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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

114 lines
3.3 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 <osg/ref_ptr>
#include <dtEntityOSG/export.h>
#include <dtEntity/defaultentitysystem.h>
#include <dtEntity/component.h>
#include <dtEntity/property.h>
#include <dtEntity/stringid.h>
#include <osg/Node>
namespace dtEntityOSG
{
class DTENTITY_OSG_EXPORT NodeStore
{
public:
NodeStore();
NodeStore(osg::Node* node);
virtual ~NodeStore();
/**
* returns encapsulated node
*/
virtual osg::Node* GetNode() const;
/**
* Sets encapsulated node. Also, if the currently held node
* is attached as a child to another component then it is
* removed from that parent and the passed node is added as a child
*/
virtual void SetNode(osg::Node* node);
/**
* type of compponent that this node component is attached to.
* Is 0 if not attached to a parent
*/
dtEntity::ComponentType GetParentComponent() const { return mParentComponent; }
void SetParentComponent(dtEntity::ComponentType c) { mParentComponent = c; }
void ClearFromParent();
void SetNodeMask(unsigned int nodemask, bool recursive = false);
unsigned int GetNodeMask() const;
void SetNodeEntity(dtEntity::Entity*);
dtEntity::Entity* GetNodeEntity();
private:
osg::ref_ptr<osg::Node> mNode;
dtEntity::ComponentType mParentComponent;
};
///////////////////////////////////////////////////////////////////////////
/**
* Holds a single OSG node. Subclass this if you want to wrap an object
* derived from osg::Node. NodeComponent instances can be attached to
* the scene by the Layer system.
*/
class DTENTITY_OSG_EXPORT NodeComponent
: public dtEntity::Component
, public NodeStore
{
public:
static const dtEntity::ComponentType TYPE;
NodeComponent();
NodeComponent(osg::Node* node);
virtual ~NodeComponent();
virtual dtEntity::ComponentType GetType() const { return TYPE; }
virtual void OnAddedToEntity(dtEntity::Entity& entity);
virtual void OnRemovedFromEntity(dtEntity::Entity& entity);
protected:
};
///////////////////////////////////////////////////////////////////////////
// storage only
class DTENTITY_OSG_EXPORT NodeSystem
: public dtEntity::DefaultEntitySystem<NodeComponent>
{
public:
NodeSystem(dtEntity::EntityManager& em)
: dtEntity::DefaultEntitySystem<NodeComponent>(em)
{
}
};}