From Paul Martz, added support for OpenFlight15.8 LightPointSystems

This commit is contained in:
Robert Osfield
2004-04-10 11:30:16 +00:00
parent 5c01b5118e
commit ae7ceae631
13 changed files with 268 additions and 15 deletions

View File

@@ -16,6 +16,7 @@
#include <osgSim/Export>
#include <osgSim/LightPoint>
#include <osgSim/LightPointSystem>
#include <osg/Node>
#include <osg/NodeVisitor>
@@ -76,9 +77,13 @@ class OSGSIM_EXPORT LightPointNode : public osg::Node
void setMaxVisibleDistance2(float maxVisibleDistance2) { _maxVisibleDistance2 = maxVisibleDistance2; }
float getMaxVisibleDistance2() const { return _maxVisibleDistance2; }
void setLightPointSystem( osgSim::LightPointSystem* lps) { _lightSystem = lps; }
osgSim::LightPointSystem* getLightPointSystem() { return _lightSystem.get(); }
protected:
~LightPointNode() {}
// used to cache the bouding box of the lightpoints as a tighter
@@ -92,8 +97,9 @@ class OSGSIM_EXPORT LightPointNode : public osg::Node
float _minPixelSize;
float _maxPixelSize;
float _maxVisibleDistance2;
osg::ref_ptr<osgSim::LightPointSystem> _lightSystem;
};
}

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@@ -0,0 +1,63 @@
/* -*-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