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torsten 99e70069ad
Qt6 Migration CI / migrate (push) Canceled after 0s
Adds external dep dtentity
2026-10-24 09:01:01 +00:00

106 lines
2.7 KiB
C++

#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 <dtEntityOSG/export.h>
#include <dtEntity/defaultentitysystem.h>
#include <dtEntity/dynamicproperty.h>
#include <dtEntityOSG/nodecomponent.h>
#include <dtEntity/property.h>
#include <dtEntity/stringid.h>
namespace osg
{
class Group;
}
namespace dtEntityOSG
{
/**
* Holds a single OSG group.
*/
class DTENTITY_OSG_EXPORT GroupComponent : public NodeComponent
{
public:
typedef NodeComponent BaseClass;
static const dtEntity::ComponentType TYPE;
static const dtEntity::StringId ChildrenId;
/**
* CTor, creates a new group component
*/
GroupComponent();
/**
* CTor, uses passed group component
*/
GroupComponent(osg::Group* group);
virtual ~GroupComponent();
virtual dtEntity::ComponentType GetType() const
{
return TYPE;
}
virtual osg::Group* GetGroup() const;
// return group to attach children to
virtual osg::Group* GetAttachmentGroup() const { return GetGroup(); }
bool AddChildComponent(dtEntity::ComponentType c);
bool RemoveChildComponent(dtEntity::ComponentType c);
/**
* Expects an array of stringid properties containing component types
* of children. These will be attached.
*/
void SetChildren(const dtEntity::PropertyArray& arr);
dtEntity::PropertyArray GetChildren() const { return mChildrenVal.Get(); }
private:
// to prevent redundant code in constructors
void Init();
dtEntity::DynamicArrayProperty mChildren;
dtEntity::ArrayProperty mChildrenVal;
};
///////////////////////////////////////////////////////////////////////////
// storage only
class DTENTITY_OSG_EXPORT GroupSystem
: public dtEntity::DefaultEntitySystem<GroupComponent>
{
public:
GroupSystem(dtEntity::EntityManager& em)
: dtEntity::DefaultEntitySystem<GroupComponent>(em, NodeComponent::TYPE)
{
}
};
}