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author | Maxime Curioni <maxime.curioni@gmail.com> | 2008-05-08 23:16:40 +0400 |
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committer | Maxime Curioni <maxime.curioni@gmail.com> | 2008-05-08 23:16:40 +0400 |
commit | 64e4a3ec9aed6c8abe095e2cd1fe1552f7cde51c (patch) | |
tree | 6c77358bd447b6c2d215324ef48fc12d1f5ae5ca /source/blender/freestyle/intern/scene_graph/Rep.h | |
parent | cf2e1e2857cfc5b3c2848c7fc6c9d919ac72fabb (diff) | |
parent | 106974a9d2d5caa5188322507980e3d57d2e3517 (diff) |
soc-2008-mxcurioni: merged changes to revision 14747, cosmetic changes for source/blender/freestyle
Diffstat (limited to 'source/blender/freestyle/intern/scene_graph/Rep.h')
-rwxr-xr-x | source/blender/freestyle/intern/scene_graph/Rep.h | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/scene_graph/Rep.h b/source/blender/freestyle/intern/scene_graph/Rep.h new file mode 100755 index 00000000000..6ccc2152c48 --- /dev/null +++ b/source/blender/freestyle/intern/scene_graph/Rep.h @@ -0,0 +1,127 @@ +// +// 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 "Material.h" +# include "../system/Id.h" + +using namespace Geometry; + +class LIB_SCENE_GRAPH_EXPORT Rep : public BaseObject +{ +public: + + inline Rep() : BaseObject() {_Id = 0; _Material=0;} + inline Rep(const Rep& iBrother) + : BaseObject() + { + _Id = iBrother._Id; + if(0 == iBrother._Material) + _Material = 0; + else + _Material = new Material(*(iBrother._Material)); + + _BBox = iBrother.bbox(); + } + inline void swap(Rep& ioOther){ + std::swap(_BBox,ioOther._BBox); + std::swap(_Id, ioOther._Id); + std::swap(_Material,ioOther._Material); + } + Rep& operator=(const Rep& iBrother){ + if(&iBrother != this){ + _Id = iBrother._Id; + if(0 == iBrother._Material) + _Material = 0; + else{ + if(_Material == 0){ + _Material = new Material(*iBrother._Material); + }else{ + (*_Material)=(*(iBrother._Material)); + } + _BBox = iBrother.bbox(); + } + } + return *this; + } + virtual ~Rep() + { + if(0 != _Material) + { + delete _Material; + _Material = 0; + } + } + + /*! Accept the corresponding visitor + * Must be overload by + * inherited classes + */ + virtual void accept(SceneVisitor& v) { + if(_Material) + v.visitMaterial(*_Material); + 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 Material * material() const {return _Material;} + + /*! Sets the Rep bounding box */ + virtual void SetBBox(const BBox<Vec3r>& iBox) {_BBox = iBox;} + inline void SetId(const Id& id) {_Id = id;} + inline void SetMaterial(const Material& iMaterial) + { + _Material = new Material(iMaterial); + } + +private: + BBox<Vec3r> _BBox; + Id _Id; + Material *_Material; +}; + +#endif // REP_H |