/usr/include/osgSim/LightPointNode 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 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 bounding 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
 |