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blender-archive/source/blender/freestyle/intern/scene_graph/NodeTransform.h
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

86 lines
1.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Class to represent a transform node. A Transform node contains one or several children,
* \brief all affected by the transformation.
*/
#include "NodeGroup.h"
#include "../geometry/Geom.h"
#include "../system/FreestyleConfig.h"
namespace Freestyle {
using namespace Geometry;
class NodeTransform : public NodeGroup {
public:
inline NodeTransform() : NodeGroup()
{
_Matrix = Matrix44r::identity();
_Scaled = false;
}
virtual ~NodeTransform()
{
}
/** multiplies the current matrix by the x, y, z translation matrix. */
void Translate(real x, real y, real z);
/** multiplies the current matrix by a rotation matrix
* iAngle
* The rotation angle
* x, y, z
* The rotation axis
*/
void Rotate(real iAngle, real x, real y, real z);
/** multiplies the current matrix by a scaling matrix.
* x, y, z
* The scaling coefficients with respect to the x,y,z axis
*/
void Scale(real x, real y, real z);
/** Multiplies the current matrix by iMatrix */
void MultiplyMatrix(const Matrix44r &iMatrix);
/** Sets the current matrix to iMatrix */
void setMatrix(const Matrix44r &iMatrix);
/** Accept the corresponding visitor */
virtual void accept(SceneVisitor &v);
/** Overloads the Node::AddBBox in order to take care about the transformation */
virtual void AddBBox(const BBox<Vec3r> &iBBox);
/** Checks whether a matrix contains a scale factor or not.
* Returns true if yes.
* M
* The matrix to check
*/
bool isScaled(const Matrix44r &M);
/** accessors */
inline const Matrix44r &matrix() const
{
return _Matrix;
}
inline bool scaled() const
{
return _Scaled;
}
private:
Matrix44r _Matrix;
bool _Scaled;
};
} /* namespace Freestyle */