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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 <dtEntity/component.h>
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#include <dtEntity/defaultentitysystem.h>
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#include <dtEntity/dynamicproperty.h>
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#include <dtEntityOSG/export.h>
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#include <dtEntity/stringid.h>
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#include <dtEntity/scriptaccessor.h>
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namespace dtEntityOSG
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{
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class LayerAttachPointComponent;
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////////////////////////////////////////////////////////////////////////////////
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struct EntityData : public osg::Referenced
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{
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dtEntity::Entity* mEntity;
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EntityData(dtEntity::Entity* e)
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: mEntity(e)
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{
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}
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};
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/**
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* Each visible entity has to have a layer component. The layer component
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* defines which node component of the entity is attached to which layer.
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*/
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class DTENTITY_OSG_EXPORT LayerComponent
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: public dtEntity::Component
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{
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friend class LayerSystem;
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public:
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static const dtEntity::ComponentType TYPE;
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static const dtEntity::StringId LayerId;
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static const dtEntity::StringId AttachedComponentId;
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static const dtEntity::StringId VisibleId;
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LayerComponent();
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virtual ~LayerComponent();
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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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/**
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* The attached component is the component that should be attached
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* to the layer. A component with this type has to be present on
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* the entity and it has to derive from NodeComponent.
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*/
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void SetAttachedComponent(dtEntity::ComponentType ctype);
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dtEntity::ComponentType GetAttachedComponent() const;
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virtual void OnAddedToEntity(dtEntity::Entity &entity);
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void OnAddedToScene();
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void OnRemovedFromScene();
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/**
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* Attach the entity to the layer with this name. Default value is DefaultLayerId
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*/
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dtEntity::StringId GetLayer() const;
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void SetLayer(dtEntity::StringId);
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/**
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* Is the AttachedComponent currently attached to the layer node?
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*/
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bool IsVisible() const;
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/**
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* Set to false to detach AttachedComponent from the layer node.
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* Re-attach by setting to true.
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*/
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void SetVisible(bool);
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/**
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* Is the entity already added to scene? Can be used to query current initialization status
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*/
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bool IsAddedToScene() const { return mAddedToScene; }
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/**
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* Get OSG node of attached component
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*/
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osg::Node* GetAttachedComponentNode() const;
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/**
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* @return bool if geometry is attached to layer component
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*/
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bool GetBoundingBox(dtEntity::Vec3d& min, dtEntity::Vec3d& max);
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/**
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* Add attached component node to layer as a child in the scene graph hierarchy
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*/
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bool Attach(LayerAttachPointComponent* current);
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/**
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* Add attached component node to layer as a child in the scene graph hierarchy
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*/
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bool Detach(LayerAttachPointComponent* current);
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private:
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// is there an attach point, a component to attach and added to scene?
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bool CanAttach();
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dtEntity::Entity* mEntity;
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dtEntity::DynamicBoolProperty mVisible;
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bool mVisibleVal;
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dtEntity::DynamicStringIdProperty mLayer;
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dtEntity::StringId mLayerVal;
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dtEntity::DynamicStringIdProperty mAttachedComponent;
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dtEntity::StringId mAttachedComponentVal;
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bool mAddedToScene;
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};
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LayerAttachPointComponent* GetAttachPoint(dtEntity::EntityManager& em, dtEntity::StringId name);
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////////////////////////////////////////////////////////////////////////////////
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class DTENTITY_OSG_EXPORT LayerSystem
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: public dtEntity::DefaultEntitySystem<LayerComponent>
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, public dtEntity::ScriptAccessor
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{
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public:
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static const dtEntity::ComponentType TYPE;
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static const dtEntity::StringId VisibilityBitsId;
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LayerSystem(dtEntity::EntityManager& em);
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~LayerSystem();
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void OnEnterWorld(const dtEntity::Message&);
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void OnLeaveWorld(const dtEntity::Message&);
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void AddVisibleBoundingBox(dtEntity::EntityId id);
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void RemoveVisibleBoundingBox(dtEntity::EntityId id);
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void RemoveAllBoundingBoxes();
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// set or clear these bits when visibility of component is toggled
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void SetVisibilityBits(unsigned int bits) { mVisibilityBits.Set(bits); }
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unsigned int GetVisibilityBits() const { return mVisibilityBits.Get(); }
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private:
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dtEntity::Property* ScriptAddVisibleBoundingBox(const dtEntity::PropertyArgs& args)
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{
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AddVisibleBoundingBox(args[0]->UIntValue());
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return NULL;
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}
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dtEntity::Property* ScriptRemoveVisibleBoundingBox(const dtEntity::PropertyArgs& args)
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{
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RemoveVisibleBoundingBox(args[0]->UIntValue());
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return NULL;
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}
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dtEntity::Property* ScriptRemoveAllBoundingBoxes(const dtEntity::PropertyArgs& args)
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{
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RemoveAllBoundingBoxes();
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return NULL;
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}
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dtEntity::Property* ScriptGetBoundingSphere(const dtEntity::PropertyArgs& args);
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dtEntity::MessageFunctor mEnterWorldFunctor;
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dtEntity::MessageFunctor mLeaveWorldFunctor;
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dtEntity::UIntProperty mVisibilityBits;
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};
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}
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