// Created on: 1996-12-26 // Created by: Alexander BRIVIN and Dmitry TARASOV // Copyright (c) 1996-1999 Matra Datavision // Copyright (c) 1999-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Vrml_IndexedLineSet_HeaderFile #define _Vrml_IndexedLineSet_HeaderFile #include "Standard.hxx" #include "Standard_Type.hxx" #include "Standard_Integer.hxx" #include "NCollection_Array1.hxx" #include "NCollection_HArray1.hxx" #include "Standard_Transient.hxx" #include "Standard_OStream.hxx" //! defines a IndexedLineSet node of VRML specifying geometry shapes. //! This node represents a 3D shape formed by constructing polylines from vertices //! located at the current coordinates. IndexedLineSet uses the indices in its coordIndex //! field to specify the polylines. An index of -1 separates one polyline from the next //! (thus, a final -1 is optional). the current polyline has ended and the next one begins. //! Treatment of the current material and normal binding is as follows: The PER_PART binding //! specifies a material or normal for each segment of the line. The PER_FACE binding //! specifies a material or normal for each polyline. PER_VERTEX specifies a material or //! normal for each vertex. The corresponding _INDEXED bindings are the same, but use //! the materialIndex or normalIndex indices. The DEFAULT material binding is equal //! to OVERALL. The DEFAULT normal binding is equal to PER_VERTEX_INDEXED; //! if insufficient normals exist in the state, the lines will be drawn unlit. The same //! rules for texture coordinate generation as IndexedFaceSet are used. class Vrml_IndexedLineSet : public Standard_Transient { public: Standard_EXPORT Vrml_IndexedLineSet( const occ::handle>& aCoordIndex, const occ::handle>& aMaterialIndex, const occ::handle>& aNormalIndex, const occ::handle>& aTextureCoordIndex); Standard_EXPORT Vrml_IndexedLineSet(); Standard_EXPORT void SetCoordIndex(const occ::handle>& aCoordIndex); Standard_EXPORT occ::handle> CoordIndex() const; Standard_EXPORT void SetMaterialIndex( const occ::handle>& aMaterialIndex); Standard_EXPORT occ::handle> MaterialIndex() const; Standard_EXPORT void SetNormalIndex(const occ::handle>& aNormalIndex); Standard_EXPORT occ::handle> NormalIndex() const; Standard_EXPORT void SetTextureCoordIndex( const occ::handle>& aTextureCoordIndex); Standard_EXPORT occ::handle> TextureCoordIndex() const; Standard_EXPORT Standard_OStream& Print(Standard_OStream& anOStream) const; DEFINE_STANDARD_RTTIEXT(Vrml_IndexedLineSet, Standard_Transient) private: occ::handle> myCoordIndex; occ::handle> myMaterialIndex; occ::handle> myNormalIndex; occ::handle> myTextureCoordIndex; }; #endif // _Vrml_IndexedLineSet_HeaderFile