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blender-archive/source/blender/freestyle/intern/scene_graph/Rep.h
Brecht Van Lommel bd5394f6c0 Fix T57890: freestyle rendering crash.
Depsgraph objects are deleted after conversion to Freestyle data structures,
so don't keep a pointer to their name strings.
2019-01-04 17:58:55 +01:00

189 lines
3.9 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __FREESTYLE_REP_H__
#define __FREESTYLE_REP_H__
/** \file blender/freestyle/intern/scene_graph/Rep.h
* \ingroup freestyle
* \brief Base class for all shapes. Inherits from BasicObjects for references counter management (addRef, release).
* \author Stephane Grabli
* \date 25/01/2002
*/
#include <string>
#include "FrsMaterial.h"
#include "SceneVisitor.h"
#include "../geometry/BBox.h"
#include "../geometry/Geom.h"
#include "../system/BaseObject.h"
#include "../system/Id.h"
#include "../system/Precision.h"
using namespace std;
namespace Freestyle {
using namespace Geometry;
class Rep : public BaseObject
{
public:
inline Rep() : BaseObject()
{
_Id = 0;
_FrsMaterial = 0;
}
inline Rep(const Rep& iBrother) : BaseObject()
{
_Id = iBrother._Id;
_Name = iBrother._Name;
_LibraryPath = iBrother._LibraryPath;
if (0 == iBrother._FrsMaterial)
_FrsMaterial = 0;
else
_FrsMaterial = new FrsMaterial(*(iBrother._FrsMaterial));
_BBox = iBrother.bbox();
}
inline void swap(Rep& ioOther)
{
std::swap(_BBox, ioOther._BBox);
std::swap(_Id, ioOther._Id);
std::swap(_Name, ioOther._Name);
std::swap(_LibraryPath, ioOther._LibraryPath);
std::swap(_FrsMaterial, ioOther._FrsMaterial);
}
Rep& operator=(const Rep& iBrother)
{
if (&iBrother != this) {
_Id = iBrother._Id;
_Name = iBrother._Name;
_LibraryPath = iBrother._LibraryPath;
if (0 == iBrother._FrsMaterial) {
_FrsMaterial = 0;
}
else {
if (_FrsMaterial == 0) {
_FrsMaterial = new FrsMaterial(*iBrother._FrsMaterial);
}
else {
(*_FrsMaterial) = (*(iBrother._FrsMaterial));
}
_BBox = iBrother.bbox();
}
}
return *this;
}
virtual ~Rep()
{
if (0 != _FrsMaterial) {
delete _FrsMaterial;
_FrsMaterial = 0;
}
}
/*! Accept the corresponding visitor
* Must be overload by inherited classes
*/
virtual void accept(SceneVisitor& v)
{
if (_FrsMaterial)
v.visitFrsMaterial(*_FrsMaterial);
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<Vec3f>& bbox() const
{
return _BBox;
}
inline Id getId() const
{
return _Id;
}
inline const string& getName() const
{
return _Name;
}
inline const string& getLibraryPath() const
{
return _LibraryPath;
}
inline const FrsMaterial *frs_material() const
{
return _FrsMaterial;
}
/*! Sets the Rep bounding box */
virtual void setBBox(const BBox<Vec3f>& iBox)
{
_BBox = iBox;
}
inline void setId(const Id& id)
{
_Id = id;
}
inline void setName(const string& name)
{
_Name = name;
}
inline void setLibraryPath(const string& path)
{
_LibraryPath = path;
}
inline void setFrsMaterial(const FrsMaterial& iMaterial)
{
_FrsMaterial = new FrsMaterial(iMaterial);
}
private:
BBox<Vec3f> _BBox;
Id _Id;
string _Name;
string _LibraryPath;
FrsMaterial *_FrsMaterial;
};
} /* namespace Freestyle */
#endif // __FREESTYLE_REP_H__