// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

#include <Vrml_DirectionalLight.hxx>

Vrml_DirectionalLight::Vrml_DirectionalLight()
    : myOnOff(true),
      myIntensity(1),
      myColor(Quantity_NOC_WHITE),
      myDirection(0, 0, -1)
{
}

Vrml_DirectionalLight::Vrml_DirectionalLight(const bool            aOnOff,
                                             const double          aIntensity,
                                             const Quantity_Color& aColor,
                                             const gp_Vec&         aDirection)
{
  myOnOff = aOnOff;
  if (aIntensity < 0. || aIntensity > 1.)
  {
    throw Standard_Failure("Error : Light intensity must be in the range 0.0 to 1.0, inclusive.");
  }
  myIntensity = aIntensity;
  myColor     = aColor;
  myDirection = aDirection;
}

void Vrml_DirectionalLight::SetOnOff(const bool aOnOff)
{
  myOnOff = aOnOff;
}

bool Vrml_DirectionalLight::OnOff() const
{
  return myOnOff;
}

void Vrml_DirectionalLight::SetIntensity(const double aIntensity)
{
  if (aIntensity < 0. || aIntensity > 1.)
  {
    throw Standard_Failure("Error : Light intensity must be in the range 0.0 to 1.0, inclusive.");
  }
  myIntensity = aIntensity;
}

double Vrml_DirectionalLight::Intensity() const
{
  return myIntensity;
}

void Vrml_DirectionalLight::SetColor(const Quantity_Color& aColor)
{
  myColor = aColor;
}

Quantity_Color Vrml_DirectionalLight::Color() const
{
  return myColor;
}

void Vrml_DirectionalLight::SetDirection(const gp_Vec& aDirection)
{
  myDirection = aDirection;
}

gp_Vec Vrml_DirectionalLight::Direction() const
{
  return myDirection;
}

Standard_OStream& Vrml_DirectionalLight::Print(Standard_OStream& anOStream) const
{
  anOStream << "DirectionalLight {\n";

  if (!myOnOff)
  {
    anOStream << "    on\t\tFALSE\n";
    //    anOStream << myOnOff << "\n";
  }

  if (std::abs(myIntensity - 1) > 0.0001)
  {
    anOStream << "    intensity\t";
    anOStream << myIntensity << "\n";
  }

  if (std::abs(myColor.Red() - 1) > 0.0001 || std::abs(myColor.Green() - 1) > 0.0001
      || std::abs(myColor.Blue() - 1) > 0.0001)
  {
    NCollection_Vec3<double> aColor_sRGB;
    myColor.Values(aColor_sRGB.r(), aColor_sRGB.g(), aColor_sRGB.b(), Quantity_TOC_sRGB);
    anOStream << "    color\t";
    anOStream << aColor_sRGB.r() << " " << aColor_sRGB.g() << " " << aColor_sRGB.b() << "\n";
  }

  if (std::abs(myDirection.X() - 0) > 0.0001 || std::abs(myDirection.Y() - 0) > 0.0001
      || std::abs(myDirection.Z() + 1) > 0.0001)
  {
    anOStream << "    direction" << '\t';
    anOStream << myDirection.X() << " " << myDirection.Y() << " " << myDirection.Z() << "\n";
  }

  anOStream << "}\n";
  return anOStream;
}
