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//
// 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
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