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#include <VrmlConverter_ShadingAspect.ixx>
#include <Vrml_ShapeHints.hxx>
#include <Vrml_Material.hxx>
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;
}
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