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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 <osgAnimation/BasicAnimationManager>
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#include <dtEntityOSG/export.h>
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#include <dtEntity/defaultentitysystem.h>
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#include <dtEntity/component.h>
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#include <dtEntity/dynamicproperty.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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///////////////////////////////////////////////////////////////////////////
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class DTENTITY_OSG_EXPORT OSGAnimationComponent : public dtEntity::Component
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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 EnabledId;
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OSGAnimationComponent();
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virtual ~OSGAnimationComponent();
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virtual dtEntity::ComponentType GetType() const { return TYPE; }
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virtual void OnAddedToEntity(dtEntity::Entity& entity);
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osgAnimation::BasicAnimationManager* GetAnimationManager() const
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{
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return mAnimationManager;
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}
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void SetupMesh(osg::Node*);
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void SetEnabled(bool);
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bool GetEnabled() const;
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bool AddAttachment(const std::string& boneName, osg::Node* node, const osg::Matrix& m);
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bool RemoveAtachment(const std::string& boneName, osg::Node* node);
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void RemoveAtachments(const std::string& boneName);
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private:
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osg::ref_ptr<osgAnimation::BasicAnimationManager> mAnimationManager;
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dtEntity::Entity* mEntity;
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dtEntity::DynamicBoolProperty mEnabled;
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bool mEnabledVal;
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};
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///////////////////////////////////////////////////////////////////////////
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// storage only
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class DTENTITY_OSG_EXPORT OSGAnimationSystem
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: public dtEntity::DefaultEntitySystem<OSGAnimationComponent>
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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 VertexShaderId;
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static const dtEntity::StringId FragmentShaderId;
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static const dtEntity::StringId EnabledId;
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OSGAnimationSystem(dtEntity::EntityManager& em);
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~OSGAnimationSystem();
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void OnMeshChanged(const dtEntity::Message&);
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void SetVertexShader(const std::string& v) { mVertexShader.Set(v); }
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std::string GetVertexShader() const { return mVertexShader.Get(); }
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void SetFragmentShader(const std::string& v) { mFragmentShader.Set(v); }
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std::string GetFragmentShader() const { return mFragmentShader.Get(); }
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void SetEnabled(bool);
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bool GetEnabled() const;
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private:
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bool GetAnimationList(dtEntity::EntityId id, const osgAnimation::AnimationList*& list,
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osgAnimation::BasicAnimationManager*& manager);
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dtEntity::Property* ScriptPlayAnimation(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptStopAnimation(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptGetAnimations(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptGetAnimationLength(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptGetAnimationPlayMode(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptSetAnimationPlayMode(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptAddAttachment(const dtEntity::PropertyArgs& args);
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dtEntity::Property* ScriptRemoveAttachments(const dtEntity::PropertyArgs& args);
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dtEntity::MessageFunctor mMeshChangedFunctor;
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dtEntity::StringProperty mVertexShader;
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dtEntity::StringProperty mFragmentShader;
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bool mEnabledVal;
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dtEntity::DynamicBoolProperty mEnabled;
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};
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}
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