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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2010-05-23 21:11:44 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2010-05-23 21:11:44 +0400
commit96e79172a010cba6bc826f570832ef4b355ea0cd (patch)
tree5e7bee49170faff126fa52d8fd389642876e4021 /source/blender/freestyle/intern/scene_graph
parent2212564f1804e3cc866003b226eac89575d53ade (diff)
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)
Diffstat (limited to 'source/blender/freestyle/intern/scene_graph')
-rwxr-xr-xsource/blender/freestyle/intern/scene_graph/Rep.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/scene_graph/Rep.h b/source/blender/freestyle/intern/scene_graph/Rep.h
index 6b213b01ba7..58be0374ae4 100755
--- a/source/blender/freestyle/intern/scene_graph/Rep.h
+++ b/source/blender/freestyle/intern/scene_graph/Rep.h
@@ -50,6 +50,7 @@ public:
: BaseObject()
{
_Id = iBrother._Id;
+ _Name = iBrother._Name;
if(0 == iBrother._FrsMaterial)
_FrsMaterial = 0;
else
@@ -60,11 +61,13 @@ public:
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{
@@ -108,11 +111,13 @@ public:
/*! 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);
@@ -121,6 +126,7 @@ public:
private:
BBox<Vec3r> _BBox;
Id _Id;
+ string _Name;
FrsMaterial *_FrsMaterial;
};