// // 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 # 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& shapes() {return _Shapes;} private: /*! list of shapes */ vector _Shapes; /*! Shape Material */ Material _Material; }; #endif // NODESHAPE_H