#pragma once /* -*-c++-*- * dtEntity Game and Simulation Engine * * This library is free software; you can redistribute it and/or modify it under * the terms of the GNU Lesser General Public License as published by the Free * Software Foundation; either version 2.1 of the License, or (at your option) * any later version. * * 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 GNU Lesser General Public License for more * details. * * You should have received a copy of the GNU Lesser General Public License * along with this library; if not, write to the Free Software Foundation, Inc., * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * Martin Scheffler */ #include #include #include #include #include #include #include namespace dtEntityOSG { /////////////////////////////////////////////////////////////////////////// /** * abstract base class for transform components */ class DTENTITY_OSG_EXPORT TransformComponent : public GroupComponent { typedef GroupComponent BaseClass; public: static const dtEntity::ComponentType TYPE; TransformComponent(osg::Transform* trans); virtual ~TransformComponent(); virtual dtEntity::ComponentType GetType() const { return TYPE; } virtual dtEntity::Vec3d GetTranslation() const = 0; virtual void SetTranslation(const dtEntity::Vec3d&) = 0; virtual dtEntity::Vec3d GetScale() const { return dtEntity::Vec3d(1,1,1); } virtual void SetScale(const dtEntity::Vec3d&) {} virtual dtEntity::Quat GetRotation() const = 0; virtual void SetRotation(const dtEntity::Quat&) = 0; virtual dtEntity::Matrix GetMatrix() const { dtEntity::Matrix matrix; matrix.setTrans(GetTranslation()); matrix.setRotate(GetRotation()); return matrix; } virtual void SetMatrix(const dtEntity::Matrix& mat) { SetTranslation(mat.getTrans()); SetRotation(mat.getRotate()); } private: }; /////////////////////////////////////////////////////////////////////////// class DTENTITY_OSG_EXPORT TransformSystem : public dtEntity::EntitySystem { public: TransformSystem(dtEntity::EntityManager& em) : dtEntity::EntitySystem(em) { } dtEntity::ComponentType GetComponentType() const { return TransformComponent::TYPE; } }; }