f612924a45
copy constructor which takes an optional Cloner object, and the old osg::Object::clone() has changed so that it now requires a Cloner as paramter. This is passed on to the copy constructor to help control the shallow vs deep copying. The old functionality of clone() which was clone of type has been renamed to cloneType(). Updated all of the OSG to work with these new conventions, implemention all the required copy constructors etc. A couple of areas will do shallow copies by design, a couple of other still need to be updated to do either shallow or deep. Neither of the shallow or deep copy operations have been tested yet, only the old functionality of the OSG has been checked so far, such running the viewer on various demo datasets. Also fixed a problem in osg::Optimize::RemoveRendundentNodesVisitor which was not checking that Group didn't have have any attached StateSet's, Callbacks or UserData. These checks have now been added, which fixes a bug which was revealled by the new osgscribe demo, this related to removal of group acting as state decorator. method
48 lines
1.1 KiB
Plaintext
48 lines
1.1 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_LIGHTSOURCE
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#define OSG_LIGHTSOURCE 1
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#include <osg/MemoryAdapter>
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#include <osg/NodeVisitor>
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#include <osg/Light>
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namespace osg {
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/** Leaf Node for defining a light in the scene.*/
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class SG_EXPORT LightSource : public Node
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{
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public:
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LightSource();
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LightSource(const LightSource& es, const Cloner& cloner=ShallowCopy()):
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Node(es,cloner),
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_light(dynamic_cast<osg::Light*>(cloner(es._light.get()))) {}
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META_Node(LightSource);
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/** Set the attached light.*/
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inline void setLight(Light* light) { _light = light; }
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/** Get the attached light.*/
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inline Light* getLight() { return _light.get(); }
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/** Get the const attached light.*/
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inline const Light* getLight() const { return _light.get(); }
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protected:
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virtual ~LightSource();
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virtual const bool computeBound() const;
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ref_ptr<Light> _light;
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};
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};
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#endif
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