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#include <Vrml_Rotation.ixx>
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;
}
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