From Paul Martz, added support for OpenFlight15.8 LightPointSystems
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include/osgSim/LightPointSystem
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63
include/osgSim/LightPointSystem
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 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 OSGSIM_LIGHTPOINTSYSTEM
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#define OSGSIM_LIGHTPOINTSYSTEM 1
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#include <osg/Object>
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namespace osgSim {
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/*
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* LightPointSYSTEM encapsulates animation and intensity state in a single object
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* that can be shared by several osgSim::LightPointNodes, thereby allowing an
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* application to efficiently control the animation/intensity state of
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* several LightPointNodes.
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*/
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class LightPointSystem : public osg::Object
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{
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public :
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LightPointSystem() : _intensity( 1.f ), _animationState( ANIMATION_ON )
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{ }
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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LightPointSystem( const LightPointSystem& lps, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY ) :
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osg::Object( lps, copyop ), _intensity( lps._intensity ), _animationState( lps._animationState )
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{ }
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META_Object( osgSim, LightPointSystem )
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typedef enum {
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ANIMATION_ON,
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ANIMATION_OFF,
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ANIMATION_RANDOM
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} AnimationState;
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void setIntensity( float intensity ) { _intensity = intensity; }
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float getIntensity() const { return _intensity; }
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void setAnimationState( LightPointSystem::AnimationState state ) { _animationState = state; }
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LightPointSystem::AnimationState getAnimationState() const { return _animationState; }
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protected:
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~LightPointSystem() {}
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float _intensity;
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AnimationState _animationState;
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};
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}
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#endif
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