1 /*
2 * Copyright (c) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "light_node.h"
17
18 #include <3d/ecs/components/light_component.h>
19 #include <3d/util/intf_scene_util.h>
20 #include <base/math/quaternion_util.h>
21
SCENE_BEGIN_NAMESPACE()22 SCENE_BEGIN_NAMESPACE()
23
24 CORE_NS::Entity LightNode::CreateEntity(const IInternalScene::Ptr& scene)
25 {
26 const auto& sceneUtil = scene->GetGraphicsContext().GetSceneUtil();
27 CORE3D_NS::LightComponent lc;
28 return sceneUtil.CreateLight(*scene->GetEcsContext().GetNativeEcs(), lc, BASE_NS::Math::Vec3(0.0f, 0.0f, 0.0f),
29 BASE_NS::Math::Quat(0.f, 0.f, 0.f, 1.f));
30 }
31
SetEcsObject(const IEcsObject::Ptr & o)32 bool LightNode::SetEcsObject(const IEcsObject::Ptr& o)
33 {
34 if (Super::SetEcsObject(o)) {
35 auto att = GetSelf<META_NS::IAttach>()->GetAttachments<ILight>();
36 if (!att.empty()) {
37 return true;
38 }
39 }
40 return false;
41 }
42
43 SCENE_END_NAMESPACE()