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Replacing french comments by english one
This commit is contained in:
@@ -1,15 +1,5 @@
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// File Graphic3d_MaterialAspect.cxx
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// Created Fevrier 1992
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// Author NW,JPB,CAL
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// modified 1/07/97 ; PCT : ajout texture mapping
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// 8/04/98 ; FGU : Ajout Emission
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// 9/07/98 ; CAL : Ajout de l'initialisation de l'EmissiveCoef
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// 26/03/99 ; FMN : Ajout methodes SetColor() et Color()
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// 26/03/99 : FMN ; Compatibilite ascendante: Ajout des anciens noms de materiaux.
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// 09/04/99 : GG ; Compatibilite ascendante: NameOfPhysicalMaterial disparait
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// 07/07/99 : GG ; MyEmissiveActivity MUST be initialized in the
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// constructor of the class.
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// 23/11/99 : GG ; BUC60488 : Add Name() & Reset() methods
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#define BUC60565 //GG_19/10/99 ; Don't change the color components when the corresponding
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// coefficient is modified because the resulting color is computed in
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@@ -28,31 +18,31 @@
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//-Version
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//-Design Declaration des variables specifiques aux definition
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// des matieres
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//-Design Declaration of variables specific to the definition
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// of materials
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//-Warning Une matiere est definie par :
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// - Un coefficient de transparence
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// - Un coefficient de reflection diffuse
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// - Un coefficient de reflection ambiante
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// - Un coefficient de reflection speculaire
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// - Un coefficient d emission
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//-Warning A material is defined by :
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// - coefficient of transparence
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// - coefficient of disperse reflection
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// - coefficient of ambiant reflection
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// - coefficient of specular reflection
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// - coefficient of emission
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// 2 proprietes permettent de definir une matiere :
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// - sa transparence
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// - sa reflection c-a-d ses proprietes d'absorbtion
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// et de diffusion de la lumiere
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// 2 properties permiting to define a material :
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// - transparence
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// - reflection, i.e. absorbtion properties
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// and light diffusion
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// La reflection diffuse est percue comme une composante
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// La reflection speculaire est percue comme une composante
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// de la couleur de la source lumineuse
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// Disperse reflection is considered a component
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// The specular reflection is considered a component
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// of the color of the light source
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// Pour determiner les 3 couleurs de reflection il faut :
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// - Un coefficient de reflection diffuse
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// - Un coefficient de reflection ambiante
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// - Un coefficient de reflection speculaire
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// To determine 3 colors of reflection it is necessary :
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// - coefficient of disperse reflection
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// - coefficient of ambiant reflection
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// - coefficient of specular reflection
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// ( Sous GL, on determine 3 couleurs )
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// ( Under GL, 3 colors are determined)
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//-References Getting started with DEC PHIGS, annexe C
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// Iris Advanced Graphics, unite D
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@@ -147,7 +137,7 @@ void Graphic3d_MaterialAspect::Init(const Graphic3d_NameOfMaterial AName) {
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switch (AName) {
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case Graphic3d_NOM_PLASTIC : /* Blue plastic */
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.0078125);
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MyAmbientCoef = Standard_ShortReal (0.5);
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MyDiffuseCoef = Standard_ShortReal (0.24);
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@@ -155,7 +145,7 @@ void Graphic3d_MaterialAspect::Init(const Graphic3d_NameOfMaterial AName) {
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break;
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case Graphic3d_NOM_SHINY_PLASTIC : /* black plastic */
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/* Coef d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (1.0);
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MyAmbientCoef = Standard_ShortReal (0.44);
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MyDiffuseCoef = Standard_ShortReal (0.5);
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@@ -170,7 +160,7 @@ void Graphic3d_MaterialAspect::Init(const Graphic3d_NameOfMaterial AName) {
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break;
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case Graphic3d_NOM_NEON_GNC:
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/* Coef d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.05);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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@@ -181,123 +171,123 @@ void Graphic3d_MaterialAspect::Init(const Graphic3d_NameOfMaterial AName) {
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break;
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case Graphic3d_NOM_METALIZED :
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/* Coef d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.13);
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MyAmbientCoef = Standard_ShortReal (0.9);
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MyDiffuseCoef = Standard_ShortReal (0.47);
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MySpecularCoef = Standard_ShortReal (0.45);
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MyAmbientActivity = Standard_False;
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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//MyDiffuseColor.SetValues (0.87, 0.96, 1.0, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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//MySpecularColor.SetValues (0.93, 0.95, 0.78, Quantity_TOC_RGB);
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break;
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// Compatibilite ascendante materiaux physiques. On prend la meme definition
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// que dans le createur suivant.
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// Ascending Compatibility physical materials. The same definition is taken
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// as in the next constructor.
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case Graphic3d_NOM_BRASS :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Initialisation des coefficients et couleur d eclairage : brass */
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/* Initialisation of coefficients and lighting color : brass */
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MyShininess = Standard_ShortReal (0.21794844);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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MySpecularCoef = Standard_ShortReal (1.0);
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (0.329412, 0.223529, 0.027451, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (0.780392, 0.568627, 0.113725, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (0.992157, 0.941176, 0.807843, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_BRONZE :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coef d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.2);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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MySpecularCoef = Standard_ShortReal (1.0);
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (0.2125, 0.1275, 0.054, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (0.714, 0.4284, 0.18144, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (0.393548, 0.271906, 0.166721, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_COPPER :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.93);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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MySpecularCoef = Standard_ShortReal (1.0);
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (0.33, 0.26, 0.23, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (0.50, 0.11, 0.0, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (0.95, 0.73, 0.0, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_GOLD :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.0625);
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MyAmbientCoef = Standard_ShortReal (0.3);
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MyDiffuseCoef = Standard_ShortReal (0.4);
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MySpecularCoef = Standard_ShortReal (0.9);
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (1.0, 0.76862745, 0.31764706, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (1.0, 0.69, 0.0, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (1.0, 0.98, 0.78, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_PEWTER :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.076923047);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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MySpecularCoef = Standard_ShortReal (1.0);
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (0.105882, 0.058824, 0.113725, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (0.427451, 0.470588, 0.541176, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (0.333333, 0.333333, 0.521569, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_PLASTER :
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#ifdef BUG // The plaster material must be considered as Generic.
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.2);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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MySpecularCoef = Standard_ShortReal (1.0);
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#else
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.0078125)
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;
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MyAmbientCoef = Standard_ShortReal (0.26);
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@@ -305,88 +295,88 @@ void Graphic3d_MaterialAspect::Init(const Graphic3d_NameOfMaterial AName) {
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MySpecularCoef = Standard_ShortReal (0.06);
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#endif
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (0.19225, 0.19225, 0.19225, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (0.50754, 0.50754, 0.50754, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (0.508273, 0.508273, 0.508273, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_SILVER :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.2);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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MySpecularCoef = Standard_ShortReal (1.0);
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (0.19225, 0.19225, 0.19225, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (0.50754, 0.50754, 0.50754, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (0.508273, 0.508273, 0.508273, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_STEEL :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.06);
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MyAmbientCoef = Standard_ShortReal (0.01);
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MyDiffuseCoef = Standard_ShortReal (0.03);
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MySpecularCoef = Standard_ShortReal (0.98);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (1.0, 1.0, 1.0, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_STONE :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coefficient d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.17);
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MyAmbientCoef = Standard_ShortReal (0.19);
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MyDiffuseCoef = Standard_ShortReal (0.75);
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MySpecularCoef = Standard_ShortReal (0.08);
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (1.0, 0.8, 0.62, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (1.0, 0.8, 0.62, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (0.98, 1.0, 0.60, Quantity_TOC_RGB);
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break;
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// Compatibilite ascendante materiaux physiques. On prend la meme definition
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// que dans le createur suivant. Nouveaux materials
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// Ascending Compatibility of physical materials. Takes the same definition
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// as in the next constructor. New materials
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case Graphic3d_NOM_CHROME :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coef d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.1);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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MySpecularCoef = Standard_ShortReal (1.0);
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (0.35, 0.35, 0.35, Quantity_TOC_RGB);
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (0.4, 0.4, 0.4, Quantity_TOC_RGB);
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/* Couleur issue du speculaire */
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/* Color resulting from specular */
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MySpecularColor.SetValues (0.974597, 0.974597, 0.974597, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_NEON_PHC:
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coef d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.05);
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MyAmbientCoef = Standard_ShortReal (1.0);
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MyDiffuseCoef = Standard_ShortReal (1.0);
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@@ -396,70 +386,70 @@ void Graphic3d_MaterialAspect::Init(const Graphic3d_NameOfMaterial AName) {
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MyAmbientActivity = Standard_False;
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MyDiffuseActivity = Standard_False;
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/* Couleur issue de l ambient */
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (1.0, 1.0, 1.0, Quantity_TOC_RGB);
|
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|
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/* Couleur issue du diffus */
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/* Color resulting from dispersed */
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MyDiffuseColor.SetValues (1.0, 1.0, 1.0, Quantity_TOC_RGB);
|
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|
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/* Couleur issue du speculaire */
|
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/* Color resulting from specular */
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MySpecularColor.SetValues (1.0, 1.0, 1.0, Quantity_TOC_RGB);
|
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|
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/* Couleur issue du speculaire */
|
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/* Color resulting from specular */
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MyEmissiveColor.SetValues (0.0, 1.0, 0.46, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_ALUMINIUM :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
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/* Coef d eclairage */
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/* Lighting Coefficient */
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MyShininess = Standard_ShortReal (0.09);
|
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MyAmbientCoef = Standard_ShortReal (1.0);
|
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MyDiffuseCoef = Standard_ShortReal (1.0);
|
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MySpecularCoef = Standard_ShortReal (1.0);
|
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|
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/* Couleur issue de l ambient */
|
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/* Color resulting from ambient */
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MyAmbientColor.SetValues (0.30, 0.30, 0.30, Quantity_TOC_RGB);
|
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|
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/* Couleur issue du diffus */
|
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/* Color resulting from dispersed */
|
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MyDiffuseColor.SetValues (0.30, 0.30, 0.30, Quantity_TOC_RGB);
|
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|
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/* Couleur issue du speculaire */
|
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/* Color resulting from specular */
|
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MySpecularColor.SetValues (0.70, 0.70, 0.80, Quantity_TOC_RGB);
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break;
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case Graphic3d_NOM_OBSIDIAN :
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MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
|
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/* Coef d eclairage */
|
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/* Lighting Coefficient */
|
||||
MyShininess = Standard_ShortReal (0.3);
|
||||
MyAmbientCoef = Standard_ShortReal (1.0);
|
||||
MyDiffuseCoef = Standard_ShortReal (1.0);
|
||||
MySpecularCoef = Standard_ShortReal (1.0);
|
||||
|
||||
/* Couleur issue de l ambient */
|
||||
/* Color resulting from ambient */
|
||||
MyAmbientColor.SetValues (0.05375, 0.05, 0.06625, Quantity_TOC_RGB);
|
||||
|
||||
/* Couleur issue du diffus */
|
||||
/* Color resulting from dispersed */
|
||||
MyDiffuseColor.SetValues (0.18275, 0.17, 0.22525, Quantity_TOC_RGB);
|
||||
|
||||
/* Couleur issue du speculaire */
|
||||
/* Color resulting from specular */
|
||||
MySpecularColor.SetValues (0.332741, 0.328634, 0.346435, Quantity_TOC_RGB);
|
||||
break;
|
||||
|
||||
case Graphic3d_NOM_JADE :
|
||||
MyMaterialType = Graphic3d_MATERIAL_PHYSIC;
|
||||
/* Coef d eclairage */
|
||||
/* Lighting Coefficient */
|
||||
MyShininess = Standard_ShortReal (0.1);
|
||||
MyAmbientCoef = Standard_ShortReal (1.0);
|
||||
MyDiffuseCoef = Standard_ShortReal (1.0);
|
||||
MySpecularCoef = Standard_ShortReal (1.0);
|
||||
|
||||
/* Couleur issue de l ambient */
|
||||
/* Color resulting from ambient */
|
||||
MyAmbientColor.SetValues (0.135, 0.2225, 0.1575, Quantity_TOC_RGB);
|
||||
|
||||
/* Couleur issue du diffus */
|
||||
/* Color resulting from dispersed */
|
||||
MyDiffuseColor.SetValues (0.54, 0.89, 0.63, Quantity_TOC_RGB);
|
||||
|
||||
/* Couleur issue du speculaire */
|
||||
/* Color resulting from specular */
|
||||
MySpecularColor.SetValues (0.316228, 0.316228, 0.316228, Quantity_TOC_RGB);
|
||||
break;
|
||||
default:
|
||||
@@ -485,7 +475,7 @@ Standard_ShortReal OldShine;
|
||||
}
|
||||
}
|
||||
|
||||
/* Affectation type du materiel */
|
||||
/* Attribution of the type of material */
|
||||
void Graphic3d_MaterialAspect::SetMaterialType( const Graphic3d_TypeOfMaterial AType ) {
|
||||
MyMaterialType = AType ;
|
||||
#ifdef IMP171201
|
||||
@@ -526,7 +516,7 @@ void Graphic3d_MaterialAspect::SetColor (const Quantity_Color& AColor) {
|
||||
#endif
|
||||
}
|
||||
|
||||
/* Affectation couleur eclairage ambient */
|
||||
/* Attribution of color ambient lighting */
|
||||
void Graphic3d_MaterialAspect::SetAmbientColor (const Quantity_Color& AColor) {
|
||||
|
||||
MyAmbientColor = AColor;
|
||||
@@ -537,7 +527,7 @@ void Graphic3d_MaterialAspect::SetAmbientColor (const Quantity_Color& AColor) {
|
||||
#endif
|
||||
}
|
||||
|
||||
/* Affectation couleur eclairage diffus */
|
||||
/* Attribution of color dispersed lighting */
|
||||
void Graphic3d_MaterialAspect::SetDiffuseColor (const Quantity_Color& AColor) {
|
||||
|
||||
MyDiffuseColor = AColor;
|
||||
@@ -548,7 +538,7 @@ void Graphic3d_MaterialAspect::SetDiffuseColor (const Quantity_Color& AColor) {
|
||||
#endif
|
||||
}
|
||||
|
||||
/* Affectation couleur eclairage speculaire */
|
||||
/* Attribution of color specular lighting */
|
||||
void Graphic3d_MaterialAspect::SetSpecularColor (const Quantity_Color& AColor) {
|
||||
|
||||
MySpecularColor = AColor;
|
||||
@@ -591,7 +581,7 @@ void Graphic3d_MaterialAspect::SetDiffuse (const Standard_Real AValue) {
|
||||
#endif
|
||||
}
|
||||
|
||||
/* Affectation du coefficient d emission */
|
||||
/* Attribution of coefficient of emission */
|
||||
void Graphic3d_MaterialAspect::SetEmissive (const Standard_Real AValue) {
|
||||
|
||||
if ((AValue < 0.0) || (AValue > 1.0))
|
||||
@@ -694,31 +684,31 @@ Quantity_Color Graphic3d_MaterialAspect::Color () const {
|
||||
return (MyAmbientColor);
|
||||
}
|
||||
|
||||
/* Acces a la couleur de l eclairage ambient */
|
||||
/* Access to the color of the ambient lighting */
|
||||
Quantity_Color Graphic3d_MaterialAspect::AmbientColor () const {
|
||||
|
||||
return (MyAmbientColor);
|
||||
}
|
||||
|
||||
/* Acces a la couleur de l eclairage diffus */
|
||||
/* Access to the color of the dispersed lighting */
|
||||
Quantity_Color Graphic3d_MaterialAspect::DiffuseColor () const {
|
||||
|
||||
return (MyDiffuseColor);
|
||||
}
|
||||
|
||||
/* Acces a la couleur de l eclairage speculaire */
|
||||
/* Access to the color of the specular lighting */
|
||||
Quantity_Color Graphic3d_MaterialAspect::SpecularColor () const {
|
||||
|
||||
return (MySpecularColor);
|
||||
}
|
||||
|
||||
/* Acces a la couleur d emission */
|
||||
/* Access to the color of emission */
|
||||
Quantity_Color Graphic3d_MaterialAspect::EmissiveColor () const {
|
||||
|
||||
return (MyEmissiveColor);
|
||||
}
|
||||
|
||||
/* Acces type du materiel */
|
||||
/* Access to the type of material */
|
||||
Standard_Boolean Graphic3d_MaterialAspect::MaterialType( const Graphic3d_TypeOfMaterial AType ) const {
|
||||
return ( MyMaterialType == AType ) ;
|
||||
}
|
||||
@@ -751,49 +741,49 @@ Standard_Boolean Result;
|
||||
|
||||
}
|
||||
|
||||
/* Acces a la couleur de l eclairage ambient */
|
||||
/* Access to the color of the ambient lighting */
|
||||
Standard_Real Graphic3d_MaterialAspect::Ambient () const {
|
||||
|
||||
return (Standard_Real (MyAmbientCoef));
|
||||
|
||||
}
|
||||
|
||||
/* Acces a la couleur de l eclairage diffus */
|
||||
/* Access to the color of the dispersed lighting */
|
||||
Standard_Real Graphic3d_MaterialAspect::Diffuse () const {
|
||||
|
||||
return (Standard_Real (MyDiffuseCoef));
|
||||
|
||||
}
|
||||
|
||||
/* Valeur du coefficient d emission */
|
||||
/* Value of the coefficient of emission */
|
||||
Standard_Real Graphic3d_MaterialAspect::Emissive () const {
|
||||
|
||||
return (Standard_Real (MyEmissiveCoef));
|
||||
|
||||
}
|
||||
|
||||
/* Acces a la couleur de l eclairage speculaire */
|
||||
/* Access to the color of the specular lighting */
|
||||
Standard_Real Graphic3d_MaterialAspect::Specular () const {
|
||||
|
||||
return (Standard_Real (MySpecularCoef));
|
||||
|
||||
}
|
||||
|
||||
/* Acces au coefficient de transparence */
|
||||
/* Access to the coefficient of transparency */
|
||||
Standard_Real Graphic3d_MaterialAspect::Transparency () const {
|
||||
|
||||
return (Standard_Real (MyTransparencyCoef));
|
||||
|
||||
}
|
||||
|
||||
/* Acces au coefficient de brillance */
|
||||
/* Access to the coefficient of shineness */
|
||||
Standard_Real Graphic3d_MaterialAspect::Shininess () const {
|
||||
|
||||
return (Standard_Real (MyShininess));
|
||||
|
||||
}
|
||||
|
||||
/* Affectation du coefficient de brillance */
|
||||
/* Attribution of the coefficient of shineness */
|
||||
void Graphic3d_MaterialAspect::SetShininess (const Standard_Real AValue) {
|
||||
|
||||
if ((AValue < 0.0) || (AValue > 1.0))
|
||||
@@ -889,7 +879,7 @@ static Material theMaterials[] = {
|
||||
Standard_Integer Graphic3d_MaterialAspect::NumberOfMaterials() {
|
||||
Standard_Integer n =sizeof(theMaterials)/sizeof(Material);
|
||||
if( n > Graphic3d_NOM_DEFAULT ) {
|
||||
cout << " *** Graphic3d_MaterialAspect::NumberOfMaterials() may returns a badvalue due to incoherente size between material name array and enum" << endl;
|
||||
cout << " *** Graphic3d_MaterialAspect::NumberOfMaterials() may return a badvalue due to incoherente size between material name array and enum" << endl;
|
||||
}
|
||||
return Graphic3d_NOM_DEFAULT;
|
||||
}
|
||||
|
Reference in New Issue
Block a user