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test2/source/blender/freestyle/intern/scene_graph/NodeShape.h

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