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#pragma once
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/* -*-c++-*-
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* dtEntity Game and Simulation Engine
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*
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* This library is free software; you can redistribute it and/or modify it under
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* the terms of the GNU Lesser General Public License as published by the Free
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* Software Foundation; either version 2.1 of the License, or (at your option)
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* any later version.
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*
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* This library is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
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* details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this library; if not, write to the Free Software Foundation, Inc.,
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* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Martin Scheffler
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*/
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#include <dtEntityOSG/export.h>
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#include <dtEntity/defaultentitysystem.h>
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#include <dtEntity/dynamicproperty.h>
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#include <dtEntityOSG/nodecomponent.h>
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#include <dtEntity/property.h>
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#include <dtEntity/stringid.h>
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namespace osg
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{
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class Group;
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}
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namespace dtEntityOSG
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{
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/**
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* Holds a single OSG group.
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*/
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class DTENTITY_OSG_EXPORT GroupComponent : public NodeComponent
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{
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public:
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typedef NodeComponent BaseClass;
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static const dtEntity::ComponentType TYPE;
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static const dtEntity::StringId ChildrenId;
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/**
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* CTor, creates a new group component
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*/
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GroupComponent();
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/**
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* CTor, uses passed group component
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*/
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GroupComponent(osg::Group* group);
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virtual ~GroupComponent();
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virtual dtEntity::ComponentType GetType() const
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{
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return TYPE;
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}
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virtual osg::Group* GetGroup() const;
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// return group to attach children to
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virtual osg::Group* GetAttachmentGroup() const { return GetGroup(); }
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bool AddChildComponent(dtEntity::ComponentType c);
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bool RemoveChildComponent(dtEntity::ComponentType c);
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/**
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* Expects an array of stringid properties containing component types
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* of children. These will be attached.
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*/
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void SetChildren(const dtEntity::PropertyArray& arr);
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dtEntity::PropertyArray GetChildren() const { return mChildrenVal.Get(); }
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private:
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// to prevent redundant code in constructors
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void Init();
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dtEntity::DynamicArrayProperty mChildren;
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dtEntity::ArrayProperty mChildrenVal;
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};
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///////////////////////////////////////////////////////////////////////////
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// storage only
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class DTENTITY_OSG_EXPORT GroupSystem
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: public dtEntity::DefaultEntitySystem<GroupComponent>
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{
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public:
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GroupSystem(dtEntity::EntityManager& em)
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: dtEntity::DefaultEntitySystem<GroupComponent>(em, NodeComponent::TYPE)
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{
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}
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};
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}
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