/usr/include/osgAnimation/Timeline 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 | /*  -*-c++-*-
 *  Copyright (C) 2008 Cedric Pinson <cedric.pinson@plopbyte.net>
 *
 * 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 OSGANIMATION_TIMELINE
#define OSGANIMATION_TIMELINE 1
#include <osgAnimation/Export>
#include <map>
#include <vector>
#include <osg/observer_ptr>
#include <osg/Notify>
#include <osg/Stats>
#include <osgAnimation/Action>
#include <osgAnimation/FrameAction>
#include <osgAnimation/AnimationManagerBase>
#include <osgAnimation/StatsVisitor>
namespace osgAnimation
{
    class OSGANIMATION_EXPORT Timeline : public Action
    {
    public:
        Timeline();
        Timeline(const Timeline& nc,const osg::CopyOp& op = osg::CopyOp::SHALLOW_COPY);
        META_Action(osgAnimation, Timeline);
        enum TimelineStatus
        {
            Play,
            Stop
        };
        TimelineStatus getStatus() const { return _state; }
        typedef std::vector<FrameAction> ActionList;
        typedef std::map<int, ActionList> ActionLayers;
        const ActionList& getActionLayer(int i) { return _actions[i];}
        unsigned int getCurrentFrame() const { return _currentFrame;}
        double getCurrentTime() const { return _currentFrame * 1.0 / _fps;}
        void play() { _state = Play; }
        void gotoFrame(unsigned int frame) { _currentFrame = frame; }
        void stop() { _state = Stop; }
        bool getEvaluating() const { return _evaluating;}
        bool isActive(Action* activeAction);
        void removeAction(Action* action);
        virtual void addActionAt(unsigned int frame, Action* action, int priority = 0);
        virtual void addActionAt(double t, Action* action, int priority = 0);
        void addActionNow(Action* action, int priority = 0);
        void clearActions();
        virtual void update(double simulationTime);
        void setLastFrameEvaluated(unsigned int frame) { _previousFrameEvaluated = frame; }
        void setEvaluating(bool state) { _evaluating = state;}
        void traverse(ActionVisitor& visitor);
        void setStats(osg::Stats* stats);
        osg::Stats* getStats();
        void collectStats(bool state);
        osgAnimation::StatsActionVisitor* getStatsVisitor();
        const ActionLayers& getActionLayers() const { return _actions; }
        void processPendingOperation();
        void setAnimationManager(AnimationManagerBase*);
    protected:
        osg::observer_ptr<AnimationManagerBase> _animationManager;
        ActionLayers _actions;
        double _lastUpdate;
        double _speed;
        unsigned int _currentFrame;
        unsigned int _previousFrameEvaluated;
        bool _initFirstFrame;
        TimelineStatus _state;
        bool _collectStats;
        osg::ref_ptr<osg::Stats> _stats;
        osg::ref_ptr<osgAnimation::StatsActionVisitor> _statsVisitor;
        // to manage pending operation
        bool _evaluating;
        struct Command
        {
            Command():_priority(0) {}
            Command(int priority, const FrameAction& action) : _priority(priority), _action(action) {}
            int _priority;
            FrameAction _action;
        };
        typedef std::vector<Command> CommandList;
        CommandList _addActionOperations;
        ActionList _removeActionOperations;
        void internalRemoveAction(Action* action);
        void internalAddAction(int priority, const FrameAction& ftl);
    };
}
#endif
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