Ytarget = (Ymin + Ymax)/2;
Ztarget = (Zmin + Zmax)/2;
-// cout << " target: " << endl;
-// cout << " X: " << Xtarget << " Y: " << Ytarget << " Z: " << Ztarget << endl;
+// std::cout << " target: " << std::endl;
+// std::cout << " X: " << Xtarget << " Y: " << Ytarget << " Z: " << Ztarget << std::endl;
// gp_Pnt Target(Xtarget, Ytarget, Ztarget);
// gp_Vec VTarget(Target.X(),Target.Y(),Target.Z());
Source.SetY(Ytarget+aVec.Y());
Source.SetZ(Ztarget+aVec.Z());
-// cout << " source: " << endl;
-// cout << " X: " << Source.X() << " Y: " << Source.Y() << " Z: " << Source.Z() << endl;
+// std::cout << " source: " << std::endl;
+// std::cout << " X: " << Source.X() << " Y: " << Source.Y() << " Z: " << Source.Z() << std::endl;
gp_Vec VSource(Source.X(),Source.Y(),Source.Z());
// gp_Vec Proj(Source,Target);
-// cout << " Vec(source-target): " << endl;
-// cout << " X: " << Proj.X() << " Y: " << Proj.Y() << " Z: " << Proj.Z() << endl;
+// std::cout << " Vec(source-target): " << std::endl;
+// std::cout << " X: " << Proj.X() << " Y: " << Proj.Y() << " Z: " << Proj.Z() << std::endl;
gp_Dir Ypers (XUp,YUp,ZUp);
}
gp_Dir Xpers = Ypers.Crossed(Zpers);
-// cout << " Dir(Zpers): " << endl;
-// cout << " X: " << Zpers.X() << " Y: " << Zpers.Y() << " Z: " << Zpers.Z() << endl;
-// cout << " Dir(Xpers): " << endl;
-// cout << " X: " << Xpers.X() << " Y: " << Xpers.Y() << " Z: " << Xpers.Z() << endl;
+// std::cout << " Dir(Zpers): " << std::endl;
+// std::cout << " X: " << Zpers.X() << " Y: " << Zpers.Y() << " Z: " << Zpers.Z() << std::endl;
+// std::cout << " Dir(Xpers): " << std::endl;
+// std::cout << " X: " << Xpers.X() << " Y: " << Xpers.Y() << " Z: " << Xpers.Z() << std::endl;
gp_Ax3 Axe (Source, Zpers, Xpers);
V2.SetY(0);
V2.SetZ(P2.Z());
-// cout << " Angle: " << V1.Angle(V2) << endl;
-// cout << " ****************** " << endl;
+// std::cout << " Angle: " << V1.Angle(V2) << std::endl;
+// std::cout << " ****************** " << std::endl;
if ( Abs(V1.Angle(V2)) > Abs(MaxAngle) ) MaxAngle = Abs(V1.Angle(V2));
V2.SetX(0);
V2.SetY(P2.Y());
V2.SetZ(P2.Z());
-// cout << " Angle: " << V1.Angle(V2) << endl;
-// cout << " ****************** " << endl;
+// std::cout << " Angle: " << V1.Angle(V2) << std::endl;
+// std::cout << " ****************** " << std::endl;
if ( Abs(V1.Angle(V2)) > Abs(MaxAngle) ) MaxAngle = Abs(V1.Angle(V2));
if ( Abs(P2.Y()) > Abs(MaxHeight) )
{
-// cout << " Height Y: " << P2.Y() << endl;
-// cout << " ****************** " << endl;
+// std::cout << " Height Y: " << P2.Y() << std::endl;
+// std::cout << " ****************** " << std::endl;
MaxHeight = Abs(P2.Y());
}
if ( Abs(P2.X()) > Abs(MaxHeight) )
{
-// cout << " Height X: " << P2.X() << endl;
-// cout << " ****************** " << endl;
+// std::cout << " Height X: " << P2.X() << std::endl;
+// std::cout << " ****************** " << std::endl;
MaxHeight = Abs(P2.X());
}
}
Height = MaxHeight;
-// cout << " MaxHeight: " << Height << endl;
-// cout << " ****************** " << endl;
+// std::cout << " MaxHeight: " << Height << std::endl;
+// std::cout << " ****************** " << std::endl;
Angle = MaxAngle;
-// cout << " MaxAngle: " << Angle << endl;
-// cout << " ****************** " << endl;
+// std::cout << " MaxAngle: " << Angle << std::endl;
+// std::cout << " ****************** " << std::endl;
if (Light == VrmlConverter_SpotLight)
{