Files
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

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 */