27# define NO_TEXTURE_WITH_BLEND_STROKE -2
28# define NO_TEXTURE_STROKE -1
29# define PSEUDO_CHARCOAL_STROKE 0
30# define WASH_BRUSH_STROKE 1
32# define NO_BLEND_STROKE 3
33# define CHARCOAL_MIN_STROKE 4
34# define BRUSH_MIN_STROKE 5
35# define OPAQUE_DRY_STROKE 6
36# define OPAQUE_STROKE 7
38# define DEFAULT_STROKE 0
40# define NUMBER_STROKE_RENDERER 8
114 MEM_CXX_CLASS_ALLOC_FUNCS(
"Freestyle:StrokeVertexRep")
126 Strip(
const std::vector<StrokeVertex *> &iStrokeVertices,
128 bool tipBegin =
false,
130 float texStep = 1.0);
135 void createStrip(
const std::vector<StrokeVertex *> &iStrokeVertices);
137 void setVertexColor(
const std::vector<StrokeVertex *> &iStrokeVertices);
138 void computeTexCoord(
const std::vector<StrokeVertex *> &iStrokeVertices,
float texStep);
155 MEM_CXX_CLASS_ALLOC_FUNCS(
"Freestyle:Strip")
246 inline void setMTex(
int idx,
MTex *mtex_ptr)
248 _mtex[idx] = mtex_ptr;
252 MEM_CXX_CLASS_ALLOC_FUNCS(
"Freestyle:StrokeRep")
Vectors and Matrices (useful type definitions).
Read Guarded memory(de)allocation.
Classes to define a stroke.
void setVertexColor(const std::vector< StrokeVertex * > &iStrokeVertices)
void computeTexCoord(const std::vector< StrokeVertex * > &iStrokeVertices, float texStep)
void cleanUpSingularities(const std::vector< StrokeVertex * > &iStrokeVertices)
vertex_container & vertices()
vertex_container _vertices
std::vector< StrokeVertexRep * > vertex_container
void computeTexCoordWithTips(const std::vector< StrokeVertex * > &iStrokeVertices, bool tipBegin, bool tipEnd, float texStep)
void createStrip(const std::vector< StrokeVertex * > &iStrokeVertices)
Strip(const std::vector< StrokeVertex * > &iStrokeVertices, bool hasTex=false, bool tipBegin=false, bool tipEnd=false, float texStep=1.0)
Stroke::MediumType _strokeType
void setMediumType(Stroke::MediumType itype)
uint getNumberOfStrips() const
void setTextureId(uint textureId)
MTex * getMTex(int idx) const
Material * getMaterial() const
vector< Strip * > _strips
void setMaterial(Material *mat)
vector< Strip * > & getStrips()
Stroke::MediumType getMediumType() const
bNodeTree * getNodeTree() const
virtual void Render(const StrokeRenderer *iRenderer)
uint getTextureId() const
virtual ~StrokeVertexRep()
void setPoint2d(const Vec2r &p)
void setTexCoord(const Vec2r &p, bool tips=false)
void setColor(const Vec3r &p)
Vec2r & texCoord(bool tips=false)
StrokeVertexRep(const Vec2r &iPoint2d)
VecMat::Vec2< real > Vec2r
VecMat::Vec3< real > Vec3r