#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 osg { class MatrixTransform; } namespace dtEntityOSG { /////////////////////////////////////////////////////////////////////////// /** * holds a single matrix transform */ class DTENTITY_OSG_EXPORT MatrixTransformComponent : public TransformComponent { typedef TransformComponent BaseClass; public: static const dtEntity::ComponentType TYPE; static const dtEntity::StringId MatrixId; MatrixTransformComponent(); MatrixTransformComponent(osg::MatrixTransform* trans); virtual ~MatrixTransformComponent(); virtual dtEntity::ComponentType GetType() const { return TYPE; } const osg::MatrixTransform* GetMatrixTransform() const; osg::MatrixTransform* GetMatrixTransform(); virtual dtEntity::Matrix GetMatrix() const; virtual void SetMatrix(const dtEntity::Matrix& m); virtual dtEntity::Vec3d GetTranslation() const { dtEntity::Matrix m = GetMatrix(); return m.getTrans(); } virtual void SetTranslation(const dtEntity::Vec3d& t) { dtEntity::Matrix m = GetMatrix(); m.setTrans(t); SetMatrix(m); } virtual dtEntity::Quat GetRotation() const { dtEntity::Matrix m = GetMatrix(); return m.getRotate(); } virtual void SetRotation(const dtEntity::Quat& q) { dtEntity::Matrix m = GetMatrix(); m.setRotate(q); SetMatrix(m); } virtual dtEntity::Vec3d GetScale() const { dtEntity::Matrix m = GetMatrix(); return m.getScale(); } virtual void SetScale(const dtEntity::Vec3d& v) { dtEntity::Matrix m = GetMatrix(); m = m.scale(v); SetMatrix(m); } private: dtEntity::DynamicMatrixProperty mMatrix; }; /////////////////////////////////////////////////////////////////////////// // storage only class DTENTITY_OSG_EXPORT MatrixTransformSystem : public dtEntity::DefaultEntitySystem { public: MatrixTransformSystem(dtEntity::EntityManager& em) : dtEntity::DefaultEntitySystem(em, TransformComponent::TYPE) { } }; }