// Created on: 2006-05-25 // Created by: Alexander GRIGORIEV // Copyright (c) 2006-2014 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 VrmlData_Material_HeaderFile #define VrmlData_Material_HeaderFile #include "VrmlData_Node.hxx" #include "Quantity_Color.hxx" /** * Implementation of the Material node */ class VrmlData_Material : public VrmlData_Node { public: // ---------- PUBLIC METHODS ---------- /** * Empty constructor */ Standard_EXPORT VrmlData_Material(); /** * Constructor */ Standard_EXPORT VrmlData_Material(const VrmlData_Scene& theScene, const char* theName, const double theAmbientIntensity = -1., const double theShininess = -1., const double theTransparency = -1.); /** * Query the Ambient Intensity value */ inline double AmbientIntensity() const { return myAmbientIntensity; } /** * Query the Shininess value */ inline double Shininess() const { return myShininess; } /** * Query the Transparency value */ inline double Transparency() const { return myTransparency; } /** * Query the Ambient color */ inline const Quantity_Color& AmbientColor() const { return myAmbientColor; } /** * Query the Diffuse color */ inline const Quantity_Color& DiffuseColor() const { return myDiffuseColor; } /** * Query the Emissive color */ inline const Quantity_Color& EmissiveColor() const { return myEmissiveColor; } /** * Query the Specular color */ inline const Quantity_Color& SpecularColor() const { return mySpecularColor; } /** * Set the Ambient Intensity value */ inline void SetAmbientIntensity(const double theAmbientIntensity) { myAmbientIntensity = theAmbientIntensity; } /** * Set the Shininess value */ inline void SetShininess(const double theShininess) { myShininess = theShininess; } /** * Set the Transparency value */ inline void SetTransparency(const double theTransparency) { myTransparency = theTransparency; } /** * Query the Ambient color */ inline void SetAmbientColor(const Quantity_Color& theColor) { myAmbientColor = theColor; } /** * Query the Diffuse color */ inline void SetDiffuseColor(const Quantity_Color& theColor) { myDiffuseColor = theColor; } /** * Query the Emissive color */ inline void SetEmissiveColor(const Quantity_Color& theColor) { myEmissiveColor = theColor; } /** * Query the Specular color */ inline void SetSpecularColor(const Quantity_Color& theColor) { mySpecularColor = theColor; } /** * Create a copy of this node. * If the parameter is null, a new copied node is created. Otherwise new node * is not created, but rather the given one is modified. */ Standard_EXPORT occ::handle Clone( const occ::handle& theOther) const override; /** * Read the Node from input stream. */ Standard_EXPORT VrmlData_ErrorStatus Read(VrmlData_InBuffer& theBuffer) override; /** * Write the Node to the Scene output. */ Standard_EXPORT VrmlData_ErrorStatus Write(const char* thePrefix) const override; /** * Returns True if the node is default, so that it should not be written. */ Standard_EXPORT bool IsDefault() const override; private: // ---------- PRIVATE FIELDS ---------- double myAmbientIntensity; double myShininess; double myTransparency; Quantity_Color myAmbientColor; Quantity_Color myDiffuseColor; Quantity_Color myEmissiveColor; Quantity_Color mySpecularColor; public: // Declaration of CASCADE RTTI DEFINE_STANDARD_RTTIEXT(VrmlData_Material, VrmlData_Node) }; // Definition of HANDLE object using Standard_DefineHandle.hxx #endif