Added Sequence back in with correct Permission, and with Geoff Michel's spelling
corrections.
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include/osg/Sequence
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112
include/osg/Sequence
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_SEQUENCE
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#define OSG_SEQUENCE 1
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#include <osg/Switch>
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namespace osg {
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/** Sequence is a Group node which allows automatic, time based
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switching between children.
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*/
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class SG_EXPORT Sequence : public Group
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{
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public :
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Sequence();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Sequence(const Sequence&, const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Node(osg, Sequence);
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virtual void traverse(NodeVisitor& nv);
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void setValue(int value) { _value = value; }
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int getValue() const { return _value; }
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/** Set time in seconds for child. */
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void setTime(int frame, float t);
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/** Get time for child. */
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float getTime(int frame) const;
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/** Interval modes. 'Loop' repeats frames 1-N; 'swing' repeats 1->N, (N-1)->1. */
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enum LoopMode
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{
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LOOP,
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SWING
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};
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/** Set sequence mode & interval (range of children to be displayed). */
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void setInterval(LoopMode mode, int begin, int end);
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/** Get sequence mode & interval. */
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inline void getInterval(LoopMode& mode, int& begin, int& end) const
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{
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mode = _loopMode;
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begin = _begin;
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end = _end;
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}
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/** Set duration: speed-up & number of repeats */
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void setDuration(float speed, int nreps = -1);
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/** Get duration & number of repeats. */
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inline void getDuration(float& speed, int& nreps) const
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{
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speed = _speed;
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nreps = _nreps;
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}
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/** Sequence modes. */
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enum SequenceMode
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{
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START,
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STOP,
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PAUSE,
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RESUME
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};
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/** Set sequence mode. Start/stop & pause/resume. */
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void setMode(SequenceMode mode);
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/** Get sequence mode. */
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inline SequenceMode getMode() const { return _mode; }
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protected :
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virtual ~Sequence() {}
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int _value;
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float _last;
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std::vector<float> _frameTime;
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int _step;
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LoopMode _loopMode;
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int _begin, _end;
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float _speed;
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int _nreps, _nrepsremain;
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SequenceMode _mode;
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};
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}
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#endif
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