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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 _VrmlAPI_Writer_HeaderFile
#define _VrmlAPI_Writer_HeaderFile

#include <Standard.hxx>
#include <Standard_DefineAlloc.hxx>
#include <Standard_Macro.hxx>

#include <VrmlAPI_RepresentationOfShape.hxx>
#include <Handle_VrmlConverter_Drawer.hxx>
#include <Standard_Real.hxx>
#include <Handle_VrmlConverter_Projector.hxx>
#include <Handle_Vrml_Material.hxx>
#include <Quantity_Length.hxx>
#include <Handle_Quantity_HArray1OfColor.hxx>
#include <Standard_CString.hxx>
class VrmlConverter_Drawer;
class VrmlConverter_Projector;
class Vrml_Material;
class Quantity_HArray1OfColor;
class TopoDS_Shape;


//! Creates and writes VRML files from Open
//! CASCADE shapes. A VRML file can be written to
//! an existing VRML file or to a new one.
class VrmlAPI_Writer 
{
public:

  DEFINE_STANDARD_ALLOC

  
  //! Creates a writer object with default parameters.
  Standard_EXPORT VrmlAPI_Writer();
  
  //! Resets all parameters (representation, deflection)
  //! to their default values..
  Standard_EXPORT   void ResetToDefaults() ;
  
  //! Returns drawer object
  Standard_EXPORT   Handle(VrmlConverter_Drawer) Drawer()  const;
  
  //! Sets the deflection aDef of
  //! the mesh algorithm which is used to compute the shaded
  //! representation of the translated shape. The default
  //! value is -1. When the deflection value is less than
  //! 0, the deflection is calculated from the relative
  //! size of the shaped.
  Standard_EXPORT   void SetDeflection (const Standard_Real aDef) ;
  
  //! Sets the representation of the
  //! shape aRep which is written to the VRML file. The three options are :
  //! -      shaded
  //! -      wireframe
  //! -      both shaded and wireframe (default)
  //! defined through the VrmlAPI_RepresentationOfShape enumeration.
  Standard_EXPORT   void SetRepresentation (const VrmlAPI_RepresentationOfShape aRep) ;
  
  //! Set transparency to given material
  Standard_EXPORT   void SetTransparencyToMaterial (Handle(Vrml_Material)& aMaterial, const Standard_Real aTransparency) ;
  
  Standard_EXPORT   void SetShininessToMaterial (Handle(Vrml_Material)& aMaterial, const Standard_Real aShininess) ;
  
  Standard_EXPORT   void SetAmbientColorToMaterial (Handle(Vrml_Material)& aMaterial, const Handle(Quantity_HArray1OfColor)& Color) ;
  
  Standard_EXPORT   void SetDiffuseColorToMaterial (Handle(Vrml_Material)& aMaterial, const Handle(Quantity_HArray1OfColor)& Color) ;
  
  Standard_EXPORT   void SetSpecularColorToMaterial (Handle(Vrml_Material)& aMaterial, const Handle(Quantity_HArray1OfColor)& Color) ;
  
  Standard_EXPORT   void SetEmissiveColorToMaterial (Handle(Vrml_Material)& aMaterial, const Handle(Quantity_HArray1OfColor)& Color) ;
  
  //! Returns the representation of the shape which is
  //! written to the VRML file. Types of representation are set through the
  //! VrmlAPI_RepresentationOfShape enumeration.
  Standard_EXPORT   VrmlAPI_RepresentationOfShape GetRepresentation()  const;
  
  Standard_EXPORT   Handle(Vrml_Material) GetFrontMaterial()  const;
  
  Standard_EXPORT   Handle(Vrml_Material) GetPointsMaterial()  const;
  
  Standard_EXPORT   Handle(Vrml_Material) GetUisoMaterial()  const;
  
  Standard_EXPORT   Handle(Vrml_Material) GetVisoMaterial()  const;
  
  Standard_EXPORT   Handle(Vrml_Material) GetLineMaterial()  const;
  
  Standard_EXPORT   Handle(Vrml_Material) GetWireMaterial()  const;
  
  Standard_EXPORT   Handle(Vrml_Material) GetFreeBoundsMaterial()  const;
  
  Standard_EXPORT   Handle(Vrml_Material) GetUnfreeBoundsMaterial()  const;
  
  //! Converts the shape aShape to
  //! VRML format and writes it to the file identified by aFile.
  Standard_EXPORT   void Write (const TopoDS_Shape& aShape, const Standard_CString aFile)  const;




protected:





private:



  VrmlAPI_RepresentationOfShape myRepresentation;
  Handle(VrmlConverter_Drawer) myDrawer;
  Standard_Real myDeflection;
  Handle(VrmlConverter_Projector) myPerespectiveCamera;
  Handle(VrmlConverter_Projector) myOrthographicCamera;
  Standard_Real myTransparency;
  Standard_Real myShininess;
  Handle(Vrml_Material) myFrontMaterial;
  Handle(Vrml_Material) myPointsMaterial;
  Handle(Vrml_Material) myUisoMaterial;
  Handle(Vrml_Material) myVisoMaterial;
  Handle(Vrml_Material) myLineMaterial;
  Handle(Vrml_Material) myWireMaterial;
  Handle(Vrml_Material) myFreeBoundsMaterial;
  Handle(Vrml_Material) myUnfreeBoundsMaterial;
  Quantity_Length DX;
  Quantity_Length DY;
  Quantity_Length DZ;
  Quantity_Length XUp;
  Quantity_Length YUp;
  Quantity_Length ZUp;
  Quantity_Length Focus;


};







#endif // _VrmlAPI_Writer_HeaderFile