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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()