#include <TColStd_ListIteratorOfListOfTransient.hxx>
#include <V3d_Coordinate.hxx>
-#include <V3d_ListOfTransient.hxx>
#include <V3d_ImageDumpOptions.hxx>
#include <V3d_TypeOfAxe.hxx>
//! activated in this View.
Standard_EXPORT Standard_Boolean IfMoreLights() const;
+ //! Return iterator for defined lights.
+ V3d_ListOfLightIterator ActiveLightIterator() const { return V3d_ListOfLightIterator (myActiveLights); }
+
//! initializes an iteration on the active Lights.
- Standard_EXPORT void InitActiveLights();
+ void InitActiveLights() { myActiveLightsIterator.Initialize (myActiveLights); }
//! returns true if there are more active Light(s) to return.
- Standard_EXPORT Standard_Boolean MoreActiveLights() const;
+ Standard_Boolean MoreActiveLights() const { return myActiveLightsIterator.More(); }
- //! Go to the next active Light
- //! (if there is not, ActiveLight will raise an exception)
- Standard_EXPORT void NextActiveLights();
+ //! Go to the next active Light (if there is not, ActiveLight will raise an exception)
+ void NextActiveLights() { myActiveLightsIterator.Next(); }
- Standard_EXPORT Handle(V3d_Light) ActiveLight() const;
+ const Handle(V3d_Light)& ActiveLight() const { return myActiveLightsIterator.Value(); }
//! Returns the MAX number of light associated to the view.
Standard_EXPORT Standard_Integer LightLimit() const;
private:
V3d_ViewerPointer MyViewer;
- V3d_ListOfTransient MyActiveLights;
+ V3d_ListOfLight myActiveLights;
Graphic3d_Vector MyDefaultViewAxis;
Graphic3d_Vertex MyDefaultViewPoint;
Handle(Aspect_Window) MyWindow;
- TColStd_ListIteratorOfListOfTransient myActiveLightsIterator;
+ V3d_ListOfLight::Iterator myActiveLightsIterator;
Standard_Integer sx;
Standard_Integer sy;
Standard_Real rx;