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File indexing completed on 2025-01-18 10:05:31
0001 // Created on: 1997-02-11 0002 // Created by: Alexander BRIVIN and Dmitry TARASOV 0003 // Copyright (c) 1997-1999 Matra Datavision 0004 // Copyright (c) 1999-2014 OPEN CASCADE SAS 0005 // 0006 // This file is part of Open CASCADE Technology software library. 0007 // 0008 // This library is free software; you can redistribute it and/or modify it under 0009 // the terms of the GNU Lesser General Public License version 2.1 as published 0010 // by the Free Software Foundation, with special exception defined in the file 0011 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT 0012 // distribution for complete text of the license and disclaimer of any warranty. 0013 // 0014 // Alternatively, this file may be used under the terms of Open CASCADE 0015 // commercial license or contractual agreement. 0016 0017 #ifndef _Vrml_ShapeHints_HeaderFile 0018 #define _Vrml_ShapeHints_HeaderFile 0019 0020 #include <Standard.hxx> 0021 #include <Standard_DefineAlloc.hxx> 0022 #include <Standard_Handle.hxx> 0023 0024 #include <Vrml_VertexOrdering.hxx> 0025 #include <Vrml_ShapeType.hxx> 0026 #include <Vrml_FaceType.hxx> 0027 #include <Standard_Real.hxx> 0028 #include <Standard_OStream.hxx> 0029 0030 0031 //! defines a ShapeHints node of VRML specifying properties of geometry and its appearance. 0032 //! The ShapeHints node indicates that IndexedFaceSets are solid, contain ordered vertices, or 0033 //! contain convex faces. 0034 //! These hints allow VRML implementations to optimize certain rendering features. 0035 //! Optimizations that may be performed include enabling back-face culling and disabling 0036 //! two-sided lighting. For example, if an object is solid and has ordered vertices, an 0037 //! implementation may turn on backface culling and turn off two-sided lighting. To ensure 0038 //! that an IndexedFaceSet can be viewed from either direction, set shapeType to be 0039 //! UNKNOWN_SHAPE_TYPE. 0040 //! If you know that your shapes are closed and will alwsys be viewed from the outside, set 0041 //! vertexOrdering to be either CLOCKWISE or COUNTERCLOCKWISE (depending on 0042 //! how you built your object), and set shapeType to be SOLID. Placing this near the top of 0043 //! your VRML file will allow the scene to be rendered much faster. 0044 //! The ShapeHints node also affects how default normals are generated. When an 0045 //! IndexedFaceSet has to generate default normals, it uses the creaseAngle field to determine 0046 //! which edges should be smoothly shaded and which ones should have a sharp crease. The 0047 //! crease angle is the angle between surface normals on adjacent polygons. For example, a 0048 //! crease angle of .5 radians (the default value) means that an edge between two adjacent 0049 //! polygonal faces will be smooth shaded if the normals to the two faces form an angle that is 0050 //! less than .5 radians (about 30 degrees). Otherwise, it will be faceted. 0051 class Vrml_ShapeHints 0052 { 0053 public: 0054 0055 DEFINE_STANDARD_ALLOC 0056 0057 0058 Standard_EXPORT Vrml_ShapeHints(const Vrml_VertexOrdering aVertexOrdering = Vrml_UNKNOWN_ORDERING, const Vrml_ShapeType aShapeType = Vrml_UNKNOWN_SHAPE_TYPE, const Vrml_FaceType aFaceType = Vrml_CONVEX, const Standard_Real aAngle = 0.5); 0059 0060 Standard_EXPORT void SetVertexOrdering (const Vrml_VertexOrdering aVertexOrdering); 0061 0062 Standard_EXPORT Vrml_VertexOrdering VertexOrdering() const; 0063 0064 Standard_EXPORT void SetShapeType (const Vrml_ShapeType aShapeType); 0065 0066 Standard_EXPORT Vrml_ShapeType ShapeType() const; 0067 0068 Standard_EXPORT void SetFaceType (const Vrml_FaceType aFaceType); 0069 0070 Standard_EXPORT Vrml_FaceType FaceType() const; 0071 0072 Standard_EXPORT void SetAngle (const Standard_Real aAngle); 0073 0074 Standard_EXPORT Standard_Real Angle() const; 0075 0076 Standard_EXPORT Standard_OStream& Print (Standard_OStream& anOStream) const; 0077 0078 0079 0080 0081 protected: 0082 0083 0084 0085 0086 0087 private: 0088 0089 0090 0091 Vrml_VertexOrdering myVertexOrdering; 0092 Vrml_ShapeType myShapeType; 0093 Vrml_FaceType myFaceType; 0094 Standard_Real myAngle; 0095 0096 0097 }; 0098 0099 0100 0101 0102 0103 0104 0105 #endif // _Vrml_ShapeHints_HeaderFile
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