#include #include #include VrmlConverter_ShadingAspect::VrmlConverter_ShadingAspect() { Handle(Vrml_Material) m = new Vrml_Material; Vrml_ShapeHints sh; myFrontMaterial = m; myShapeHints = sh; myHasNormals = Standard_False; myHasMaterial = Standard_False; } void VrmlConverter_ShadingAspect::SetFrontMaterial(const Handle(Vrml_Material)& aMaterial) { myFrontMaterial = aMaterial; } Handle(Vrml_Material) VrmlConverter_ShadingAspect::FrontMaterial() const { return myFrontMaterial; } void VrmlConverter_ShadingAspect::SetShapeHints(const Vrml_ShapeHints& aShapeHints) { myShapeHints = aShapeHints; } Vrml_ShapeHints VrmlConverter_ShadingAspect::ShapeHints() const { return myShapeHints; } void VrmlConverter_ShadingAspect::SetHasNormals(const Standard_Boolean OnOff) { myHasNormals = OnOff; } Standard_Boolean VrmlConverter_ShadingAspect::HasNormals() const { return myHasNormals; } void VrmlConverter_ShadingAspect::SetHasMaterial(const Standard_Boolean OnOff) { myHasMaterial = OnOff; } Standard_Boolean VrmlConverter_ShadingAspect::HasMaterial() const { return myHasMaterial; }