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