616 lines
22 KiB
C++
616 lines
22 KiB
C++
/*
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* Copyright 2006 Sony Computer Entertainment Inc.
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*
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* Licensed under the MIT Open Source License, for details please see license.txt or the website
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* http://www.opensource.org/licenses/mit-license.php
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*
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*/
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#ifndef __domLight_h__
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#define __domLight_h__
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#include <dae/daeDocument.h>
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#include <dom/domTypes.h>
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#include <dom/domElements.h>
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#include <dom/domAsset.h>
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#include <dom/domTechnique.h>
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#include <dom/domExtra.h>
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#include <dom/domTargetableFloat3.h>
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#include <dom/domTargetableFloat.h>
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class DAE;
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/**
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* The light element declares a light source that illuminates the scene. Light
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* sources have many different properties and radiate light in many different
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* patterns and frequencies.
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*/
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class domLight : public daeElement
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{
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public:
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virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::LIGHT; }
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static daeInt ID() { return 638; }
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virtual daeInt typeID() const { return ID(); }
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public:
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class domTechnique_common;
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typedef daeSmartRef<domTechnique_common> domTechnique_commonRef;
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typedef daeTArray<domTechnique_commonRef> domTechnique_common_Array;
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/**
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* The technique_common element specifies the light information for the common
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* profile which all COLLADA implementations need to support.
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*/
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class domTechnique_common : public daeElement
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{
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public:
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virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::TECHNIQUE_COMMON; }
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static daeInt ID() { return 639; }
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virtual daeInt typeID() const { return ID(); }
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public:
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class domAmbient;
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typedef daeSmartRef<domAmbient> domAmbientRef;
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typedef daeTArray<domAmbientRef> domAmbient_Array;
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/**
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* The ambient element declares the parameters required to describe an ambient
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* light source. An ambient light is one that lights everything evenly,
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* regardless of location or orientation.
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*/
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class domAmbient : public daeElement
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{
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public:
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virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::AMBIENT; }
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static daeInt ID() { return 640; }
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virtual daeInt typeID() const { return ID(); }
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protected: // Element
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/**
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* The color element contains three floating point numbers specifying the
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* color of the light. The color element must occur exactly once. @see domColor
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*/
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domTargetableFloat3Ref elemColor;
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public: //Accessors and Mutators
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/**
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* Gets the color element.
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* @return a daeSmartRef to the color element.
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*/
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const domTargetableFloat3Ref getColor() const { return elemColor; }
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protected:
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/**
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* Constructor
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*/
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domAmbient(DAE& dae) : daeElement(dae), elemColor() {}
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/**
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* Destructor
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*/
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virtual ~domAmbient() {}
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/**
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* Overloaded assignment operator
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*/
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virtual domAmbient &operator=( const domAmbient &cpy ) { (void)cpy; return *this; }
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public: // STATIC METHODS
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/**
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* Creates an instance of this class and returns a daeElementRef referencing it.
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* @return a daeElementRef referencing an instance of this object.
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*/
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static DLLSPEC daeElementRef create(DAE& dae);
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/**
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* Creates a daeMetaElement object that describes this element in the meta object reflection framework.
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* If a daeMetaElement already exists it will return that instead of creating a new one.
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* @return A daeMetaElement describing this COLLADA element.
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*/
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static DLLSPEC daeMetaElement* registerElement(DAE& dae);
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};
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class domDirectional;
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typedef daeSmartRef<domDirectional> domDirectionalRef;
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typedef daeTArray<domDirectionalRef> domDirectional_Array;
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/**
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* The directional element declares the parameters required to describe a
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* directional light source. A directional light is one that lights everything
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* from the same direction, regardless of location. The light’s default
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* direction vector in local coordinates is [0,0,-1], pointing down the -Z
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* axis. The actual direction of the light is defined by the transform of
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* the node where the light is instantiated.
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*/
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class domDirectional : public daeElement
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{
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public:
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virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::DIRECTIONAL; }
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static daeInt ID() { return 641; }
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virtual daeInt typeID() const { return ID(); }
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protected: // Element
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/**
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* The color element contains three floating point numbers specifying the
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* color of the light. The color element must occur exactly once. @see domColor
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*/
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domTargetableFloat3Ref elemColor;
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public: //Accessors and Mutators
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/**
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* Gets the color element.
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* @return a daeSmartRef to the color element.
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*/
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const domTargetableFloat3Ref getColor() const { return elemColor; }
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protected:
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/**
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* Constructor
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*/
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domDirectional(DAE& dae) : daeElement(dae), elemColor() {}
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/**
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* Destructor
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*/
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virtual ~domDirectional() {}
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/**
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* Overloaded assignment operator
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*/
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virtual domDirectional &operator=( const domDirectional &cpy ) { (void)cpy; return *this; }
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public: // STATIC METHODS
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/**
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* Creates an instance of this class and returns a daeElementRef referencing it.
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* @return a daeElementRef referencing an instance of this object.
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*/
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static DLLSPEC daeElementRef create(DAE& dae);
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/**
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* Creates a daeMetaElement object that describes this element in the meta object reflection framework.
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* If a daeMetaElement already exists it will return that instead of creating a new one.
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* @return A daeMetaElement describing this COLLADA element.
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*/
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static DLLSPEC daeMetaElement* registerElement(DAE& dae);
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};
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class domPoint;
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typedef daeSmartRef<domPoint> domPointRef;
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typedef daeTArray<domPointRef> domPoint_Array;
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/**
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* The point element declares the parameters required to describe a point
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* light source. A point light source radiates light in all directions from
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* a known location in space. The intensity of a point light source is attenuated
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* as the distance to the light source increases. The position of the light
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* is defined by the transform of the node in which it is instantiated.
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*/
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class domPoint : public daeElement
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{
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public:
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virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::POINT; }
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static daeInt ID() { return 642; }
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virtual daeInt typeID() const { return ID(); }
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protected: // Elements
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/**
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* The color element contains three floating point numbers specifying the
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* color of the light. The color element must occur exactly once. @see domColor
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*/
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domTargetableFloat3Ref elemColor;
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/**
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* The constant_attenuation is used to calculate the total attenuation of
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* this light given a distance. The equation used is A = constant_attenuation
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* + Dist*linear_attenuation + Dist^2*quadratic_attenuation. @see domConstant_attenuation
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*/
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domTargetableFloatRef elemConstant_attenuation;
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/**
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* The linear_attenuation is used to calculate the total attenuation of this
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* light given a distance. The equation used is A = constant_attenuation
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* + Dist*linear_attenuation + Dist^2*quadratic_attenuation. @see domLinear_attenuation
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*/
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domTargetableFloatRef elemLinear_attenuation;
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/**
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* The quadratic_attenuation is used to calculate the total attenuation of
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* this light given a distance. The equation used is A = constant_attenuation
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* + Dist*linear_attenuation + Dist^2*quadratic_attenuation. @see domQuadratic_attenuation
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*/
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domTargetableFloatRef elemQuadratic_attenuation;
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public: //Accessors and Mutators
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/**
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* Gets the color element.
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* @return a daeSmartRef to the color element.
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*/
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const domTargetableFloat3Ref getColor() const { return elemColor; }
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/**
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* Gets the constant_attenuation element.
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* @return a daeSmartRef to the constant_attenuation element.
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*/
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const domTargetableFloatRef getConstant_attenuation() const { return elemConstant_attenuation; }
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/**
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* Gets the linear_attenuation element.
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* @return a daeSmartRef to the linear_attenuation element.
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*/
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const domTargetableFloatRef getLinear_attenuation() const { return elemLinear_attenuation; }
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/**
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* Gets the quadratic_attenuation element.
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* @return a daeSmartRef to the quadratic_attenuation element.
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*/
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const domTargetableFloatRef getQuadratic_attenuation() const { return elemQuadratic_attenuation; }
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protected:
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/**
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* Constructor
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*/
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domPoint(DAE& dae) : daeElement(dae), elemColor(), elemConstant_attenuation(), elemLinear_attenuation(), elemQuadratic_attenuation() {}
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/**
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* Destructor
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*/
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virtual ~domPoint() {}
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/**
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* Overloaded assignment operator
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*/
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virtual domPoint &operator=( const domPoint &cpy ) { (void)cpy; return *this; }
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public: // STATIC METHODS
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/**
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* Creates an instance of this class and returns a daeElementRef referencing it.
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* @return a daeElementRef referencing an instance of this object.
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*/
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static DLLSPEC daeElementRef create(DAE& dae);
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/**
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* Creates a daeMetaElement object that describes this element in the meta object reflection framework.
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* If a daeMetaElement already exists it will return that instead of creating a new one.
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* @return A daeMetaElement describing this COLLADA element.
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*/
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static DLLSPEC daeMetaElement* registerElement(DAE& dae);
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};
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class domSpot;
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typedef daeSmartRef<domSpot> domSpotRef;
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typedef daeTArray<domSpotRef> domSpot_Array;
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/**
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* The spot element declares the parameters required to describe a spot light
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* source. A spot light source radiates light in one direction from a known
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* location in space. The light radiates from the spot light source in a
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* cone shape. The intensity of the light is attenuated as the radiation
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* angle increases away from the direction of the light source. The intensity
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* of a spot light source is also attenuated as the distance to the light
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* source increases. The position of the light is defined by the transform
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* of the node in which it is instantiated. The light’s default direction
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* vector in local coordinates is [0,0,-1], pointing down the -Z axis. The
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* actual direction of the light is defined by the transform of the node
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* where the light is instantiated.
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*/
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class domSpot : public daeElement
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{
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public:
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virtual COLLADA_TYPE::TypeEnum getElementType() const { return COLLADA_TYPE::SPOT; }
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static daeInt ID() { return 643; }
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virtual daeInt typeID() const { return ID(); }
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protected: // Elements
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/**
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* The color element contains three floating point numbers specifying the
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* color of the light. The color element must occur exactly once. @see domColor
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*/
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domTargetableFloat3Ref elemColor;
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/**
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* The constant_attenuation is used to calculate the total attenuation of
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* this light given a distance. The equation used is A = constant_attenuation
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* + Dist*linear_attenuation + Dist^2*quadratic_attenuation. @see domConstant_attenuation
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*/
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domTargetableFloatRef elemConstant_attenuation;
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/**
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* The linear_attenuation is used to calculate the total attenuation of this
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* light given a distance. The equation used is A = constant_attenuation
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* + Dist*linear_attenuation + Dist^2*quadratic_attenuation. @see domLinear_attenuation
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*/
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domTargetableFloatRef elemLinear_attenuation;
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/**
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* The quadratic_attenuation is used to calculate the total attenuation of
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* this light given a distance. The equation used is A = constant_attenuation
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* + Dist*linear_attenuation + Dist^2*quadratic_attenuation. @see domQuadratic_attenuation
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*/
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domTargetableFloatRef elemQuadratic_attenuation;
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/**
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* The falloff_angle is used to specify the amount of attenuation based on
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* the direction of the light. @see domFalloff_angle
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*/
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domTargetableFloatRef elemFalloff_angle;
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/**
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* The falloff_exponent is used to specify the amount of attenuation based
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* on the direction of the light. @see domFalloff_exponent
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*/
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domTargetableFloatRef elemFalloff_exponent;
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public: //Accessors and Mutators
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/**
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* Gets the color element.
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* @return a daeSmartRef to the color element.
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*/
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const domTargetableFloat3Ref getColor() const { return elemColor; }
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/**
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* Gets the constant_attenuation element.
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* @return a daeSmartRef to the constant_attenuation element.
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*/
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const domTargetableFloatRef getConstant_attenuation() const { return elemConstant_attenuation; }
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/**
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* Gets the linear_attenuation element.
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* @return a daeSmartRef to the linear_attenuation element.
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*/
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const domTargetableFloatRef getLinear_attenuation() const { return elemLinear_attenuation; }
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/**
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* Gets the quadratic_attenuation element.
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* @return a daeSmartRef to the quadratic_attenuation element.
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*/
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const domTargetableFloatRef getQuadratic_attenuation() const { return elemQuadratic_attenuation; }
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/**
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* Gets the falloff_angle element.
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* @return a daeSmartRef to the falloff_angle element.
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*/
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const domTargetableFloatRef getFalloff_angle() const { return elemFalloff_angle; }
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/**
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* Gets the falloff_exponent element.
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* @return a daeSmartRef to the falloff_exponent element.
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*/
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const domTargetableFloatRef getFalloff_exponent() const { return elemFalloff_exponent; }
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protected:
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/**
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* Constructor
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*/
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domSpot(DAE& dae) : daeElement(dae), elemColor(), elemConstant_attenuation(), elemLinear_attenuation(), elemQuadratic_attenuation(), elemFalloff_angle(), elemFalloff_exponent() {}
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/**
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* Destructor
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*/
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virtual ~domSpot() {}
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/**
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* Overloaded assignment operator
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*/
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virtual domSpot &operator=( const domSpot &cpy ) { (void)cpy; return *this; }
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public: // STATIC METHODS
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/**
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* Creates an instance of this class and returns a daeElementRef referencing it.
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* @return a daeElementRef referencing an instance of this object.
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*/
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static DLLSPEC daeElementRef create(DAE& dae);
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/**
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* Creates a daeMetaElement object that describes this element in the meta object reflection framework.
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* If a daeMetaElement already exists it will return that instead of creating a new one.
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* @return A daeMetaElement describing this COLLADA element.
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*/
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static DLLSPEC daeMetaElement* registerElement(DAE& dae);
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};
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protected: // Elements
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/**
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* The ambient element declares the parameters required to describe an ambient
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* light source. An ambient light is one that lights everything evenly,
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* regardless of location or orientation. @see domAmbient
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*/
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domAmbientRef elemAmbient;
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/**
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* The directional element declares the parameters required to describe a
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* directional light source. A directional light is one that lights everything
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* from the same direction, regardless of location. The light’s default
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* direction vector in local coordinates is [0,0,-1], pointing down the -Z
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* axis. The actual direction of the light is defined by the transform of
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* the node where the light is instantiated. @see domDirectional
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*/
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domDirectionalRef elemDirectional;
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/**
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* The point element declares the parameters required to describe a point
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* light source. A point light source radiates light in all directions from
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* a known location in space. The intensity of a point light source is attenuated
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* as the distance to the light source increases. The position of the light
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* is defined by the transform of the node in which it is instantiated. @see
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* domPoint
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*/
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domPointRef elemPoint;
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/**
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* The spot element declares the parameters required to describe a spot light
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* source. A spot light source radiates light in one direction from a known
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* location in space. The light radiates from the spot light source in a
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* cone shape. The intensity of the light is attenuated as the radiation
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* angle increases away from the direction of the light source. The intensity
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* of a spot light source is also attenuated as the distance to the light
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* source increases. The position of the light is defined by the transform
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* of the node in which it is instantiated. The light’s default direction
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* vector in local coordinates is [0,0,-1], pointing down the -Z axis. The
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* actual direction of the light is defined by the transform of the node
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* where the light is instantiated. @see domSpot
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*/
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domSpotRef elemSpot;
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/**
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* Used to preserve order in elements that do not specify strict sequencing of sub-elements.
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*/
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daeElementRefArray _contents;
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/**
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* Used to preserve order in elements that have a complex content model.
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*/
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daeUIntArray _contentsOrder;
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/**
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* Used to store information needed for some content model objects.
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*/
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daeTArray< daeCharArray * > _CMData;
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public: //Accessors and Mutators
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/**
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* Gets the ambient element.
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* @return a daeSmartRef to the ambient element.
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*/
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const domAmbientRef getAmbient() const { return elemAmbient; }
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/**
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* Gets the directional element.
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* @return a daeSmartRef to the directional element.
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*/
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const domDirectionalRef getDirectional() const { return elemDirectional; }
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/**
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* Gets the point element.
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* @return a daeSmartRef to the point element.
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*/
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const domPointRef getPoint() const { return elemPoint; }
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/**
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* Gets the spot element.
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* @return a daeSmartRef to the spot element.
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*/
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const domSpotRef getSpot() const { return elemSpot; }
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/**
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* Gets the _contents array.
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* @return Returns a reference to the _contents element array.
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*/
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daeElementRefArray &getContents() { return _contents; }
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/**
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* Gets the _contents array.
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* @return Returns a constant reference to the _contents element array.
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*/
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const daeElementRefArray &getContents() const { return _contents; }
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protected:
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/**
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* Constructor
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*/
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domTechnique_common(DAE& dae) : daeElement(dae), elemAmbient(), elemDirectional(), elemPoint(), elemSpot() {}
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/**
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* Destructor
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*/
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virtual ~domTechnique_common() { daeElement::deleteCMDataArray(_CMData); }
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/**
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* Overloaded assignment operator
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*/
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virtual domTechnique_common &operator=( const domTechnique_common &cpy ) { (void)cpy; return *this; }
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public: // STATIC METHODS
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/**
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* Creates an instance of this class and returns a daeElementRef referencing it.
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* @return a daeElementRef referencing an instance of this object.
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*/
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static DLLSPEC daeElementRef create(DAE& dae);
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/**
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* Creates a daeMetaElement object that describes this element in the meta object reflection framework.
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* If a daeMetaElement already exists it will return that instead of creating a new one.
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* @return A daeMetaElement describing this COLLADA element.
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*/
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static DLLSPEC daeMetaElement* registerElement(DAE& dae);
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};
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protected: // Attributes
|
||
/**
|
||
* The id attribute is a text string containing the unique identifier of
|
||
* this element. This value must be unique within the instance document.
|
||
* Optional attribute.
|
||
*/
|
||
xsID attrId;
|
||
/**
|
||
* The name attribute is the text string name of this element. Optional attribute.
|
||
*/
|
||
xsNCName attrName;
|
||
|
||
protected: // Elements
|
||
/**
|
||
* The light element may contain an asset element. @see domAsset
|
||
*/
|
||
domAssetRef elemAsset;
|
||
/**
|
||
* The technique_common element specifies the light information for the common
|
||
* profile which all COLLADA implementations need to support. @see domTechnique_common
|
||
*/
|
||
domTechnique_commonRef elemTechnique_common;
|
||
/**
|
||
* This element may contain any number of non-common profile techniques.
|
||
* @see domTechnique
|
||
*/
|
||
domTechnique_Array elemTechnique_array;
|
||
/**
|
||
* The extra element may appear any number of times. @see domExtra
|
||
*/
|
||
domExtra_Array elemExtra_array;
|
||
|
||
public: //Accessors and Mutators
|
||
/**
|
||
* Gets the id attribute.
|
||
* @return Returns a xsID of the id attribute.
|
||
*/
|
||
xsID getId() const { return attrId; }
|
||
/**
|
||
* Sets the id attribute.
|
||
* @param atId The new value for the id attribute.
|
||
*/
|
||
void setId( xsID atId ) { *(daeStringRef*)&attrId = atId; _validAttributeArray[0] = true;
|
||
if( _document != NULL ) _document->changeElementID( this, attrId );
|
||
}
|
||
|
||
/**
|
||
* Gets the name attribute.
|
||
* @return Returns a xsNCName of the name attribute.
|
||
*/
|
||
xsNCName getName() const { return attrName; }
|
||
/**
|
||
* Sets the name attribute.
|
||
* @param atName The new value for the name attribute.
|
||
*/
|
||
void setName( xsNCName atName ) { *(daeStringRef*)&attrName = atName; _validAttributeArray[1] = true; }
|
||
|
||
/**
|
||
* Gets the asset element.
|
||
* @return a daeSmartRef to the asset element.
|
||
*/
|
||
const domAssetRef getAsset() const { return elemAsset; }
|
||
/**
|
||
* Gets the technique_common element.
|
||
* @return a daeSmartRef to the technique_common element.
|
||
*/
|
||
const domTechnique_commonRef getTechnique_common() const { return elemTechnique_common; }
|
||
/**
|
||
* Gets the technique element array.
|
||
* @return Returns a reference to the array of technique elements.
|
||
*/
|
||
domTechnique_Array &getTechnique_array() { return elemTechnique_array; }
|
||
/**
|
||
* Gets the technique element array.
|
||
* @return Returns a constant reference to the array of technique elements.
|
||
*/
|
||
const domTechnique_Array &getTechnique_array() const { return elemTechnique_array; }
|
||
/**
|
||
* Gets the extra element array.
|
||
* @return Returns a reference to the array of extra elements.
|
||
*/
|
||
domExtra_Array &getExtra_array() { return elemExtra_array; }
|
||
/**
|
||
* Gets the extra element array.
|
||
* @return Returns a constant reference to the array of extra elements.
|
||
*/
|
||
const domExtra_Array &getExtra_array() const { return elemExtra_array; }
|
||
protected:
|
||
/**
|
||
* Constructor
|
||
*/
|
||
domLight(DAE& dae) : daeElement(dae), attrId(), attrName(), elemAsset(), elemTechnique_common(), elemTechnique_array(), elemExtra_array() {}
|
||
/**
|
||
* Destructor
|
||
*/
|
||
virtual ~domLight() {}
|
||
/**
|
||
* Overloaded assignment operator
|
||
*/
|
||
virtual domLight &operator=( const domLight &cpy ) { (void)cpy; return *this; }
|
||
|
||
public: // STATIC METHODS
|
||
/**
|
||
* Creates an instance of this class and returns a daeElementRef referencing it.
|
||
* @return a daeElementRef referencing an instance of this object.
|
||
*/
|
||
static DLLSPEC daeElementRef create(DAE& dae);
|
||
/**
|
||
* Creates a daeMetaElement object that describes this element in the meta object reflection framework.
|
||
* If a daeMetaElement already exists it will return that instead of creating a new one.
|
||
* @return A daeMetaElement describing this COLLADA element.
|
||
*/
|
||
static DLLSPEC daeMetaElement* registerElement(DAE& dae);
|
||
};
|
||
|
||
|
||
#endif
|