/usr/include/oce/V3d_PositionalLight.hxx is in liboce-visualization-dev 0.18.2-2build1.
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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 _V3d_PositionalLight_HeaderFile
#define _V3d_PositionalLight_HeaderFile
#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
#include <Handle_V3d_PositionalLight.hxx>
#include <V3d_PositionLight.hxx>
#include <Handle_V3d_Viewer.hxx>
#include <V3d_Coordinate.hxx>
#include <Quantity_NameOfColor.hxx>
#include <Quantity_Coefficient.hxx>
#include <Handle_V3d_View.hxx>
#include <V3d_TypeOfRepresentation.hxx>
#include <Handle_Graphic3d_Group.hxx>
class V3d_BadValue;
class V3d_Viewer;
class V3d_View;
class Graphic3d_Group;
//! Creation and modification of an isolated
//! (positional) light source.
class V3d_PositionalLight : public V3d_PositionLight
{
public:
//! Creates an isolated light source X,Y,Z in the viewer.
//! It is also defined by the color Color and
//! two attenuation factors Attenuation1, Attenuation2.
//! The resulting attenuation factor determining the
//! illumination of a surface depends on the following
//! formula :
//! F = 1/(A1 + A2*Length)
//! A1,A2 being the two factors of attenuation
//! Length is the distance of the isolated source
//! from the surface.
//! Warning! raises BadValue from V3d
//! if one of the attenuation coefficients is not between 0 et 1.
Standard_EXPORT V3d_PositionalLight(const Handle(V3d_Viewer)& VM, const V3d_Coordinate X, const V3d_Coordinate Y, const V3d_Coordinate Z, const Quantity_NameOfColor Color = Quantity_NOC_WHITE, const Quantity_Coefficient Attenuation1 = 1.0, const Quantity_Coefficient Attenuation2 = 0.0);
//! Creates a light source of the Positional type
//! in the viewer.
//! Xt,Yt,Zt : Coordinate of Target light source.
//! Xp,Yp,Zp : Coordinate of Position light source.
//! The light source is also defined by the color Color
//! and two attenuation factors Attenuation1,
//! Attenuation2 that determine the illumination of a
//! surface using the following formula :
//! F = 1/(A1 + A2*Length) where:
//! - A1,A2 are the two attenuation factors, and
//! - Length is the distance from the isolated source.
//! Warning! raises BadValue from V3d
//! if one of the attenuation coefficients is not between 0 et 1.
Standard_EXPORT V3d_PositionalLight(const Handle(V3d_Viewer)& VM, const V3d_Coordinate Xt, const V3d_Coordinate Yt, const V3d_Coordinate Zt, const V3d_Coordinate Xp, const V3d_Coordinate Yp, const V3d_Coordinate Zp, const Quantity_NameOfColor Color = Quantity_NOC_WHITE, const Quantity_Coefficient Attenuation1 = 1.0, const Quantity_Coefficient Attenuation2 = 0.0);
//! Defines the position of the light source.
Standard_EXPORT virtual void SetPosition (const V3d_Coordinate X, const V3d_Coordinate Y, const V3d_Coordinate Z) ;
//! Defines the attenuation factors.
//! Warning: raises BadValue from V3d
//! if one of the attenuation coefficients is not between 0 et 1.
Standard_EXPORT void SetAttenuation (const Quantity_Coefficient A1, const Quantity_Coefficient A2) ;
//! Display the graphic structure of light source
//! in the choosen view. We have three type of representation
//! - SIMPLE : Only the light source is displayed.
//! - PARTIAL : The light source and the light space are
//! displayed.
//! - COMPLETE : The light source, the light space and the
//! radius of light space are displayed.
//! We can choose the "SAMELAST" as parameter of representation
//! In this case the graphic structure representation will be
//! the last displayed.
Standard_EXPORT void Display (const Handle(V3d_View)& aView, const V3d_TypeOfRepresentation Representation) ;
//! Returns the position of the light source.
Standard_EXPORT void Position (V3d_Coordinate& X, V3d_Coordinate& Y, V3d_Coordinate& Z) const;
//! Returns the attenuation factors A1,A2 of the light
//! source used at construction time.
Standard_EXPORT void Attenuation (Quantity_Coefficient& A1, Quantity_Coefficient& A2) const;
DEFINE_STANDARD_RTTI(V3d_PositionalLight)
protected:
private:
//! Defined the representation of the positional light source.
Standard_EXPORT void Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& aView) const;
};
#endif // _V3d_PositionalLight_HeaderFile
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