuation +
* ( Dist * linear_attenuation ) +
* (( Dist^2 ) * quadratic_attenuation ).
*/
void setQuadraticAttenuation ( const float val, const bool useDefaultSid = false, const String& sid = "" );
/** Returns the default sid used for the QuadraticAttenuation element*/
static const String& getQuadraticAttenuationDefaultSid() { return CSWC::CSW_ELEMENT_QUADRATIC_ATTENUATION; }
/**
* The <falloff_angle> and <falloff_exponent> are used to specify the
* amount of attenuation based on the direction of the light.
*/
const float getFallOffAngle() const { return mFallOffAngle; }
/** Returns the default sid used for the FallOffAngle element*/
static const String& getFallOffAngleDefaultSid() { return CSWC::CSW_ELEMENT_FALLOFF_ANGLE; }
/**
* The <falloff_angle> and <falloff_exponent> are used to specify the
* amount of attenuation based on the direction of the light.
*/
void setFallOffAngle ( const float val, const bool useDefaultSid = false, const String& sid = "" );
/**
* The <falloff_angle> and <falloff_exponent> are used to specify the
* amount of attenuation based on the direction of the light.
*/
const float getFallOffExponent() const { return mFallOffExponent; }
/**
* The <falloff_angle> and <falloff_exponent> are used to specify the
* amount of attenuation based on the direction of the light.
*/
void setFallOffExponent ( const float val, const bool useDefaultSid = false, const String& sid = "" );
/** Returns the default sid used for the FallOffExponent element*/
static const String& getFallOffExponentDefaultSid() { return CSWC::CSW_ELEMENT_FALLOFF_EXPONENT; }
};
/** Light class for ambient light. */
class AmbientLight : public Light
{
public:
/**
* Constructor
* @param lightId The id of the light.
* @param lightName The name of the light.
*/
AmbientLight (
StreamWriter* streamWriter,
const String& lightId,
const String& lightName = ElementWriter::EMPTY_STRING,
const float intensity = 1.0f )
: Light ( streamWriter, lightId, AMBIENT, lightName, intensity )
{}
virtual ~AmbientLight() {}
protected:
/** Adds the light type specific information. */
void addTypeSpecificInfos () const;
};
/** Light class for directional light. */
class DirectionalLight : public Light
{
public:
/**
* Constructor
* @param lightId The id of the light.
* @param lightName The name of the light.
*/
DirectionalLight (
StreamWriter* streamWriter,
const String& lightId,
const String& lightName = ElementWriter::EMPTY_STRING,
const float intensity = 1.0f )
: Light ( streamWriter, lightId, DIRECTIONAL, lightName, intensity )
{}
virtual ~DirectionalLight() {}
protected:
/** Adds the light type specific information. */
void addTypeSpecificInfos () const;
};
/** Light class for point light. */
class PointLight : public Light
{
public:
/**
* Constructor
* @param lightId The id of the light.
* @param lightName The name of the light.
*/
PointLight (
StreamWriter* streamWriter,
const String& lightId,
const String& lightName = ElementWriter::EMPTY_STRING,
const float intensity = 1.0f )
: Light ( streamWriter, lightId, POINT, lightName, intensity )
{}
virtual ~PointLight() {}
protected:
/** Adds the light type specific information. */
void addTypeSpecificInfos () const;
};
/** Light class for spot light. */
class SpotLight : public Light
{
public:
/**
* Constructor
* @param lightId The id of the light.
* @param lightName The name of the light.
*/
SpotLight (
StreamWriter* streamWriter,
const String& lightId,
const String& lightName = ElementWriter::EMPTY_STRING,
const float intensity = 1.0f )
: Light ( streamWriter, lightId, POINT, lightName, intensity )
{}
virtual ~SpotLight() {}
protected:
/** Adds the light type specific information. */
void addTypeSpecificInfos () const;
};
} //namespace COLLADASW
#endif //__COLLADASTREAMWRITER_LIGHT_H__
|