Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
130 lines
2.3 KiB
C++
130 lines
2.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup freestyle
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* \brief Class to define the representation of a triangle
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*/
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//! inherits from class Rep
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#include "Rep.h"
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namespace Freestyle {
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/** Base class for all lines objects */
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class TriangleRep : public Rep {
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public:
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/** Line description style */
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enum TRIANGLE_STYLE {
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FILL,
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LINES,
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};
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private:
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TRIANGLE_STYLE _Style;
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Vec3r _vertices[3];
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Vec3r _colors[3];
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public:
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inline TriangleRep() : Rep()
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{
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_Style = FILL;
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}
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/** Builds a triangle from 3 vertices
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* v0
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* first vertex
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* v1
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* second vertex
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* v2
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* third vertex
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*/
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inline TriangleRep(const Vec3r &v0, const Vec3r &v1, const Vec3r &v2) : Rep()
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{
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_vertices[0] = v0;
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_vertices[1] = v1;
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_vertices[2] = v2;
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_Style = FILL;
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}
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inline TriangleRep(const Vec3r &v0,
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const Vec3r &c0,
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const Vec3r &v1,
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const Vec3r &c1,
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const Vec3r &v2,
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const Vec3r &c2)
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: Rep()
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{
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_vertices[0] = v0;
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_vertices[1] = v1;
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_vertices[2] = v2;
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_colors[0] = c0;
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_colors[1] = c1;
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_colors[2] = c2;
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_Style = FILL;
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}
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virtual ~TriangleRep()
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{
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}
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/** accessors */
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inline const TRIANGLE_STYLE style() const
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{
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return _Style;
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}
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inline const Vec3r &vertex(int index) const
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{
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return _vertices[index];
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}
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inline const Vec3r &color(int index) const
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{
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return _colors[index];
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}
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/** modifiers */
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inline void setStyle(const TRIANGLE_STYLE iStyle)
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{
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_Style = iStyle;
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}
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inline void setVertex(int index, const Vec3r &iVertex)
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{
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_vertices[index] = iVertex;
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}
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inline void setColor(int index, const Vec3r &iColor)
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{
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_colors[index] = iColor;
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}
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inline void setVertices(const Vec3r &v0, const Vec3r &v1, const Vec3r &v2)
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{
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_vertices[0] = v0;
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_vertices[1] = v1;
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_vertices[2] = v2;
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}
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inline void setColors(const Vec3r &c0, const Vec3r &c1, const Vec3r &c2)
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{
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_colors[0] = c0;
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_colors[1] = c1;
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_colors[2] = c2;
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}
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/** Accept the corresponding visitor */
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virtual void accept(SceneVisitor &v)
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{
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Rep::accept(v);
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v.visitTriangleRep(*this);
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}
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/** Computes the triangle bounding box. */
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virtual void ComputeBBox();
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};
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} /* namespace Freestyle */
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