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blender-archive/source/blender/freestyle/intern/scene_graph/NodeShape.cpp
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

43 lines
821 B
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
* \brief Class to build a shape node. It contains a Rep, which is the shape geometry
*/
#include "NodeShape.h"
namespace Freestyle {
NodeShape::~NodeShape()
{
vector<Rep *>::iterator rep;
if (!_Shapes.empty()) {
for (rep = _Shapes.begin(); rep != _Shapes.end(); ++rep) {
int refCount = (*rep)->destroy();
if (0 == refCount) {
delete (*rep);
}
}
_Shapes.clear();
}
}
void NodeShape::accept(SceneVisitor &v)
{
v.visitNodeShape(*this);
v.visitFrsMaterial(_FrsMaterial);
v.visitNodeShapeBefore(*this);
vector<Rep *>::iterator rep;
for (rep = _Shapes.begin(); rep != _Shapes.end(); ++rep) {
(*rep)->accept(v);
}
v.visitNodeShapeAfter(*this);
}
} /* namespace Freestyle */