/usr/include/osgParticle/ConnectedParticleSystem is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.
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 | /* -*-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 OSGPARTICLE_CONNECTEDPARTICLESYSTEM
#define OSGPARTICLE_CONNECTEDPARTICLESYSTEM 1
#include <osgParticle/ParticleSystem>
namespace osgParticle
{
    /** ConnectConnectedParticleSystem is a specialise ConnectedParticleSystem for effects
      * like missile trails, where the individual particles are rendered as
      * single ribbon.
    */
    class OSGPARTICLE_EXPORT ConnectedParticleSystem: public osgParticle::ParticleSystem
    {
    public:
        ConnectedParticleSystem();
        ConnectedParticleSystem(const ConnectedParticleSystem& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
        META_Object(osgParticle, ConnectedParticleSystem);
        /// Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null).
        virtual Particle* createParticle(const Particle* ptemplate);
        /// Reuse the i-th particle.
        virtual void reuseParticle(int i);
        /// Draw the connected particles as either a line or a quad strip, depending upon viewing distance. .
        virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
        ///Get the (const) particle from where the line or quadstrip starts to be drawn
        const osgParticle::Particle* getStartParticle() const
        {
            return (_startParticle != Particle::INVALID_INDEX) ? &_particles[_startParticle] : 0;
        }
        ///Get the particle from where the line or quadstrip starts to be drawn
        osgParticle::Particle* getStartParticle()
        {
            return (_startParticle != Particle::INVALID_INDEX) ? &_particles[_startParticle] : 0;
        }
        ///Set the maximum numbers of particles to be skipped during the predraw filtering
        void setMaxNumberOfParticlesToSkip(unsigned int maxNumberofParticlesToSkip){_maxNumberOfParticlesToSkip = maxNumberofParticlesToSkip;}
        ///Get the maximum numbers of particles to be skipped during the predraw filtering
        unsigned int getMaxNumberOfParticlesToSkip(){ return _maxNumberOfParticlesToSkip;}
    protected:
        virtual ~ConnectedParticleSystem();
        ConnectedParticleSystem& operator=(const ConnectedParticleSystem&) { return *this; }
        int _lastParticleCreated;
        unsigned int _maxNumberOfParticlesToSkip;
        int _startParticle;
      };
}
#endif
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