#include Vrml_DirectionalLight::Vrml_DirectionalLight(): myOnOff(Standard_True), myIntensity(1) { gp_Vec tmpVec(0,0,-1); myDirection = tmpVec; Quantity_Color tmpColor(1,1,1,Quantity_TOC_RGB); myColor = tmpColor; } Vrml_DirectionalLight::Vrml_DirectionalLight(const Standard_Boolean aOnOff, const Standard_Real aIntensity, const Quantity_Color& aColor, const gp_Vec& aDirection) { myOnOff = aOnOff; if (aIntensity < 0. || aIntensity > 1.) { Standard_Failure::Raise("Error : Light intensity must be in the range 0.0 to 1.0, inclusive."); } myIntensity = aIntensity; myColor = aColor; myDirection = aDirection; } void Vrml_DirectionalLight::SetOnOff(const Standard_Boolean aOnOff) { myOnOff = aOnOff; } Standard_Boolean Vrml_DirectionalLight::OnOff() const { return myOnOff; } void Vrml_DirectionalLight::SetIntensity(const Standard_Real aIntensity) { if (aIntensity < 0. || aIntensity > 1.) { Standard_Failure::Raise("Error : Light intensity must be in the range 0.0 to 1.0, inclusive."); } myIntensity = aIntensity; } Standard_Real Vrml_DirectionalLight::Intensity() const { return myIntensity; } void Vrml_DirectionalLight::SetColor(const Quantity_Color& aColor) { myColor = aColor; } Quantity_Color Vrml_DirectionalLight::Color() const { return myColor; } void Vrml_DirectionalLight::SetDirection(const gp_Vec& aDirection) { myDirection = aDirection; } gp_Vec Vrml_DirectionalLight::Direction() const { return myDirection; } Standard_OStream& Vrml_DirectionalLight::Print(Standard_OStream& anOStream) const { anOStream << "DirectionalLight {" << endl; if ( myOnOff != Standard_True ) { anOStream << " on" << "\t\t" << "FALSE" << endl; // anOStream << myOnOff << endl; } if ( Abs(myIntensity - 1) > 0.0001 ) { anOStream << " intensity" << '\t'; anOStream << myIntensity << endl; } if ( Abs(myColor.Red() - 1) > 0.0001 || Abs(myColor.Green() - 1) > 0.0001 || Abs(myColor.Blue() - 1) > 0.0001 ) { anOStream << " color" << '\t'; anOStream << myColor.Red() << ' ' << myColor.Green() << ' ' << myColor.Blue() << endl; } if ( Abs(myDirection.X() - 0) > 0.0001 || Abs(myDirection.Y() - 0) > 0.0001 || Abs(myDirection.Z() + 1) > 0.0001 ) { anOStream << " direction" << '\t'; anOStream << myDirection.X() << ' ' << myDirection.Y() << ' ' << myDirection.Z() << endl; } anOStream << '}' << endl; return anOStream; }