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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 _V3d_PositionalLight_HeaderFile
#define _V3d_PositionalLight_HeaderFile

#ifndef _Standard_HeaderFile
#include <Standard.hxx>
#endif
#ifndef _Standard_DefineHandle_HeaderFile
#include <Standard_DefineHandle.hxx>
#endif
#ifndef _Handle_V3d_PositionalLight_HeaderFile
#include <Handle_V3d_PositionalLight.hxx>
#endif

#ifndef _V3d_PositionLight_HeaderFile
#include <V3d_PositionLight.hxx>
#endif
#ifndef _Handle_V3d_Viewer_HeaderFile
#include <Handle_V3d_Viewer.hxx>
#endif
#ifndef _V3d_Coordinate_HeaderFile
#include <V3d_Coordinate.hxx>
#endif
#ifndef _Quantity_NameOfColor_HeaderFile
#include <Quantity_NameOfColor.hxx>
#endif
#ifndef _Quantity_Coefficient_HeaderFile
#include <Quantity_Coefficient.hxx>
#endif
#ifndef _Handle_V3d_View_HeaderFile
#include <Handle_V3d_View.hxx>
#endif
#ifndef _V3d_TypeOfRepresentation_HeaderFile
#include <V3d_TypeOfRepresentation.hxx>
#endif
#ifndef _Handle_Graphic3d_Group_HeaderFile
#include <Handle_Graphic3d_Group.hxx>
#endif
class V3d_BadValue;
class V3d_Viewer;
class V3d_View;
class Graphic3d_Group;


//! Creation and modification of an isolated <br>
//!          light source. <br>
class V3d_PositionalLight : public V3d_PositionLight {

public:

  //! Creates an isolated light source X,Y,Z in the viewer. <br>
//!          It is also defined by the color Color and <br>
//!          two attenuation factors Attenuation1, Attenuation2. <br>
//!	    The resulting attenuation factor determining the <br>
//!	    illumination of a surface depends on the following <br>
//!	    formula : <br>
//!	    F = 1/(A1 + A2*Length) <br>
//!		A1,A2 being the two factors of attenuation <br>
//!	 	Length is the distance of the isolated source <br>
//!	    from the surface. <br>//!  Warning!  raises BadValue from V3d <br>
//!          if one of the attenuation coefficients is not between 0 et 1. <br>
  Standard_EXPORT   V3d_PositionalLight(const Handle(V3d_Viewer)& VM,const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z,const Quantity_NameOfColor Color = Quantity_NOC_WHITE,const Quantity_Coefficient Attenuation1 = 1.0,const Quantity_Coefficient Attenuation2 = 0.0);
  //! Creates a light source of the Positional type <br>
//!          in the viewer. <br>
//!          Xt,Yt,Zt : Coordinate of Target light source. <br>
//!          Xp,Yp,Zp : Coordinate of Position light source. <br>
//!          The light source is also defined by the color Color <br>
//!          and two attenuation factors Attenuation1, <br>
//!          Attenuation2 that determine the illumination of a <br>
//!          surface using the following formula : <br>
//!          F = 1/(A1 + A2*Length) where: <br>
//!          -   A1,A2 are the two attenuation factors, and <br>
//!          -   Length is the distance from the isolated source. <br>//!  Warning! raises BadValue from V3d <br>
//!          if one of the attenuation coefficients is not between 0 et 1. <br>
  Standard_EXPORT   V3d_PositionalLight(const Handle(V3d_Viewer)& VM,const V3d_Coordinate Xt,const V3d_Coordinate Yt,const V3d_Coordinate Zt,const V3d_Coordinate Xp,const V3d_Coordinate Yp,const V3d_Coordinate Zp,const Quantity_NameOfColor Color = Quantity_NOC_WHITE,const Quantity_Coefficient Attenuation1 = 1.0,const Quantity_Coefficient Attenuation2 = 0.0);
  //! Defines the position of the light source. <br>
  Standard_EXPORT   virtual  void SetPosition(const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z) ;
  //! Defines the attenuation factors. <br>
//!  Warning: raises BadValue from V3d <br>
//!          if one of the attenuation coefficients is not between 0 et 1. <br>
  Standard_EXPORT     void SetAttenuation(const Quantity_Coefficient A1,const Quantity_Coefficient A2) ;
  //! Display the graphic structure of light source <br>
//!          in the choosen view. We have three type of representation <br>
//!          - SIMPLE   : Only the light source is displayed. <br>
//!          - PARTIAL  : The light source and the light space are <br>
//!                       displayed. <br>
//!          - COMPLETE : The light source, the light space and the <br>
//!                       radius of light space are displayed. <br>
//!          We can choose the "SAMELAST" as parameter of representation <br>
//!          In this case the graphic structure representation will be <br>
//!          the last displayed. <br>
  Standard_EXPORT     void Display(const Handle(V3d_View)& aView,const V3d_TypeOfRepresentation Representation) ;
  //! Returns the position of the light source. <br>
  Standard_EXPORT     void Position(V3d_Coordinate& X,V3d_Coordinate& Y,V3d_Coordinate& Z) const;
  //! Returns the attenuation factors A1,A2 of the light <br>
//! source used at construction time. <br>
  Standard_EXPORT     void Attenuation(Quantity_Coefficient& A1,Quantity_Coefficient& A2) const;




  DEFINE_STANDARD_RTTI(V3d_PositionalLight)

protected:




private: 

  //! Defined the representation of the positional light source. <br>
  Standard_EXPORT     void Symbol(const Handle(Graphic3d_Group)& gsymbol,const Handle(V3d_View)& aView) const;



};





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


#endif