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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

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