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
81 lines
1.4 KiB
C++
81 lines
1.4 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 build a shape node. It contains a Rep, which is the shape geometry
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*/
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#include <vector>
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#include "../geometry/BBox.h"
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#include "../geometry/Geom.h"
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#include "../system/FreestyleConfig.h"
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#include "FrsMaterial.h"
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#include "Node.h"
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#include "Rep.h"
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using namespace std;
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namespace Freestyle {
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using namespace Geometry;
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class NodeShape : public Node {
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public:
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inline NodeShape() : Node()
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{
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}
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virtual ~NodeShape();
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/** Adds a Rep to the _Shapes list
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* The delete of the rep is done when it is not used any more by the Scene Manager.
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* So, it must not be deleted by the caller
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*/
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virtual void AddRep(Rep *iRep)
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{
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if (NULL == iRep) {
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return;
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}
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_Shapes.push_back(iRep);
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iRep->addRef();
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// updates bbox:
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AddBBox(iRep->bbox());
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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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/** Sets the shape material */
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inline void setFrsMaterial(const FrsMaterial &iMaterial)
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{
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_FrsMaterial = iMaterial;
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}
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/** accessors */
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/** returns the shape's material */
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inline FrsMaterial &frs_material()
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{
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return _FrsMaterial;
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}
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inline const vector<Rep *> &shapes()
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{
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return _Shapes;
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}
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private:
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/** list of shapes */
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vector<Rep *> _Shapes;
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/** Shape Material */
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FrsMaterial _FrsMaterial;
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};
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} /* namespace Freestyle */
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