/usr/include/osgSim/LightPointNode is in libopenscenegraph-dev 3.2.1-6.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_LIGHTPOINTNODE
#define OSGSIM_LIGHTPOINTNODE 1
#include <osgSim/Export>
#include <osgSim/LightPoint>
#include <osgSim/LightPointSystem>
#include <osg/Node>
#include <osg/NodeVisitor>
#include <osg/BoundingBox>
#include <osg/Quat>
#include <osg/Vec4>
#include <vector>
#include <set>
namespace osgSim {
class OSGSIM_EXPORT LightPointNode : public osg::Node
{
public :
typedef std::vector< LightPoint > LightPointList;
LightPointNode();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
LightPointNode(const LightPointNode&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Node(osgSim,LightPointNode);
virtual void traverse(osg::NodeVisitor& nv);
unsigned int getNumLightPoints() const { return _lightPointList.size(); }
unsigned int addLightPoint(const LightPoint& lp);
void removeLightPoint(unsigned int pos);
LightPoint& getLightPoint(unsigned int pos) { return _lightPointList[pos]; }
const LightPoint& getLightPoint(unsigned int pos) const { return _lightPointList[pos]; }
void setLightPointList(const LightPointList& lpl) { _lightPointList=lpl; }
LightPointList& getLightPointList() { return _lightPointList; }
const LightPointList& getLightPointList() const { return _lightPointList; }
void setMinPixelSize(float minPixelSize) { _minPixelSize = minPixelSize; }
float getMinPixelSize() const { return _minPixelSize; }
void setMaxPixelSize(float maxPixelSize) { _maxPixelSize = maxPixelSize; }
float getMaxPixelSize() const { return _maxPixelSize; }
void setMaxVisibleDistance2(float maxVisibleDistance2) { _maxVisibleDistance2 = maxVisibleDistance2; }
float getMaxVisibleDistance2() const { return _maxVisibleDistance2; }
void setLightPointSystem( osgSim::LightPointSystem* lps) { _lightSystem = lps; }
osgSim::LightPointSystem* getLightPointSystem() { return _lightSystem.get(); }
const osgSim::LightPointSystem* getLightPointSystem() const { return _lightSystem.get(); }
void setPointSprite(bool enable=true) { _pointSprites = enable; }
bool getPointSprite() const { return _pointSprites; }
virtual osg::BoundingSphere computeBound() const;
protected:
~LightPointNode() {}
// used to cache the bouding box of the lightpoints as a tighter
// view frustum check.
mutable osg::BoundingBox _bbox;
LightPointList _lightPointList;
float _minPixelSize;
float _maxPixelSize;
float _maxVisibleDistance2;
osg::ref_ptr<osgSim::LightPointSystem> _lightSystem;
bool _pointSprites;
};
}
#endif
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