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occt/src/VrmlData/VrmlData_Material.hxx
bugmaster b311480ed5 0023024: Update headers of OCCT files
Added appropriate copyright and license information in source files
2012-03-21 19:43:04 +04:00

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4.9 KiB
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// Created on: 2006-05-25
// Created by: Alexander GRIGORIEV
// Copyright (c) 2006-2012 OPEN CASCADE SAS
//
// The content of this file is subject to the Open CASCADE Technology Public
// License Version 6.5 (the "License"). You may not use the content of this file
// except in compliance with the License. Please obtain a copy of the License
// at http://www.opencascade.org and read it completely before using this file.
//
// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
//
// The Original Code and all software distributed under the License is
// distributed on an "AS IS" basis, without warranty of any kind, and the
// Initial Developer hereby disclaims all such warranties, including without
// limitation, any warranties of merchantability, fitness for a particular
// purpose or non-infringement. Please see the License for the specific terms
// and conditions governing the rights and limitations under the License.
#ifndef VrmlData_Material_HeaderFile
#define VrmlData_Material_HeaderFile
#include <VrmlData_Node.hxx>
#include <Quantity_Color.hxx>
/**
* Implementation of the Material node
*/
class VrmlData_Material : public VrmlData_Node
{
public:
// ---------- PUBLIC METHODS ----------
/**
* Empty constructor
*/
Standard_EXPORT VrmlData_Material ();
/**
* Constructor
*/
Standard_EXPORT VrmlData_Material
(const VrmlData_Scene& theScene,
const char * theName,
const Standard_Real theAmbientIntensity = -1.,
const Standard_Real theShininess = -1.,
const Standard_Real theTransparency = -1.);
/**
* Query the Ambient Intensity value
*/
inline Standard_Real
AmbientIntensity() const { return myAmbientIntensity; }
/**
* Query the Shininess value
*/
inline Standard_Real
Shininess () const { return myShininess; }
/**
* Query the Transparency value
*/
inline Standard_Real
Transparency () const { return myTransparency; }
/**
* Query the Diffuse color
*/
inline const Quantity_Color&
DiffuseColor () const { return myDiffuseColor; }
/**
* Query the Emissive color
*/
inline const Quantity_Color&
EmissiveColor () const { return myEmissiveColor; }
/**
* Query the Specular color
*/
inline const Quantity_Color&
SpecularColor () const { return mySpecularColor; }
/**
* Set the Ambient Intensity value
*/
inline void SetAmbientIntensity
(const Standard_Real theAmbientIntensity)
{ myAmbientIntensity = theAmbientIntensity; }
/**
* Set the Shininess value
*/
inline void SetShininess (const Standard_Real theShininess)
{ myShininess = theShininess; }
/**
* Set the Transparency value
*/
inline void SetTransparency (const Standard_Real theTransparency)
{ myTransparency = theTransparency; }
/**
* Query the Diffuse color
*/
inline void SetDiffuseColor (const Quantity_Color& theColor)
{ myDiffuseColor = theColor; }
/**
* Query the Emissive color
*/
inline void SetEmissiveColor (const Quantity_Color& theColor)
{ myEmissiveColor = theColor; }
/**
* Query the Specular color
*/
inline void SetSpecularColor (const Quantity_Color& theColor)
{ mySpecularColor = theColor; }
/**
* Create a copy of this node.
* If the parameter is null, a new copied node is created. Otherwise new node
* is not created, but rather the given one is modified.
*/
Standard_EXPORT virtual Handle(VrmlData_Node)
Clone (const Handle(VrmlData_Node)& theOther)const;
/**
* Read the Node from input stream.
*/
Standard_EXPORT virtual VrmlData_ErrorStatus
Read (VrmlData_InBuffer& theBuffer);
/**
* Write the Node to the Scene output.
*/
Standard_EXPORT virtual VrmlData_ErrorStatus
Write (const char * thePrefix) const;
/**
* Returns True if the node is default, so that it should not be written.
*/
Standard_EXPORT virtual Standard_Boolean
IsDefault () const;
protected:
// ---------- PROTECTED METHODS ----------
private:
// ---------- PRIVATE FIELDS ----------
Standard_Real myAmbientIntensity;
Standard_Real myShininess;
Standard_Real myTransparency;
Quantity_Color myDiffuseColor;
Quantity_Color myEmissiveColor;
Quantity_Color mySpecularColor;
public:
// Declaration of CASCADE RTTI
DEFINE_STANDARD_RTTI (VrmlData_Material)
};
// Definition of HANDLE object using Standard_DefineHandle.hxx
DEFINE_STANDARD_HANDLE (VrmlData_Material, VrmlData_Node)
#endif