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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 <osg/ref_ptr>
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#include <dtEntity/defaultentitysystem.h>
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#include <dtEntityOSG/export.h>
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#include <dtEntityOSG/groupcomponent.h>
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#include <dtEntity/scriptaccessor.h>
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#include <dtEntity/stringid.h>
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#include <osg/Group>
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namespace dtEntityOSG
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{
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class DTENTITY_OSG_EXPORT LayerAttachPointComponent
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: public GroupComponent
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{
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typedef GroupComponent BaseClass;
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public:
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static const dtEntity::ComponentType TYPE;
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static const dtEntity::StringId NameId;
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LayerAttachPointComponent();
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virtual ~LayerAttachPointComponent();
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virtual void Finished();
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void OnAddedToEntity(dtEntity::Entity& entity);
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void OnRemovedFromEntity(dtEntity::Entity& entity);
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/**
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* Set osg group node that will hold layer component nodes
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* as children. When this is set, all layer components are
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* traversed and their nodes are attached to this group node
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* if the layer name fits
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*/
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virtual void SetNode(osg::Group* node);
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/**
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* Get name SID identifying this layer attach point
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*/
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dtEntity::StringId GetName() const { return mName.Get(); }
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/**
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* Set name SID identifying this layer attach point.
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* When the name is changed all layer components are
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* traversed and their nodes are attached to this group node
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* if the layer name fits
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*/
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void SetName(dtEntity::StringId name);
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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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private:
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dtEntity::EntityManager* mEntityManager;
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dtEntity::StringIdProperty mName;
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dtEntity::StringId mCurrentName;
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};
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////////////////////////////////////////////////////////////////////////////////
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class DTENTITY_OSG_EXPORT LayerAttachPointSystem
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: public dtEntity::DefaultEntitySystem<LayerAttachPointComponent>
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, public dtEntity::ScriptAccessor
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{
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friend class LayerAttachPointComponent;
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typedef dtEntity::DefaultEntitySystem<LayerAttachPointComponent> BaseClass;
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public:
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static const dtEntity::ComponentType TYPE;
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static const dtEntity::StringId DefaultLayerId;
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static const dtEntity::StringId RootId;
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LayerAttachPointSystem(dtEntity::EntityManager& em);
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virtual bool DeleteComponent(dtEntity::EntityId eid);
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bool GetByName(dtEntity::StringId name, LayerAttachPointComponent*& recipient);
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LayerAttachPointComponent* GetDefaultLayer();
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LayerAttachPointComponent* GetRootLayer();
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osg::Group* GetSceneGraphRoot()
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{
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return mSceneGraphRoot.get();
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}
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void CreateSceneGraphRootEntity(osg::Group* root);
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dtEntity::Property* ScriptGetByName(const dtEntity::PropertyArgs& args);
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private:
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void RegisterByName(dtEntity::StringId, LayerAttachPointComponent*);
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typedef std::map<dtEntity::StringId, LayerAttachPointComponent*> LayerByNameMap;
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LayerByNameMap mLayerByNameMap;
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osg::ref_ptr<osg::Group> mSceneGraphRoot;
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dtEntity::EntityId mBaseEntityId;
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};
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}
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