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19 
20 #include <drawinglayer/attribute/sdrlightattribute3d.hxx>
21 #include <basegfx/color/bcolor.hxx>
22 #include <basegfx/vector/b3dvector.hxx>
23 #include <rtl/instance.hxx>
24 
25 
26 namespace drawinglayer
27 {
28     namespace attribute
29     {
30         class ImpSdr3DLightAttribute
31         {
32         public:
33             // 3D light attribute definitions
34             basegfx::BColor                         maColor;
35             basegfx::B3DVector                      maDirection;
36 
37             bool                                    mbSpecular : 1;
38 
ImpSdr3DLightAttribute(const basegfx::BColor & rColor,const basegfx::B3DVector & rDirection,bool bSpecular)39             ImpSdr3DLightAttribute(
40                 const basegfx::BColor& rColor,
41                 const basegfx::B3DVector& rDirection,
42                 bool bSpecular)
43             :   maColor(rColor),
44                 maDirection(rDirection),
45                 mbSpecular(bSpecular)
46             {
47             }
48 
49             // data read access
getColor() const50             const basegfx::BColor& getColor() const { return maColor; }
getDirection() const51             const basegfx::B3DVector& getDirection() const { return maDirection; }
getSpecular() const52             bool getSpecular() const { return mbSpecular; }
53 
operator ==(const ImpSdr3DLightAttribute & rCandidate) const54             bool operator==(const ImpSdr3DLightAttribute& rCandidate) const
55             {
56                 return (getColor() == rCandidate.getColor()
57                     && getDirection() == rCandidate.getDirection()
58                     && getSpecular() == rCandidate.getSpecular());
59             }
60         };
61 
62         namespace
63         {
64             struct theGlobalDefault :
65                 public rtl::Static< Sdr3DLightAttribute::ImplType, theGlobalDefault > {};
66         }
67 
Sdr3DLightAttribute(const basegfx::BColor & rColor,const basegfx::B3DVector & rDirection,bool bSpecular)68         Sdr3DLightAttribute::Sdr3DLightAttribute(
69             const basegfx::BColor& rColor,
70             const basegfx::B3DVector& rDirection,
71             bool bSpecular)
72         :   mpSdr3DLightAttribute(ImpSdr3DLightAttribute(
73                 rColor, rDirection, bSpecular))
74         {
75         }
76 
77         Sdr3DLightAttribute::Sdr3DLightAttribute(const Sdr3DLightAttribute&) = default;
78 
79         Sdr3DLightAttribute::~Sdr3DLightAttribute() = default;
80 
81         Sdr3DLightAttribute& Sdr3DLightAttribute::operator=(const Sdr3DLightAttribute&) = default;
82 
operator ==(const Sdr3DLightAttribute & rCandidate) const83         bool Sdr3DLightAttribute::operator==(const Sdr3DLightAttribute& rCandidate) const
84         {
85             return rCandidate.mpSdr3DLightAttribute == mpSdr3DLightAttribute;
86         }
87 
getColor() const88         const basegfx::BColor& Sdr3DLightAttribute::getColor() const
89         {
90             return mpSdr3DLightAttribute->getColor();
91         }
92 
getDirection() const93         const basegfx::B3DVector& Sdr3DLightAttribute::getDirection() const
94         {
95             return mpSdr3DLightAttribute->getDirection();
96         }
97 
getSpecular() const98         bool Sdr3DLightAttribute::getSpecular() const
99         {
100             return mpSdr3DLightAttribute->getSpecular();
101         }
102 
103     } // end of namespace attribute
104 } // end of namespace drawinglayer
105 
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107