/* -*-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 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