#include Vrml_Rotation::Vrml_Rotation() { Vrml_SFRotation tmpR(0,0,1,0); myRotation = tmpR; } Vrml_Rotation::Vrml_Rotation(const Vrml_SFRotation& aRotation) { myRotation = aRotation; } void Vrml_Rotation::SetRotation(const Vrml_SFRotation& aRotation) { myRotation = aRotation; } Vrml_SFRotation Vrml_Rotation::Rotation() const { return myRotation; } Standard_OStream& Vrml_Rotation::Print(Standard_OStream& anOStream) const { anOStream << "Rotation {" << endl; if ( Abs(myRotation.RotationX() - 0) > 0.0001 || Abs(myRotation.RotationY() - 0) > 0.0001 || Abs(myRotation.RotationZ() - 1) > 0.0001 || Abs(myRotation.Angle() - 0) > 0.0001 ) { anOStream << " rotation" << '\t'; anOStream << myRotation.RotationX() << ' ' << myRotation.RotationY() << ' '; anOStream << myRotation.RotationZ() << ' ' << myRotation.Angle() << endl; } anOStream << '}' << endl; return anOStream; }