// Copyright (c) 1999-2012 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. #include Vrml_Texture2Transform::Vrml_Texture2Transform() { gp_Vec2d tmpVec(0,0); myTranslation = tmpVec; myCenter = tmpVec; myRotation = 0; tmpVec.SetCoord(1,1); myScaleFactor = tmpVec; } Vrml_Texture2Transform::Vrml_Texture2Transform(const gp_Vec2d& aTranslation, const Standard_Real aRotation, const gp_Vec2d& aScaleFactor, const gp_Vec2d& aCenter) { myTranslation = aTranslation; myRotation = aRotation; myScaleFactor = aScaleFactor; myCenter = aCenter; } void Vrml_Texture2Transform::SetTranslation(const gp_Vec2d& aTranslation) { myTranslation = aTranslation; } gp_Vec2d Vrml_Texture2Transform::Translation() const { return myTranslation; } void Vrml_Texture2Transform::SetRotation(const Standard_Real aRotation) { myRotation = aRotation; } Standard_Real Vrml_Texture2Transform::Rotation() const { return myRotation; } void Vrml_Texture2Transform::SetScaleFactor(const gp_Vec2d& aScaleFactor) { myScaleFactor = aScaleFactor; } gp_Vec2d Vrml_Texture2Transform::ScaleFactor() const { return myScaleFactor; } void Vrml_Texture2Transform::SetCenter(const gp_Vec2d& aCenter) { myCenter = aCenter; } gp_Vec2d Vrml_Texture2Transform::Center() const { return myCenter; } Standard_OStream& Vrml_Texture2Transform::Print(Standard_OStream& anOStream) const { anOStream << "Texture2Transform {" << endl; if ( Abs(myTranslation.X() - 0) > 0.0001 || Abs(myTranslation.Y() - 0) > 0.0001 ) { anOStream << " translation" << '\t'; anOStream << myTranslation.X() << ' ' << myTranslation.Y() << endl; } if ( Abs(myRotation - 0) > 0.0001 ) { anOStream << " rotation" << '\t'; anOStream << myRotation << endl; } if ( Abs(myScaleFactor.X() - 0) > 0.0001 || Abs(myScaleFactor.Y() - 0) > 0.0001 ) { anOStream << " scaleFactor" << '\t'; anOStream << myScaleFactor.X() << ' ' << myScaleFactor.Y() << endl; } if ( Abs(myCenter.X() - 0) > 0.0001 || Abs(myCenter.Y() - 0) > 0.0001 ) { anOStream << " center" << '\t'; anOStream << myCenter.X() << ' ' << myCenter.Y() << endl; } anOStream << '}' << endl; return anOStream; }