/////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2002-2019, Open Design Alliance (the "Alliance"). // All rights reserved. // // This software and its documentation and related materials are owned by // the Alliance. The software may only be incorporated into application // programs owned by members of the Alliance, subject to a signed // Membership Agreement and Supplemental Software License Agreement with the // Alliance. The structure and organization of this software are the valuable // trade secrets of the Alliance and its suppliers. The software is also // protected by copyright law and international treaty provisions. Application // programs incorporating this software must include the following statement // with their copyright notices: // // This application incorporates Open Design Alliance software pursuant to a license // agreement with Open Design Alliance. // Open Design Alliance Copyright (C) 2002-2019 by Open Design Alliance. // All rights reserved. // // By use of this software, its documentation or related materials, you // acknowledge and accept the above terms. /////////////////////////////////////////////////////////////////////////////// #ifndef _DB_AVEDUMPER_H #define _DB_AVEDUMPER_H #include "Ve/AveDefs.h" #include "Ve/AveMaterial.h" #include "Ve/AveLight.h" class DbAveDumper { public: DbAveDumper() {} void dump(OdDbDatabase* pDb, int indent = 0); void dumpMaterials(OdStreamBuf* pStreamBuf, int indent = 0); private: void dumpMaterials(OdDbDatabase* pDb, int indent = 0); void dumpMaterials(OdRxIteratorPtr& pIt, int indent = 0); void dumpLights(OdDbDatabase* pDb, int indent = 0); void dumpScenes(OdDbDatabase* pDb, int indent = 0); void dumpEntityMats(OdDbDatabase* pDb, int indent = 0); void dumpLayerMats(OdDbDatabase* pDb, int indent = 0); void dumpAciMats(OdDbDatabase* pDb, int indent = 0); }; class DbAveFiller { public: DbAveFiller() {} OdAveMaterialPtr addMaterial(OdDbDatabase* pDb, const OdString& name, double diffuse, OdUInt32 diffuseColor, double ambient, OdUInt32 ambientColor, double specular, OdUInt32 specularColor, double roughness, double transparency); OdAveLightPtr addLight(OdDbDatabase* pDb, const OdString& name, OdGsLight::LightType type, double intensity, OdUInt32 color, const OdGePoint3d& position, const OdGePoint3d& target, OdGsLight::LightAttenuation attenuation, double innerConeAngle, double outerConeAngle); void addScene(OdDbDatabase* pDb, const OdString& name, const OdDbObjectId& viewId, const OdDbObjectIdArray& lightIds); void fillDatabase(OdDbDatabase* pDb); }; #endif