/* * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef __FREESTYLE_NODE_SHAPE_H__ #define __FREESTYLE_NODE_SHAPE_H__ /** \file * \ingroup freestyle * \brief Class to build a shape node. It contains a Rep, which is the shape geometry */ #include #include "../geometry/BBox.h" #include "../geometry/Geom.h" #include "../system/FreestyleConfig.h" #include "FrsMaterial.h" #include "Node.h" #include "Rep.h" using namespace std; namespace Freestyle { using namespace Geometry; class 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 setFrsMaterial(const FrsMaterial& iMaterial) { _FrsMaterial = iMaterial; } /*! accessors */ /*! returns the shape's material */ inline FrsMaterial& frs_material() { return _FrsMaterial; } inline const vector& shapes() { return _Shapes; } private: /*! list of shapes */ vector _Shapes; /*! Shape Material */ FrsMaterial _FrsMaterial; }; } /* namespace Freestyle */ #endif // __FREESTYLE_NODE_SHAPE_H__