/usr/include/oce/VrmlConverter_ShadingAspect.hxx is in liboce-visualization-dev 0.17.2-2.
This file is owned by root:root, with mode 0o644.
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// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to
// this header file considered to be the "object code" form of the original source.
#ifndef _VrmlConverter_ShadingAspect_HeaderFile
#define _VrmlConverter_ShadingAspect_HeaderFile
#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
#include <Handle_VrmlConverter_ShadingAspect.hxx>
#include <Handle_Vrml_Material.hxx>
#include <Vrml_ShapeHints.hxx>
#include <Standard_Boolean.hxx>
#include <MMgt_TShared.hxx>
class Vrml_Material;
class Vrml_ShapeHints;
//! qualifies the aspect properties for
//! the VRML conversation of ShadedShape .
class VrmlConverter_ShadingAspect : public MMgt_TShared
{
public:
//! create a default ShadingAspect.
Standard_EXPORT VrmlConverter_ShadingAspect();
Standard_EXPORT void SetFrontMaterial (const Handle(Vrml_Material)& aMaterial) ;
Standard_EXPORT Handle(Vrml_Material) FrontMaterial() const;
Standard_EXPORT void SetShapeHints (const Vrml_ShapeHints& aShapeHints) ;
Standard_EXPORT Vrml_ShapeHints ShapeHints() const;
//! defines necessary of a calculation of normals for ShadedShape to more
//! accurately display curved surfaces, pacticularly when smoooth or phong
//! shading is used in VRML viewer.
//! By default False - the normals are not calculated,
//! True - the normals are calculated.
//! Warning: If normals are calculated the resulting VRML file will
//! be substantially lager.
Standard_EXPORT void SetHasNormals (const Standard_Boolean OnOff) ;
//! returns True if the normals are calculating
Standard_EXPORT Standard_Boolean HasNormals() const;
//! defines necessary of writing Material from Vrml into output OStream.
//! By default False - the material is not writing into OStream,
//! True - the material is writing.
Standard_EXPORT void SetHasMaterial (const Standard_Boolean OnOff) ;
//! returns True if the materials is writing into OStream.
Standard_EXPORT Standard_Boolean HasMaterial() const;
DEFINE_STANDARD_RTTI(VrmlConverter_ShadingAspect)
protected:
private:
Handle(Vrml_Material) myFrontMaterial;
Vrml_ShapeHints myShapeHints;
Standard_Boolean myHasNormals;
Standard_Boolean myHasMaterial;
};
#endif // _VrmlConverter_ShadingAspect_HeaderFile
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