Files
test2/source/blender/freestyle/intern/scene_graph/Rep.h
Tamito Kajiyama 96e79172a0 Made object names accessible from within style modules.
ViewShape objects in the view map, as well as SShape objects
that can be retrieved with ViewShape::sshape(), now have a
getName() method that returns the name of the object from
which each shape is created.  For instance, visible feature
edges of specific mesh objects (e.g., Cube.001 and Cube.002)
can be selected using custom predicate ObjectNamesUP1D as
follows:

class ObjectNamesUP1D(UnaryPredicate1D):
    def __init__(self, names):
        UnaryPredicate1D.__init__(self)
        self._names = names
    def getName(self):
        return "ObjectNamesUP1D"
    def __call__(self, viewEdge):
        return viewEdge.viewShape().getName() in self._names

upred = AndUP1D(QuantitativeInvisibilityUP1D(0),
                ObjectNamesUP1D(["Cube.001", "Cube.002"]))
Operators.select(upred)
2010-05-23 17:11:44 +00:00

134 lines
3.7 KiB
C++
Executable File

//
// Filename : Rep.h
// Author(s) : Stephane Grabli
// Purpose : Base class for all shapes. Inherits from BasicObjects
// for references counter management (addRef, release).
// 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 REP_H
# define REP_H
# include "../system/BaseObject.h"
# include "SceneVisitor.h"
# include "../geometry/BBox.h"
# include "../geometry/Geom.h"
# include "../system/Precision.h"
# include "FrsMaterial.h"
# include "../system/Id.h"
using namespace Geometry;
class LIB_SCENE_GRAPH_EXPORT Rep : public BaseObject
{
public:
inline Rep() : BaseObject() {_Id = 0; _FrsMaterial=0;}
inline Rep(const Rep& iBrother)
: BaseObject()
{
_Id = iBrother._Id;
_Name = iBrother._Name;
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(_FrsMaterial,ioOther._FrsMaterial);
}
Rep& operator=(const Rep& iBrother){
if(&iBrother != this){
_Id = iBrother._Id;
_Name = iBrother._Name;
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<Vec3r>& bbox() const {return _BBox;}
inline Id getId() const {return _Id;}
inline const string& getName() const {return _Name;}
inline const FrsMaterial * frs_material() const {return _FrsMaterial;}
/*! Sets the Rep bounding box */
virtual void setBBox(const BBox<Vec3r>& iBox) {_BBox = iBox;}
inline void setId(const Id& id) {_Id = id;}
inline void setName(const string& name) {_Name = name;}
inline void setFrsMaterial(const FrsMaterial& iMaterial)
{
_FrsMaterial = new FrsMaterial(iMaterial);
}
private:
BBox<Vec3r> _BBox;
Id _Id;
string _Name;
FrsMaterial *_FrsMaterial;
};
#endif // REP_H