90 lines
2.4 KiB
C++
Executable File
90 lines
2.4 KiB
C++
Executable File
//
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// Filename : NodeShape.h
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// Author(s) : Stephane Grabli
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// Purpose : Class to build a shape node. It contains a Rep,
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// which is the shape geometry
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// Date of creation : 25/01/2002
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//
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///////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) : Please refer to the COPYRIGHT file distributed
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// with this source distribution.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef NODESHAPE_H
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# define NODESHAPE_H
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# include <vector>
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# include "../system/FreestyleConfig.h"
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# include "Node.h"
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# include "Rep.h"
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# include "../geometry/BBox.h"
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# include "../geometry/Geom.h"
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# include "Material.h"
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using namespace std;
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using namespace Geometry;
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class LIB_SCENE_GRAPH_EXPORT NodeShape : public Node
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{
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public:
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inline NodeShape() : Node() {}
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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
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* when it is not used any more by
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* the Scene Manager. So, it must not
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* 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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_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 SetMaterial(const Material& iMaterial) { _Material = iMaterial; }
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/*! accessors */
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/*! returns the shape's material */
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inline Material& material() { return _Material; }
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inline const vector<Rep*>& shapes() {return _Shapes;}
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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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Material _Material;
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};
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#endif // NODESHAPE_H
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