const Standard_Boolean theIsHeadlight = Standard_False);
//! Defines the direction of the light source by a predefined orientation.
- Standard_EXPORT void SetDirection (const V3d_TypeOfOrientation theDirection);
+ Standard_EXPORT void SetDirection (V3d_TypeOfOrientation theDirection);
//! Defines the direction of the light source by the predefined vector theXm, theYm, theZm.
//! Warning: raises BadValue from V3d if the vector is null.
- Standard_EXPORT void SetDirection (const Standard_Real theXm,
- const Standard_Real theYm,
- const Standard_Real theZm);
+ Standard_EXPORT void SetDirection (Standard_Real theXm,
+ Standard_Real theYm,
+ Standard_Real theZm);
//! Defines the point of light source representation.
- Standard_EXPORT void SetDisplayPosition (const Standard_Real theX,
- const Standard_Real theY,
- const Standard_Real theZ);
+ Standard_EXPORT void SetDisplayPosition (Standard_Real theX,
+ Standard_Real theY,
+ Standard_Real theZ);
//! Calls SetDisplayPosition method.
- Standard_EXPORT virtual void SetPosition (const Standard_Real theXp,
- const Standard_Real theYp,
- const Standard_Real theZp) Standard_OVERRIDE;
+ virtual void SetPosition (Standard_Real theXp,
+ Standard_Real theYp,
+ Standard_Real theZp) Standard_OVERRIDE { SetDisplayPosition (theXp, theYp, theZp); }
//! Modifies the smoothing angle (in radians)
Standard_EXPORT void SetSmoothAngle (const Standard_Real theValue);
const V3d_TypeOfRepresentation theRepresentation) Standard_OVERRIDE;
//! Calls DisplayPosition method.
- Standard_EXPORT virtual void Position (Standard_Real& theX,
- Standard_Real& theY,
- Standard_Real& theZ) const Standard_OVERRIDE;
+ virtual void Position (Standard_Real& theX,
+ Standard_Real& theY,
+ Standard_Real& theZ) const Standard_OVERRIDE { DisplayPosition (theX, theY, theZ); }
//! Returns the chosen position to represent the light source.
- Standard_EXPORT void DisplayPosition (Standard_Real& theX,
- Standard_Real& theY,
- Standard_Real& theZ) const;
+ void DisplayPosition (Standard_Real& theX,
+ Standard_Real& theY,
+ Standard_Real& theZ) const { myDisplayPosition.Coord (theX, theY, theZ); }
//! Returns the theVx, theVy, theVz direction of the light source.
- Standard_EXPORT void Direction (Standard_Real& theVx,
- Standard_Real& theVy,
- Standard_Real& theVz) const;
+ void Direction (Standard_Real& theVx,
+ Standard_Real& theVy,
+ Standard_Real& theVz) const
+ {
+ theVx = myLight.Direction.x();
+ theVy = myLight.Direction.y();
+ theVz = myLight.Direction.z();
+ }
DEFINE_STANDARD_RTTIEXT(V3d_DirectionalLight,V3d_PositionLight)
private:
- Graphic3d_Vertex myDisplayPosition;
+ gp_Pnt myDisplayPosition;
};
#endif // _V3d_DirectionalLight_HeaderFile