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// This file is generated by WOK (CPPExt).
// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to 
// this header file considered to be the "object code" form of the original source.

#ifndef _Prs3d_ShadingAspect_HeaderFile
#define _Prs3d_ShadingAspect_HeaderFile

#ifndef _Standard_HeaderFile
#include <Standard.hxx>
#endif
#ifndef _Standard_DefineHandle_HeaderFile
#include <Standard_DefineHandle.hxx>
#endif
#ifndef _Handle_Prs3d_ShadingAspect_HeaderFile
#include <Handle_Prs3d_ShadingAspect.hxx>
#endif

#ifndef _Handle_Graphic3d_AspectFillArea3d_HeaderFile
#include <Handle_Graphic3d_AspectFillArea3d.hxx>
#endif
#ifndef _Prs3d_BasicAspect_HeaderFile
#include <Prs3d_BasicAspect.hxx>
#endif
#ifndef _Aspect_TypeOfFacingModel_HeaderFile
#include <Aspect_TypeOfFacingModel.hxx>
#endif
#ifndef _Quantity_NameOfColor_HeaderFile
#include <Quantity_NameOfColor.hxx>
#endif
#ifndef _Graphic3d_NameOfMaterial_HeaderFile
#include <Graphic3d_NameOfMaterial.hxx>
#endif
#ifndef _Standard_Real_HeaderFile
#include <Standard_Real.hxx>
#endif
class Graphic3d_AspectFillArea3d;
class Quantity_Color;
class Graphic3d_MaterialAspect;


//! A framework to define the display of shading. <br>
//! The attributes which make up this definition include: <br>
//! -   fill aspect <br>
//! -   color, and <br>
//! -   material <br>
class Prs3d_ShadingAspect : public Prs3d_BasicAspect {

public:

  //! Constructs an empty framework to display shading. <br>
  Standard_EXPORT   Prs3d_ShadingAspect();
  //! Change the polygons interior color and material ambient color. <br>
  Standard_EXPORT     void SetColor(const Quantity_Color& aColor,const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE) ;
  //! Change the polygons interior color and material ambient color. <br>
  Standard_EXPORT     void SetColor(const Quantity_NameOfColor aColor,const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE) ;
  //! Change the polygons material aspect. <br>
  Standard_EXPORT     void SetMaterial(const Graphic3d_MaterialAspect& aMaterial,const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE) ;
  
  Standard_EXPORT     void SetMaterial(const Graphic3d_NameOfMaterial aMaterial,const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE) ;
  //! Change the polygons transparency value. <br>
//!  Warning : aValue must be in the range 0,1. 0 is the default (NO transparent) <br>
  Standard_EXPORT     void SetTransparency(const Standard_Real aValue,const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE) ;
  //! Change the polygons aspect properties. <br>
  Standard_EXPORT     void SetAspect(const Handle(Graphic3d_AspectFillArea3d)& Asp) ;
  //! Returns the polygons color. <br>
  Standard_EXPORT     Quantity_Color Color(const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_FRONT_SIDE) const;
  //! Returns the polygons material aspect. <br>
  Standard_EXPORT     Graphic3d_MaterialAspect Material(const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_FRONT_SIDE) const;
  //! Returns the polygons transparency value. <br>
  Standard_EXPORT     Standard_Real Transparency(const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_FRONT_SIDE) const;
  //! Returns the polygons aspect properties. <br>
  Standard_EXPORT     Handle_Graphic3d_AspectFillArea3d Aspect() const;




  DEFINE_STANDARD_RTTI(Prs3d_ShadingAspect)

protected:




private: 


Handle_Graphic3d_AspectFillArea3d myAspect;


};





// other Inline functions and methods (like "C++: function call" methods)


#endif