/usr/include/osg/LightSource is in libopenscenegraph-dev 3.2.1-7ubuntu4.
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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 | /* -*-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 OSG_LIGHTSOURCE
#define OSG_LIGHTSOURCE 1
#include <osg/NodeVisitor>
#include <osg/Light>
#include <osg/Group>
namespace osg {
/** Leaf Node for defining a light in the scene. */
class OSG_EXPORT LightSource : public Group
{
public:
LightSource();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
LightSource(const LightSource& ls,
const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Group(ls,copyop),
_value(ls._value),
_light(dynamic_cast<osg::Light*>(copyop(ls._light.get()))),
_referenceFrame(ls._referenceFrame) {}
META_Node(osg, LightSource);
enum ReferenceFrame
{
RELATIVE_RF,
ABSOLUTE_RF
};
/** Set the light sources's ReferenceFrame, either to be relative to its
* parent reference frame, or relative to an absolute coordinate
* frame. RELATIVE_RF is the default.
* Note: setting the ReferenceFrame to be ABSOLUTE_RF will
* also set the CullingActive flag on the light source, and hence all
* of its parents, to false, thereby disabling culling of it and
* all its parents. This is necessary to prevent inappropriate
* culling, but may impact cull times if the absolute light source is
* deep in the scene graph. It is therefore recommended to only use
* absolute light source at the top of the scene.
*/
void setReferenceFrame(ReferenceFrame rf);
ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
/** Set the attached light. */
void setLight(Light* light);
/** Get the attached light. */
inline Light* getLight() { return _light.get(); }
/** Get the const attached light. */
inline const Light* getLight() const { return _light.get(); }
/** Set the GLModes on StateSet associated with the LightSource. */
void setStateSetModes(StateSet&,StateAttribute::GLModeValue) const;
/** Set up the local StateSet. */
void setLocalStateSetModes(StateAttribute::GLModeValue value = StateAttribute::ON);
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
virtual BoundingSphere computeBound() const;
protected:
virtual ~LightSource();
StateAttribute::GLModeValue _value;
ref_ptr<Light> _light;
ReferenceFrame _referenceFrame;
};
}
#endif
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