Files
test/source/blender/freestyle/intern/scene_graph/Rep.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

171 lines
3.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Base class for all shapes.
* Inherits from BasicObjects for references counter management (addRef, release).
*/
#include <string>
#include "FrsMaterial.h"
#include "SceneVisitor.h"
#include "../geometry/BBox.h"
#include "../geometry/Geom.h"
#include "../system/BaseObject.h"
#include "../system/Id.h"
#include "../system/Precision.h"
using namespace std;
namespace Freestyle {
using namespace Geometry;
class Rep : public BaseObject {
public:
inline Rep() : BaseObject()
{
_Id = 0;
_FrsMaterial = 0;
}
inline Rep(const Rep &iBrother) : BaseObject()
{
_Id = iBrother._Id;
_Name = iBrother._Name;
_LibraryPath = iBrother._LibraryPath;
if (0 == iBrother._FrsMaterial) {
_FrsMaterial = 0;
}
else {
_FrsMaterial = new FrsMaterial(*(iBrother._FrsMaterial));
}
_BBox = iBrother.bbox();
}
inline void swap(Rep &ioOther)
{
std::swap(_BBox, ioOther._BBox);
std::swap(_Id, ioOther._Id);
std::swap(_Name, ioOther._Name);
std::swap(_LibraryPath, ioOther._LibraryPath);
std::swap(_FrsMaterial, ioOther._FrsMaterial);
}
Rep &operator=(const Rep &iBrother)
{
if (&iBrother != this) {
_Id = iBrother._Id;
_Name = iBrother._Name;
_LibraryPath = iBrother._LibraryPath;
if (0 == iBrother._FrsMaterial) {
_FrsMaterial = 0;
}
else {
if (_FrsMaterial == 0) {
_FrsMaterial = new FrsMaterial(*iBrother._FrsMaterial);
}
else {
(*_FrsMaterial) = (*(iBrother._FrsMaterial));
}
_BBox = iBrother.bbox();
}
}
return *this;
}
virtual ~Rep()
{
if (0 != _FrsMaterial) {
delete _FrsMaterial;
_FrsMaterial = 0;
}
}
/** Accept the corresponding visitor
* Must be overload by inherited classes
*/
virtual void accept(SceneVisitor &v)
{
if (_FrsMaterial) {
v.visitFrsMaterial(*_FrsMaterial);
}
v.visitRep(*this);
}
/** Computes the rep bounding box.
* Each Inherited rep must compute its bbox depending on the way the data are stored. So, each
* inherited class must overload this method
*/
virtual void ComputeBBox() = 0;
/** Returns the rep bounding box */
virtual const BBox<Vec3f> &bbox() const
{
return _BBox;
}
inline Id getId() const
{
return _Id;
}
inline const string &getName() const
{
return _Name;
}
inline const string &getLibraryPath() const
{
return _LibraryPath;
}
inline const FrsMaterial *frs_material() const
{
return _FrsMaterial;
}
/** Sets the Rep bounding box */
virtual void setBBox(const BBox<Vec3f> &iBox)
{
_BBox = iBox;
}
inline void setId(const Id &id)
{
_Id = id;
}
inline void setName(const string &name)
{
_Name = name;
}
inline void setLibraryPath(const string &path)
{
_LibraryPath = path;
}
inline void setFrsMaterial(const FrsMaterial &iMaterial)
{
_FrsMaterial = new FrsMaterial(iMaterial);
}
private:
BBox<Vec3f> _BBox;
Id _Id;
string _Name;
string _LibraryPath;
FrsMaterial *_FrsMaterial;
};
} /* namespace Freestyle */