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.
86 lines
1.9 KiB
C++
86 lines
1.9 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#pragma once
|
|
|
|
/** \file
|
|
* \ingroup freestyle
|
|
* \brief Class to represent a transform node. A Transform node contains one or several children,
|
|
* \brief all affected by the transformation.
|
|
*/
|
|
|
|
#include "NodeGroup.h"
|
|
|
|
#include "../geometry/Geom.h"
|
|
|
|
#include "../system/FreestyleConfig.h"
|
|
|
|
namespace Freestyle {
|
|
|
|
using namespace Geometry;
|
|
|
|
class NodeTransform : public NodeGroup {
|
|
public:
|
|
inline NodeTransform() : NodeGroup()
|
|
{
|
|
_Matrix = Matrix44r::identity();
|
|
_Scaled = false;
|
|
}
|
|
|
|
virtual ~NodeTransform() {}
|
|
|
|
/** multiplies the current matrix by the x, y, z translation matrix. */
|
|
void Translate(real x, real y, real z);
|
|
|
|
/** multiplies the current matrix by a rotation matrix
|
|
* iAngle
|
|
* The rotation angle
|
|
* x, y, z
|
|
* The rotation axis
|
|
*/
|
|
void Rotate(real iAngle, real x, real y, real z);
|
|
|
|
/** multiplies the current matrix by a scaling matrix.
|
|
* x, y, z
|
|
* The scaling coefficients with respect to the x,y,z axis
|
|
*/
|
|
void Scale(real x, real y, real z);
|
|
|
|
/** Multiplies the current matrix by iMatrix */
|
|
void MultiplyMatrix(const Matrix44r &iMatrix);
|
|
|
|
/** Sets the current matrix to iMatrix */
|
|
void setMatrix(const Matrix44r &iMatrix);
|
|
|
|
/** Accept the corresponding visitor */
|
|
virtual void accept(SceneVisitor &v);
|
|
|
|
/** Overloads the Node::AddBBox in order to take care about the transformation */
|
|
virtual void AddBBox(const BBox<Vec3r> &iBBox);
|
|
|
|
/** Checks whether a matrix contains a scale factor or not.
|
|
* Returns true if yes.
|
|
* M
|
|
* The matrix to check
|
|
*/
|
|
bool isScaled(const Matrix44r &M);
|
|
|
|
/** accessors */
|
|
inline const Matrix44r &matrix() const
|
|
{
|
|
return _Matrix;
|
|
}
|
|
|
|
inline bool scaled() const
|
|
{
|
|
return _Scaled;
|
|
}
|
|
|
|
private:
|
|
Matrix44r _Matrix;
|
|
bool _Scaled;
|
|
};
|
|
|
|
} /* namespace Freestyle */
|