You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
63 lines
2.1 KiB
63 lines
2.1 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield |
|
* |
|
* This library is open source and may be redistributed and/or modified under |
|
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or |
|
* (at your option) any later version. The full license is in LICENSE file |
|
* included with this distribution, and on the openscenegraph.org website. |
|
* |
|
* This library 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 |
|
* OpenSceneGraph Public License for more details. |
|
*/ |
|
|
|
#ifndef OSGSIM_LIGHTPOINTSYSTEM |
|
#define OSGSIM_LIGHTPOINTSYSTEM 1 |
|
|
|
#include <osg/Object> |
|
|
|
|
|
namespace osgSim { |
|
|
|
|
|
/* |
|
* LightPointSYSTEM encapsulates animation and intensity state in a single object |
|
* that can be shared by several osgSim::LightPointNodes, thereby allowing an |
|
* application to efficiently control the animation/intensity state of |
|
* several LightPointNodes. |
|
*/ |
|
class LightPointSystem : public osg::Object |
|
{ |
|
public : |
|
LightPointSystem() : _intensity( 1.f ), _animationState( ANIMATION_ON ) |
|
{ } |
|
|
|
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/ |
|
LightPointSystem( const LightPointSystem& lps, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY ) : |
|
osg::Object( lps, copyop ), _intensity( lps._intensity ), _animationState( lps._animationState ) |
|
{ } |
|
|
|
META_Object( osgSim, LightPointSystem ); |
|
|
|
typedef enum { |
|
ANIMATION_ON, |
|
ANIMATION_OFF, |
|
ANIMATION_RANDOM |
|
} AnimationState; |
|
|
|
void setIntensity( float intensity ) { _intensity = intensity; } |
|
float getIntensity() const { return _intensity; } |
|
|
|
void setAnimationState( LightPointSystem::AnimationState state ) { _animationState = state; } |
|
LightPointSystem::AnimationState getAnimationState() const { return _animationState; } |
|
|
|
protected: |
|
~LightPointSystem() {} |
|
|
|
float _intensity; |
|
AnimationState _animationState; |
|
}; |
|
|
|
} |
|
|
|
#endif
|
|
|