OpenSceneGraph/include/osgSim/LightPointSystem

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/* -*-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