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test2/source/blender/freestyle/intern/scene_graph/Rep.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

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While most of the source tree has been included

- `./extern/` was left out.
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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
2022-02-11 09:14:36 +11:00

169 lines
3.2 KiB
C++

/* 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 */